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ZAR NEW UPDATE LIVE!
Hello everyone! ZAR Alpha v0.4.85.18 is now available!
This update mainly focuses on readability, visual consistency, balance improvements, enemy clarity, and bug fixes.
Readability & UI Improvements
- Updated the game's font system.
- Previously, a single font was used throughout the entire game, which caused readability issues and problems with some characters, including Turkish characters.
- ZAR now uses two different fonts, allowing us to choose the more suitable font depending on the UI element while supporting a wider range of characters.
- Updated Enemy and Player speech bubbles to make dialogue cleaner and easier to read.
- Updated several box names and descriptions for better clarity.
- Improved several UI texts and descriptions throughout the game.
Keyword Highlight System
- Refined the recently added Keyword Highlight System.
- Previously, some highlighted sections could cover large parts of a sentence, making descriptions visually noisy and harder to scan.
- Keyword highlighting is now more minimal and focuses only on the most important values and mechanics.
- This should make Relic, Augment, Enemy Skill, and Player Skill descriptions easier to read without overwhelming the player with too many colors.
Visual Improvements
- Updated the game's color palettes.
- Relic illustrations, Augment illustrations, UI elements, and several other visual elements have been adjusted to better match the updated color direction.
- Enemy sprites are still placeholder assets during the Alpha, but different enemies now use different color variations.
- This makes it easier to immediately recognize when you are fighting a different enemy and helps communicate that enemies may have different attacks and abilities.
Balance
- Updated several Dice Augments to improve balance and fix unintended interactions.
- Adjusted several Enemy Attacks and their values.
- Updated the Slot Machine Relic probability system.
- Slot Machine symbols no longer have equal chances of appearing.
- More powerful symbols such as M and J are now rarer.
- This makes powerful combinations such as MMM and JJJ significantly harder to obtain and keeps the Relic's high-roll potential more balanced.
Dice Collision Improvements
- Improved Die-to-Die collision interactions.
- Collision-triggered effects now use a trigger buffer to prevent unintended repeated activations.
- Previously, combining Sticky with collision-based Augments could cause two dice that remained in contact to continuously trigger collision effects.
- These interactions are now handled more consistently and should no longer generate unintended repeated effects.
Bug Fixes
- Fixed issues with Sir Rollington's Passive Skill.
- Fixed issues with Sir Rollington's Active Skill.
- Fixed and adjusted several Dice Augment interactions.
- Improved several collision-related edge cases.
- Fixed various minor UI, text, and gameplay issues.
Enemy Updates
- Adjusted several existing Enemy Attacks.
- Improved the visual distinction between different enemies during the Alpha.
- Different placeholder enemy sprites now use different colors, making it easier to recognize enemy changes and understand that they may use different attacks or mechanics.
Thank you for playing ZAR and continuing to share your feedback with us! 🎲
We're continuing to improve the Alpha step by step, especially around readability, balance, visual clarity, and progression as we work toward the Steam Demo.
ZAR NEW UPDATE LIVE!
Hello everyone! ZAR Alpha v0.4.85.18 is now available!
This update mainly focuses on readability, visual consistency, balance improvements, enemy clarity, and bug fixes.
Readability & UI Improvements
- Updated the game's font system.
- Previously, a single font was used throughout the entire game, which caused readability issues and problems with some characters, including Turkish characters.
- ZAR now uses two different fonts, allowing us to choose the more suitable font depending on the UI element while supporting a wider range of characters.
- Updated Enemy and Player speech bubbles to make dialogue cleaner and easier to read.
- Updated several box names and descriptions for better clarity.
- Improved several UI texts and descriptions throughout the game.
Keyword Highlight System
- Refined the recently added Keyword Highlight System.
- Previously, some highlighted sections could cover large parts of a sentence, making descriptions visually noisy and harder to scan.
- Keyword highlighting is now more minimal and focuses only on the most important values and mechanics.
- This should make Relic, Augment, Enemy Skill, and Player Skill descriptions easier to read without overwhelming the player with too many colors.
Visual Improvements
- Updated the game's color palettes.
- Relic illustrations, Augment illustrations, UI elements, and several other visual elements have been adjusted to better match the updated color direction.
- Enemy sprites are still placeholder assets during the Alpha, but different enemies now use different color variations.
- This makes it easier to immediately recognize when you are fighting a different enemy and helps communicate that enemies may have different attacks and abilities.
Balance
- Updated several Dice Augments to improve balance and fix unintended interactions.
- Adjusted several Enemy Attacks and their values.
- Updated the Slot Machine Relic probability system.
- Slot Machine symbols no longer have equal chances of appearing.
- More powerful symbols such as M and J are now rarer.
- This makes powerful combinations such as MMM and JJJ significantly harder to obtain and keeps the Relic's high-roll potential more balanced.
Dice Collision Improvements
- Improved Die-to-Die collision interactions.
- Collision-triggered effects now use a trigger buffer to prevent unintended repeated activations.
- Previously, combining Sticky with collision-based Augments could cause two dice that remained in contact to continuously trigger collision effects.
- These interactions are now handled more consistently and should no longer generate unintended repeated effects.
Bug Fixes
- Fixed issues with Sir Rollington's Passive Skill.
- Fixed issues with Sir Rollington's Active Skill.
- Fixed and adjusted several Dice Augment interactions.
- Improved several collision-related edge cases.
- Fixed various minor UI, text, and gameplay issues.
Enemy Updates
- Adjusted several existing Enemy Attacks.
- Improved the visual distinction between different enemies during the Alpha.
- Different placeholder enemy sprites now use different colors, making it easier to recognize enemy changes and understand that they may use different attacks or mechanics.
Thank you for playing ZAR and continuing to share your feedback with us! 🎲
We're continuing to improve the Alpha step by step, especially around readability, balance, visual clarity, and progression as we work toward the Steam Demo.
The concept is unique, and the presentation feels polished. The physics-based battles are satisfying, while the characters, UI, and sound give the game a strong identity. However, I often couldn’t tell whether my actions were effective. Sometimes I attacked an opponent but ended up losing more health than they did, and I wasn’t sure why. This makes the fights difficult to follow for a new player. Clearer feedback about damage, successful actions, and what causes the player to lose health would make the game much easier to understand.
Hi !
We’ve actually been working on this quite a bit recently, and it’s something we’ll continue to improve. As the game progresses, the board can definitely get pretty chaotic. While that chaos is part of the fun to watch, readability is obviously important too.
That said, once the player throws the dice, their ability to intervene is fairly limited, so they don’t necessarily need to understand 100% of everything happening at every moment. The main challenge for us is finding the right balance keeping the satisfying chaos while making sure the important moments and interactions are still clear and easy to follow.
Thanks a lot for the kind words and the feedback!
The progression and overall game balance are still not fully settled yet, and this is something we're continuing to work on. Our goal is to make the early game much easier to understand and help new players get into the game without feeling overwhelmed.
Starting with simpler dice and introducing more variety gradually is definitely something we'll keep in mind. Thanks again!
Thanks a lot for the feedback! We really appreciate you taking the time to play and share both the positives and the negatives.
For the dice faces, once a die has settled, you can hover over it with your mouse and its current value will be displayed much larger. Because of that, you don't really need to read the numbers directly from the physical die faces during gameplay. That said, we can definitely keep improving the readability there.
Balatro is one of our main inspirations, and the Points * Multiplier = Score system is intentionally part of ZAR's foundation. We don't currently plan to move away from it. We see it less as copying the mechanic and more as taking a scoring structure we really enjoy and building a very different game around it with physical dice, throwing, collisions, Relics, Augments, and other systems.
For the music, we agree that looping tracks can naturally start to feel repetitive over longer sessions. Bosses, Elites, and regular enemies already have different music, and we've also split tracks into stems that react to different gameplay events to add more variation. There's definitely still room to improve this as development continues.
And we're really glad you enjoyed the different dice types, bosses, polish, and text effects. Thanks again for checking out ZAR and for the feedback!
Hey everyone!
We’ve been working on our game ZAR for around 3 months, and we recently released a new trailer along with a playable Alpha version.
ZAR is a 3D dice-based roguelike inspired by games like Balatro, where you physically throw dice, build combinations with Relics and Augments, and try to create increasingly powerful synergies.
Since the game is still in Alpha, we’d really love to hear your feedback.
What do you think about:
- The trailer and first impression?
- The core idea of physically throwing the dice?
- The visuals clearity and UI?
- The amount of chaos/readability during bigger combos?
- Is there anything that looks confusing, boring, or missing?
Even if you don’t have time to play the full Alpha, feedback based only on the trailer is also very helpful for us.
You can try ZAR Alpha for free here!
Thanks a lot for checking it out! 🎲
Thank you so much for the detailed feedback!
A few other players have also encountered the issue you mentioned. Unfortunately, it seems to be specific to the WebGL version, and we’ll be looking into it further. The browser version is not currently the most stable build, so if you enjoyed the game, we’d definitely recommend trying the downloadable Windows version for a smoother and more reliable experience.
The error screen not copying the log to the clipboard also seems to be another WebGL-related issue, unfortunately.
We hope you enjoyed ZAR despite these problems, and thank you again for taking the time to report everything in detail!
We’ll also check out Lockstep Arcade as soon as we can. :)
ZAR NEW UPDATE ! Hello everyone! ZAR Alpha v0.4.83.8 is now available!
This update mainly focuses on readability improvements, balance adjustments, bug fixes, progression changes, and new enemy content.
Improvements
- Added a new Keyword Highlight System to Relic, Augment, Enemy Skill, and Player Skill descriptions.
- Important keywords such as Points, Multipliers, positive effects, negative effects, and other mechanics are now displayed with their own colors.
- This should make longer effect descriptions much easier to read and understand at a glance.
- Updated several localization texts and effect descriptions.
Balance
- Adjusted several Relic and Augment values.
- Improved Broken Mirror, Bull & Bear Market, and Do or Die interactions.
- These effects could previously override or interfere with each other in certain combinations. They can now work together properly.
- Reworked how Dice Bases and Rolls are generated.
- Dice Bases and Rolls are now determined by percentage-based chances instead of being directly guaranteed by the current Act.
- These chances increase as the player progresses through later Acts.
- This should create a smoother progression curve and reduce situations where players receive heavily modified dice too early.
Bug Fixes
- Improved Dice collision handling.
- Added a collision trigger buffer for effects activated through Dice collisions.
- Previously, a die with the Sticky Augment could remain in constant contact with another die and repeatedly trigger collision-based Augments without any delay.
- Fixed issues where Sticky dice could remain incorrectly attached to other dice.
- Fixed Mystery Event spawning issues affecting Coffee Cups and Mines.
- These objects could sometimes spawn fewer than intended when there was not enough available space in the arena.
New Content
- Added a new Basic Enemy.
- Added 2 new enemy attacks for the new enemy.
Localization
- Updated several in-game texts.
- Improved localization consistency across effect descriptions and other UI elements.
Thank you for playing ZAR and sharing your feedback with us! 🎲
ZAR NEW UPDATE ! Hello everyone! ZAR Alpha v0.4.83.8 is now available!
This update mainly focuses on readability improvements, balance adjustments, bug fixes, progression changes, and new enemy content.
Improvements
- Added a new Keyword Highlight System to Relic, Augment, Enemy Skill, and Player Skill descriptions.
- Important keywords such as Points, Multipliers, positive effects, negative effects, and other mechanics are now displayed with their own colors.
- This should make longer effect descriptions much easier to read and understand at a glance.
- Updated several localization texts and effect descriptions.
Balance
- Adjusted several Relic and Augment values.
- Improved Broken Mirror, Bull & Bear Market, and Do or Die interactions.
- These effects could previously override or interfere with each other in certain combinations. They can now work together properly.
- Reworked how Dice Bases and Rolls are generated.
- Dice Bases and Rolls are now determined by percentage-based chances instead of being directly guaranteed by the current Act.
- These chances increase as the player progresses through later Acts.
- This should create a smoother progression curve and reduce situations where players receive heavily modified dice too early.
Bug Fixes
- Improved Dice collision handling.
- Added a collision trigger buffer for effects activated through Dice collisions.
- Previously, a die with the Sticky Augment could remain in constant contact with another die and repeatedly trigger collision-based Augments without any delay.
- Fixed issues where Sticky dice could remain incorrectly attached to other dice.
- Fixed Mystery Event spawning issues affecting Coffee Cups and Mines.
- These objects could sometimes spawn fewer than intended when there was not enough available space in the arena.
New Content
- Added a new Basic Enemy.
- Added 2 new enemy attacks for the new enemy.
Localization
- Updated several in-game texts.
- Improved localization consistency across effect descriptions and other UI elements.
Thank you for playing ZAR and sharing your feedback with us! 🎲
ZAR 3D Dice Roguelike !
If you liked game like **Balatro, Slay the Spire and roguelikes build around strategy & luck**. Than you can also try ZAR our 3D Dice based Roguelike game.
We’ve been developing our game, ZAR, for about three months now. Our goal is to launch our Steam page soon and release a playable demo on Steam in Q1 2027.
Since the game is currently in its alpha stage, there are still many areas we’re working on and improving. During this process, we’d love to hear your feedback and suggestions so we can continue developing the game and create the best possible demo experience.
If you have the chance to try the alpha version of ZAR, your feedback would mean a lot to us and would greatly help us improve the game.
We`re waiting your comments abour our game !
Thanks a lot !
PLAY ZAR RIGHT NOW !
Hi!
We’re really happy to hear that you enjoyed the game, and thank you so much for taking the time to share your feedback!
Regarding the tutorial, the Escape key behavior is unfortunately related to the web version rather than the game itself. In the browser, pressing Escape first exits fullscreen mode, and pressing it again then triggers our in-game pause menu. There isn’t much we can do about that on the web version, but you won’t have this issue if you play the Windows build.
We can definitely add a clearer title such as “Choose Your Character” to the character selection screen. As for the abilities themselves, our intention is actually to let players play their first run a little more freely, discover how the game works, and then start making more tactical decisions about which character and dice to choose in later runs.
For the scoring sequence, a lot of players previously felt that it was too slow, so we sped it up. However, we’re planning to make the scoring speed adjustable in the settings later on, since everyone naturally has different preferences when it comes to pacing and readability.
Opponents are currently one of the areas where we’ve added the least amount of content. We’re planning to introduce many more characters with different attack mechanics in the near future. Right now, bosses are the main enemies that can directly interact with the board and create more of that back-and-forth duel feeling you mentioned. We definitely want to expand on this with regular and elite enemies as development continues.
Since ZAR is still in Alpha, we’re currently focused on completing and polishing the core gameplay systems first, and then we’ll put more focus into enemy variety, personality, balancing, and additional content.
Thanks again for playing and for the detailed feedback! It really helps us improve the game. 🎲
Thank you so much for the detailed feedback! We’re really glad you enjoyed the game :D
We’re aware of some of the UI readability issues you mentioned and it’s actually something we’re already working on. We’ll be improving that side of the game in upcoming updates.
We’re also planning to make the characters feel more alive. Things like dialogue bubbles, small reactions and comic-style effects are already part of our plans and we think they’ll add a lot more personality and fun to the game.
Thanks again for taking the time to play and leave such a thoughtful comment. It really means a lot to us. Stay tuned for the upcoming updates!
And we’ll definitely check out BEAT BAES as soon as we get the chance!
Thank you so much for your feedback! We’ve been developing ZAR for about 3 months now, and our current focus is on finishing the core mechanics and improving the overall player experience.
Once those foundations are in a good place, we’ll put much more focus on expanding the content, adding more build variety, and properly balancing things like the economy and progression.
We’re hoping to open our Steam page soon and release the Steam demo around Q1 2027!
If you enjoyed the game, we’d really appreciate it if you could leave us a rating on itch.io. You can also follow us on itch.io and our social media pages to keep up with future updates and support the development of ZAR.
Thanks again for playing and taking the time to share your thoughts with us! 🎲
Hi,
Yes, dice usage does not reset after each encounter. Every die starts with 3 uses, and this number decreases as you use it. It can also be increased through certain augments if used correctly. However, once a die reaches 0 uses, that die is permanently lost.
The Point and Multiplier system is tied to augments, relics, and character skills. The main idea is to find the right combinations to increase the Point × Multiplier calculation and deal as much damage as possible with the fewest dice throws.
You lose the run if you fail to defeat the enemy within the available number of rounds, or if you run out of dice. So if you still had rounds remaining, the run most likely ended because you had no usable dice left.
Regarding making the dice bigger: this can actually create other problems. As you collect more relics, the number of objects in the arena increases, so larger dice could still become difficult to read and would also have less space to move around. Currently, once a die has settled, hovering over it displays its rolled value in a much larger and clearer way.
That said, I agree that the UI, readability, and explanation of some of these mechanics could be improved. We’re currently working on improvements to the UI and fonts, and there will be more changes in this area in future updates.
Thanks a lot for taking the time to leave detailed feedback!
Thank you so much for your feedback! We’re aware that some of the explanations aren’t clear enough yet and that the beginning can feel a bit confusing. We’ll be making the necessary improvements to these areas as soon as possible.
We also really appreciate the detailed feedback you shared during the stream. It was very helpful for us, and the stream itself was really fun and enjoyable to watch. Thanks again for taking the time to play the game and share your thoughts with us!
Hello everyone, we just release a small update for ZAR. You can check devlog below !
Hello everyone! ZAR Alpha v0.4.82.7 is now available! 🎲
This update mainly focuses on making Relics, Augments, and Character Skills easier to understand, along with several balance and effect changes.
Effect Description Improvements
In previous versions, many Relic, Augment, and Skill descriptions had become difficult to read and understand as more effects were added to the game.
With this update, we started reorganizing these descriptions to make them cleaner, more consistent, and easier to understand at a glance.
There is still a lot more work to do in this area, but this is the first step toward a much clearer and more organized effect system.
Relic & Augment Changes
Several Relics and Augments have also received gameplay changes.
- Odd & Even, Domino Effect, and Dice Doubler Relics now activate based on a chance instead of triggering every time.
- Solo Gamer and Duo Gamer Augments now convert all faces of a die to Odd or Even values instead of changing only a single face.
- Several other Relics and Augments have received smaller effect and balance adjustments.
Balance Adjustments
Relic and Augment rarities, shop costs, and several other balance values have also been revised.
It is still difficult to call the game fully balanced, especially since adding new systems and content can shift the existing balance again.
However, with the current changes, there should no longer be situations where progression becomes unnecessarily difficult or where a run feels impossible to continue because of the overall balance.
We will continue adjusting these values as more systems, Relics, Augments, and other content are added to the game.
Thank you for playing ZAR and sharing your feedback with us! 🎲
Hi everyone, we just update new version for our game ! You can check devlog below.
ZAR Alpha v0.4.82.7 - Small Balance & Clarity Update
Hello everyone! ZAR Alpha v0.4.82.7 is now available! 🎲
This update mainly focuses on making Relics, Augments, and Character Skills easier to understand, along with several balance and effect changes.
Effect Description Improvements
In previous versions, many Relic, Augment, and Skill descriptions had become difficult to read and understand as more effects were added to the game.
With this update, we started reorganizing these descriptions to make them cleaner, more consistent, and easier to understand at a glance.
There is still a lot more work to do in this area, but this is the first step toward a much clearer and more organized effect system.
Relic & Augment Changes
Several Relics and Augments have also received gameplay changes.
- Odd & Even, Domino Effect, and Dice Doubler Relics now activate based on a chance instead of triggering every time.
- Solo Gamer and Duo Gamer Augments now convert all faces of a die to Odd or Even values instead of changing only a single face.
- Several other Relics and Augments have received smaller effect and balance adjustments.
Balance Adjustments
Relic and Augment rarities, shop costs, and several other balance values have also been revised.
It is still difficult to call the game fully balanced, especially since adding new systems and content can shift the existing balance again.
However, with the current changes, there should no longer be situations where progression becomes unnecessarily difficult or where a run feels impossible to continue because of the overall balance.
We will continue adjusting these values as more systems, Relics, Augments, and other content are added to the game.
Thank you for playing ZAR and sharing your feedback with us! 🎲
It’s hard to say that the game has any real balance at the moment. We’re hoping to improve that before the demo, but every time we add new content for example, systems like character skills the balance tends to shift or break again even after we adjust it.
For the combo system, it becomes easier to get past C as the chaos increases. For example, if you have a bouncing die together with things like Bouncers or Mines that keep pushing objects around, you can maintain constant movement and build much higher combos. The current combo system is more suited to builds like that.
Once we finish the core systems, we’re hoping to spend more time improving and balancing everything, with the goal of releasing our Steam demo in Q1 2027.
Thanks a lot for all your feedback, and don’t forget to stay tuned for future updates!
Hi,
Yes, dice usage does not reset after each encounter. Every die starts with 3 uses, and this number decreases as you use it. It can also be increased through certain augments if used correctly. However, once a die reaches 0 uses, that die is permanently lost.
The Point and Multiplier system is tied to augments, relics, and character skills. The main idea is to find the right combinations to increase the Point × Multiplier calculation and deal as much damage as possible with the fewest dice throws.
You lose the run if you fail to defeat the enemy within the available number of rounds, or if you run out of dice. So if you still had rounds remaining, the run most likely ended because you had no usable dice left.
Regarding making the dice bigger: this can actually create other problems. As you collect more relics, the number of objects in the arena increases, so larger dice could still become difficult to read and would also have less space to move around. Currently, once a die has settled, hovering over it displays its rolled value in a much larger and clearer way.
That said, I agree that the UI, readability, and explanation of some of these mechanics could be improved. We’re currently working on improvements to the UI and fonts, and there will be more changes in this area in future updates.
Thanks a lot for taking the time to leave detailed feedback!
Thanks a lot ! Yes this is our plan for future :D New Characters and effective passive&active skills can be good for a create diffierent build varients.
After we improve our UX (because we have a lot of problem in that) we`ll improve our game balance and add so many diffierent character augment and relics for increase build varients
Thanks for playing ZAR. I watched your video and i noted your thoughts .
We`ll already search a new fonts we`ll change that after we found it because a lot of feedback about this font is about hard to read. I hope after few update we gonna change that.
About dice visualty we`ll add new system for next big update after that dice material change depend on dice base. Now we`re working on it.
For now hold a [LALT] Button you can inspect base and rolls on dice easier rather than hover all of them one by one.
I guess some point tutorial hanged because normally it should allow to throw 2 more dice. Web version is not stable that`s why it`s hard to tell it`s a general bug or belogn to only web version. Because normally it works on windows build. I`ll check that later.
Submissions is cover the gameplay area - You can click blue button on right bottom corner to fullscreen on web build :D
Enemy names written "Rust Rat" but art is spider - Yes we don`t have any other art for enemies right now :D, We`ll add so much enemy in next updates and we`ll draw them one by one. For now we`re using made up name and unrealed spirte for them.
Hey everyone!
We’ve just released a new update for ZAR, our Balatro-inspired 3D dice roguelike that we’ve been developing for the past 3 months.
With this update, we’ve introduced a brand-new Character System, including unique Active & Passive Skills that can significantly change the way you approach each run. We’ve also added several bug fixes, quality-of-life improvements, UI updates, and general polish.
In ZAR, you build your run around physical 3D dice. You throw your dice onto the table, score points based on the results, increase your multiplier, upgrade your dice, and combine Augments, Relics, and character abilities to create powerful synergies.
Different dice have different strengths and risks, so your build can completely change how you play from one run to another. As you progress, you’ll face different enemies, rooms, shops, events, and bosses that can affect your dice and force you to adapt your strategy.
ZAR is currently in Alpha, and our plan is to continue developing the game together with feedback from players before bringing it to Steam.
There are still many things we want to improve, including balance, content variety, tutorials, clarity, and overall polish. Our current goal is to address as many of these areas as possible and release a much more complete Steam Demo in Q1 2027.
Player feedback is extremely valuable to us during this stage of development, so if ZAR looks interesting to you, we’d really appreciate it if you gave it a try and shared your thoughts with us!
ZAR is currently free to play on both Web and Windows.
For the best performance and overall experience, we recommend playing the Windows build.
Play ZAR Alpha Right NOW !
Check ZAR Latest Devlog !
ZAR Alpha v0.4.81.10 is Live!
Hello everyone! ZAR Alpha v0.4.81.10 is now available! 🎲
This update includes visual improvements, quality-of-life changes, and bug fixes to make the overall gameplay experience clearer and smoother.
Visual Updates
The Blacksmith has received a visual update.
Previously, we were using a temporary AI-generated illustration for this character. In this version, we replaced it with a new hand-drawn version created by us.
- Updated The Blacksmith character artwork .Replaced the previous temporary AI-generated art with a new original illustration for character.
- Added Relic icons relics are updated with their new icons and names.
Quality of Life Improvements
Several systems have been improved to make gameplay easier to read and understand.
- Augment, Relic, and Skill effect texts now appear with matching icons depending on their source
- Dice value calculation is now faster
- Updated the Accept Rolls and Skill Usage buttons for clearer use
- Revised tutorial explanations
- Updated the tutorial to better reflect the newer systems
- Added scene VFX for Active Skill usage and Passive Skill triggers
- Added a visual VFX for the timeout speed-up effect
- Note: this effect is currently available only in the Windows build and is not working in the Web build
- Added theme-fitting cartoon speech balloons during Enemy attacks and Player skill usage
- Improved the World UI text system so combat effects and score interactions are easier to understand
- Updated the additional tooltips for Dice and Relics when they have extra effects
- Previously, these were too small to read comfortably
Bug Fixes
A few issues have also been fixed in this update.
- Fixed the Web build bug where dice value calculation could start too early
- Fixed an issue where the Dice Point Doubler could sometimes spawn standing upright
We will continue improving ZAR with more polish, content, and system updates in future versions.
Thank you for playing ZAR and sharing your feedback with us! 🎲
You can Play ZAR Alpha Version Right Now !
We’re really glad you liked it! Thank you so much for your support and kind words! ❤️🎲
We’re also planning to launch our Steam page next month, so if you’d like to keep up with the latest updates, you can follow us on itch.io and our social media platforms.
Thanks again for the support, it really means a lot to us!
ZAR Alpha v0.4.74.5 is now available!
Hello everyone!
Alpha v0.4.74.5 is now available for ZAR.
Our goal is to release a new update at least once every two weeks. However, larger updates like this one may occasionally take a little longer, especially when they involve major changes to core gameplay systems.
At the same time, we are also working in parallel on preparing ZAR's Steam store page. Because of this, some development periods may be slightly longer than usual, but we will continue sharing new builds and improvements as regularly as possible.
This update brings several major gameplay systems to the game, including character selection, active & passive skills, a redesigned augment system, run saving, the first Mystery Event, and the new Collection system.
We also added new UI screens, augment icons, improved tooltips, control customization, and several technical improvements.
Thank you for continuing to play and share your feedback with us! 🎲
New Character & Skill System
Characters are now officially part of ZAR!
- Added Character Selection
- Different characters now have their own starting setups and playstyles
- Added Passive & Active Skills
- Passive skills activate automatically when their conditions are met
- Active skills can be triggered manually during a run
These systems will allow us to create much more varied builds and playstyles in future updates.
Meet the Characters
Two playable characters are currently available in ZAR, each with different starting dice, passive abilities, and active skills.
SIR ROLLINGTON
Sir Rollington starts with:
- 2× D4
- 1× D6
- 100 Gold
Passive — Hot Streak
If a die rolls its maximum face, the next die scores twice.
Active — The House Always Wins
After activating the skill, select one die and reroll it without consuming a throw.
- If the new result is lower, the previous result is kept
- If the new result is higher, the new result is used
This gives Sir Rollington a safer way to push for better rolls without risking a good result.
THE BLACKSMITH
Note: The current Blacksmith artwork is AI-generated and is being used temporarily as concept art. We were unable to replace it in time for this update.
The Blacksmith starts with:
- 1× D4
- 1× D6
- 1× D8
- 0 Gold
Passive — Master Smith
While other characters normally have 1 upgrade available in the Dice Upgrade area, The Blacksmith gets 3 upgrades.
Active — Forge Twin
During combat, select one of your dice to create an identical copy, including all of its current properties and augments.
The Blacksmith is designed around upgrading powerful dice and duplicating them when the right opportunity appears.
New Augment System
The augment system has been redesigned.
Dice can now have:
- 1 Base Augment
- Multiple additional augment effects
The Base Augment defines the main identity of the die and can be used as the foundation of a build.
During a run, players can change Base Augments or add additional effects through shops and rewards.
We also added 26 new augment icons to make different effects easier to recognize.

Augment Inspect
You can now quickly inspect your dice during a run.
Hold [Left Alt] to display the augments attached to each die directly with icons.
This makes it much easier to understand your build without opening additional menus.
Mystery Events
The first Mystery Room has been added!
Mystery encounters will appear during runs and introduce special events, choices, and surprises.
For now, there is one Mystery Event available, but many more randomized events are planned for future updates.
Don't forget to find it! 👀
Profile, Collection & Run Saving
A basic Profile System has been added.
Players can now view their game progress and profile information.
For the current Alpha version, everyone uses a temporary "Player" profile with Level 99 so all available content remains unlocked.
Steam profile integration is planned for the future.
A new Collection UI has also been added.
From the Collection screen, players can now view and inspect the Relics, Augments, and other content they have unlocked.
This system will continue expanding as more unlockable content is added to the game.
Runs can also now be saved automatically.
Unless you manually abandon a run, you can leave the game and continue from where you stopped later.
New Gameplay UI
Several new UI screens and gameplay elements have been added.
- Added Continue Run UI
- Added Character Selection UI
- Added Profile Details UI
- Added Collection UI
- Player character is now visible during runs
- Character area now contains skill interactions and the Accept Rolls action
- Updated Dice Upgrade and Augment Add areas
- Updated the Pause Menu

The tooltip system has also been improved.
- Tooltips can now automatically resize based on their text content
- Dice tooltips can now display attached augments directly with icons
- Improved readability and consistency across different tooltip types
The Dice Upgrade and Augment interfaces are still work in progress and will receive more changes later.
Area Information System
A new Area Info System has been added.
Short contextual messages can now appear directly inside gameplay areas to guide players and explain interactions when necessary.
This system will also help us improve tutorials and gameplay clarity in future updates.
Dice Physics & Performance Improvements
Dice physics received another major adjustment.
Previously, dice could take too long to settle or remain slightly airborne after the settling process.
- Improved dice settling behaviour
- Reduced unnecessary waiting after throws
- Improved overall responsiveness
We also changed how the Timeout speed-up system works.
Instead of increasing the entire game's Time Scale, the game now accelerates relevant physics calculations directly, resulting in better performance and more consistent behaviour.
Controls & Settings
Control customization has been added to the Settings Menu.
Players can now change the default gameplay key bindings from the new Control Settings section.
We also fixed an issue where the FPS Counter could appear behind parts of the Settings Menu.
Bug Fixes & General Improvements
- Improved overall game stability
- Fixed several UI and gameplay issues
- Improved dice physics behaviour
- Improved gameplay performance
- Added smaller quality-of-life improvements across different systems
This update introduces several systems that will become important foundations for future ZAR builds.
Character abilities, augments, Mystery Events, profiles, and the Collection system will continue expanding as development progresses.
Thank you for playing and supporting ZAR! 🎲
Thank you so much for the feedback! Right now, we’re mainly focused on finishing the game’s core systems. Once those are in place, we’ll start adding more content and variety to make the gameplay feel less repetitive.
There also isn’t much balancing in the game yet, which is why it can become quite easy very quickly. We’ll be working on balancing and fine-tuning these kinds of things later in development.
For now, what matters most to us is that you enjoyed the overall gameplay. Thanks again for playing and sharing your thoughts!
Thank you so much for your feedback! We’ll keep improving the game with future updates.
We’re planning to change some of the terminology and text later on. Some of the current terms aren’t necessarily tied to the final theme; for now, they’re mainly there to make their purpose and function easier to understand.
There will definitely be more polishing, balancing, and fine-tuning as development continues. At this stage, what matters most to us is that you enjoyed the overall gameplay and concept.
Thanks again for playing ZAR and for taking the time to leave such detailed feedback!
Thank you so much for taking the time to give such detailed feedback! I also really appreciate you recording such a long video for us. I haven’t had the chance to watch the whole thing in detail yet because of its length, but having a video like this is extremely valuable for us, so thank you again!
The game definitely has some balance issues at the moment, mainly because we haven’t really started working on balancing yet. Right now, our main focus is shaping and improving the overall gameplay experience. After that, we’ll focus more on balancing and expanding the existing content.
We’re really happy to hear that you enjoyed the core gameplay loop!
I’ll also check out your game as soon as I can. Thanks again for playing ZAR and for all the feedback!
Thanks a lot for your feedback! We’re really glad you enjoyed the demo.
We’re currently working on many of the points you mentioned. At the moment, the game still needs quite a lot of balancing, both in terms of difficulty and the synergies between relics and augments. We’ll keep adding new interactions and improving existing combinations in future updates.
We’re also working on giving augments a much clearer visual identity on the dice, so players can understand what each die does without constantly checking them one by one.
Thanks again for playing and sharing your thoughts. Stay tuned for future updates!

ZAR Alpha v0.4.64.6 is now available!
Hello everyone!Alpha v0.4.64.6 is now available for ZAR.
This update focuses on one of the biggest missing parts of the game: sound effects. After adding the music system in previous versions, we have finally started bringing the world of ZAR to life with gameplay sounds, improved feedback, and more polish across different systems.
Thank you for continuing to play and share your feedback with us! 🎲
Sound Effects Update
The biggest focus of this update was adding sound effects to ZAR.
After a long development process, ZAR now has its first complete sound effect system.
- Added 60+ new sound effects across different gameplay elements
- Added sounds for dice interactions, UI actions, gameplay feedback, and various events
- Improved the overall atmosphere and game feel with audio feedback
There are still some missing sounds, such as unique effects for individual augments and enemy attacks, but we have greatly improved one of the biggest missing parts of the game.
We will continue expanding the sound system in future updates!
Settings Menu Improvements
The Settings Menu has received another update with more options and better control.
- Expanded graphics settings with more customization options
- Added separate volume controls for different audio categories
- Added Gameplay Settings section for adjusting options related to new gameplay elements
- Improved overall menu organization and usability
Visual Improvements
Various visual improvements have been made across the game.
- Improved UI clarity and readability
- Updated different gameplay elements for better feedback
- Added polish improvements to menus and gameplay interactions
Gameplay Feedback Improvements
We continued improving the feeling and clarity of dice interactions. Dice Physics Improvements
Dice were previously taking too long to settle after being thrown.
- Updated the dice physics system to improve settling time
- Dice now reach their final state faster and feel more responsive during gameplay
Augment Information Improvements
Augment information texts have been updated.
- Improved readability of augment descriptions
- Made the effects of augments clearer before using them
- Improved player understanding of how different augments affect dice
Negative Dice Improvements
Negative dice calculations have been updated.
- Negative dice can now properly reduce points during calculations
- Total score can no longer become negative
- Improved consistency of score calculation feedback

Bug Fixes & General Improvements
- Fixed various gameplay bugs
- Fixed multiple menu transition issues
- Improved overall game stability and polish
- Made several smaller quality-of-life improvements across the game
ZAR is still in early development, and every update brings us closer to the experience we want to create.
Your feedback continues to help us improve the game, so please keep sharing your thoughts!




















