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HappySealGames

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A member registered Sep 14, 2024 · View creator page →

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Thank you so much for playing ZAR and taking the time to make a feedback video! We really appreciate it! 

We're glad you enjoyed the game, and your feedback will definitely help us improve it further.

If you have a moment to rate ZAR on its game page, it would really help us reach more players!

We hope to see you on Steam soon. Thanks again for your support! 

Thank you so much!! We're really happy to hear you enjoyed the game! 

If you have a moment to rate ZAR on its game page, it would really help us gain more visibility and reach more players!

We hope to bring ZAR to Steam soon, too! Thanks again for playing and for your support!

Thank you so much for the stream and the detailed feedback! It was incredibly helpful for us.

We've already addressed some of the issues you mentioned in several updates since then. We hope to resolve the remaining problems and deliver a much more polished experience by the time our Steam demo launches in Q1 2027.

Thanks again for taking the time to play ZAR and share your thoughts! 

Thank you!! We’ll work on improving these areas. Unfortunately, we haven’t done any ultrawide-specific work yet, so it’s understandable that the experience falls short in this regard. We’ll prioritize this in upcoming patches!

ZAR NEW UPDATE LIVE! 🎲

Hello everyone! ZAR Alpha v0.4.86.5 is now available!

This update introduces a major rework of the Dice System, focusing on more consistent build crafting, inventory management, balance improvements, and bug fixes.

🎲 Major Update – Dice System Rework

Dice HP Replaces Usage

We've completely removed the old Dice Usage System and replaced it with Dice HP.

Previously, dice were destroyed after a limited number of uses, forcing players to constantly replace them. This made it difficult to maintain a consistent build and encouraged reliance on luck rather than long-term strategy.

With the new system:

  • Dice now have HP instead of Usage.
  • Dice are destroyed when their HP reaches zero.
  • Players can protect their dice from enemy attacks and develop them throughout a run.
  • Keeping and improving your favorite dice is now a more meaningful part of build crafting.

Our goal is to give players more control over their builds and make each die feel like a valuable part of their strategy.

Dice Attribute Capacity

  • Each die now has a maximum of 5 additional Rolls on top of its Base attribute.
  • This prevents excessive stacking of powerful effects.
  • Dice should now be more predictable and easier to manage.

Limited Inventory & Dice Selling

Since dice no longer disappear after a fixed number of uses, inventory capacity is now limited and varies by character.

  • Blacksmith: Maximum 8 dice.
  • Sir Rollington: Maximum 6 dice.
  • Players can now skip dice rewards.
  • Players can sell dice from their inventory to free up space.
  • Selling prices depend on the die's attributes and Rolls.

These changes allow players to make more deliberate decisions about which dice to keep, improve, or replace.

⚖️ Balance & Gameplay

  • Adjusted the rarity and mechanics of several Dice Augments to fit the new Dice System.
  • Reworked Icy Protection: Cleanse and Protection are now chance-based, with increasing chances as effects stack.
  • Updated the Boss Weakpoint Attack: The enemy now also restores HP for each weakpoint remaining in the arena.

📖 Tutorial & Readability

  • Updated the tutorial to reflect the new Dice System.
  • Simplified the initial dice selection from choosing 3 out of 6 dice to choosing 1 out of 3.
  • This change aims to reduce information overload for new players.
  • Reworked Enemy Attack descriptions to make their mechanics clearer.
  • Fixed die tooltip face values displaying in the wrong order (e.g., 4, 1, 2, 3 → 1, 2, 3, 4).

🛠️ Bug Fixes

  • WebGL Music: Fixed an issue where multiple music tracks could overlap after returning from special encounters.
  • Mine Relic: Fixed errors caused by remaining mines attempting to explode after an enemy had already died.
  • God's Curse Relic: Projectiles now correctly pass through the Blessing area instead of being destroyed.
  • Fixed various minor gameplay and UI issues.

🎨 UI & Presentation

  • Added the Happy Seal Games logo to the game's startup sequence.
  • Updated the Credits UI to include the developers (that's us! :D).
  • Disabled interactions with unfinished Enemy, Box, and Character Collection sections.
  • Updated Relic and Augment sorting in the Collection UI to display items by ascending rarity.

Thank you for playing ZAR and sharing your feedback! 🎲

This update is a major step toward making build crafting more consistent, strategic, and rewarding. We'll continue refining the new Dice System, balancing its interactions, and improving the overall experience as we work toward the Steam Demo.

Let us know what you think of the new Dice System!

(1 edit)

Hello everyone, 
we made some chages about are core gameplay during v0.4.86.5 update and we really need player feedbacks about that. 

You can read changes about new mechanic below and you can test are Alpha version from here
Also if you want to read detailed Devlog for v0.4.86.5

Dice HP Replaces Usage

We've completely removed the old Dice Usage System and replaced it with Dice HP.

Previously, dice were destroyed after a limited number of uses, forcing players to constantly replace them. This made it difficult to maintain a consistent build and encouraged reliance on luck rather than long-term strategy.

With the new system:

  • Dice now have HP instead of Usage.
  • Dice are destroyed when their HP reaches zero.
  • Players can protect their dice from enemy attacks and develop them throughout a run.
  • Keeping and improving your favorite dice is now a more meaningful part of build crafting.

Our goal is to give players more control over their builds and make each die feel like a valuable part of their strategy.

Dice Attribute Capacity

  • Each die now has a maximum of 5 additional Rolls on top of its Base attribute.
  • This prevents excessive stacking of powerful effects.
  • Dice should now be more predictable and easier to manage.

Limited Inventory & Dice Selling

Since dice no longer disappear after a fixed number of uses, inventory capacity is now limited and varies by character.

  • Blacksmith: Maximum 8 dice.
  • Sir Rollington: Maximum 6 dice.
  • Players can now skip dice rewards.
  • Players can sell dice from their inventory to free up space.
  • Selling prices depend on the die's attributes and Rolls.

These changes allow players to make more deliberate decisions about which dice to keep, improve, or replace.





Hi!

Thank you so much for playing ZAR and taking the time to share your feedback! We're really glad you liked the overall look and UX of the game!

Regarding dice throwing, as you progress, you'll discover Relics and Augments that require you to throw your dice into specific areas of the arena or interact with certain objects. This makes aiming and positioning an important part of the gameplay. However, we completely understand your point. Since the arena is mostly empty at the beginning, throwing doesn't feel particularly meaningful yet.

We're also actively working on improving the game's balance, onboarding, and overall user experience. Making information easier to access and helping players understand mechanics like scoring, multipliers, and combos are definitely things we want to improve.

Right now, our main focus is finishing the core mechanics and systems. Once those are in place, we'll spend more time refining these aspects of the experience.

Thanks again for the detailed feedback! It really helps us understand how new players experience the game and what we need to improve! 

Thanks !!

Cok tesekkürler !!

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.

(1 edit)

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!

Thanks a lot ! 

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. :)

Great! We’re looking forward to hearing your feedback about the game. Thank you! 

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! 🎲

Thanks a lot for comment, we`ll definitly add something like that for easier balancing !

(1 edit)

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. 🎲

(1 edit)

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!

Thanks a lot for the feedback! We’re hoping to improve the balance with some upcoming changes, while also adding even more content to the game.

Our current plan is to launch our Steam demo in Q1 2027, and we’re also planning to open the Steam page in the near future.

Stay tuned! :D

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 for feedback ! We`re still in development that`s why bugs and balancing problems still present but i`ll check that bug thanks a lot !!

Hmm, i guess during calculation your die killed by thorn die that`s why calculation loop is stuck. I`m gonna check that, thanks for feedback !

Did you play again after that?  Do you have any other feedback our suggestions for gameplay ! Thanks a lot !

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

Hi, yes we`re still in development and every idea is really important for us. If you play the game we'll be really appreciate to hear your thoughts :D

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.

Thanks a lot ! 

We have fullscreen button right bottom corner if you click that blue buttun game will be playable on fullscreen mode.

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 !