Dicero is a turn-based dice roguelite by Habby, released in April 2026, and it has already scaled to over $150K in daily IAP revenue, according to AppMagic.

This latest Habby launch combines poker mechanics following the massive success of Balatro with roguelite progression system. Let’s take a look at the design behind this masterpiece.
Addictive Core Gameplay
The game gives players 5 dice slots, starting with 2 already placed, and challenges them to progress through waves of enemies before defeating the final boss. Player damage output is determined through dice combinations, Yahtzee-style rules, and abilities acquired through randomized skill selections, creating a heavily RNG-driven loop that still leaves room for strategic decision-making through dice tray optimization and enemy counters. The game features pixelated shaders, varied enemy designs, and longer early chapters, while later chapters shift toward shorter 10–20 stage runs. Additionally, the lack of revival options unless acquired through skills, also adds an extra layer of tension and engagement.
Progression Depth
The game’s meta layers help players prepare stronger builds that support power progression in the core gameplay. The primary progression layers are gear and talents, with gear acquired through a merge-based gacha system and talents earned through card draws. The merge-gacha requires 4 duplicate tokens, which are primarily obtained through shop chests. Beyond these, the game introduces additional meta systems like Pets, Curios, Outfits, Active Skills and Asterite upgrades to drive long-term player engagement. Alongside its progression systems, the game also offers a strong LiveOps cycle, co-op event modes, social layers like guilds and leaderboard, and idle progression systems, adding more depth and variety beyond the core roguelite loop.
IAP Monetization
Interestingly, Habby has completely avoided ad monetization for this game. Instead of standard RV placements such as reward multipliers, skill rerolls, and blitz attempts, the game uses a limited time currency called ‘Privileges’, which can be extended through paid memberships. Alongside regular shop offers, the game also utilizes event gachas, limited-time sales to encourage player spending. Another noticeable feature is the inclusion of stage-based sales offers that can be unlocked using hard currency. This is complemented by an abundance of hard currency sources early on, helping players become psychologically comfortable with spending hard currency from the start.
What do you think about Habby’s this latest launch? Share your thoughts below.
Original Post: Kavindu Priyanath-LinkedIn