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Dice of Kalma

Review · Strategy · PC

Dice of Kalma

Reviewed: 18 Jun 2026

PC

Pepperbox Studios · 2025

Ludograph rating

C

Mixed

56 /100

06010030BenefitLow riskB 44 · R 23
The Ludograph reading, plotted from the published benefit and risk sub-scores.

Growth (BDS)

44

Risk (RIS)

23

Daily limit

90min

Age guidance

7+

Developmental benefits

B1Cognitive
0.78
B2Social-emotional
0.10
B3Motor
0.10

Dice of Kalma offers significant cognitive benefits, particularly in strategic thinking, critical thinking, and problem-solving through its deckbuilding and dice manipulation mechanics. Players will develop math systems understanding, learn from trial and error, and adapt to new challenges inherent in its roguelike design. The game encourages creativity in deck construction and requires memory and attention to detail.

Design risks

R1Compulsion-loop pressure
0.50
R2Monetization
0.00
R3Social risk
0.00

The primary risks in Dice of Kalma stem from its roguelike nature, which can leverage variable rewards and the desire for 'just one more run' to encourage extended play. Players may experience some loss aversion when a run ends. The thematic content involves the underworld and skulls, which contributes to a mild level of violence and fear.

Content (not in risk score)

R4.1Violence Level
0.33
R4.2Sexual Content
0.00
R4.3Language
0.00
R4.4Substance References
0.00
R4.5Fear / Horror
0.33

Content risk is displayed separately and does not affect the time recommendation.

Regulatory design checks · DSAAssessed: meets criteria·GDPR-KAssessed: meets criteria·ODDSAssessed: meets criteria

  • DSA:What Ludograph checks: whether the game's design gives minors the transparency the EU Digital Services Act expects: plain terms, honest defaults, and clear reporting routes.: Estimated from review data. No dark pattern or child-targeting concerns found.
  • GDPR-K:What Ludograph checks: whether age assurance and consent flows are designed for under-16s, in the spirit of GDPR Article 8.: Estimated from review data. No privacy or child-targeting concerns found.
  • ODDS:What Ludograph checks: whether paid random-reward drop rates are disclosed, as required in China, Japan and South Korea.: Estimated from review data. No paid random-reward mechanics found, so drop-rate disclosure requirements do not apply.

These reflect Ludograph's assessment of the game's design practices against each framework's criteria, not a legal compliance determination.

Parents ask…

Is Dice of Kalma safe for kids?

Ludograph gives Dice of Kalma a rating of 56/100, recommended for ages 7 and up. It delivers genuine benefits but carries design risks that deserve a close look.

What age is Dice of Kalma appropriate for?

Ludograph's rubric recommends a minimum age of 7+ for Dice of Kalma, based on benefits, risks, and content review.

How long should kids play Dice of Kalma?

Our session recommendation for Dice of Kalma is up to 90 minutes per day. It is derived from the game's own structure (natural stopping points, compulsion-loop design, monetization pressure, and social dynamics), not from a universal screen-time dose.

Session recommendations are design-based heuristics. Evidence linking specific daily durations to child outcomes is limited, and context matters as much as time; treat this as a starting point for household rules, not a clinical threshold.

What are the main risks of Dice of Kalma?

The primary risks in Dice of Kalma stem from its roguelike nature, which can leverage variable rewards and the desire for 'just one more run' to encourage extended play. Players may experience some loss aversion when a run ends. The thematic content involves the underworld and skulls, which contributes to a mild level of violence and fear.