Rogue Roll vs Ward
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Rogue Roll
Engage in a roguelike dice deckbuilder where strategic dice rolls and hand combinations are key to building powerful score engines. Survive challenging boss encounters and compete in various game modes, with each run offering unique challenges and opportunities for high scores.
- Roll custom dice and form poker hands
- Score chips multiplied by hand multipliers
- Shop for over 50 unique items
- Survive boss encounters or play endless mode
- Master 8 distinct game modes
- Utilize 20+ unique dice types
- Compete in daily challenges with leaderboards
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Rogue Roll turns the deck-building roguelike inside out: instead of a deck of cards, you're building a deck of dice. Roll a hand, then play it like poker: pairs, straights, full houses, five of a kind. Chips times mult decides your score, and you need to clear a target before your rolls and hands run out. Clear the round, hit the shop, gear up, and go again. Every run is built from scratch. Buy dice across six distinct suits, from steady Standard dice to unstable Glitch dice and heavy-hitting Void dice. Stack relics like Chaos Engine, Bloodpact Sigil, or the ominously named Singularity and Event Horizon. Crack open packs for Enchanted dice that echo their score, weight themselves toward big numbers, or add flat mult just for staying in your hand. Then the bosses show up. The Silencer zeroes out your odd dice. The Wall raises your target by 50%. Crimson Pact punishes anything worse than a pair. The Timekeeper makes your target climb 10% after every hand you play. Nine bosses, each one forcing a different strategy. FEATURES Eight game modes, each with its own starting deck and rules, from The Standard's balanced opener to Void Walker's three huge, unstable dice and The Architect's build-from-nothing challenge. Unlock them one at a time by beating the last. A living economy of dice, relics, packs, and consumables, with dozens of combinations that can turn a mediocre hand into a run-ending combo. A daily challenge with its own seeded run, three attempts a day, and streak rewards for coming back tomorrow. Endless mode once you've cleared the standard 12 rounds, for chasing the highest score you can reach. Game Center leaderboards and achievements, plus full run history and lifetime stats so you can track your best hands and biggest scores. Rogue Roll is free to play. It's supported by ads, removable for good with a single one-time purchase, and that's the only real-money purchase in the game. No pay to win, just pay to build.
Ward
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A defense without guns. Enemies dive at your core from every direction — and you never fire a shot. Drag gravity wells to bend their paths: slingshot attackers into the sun, crush them in a well's pull, or whip them clean off the field. Live trajectory lines show where each enemy is headed — red means it is on course for your core, gold means the sun claims it. Mid-flight correctors can change course, so read the field, reposition your wells, then brace for the wave. • Pure physics combat — every takedown is environmental: sun, crush, or deflection • Draft a perk between waves: new wells, deeper gravity, drag fields, core plating, solar flares • Heavies, mid-flight correctors, and Warden bosses keep every run escalating • Doctrines — loadouts you choose before a run that shape its opening; earn Cores to unlock more • Free ranked Daily Challenge — one shared board a day, same for every player, with a global leaderboard • Free-play runs save at every wave break and whenever you pause or leave, mid-wave included: come back and pick up where you left off GO PRO The first 10 waves are free — the complete loop, every perk, and a Warden boss. Going Pro opens the endless climb past wave 10 plus Warden skins and board themes. Choose a one-time Ward unlock, or the StackForge Play Pass for Pro in every StackForge game, plus One Good Thing. Prices are shown before you buy. The Daily Challenge is always free, in full, for everyone. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/ Privacy: https://stackforgestudios.com/privacy
Screenshots
Verdict
The clearest difference is ads: Ward at none against Rogue Roll's shown. Ward also leads on iOS requirement (15.1 vs 17.0). On price, update cadence, in-app purchases and device support there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Rogue Roll sells 1 one-off in-app purchase and Ward sells 3 in-app purchases, starting at $2.99 per month. Whichever you choose, the download price is not the number that matters.
Rogue Roll ships an update every 3 weeks, Ward fortnightly. The most recent releases landed on October 31, 2026 and November 5, 2026 respectively.
| Parameter | Rogue Roll | Ward |
|---|---|---|
| Price | Free | Free |
| Rating | 5.0 (5 ratings) — better | — |
| Positive reviews | 100.0% of reviews | — |
| Number of ratings | 5 — better | — |
| Update frequency | Every 3 weeks | Fortnightly — better |
| Ads | Yes | No — better |
| In-app purchases | Yes | Yes |
| Monetization | Ad-supported | — |
| Devices | iPhone, iPad | iPhone, iPod |
| Requires iOS | 17.0 | 15.1 — better |
| Further details — not scored | ||
| Size | 14 MB | 63 MB |
| Age rating | 4+ | 9+ |
| Developer | Kevin Struna | StackForge Studios |
In-app purchases
Rogue Roll
- Remove Ads$0.99
Ward
- StackForge Play Pass Monthly$2.991 Month
- StackForge Play Pass Annual$14.991 Year
- Ward Full Unlock$4.99









