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Wild Earth Dice
CREATOR
30 days ago

Project Update: Getting the Roll Right

Getting the Roll Right

Lets roll

Hi everyone, For this update we wanted to focus on something that sounds incredibly simple, but has probably taken more thought, testing and refinement than most people would ever expect.

There’s one question we’ve been asked a lot since we first revealed The One Dice.
How is it actually going to roll? And usually that question is followed pretty quickly by another one.
Is  it going to keep landing on one of the screen faces?

It’s a completely fair question. In fact, it was one of the biggest questions we had ourselves when we started working on this over two years ago. Because The One Dice can have all the technology, animations, characters and features in the world, but at the end of the day you still have to pick it up and throw it across a table.
If that part doesn’t feel right, then we haven’t done our job.

The roll itself.
When people first see The One Dice, naturally a lot of the attention goes towards the displays, animations, characters and technology inside it. But when we first started developing this product over two years ago, one of the biggest questions for us was much more basic.

What is it actually going to feel like to pick up and roll?
Because however much technology we put inside The One Dice, it still has to perform the basic job of being a dice. It has to feel comfortable in your hand. It has to leave your hand naturally. It has to tumble properly across the table. It has to settle in a way that feels familiar and satisfying.
That has been a huge part of the development process from the beginning. Before there was a finished design, there were shapes. One of the earliest things we spent time exploring was the actual physical form.
Not the screens. Not the animations. Not the colours.

The shape.
We tested a lot of different forms because very small changes can have a surprisingly big effect on how something feels when you pick it up and throw it.
Some shapes felt better in the hand but behaved differently once they hit the table. Others rolled more freely but didn't have the feel we wanted when you actually held them.
So quite early on we started making physical versions and testing them.

One of our early shape studies. At this stage we were concentrating on basic proportions, how the form sat in the hand and how it behaved when rolled.



These early versions obviously looked nothing like the finished One Dice. That wasn't the point. At this stage we were trying to understand the physical behaviour of the object.

How tall should it feel? How rounded should the edges be? How much surface area should contact the table?
How easily should it move from one face to another? How does it actually feel between your fingers before you throw it?
And then you roll it.
Again and again.
Changing the shape changes the roll

As development continued, we explored different variations. You can see that quite clearly in some of these early prototypes.

Another early development shape. Changes to the overall profile and edge geometry helped us compare how different forms moved, tumbled and settled.

A further shape variation from the early testing process. We went through many iterations before arriving at the overall direction we felt worked for The One Dice.

Looking back at these now is actually quite interesting because they show how far back this thinking goes.
We weren't starting with a beautiful electronic product and then asking, "How do we make this roll?"
We were looking at the roll while the product itself was still being shaped. And that distinction is quite important.
There really is a science behind it. Once electronics enter the equation, everything becomes considerably more complicated.

A traditional dice is essentially a solid object. The One Dice isn't.
Inside ours you have electronics, displays, sensors, structural components, a battery and all the other parts needed to make the product work.

All of those things occupy physical space and they all have weight.
That means the internal architecture doesn't only affect the electronics. It can potentially affect the way the entire dice behaves.

  • Weight distribution matters.
  • The centre of mass matters.
  • The materials matter.
  • The external geometry matters.
  • The shape of the edges matters.
  • The internal layout matters.

And then all of those things have to work together. This is one of the reasons our engineering and tooling process has been so involved. The tooling isn't something completely separate from the roll. The manufacturing tolerances, the accuracy of the parts, the materials being used and the way everything fits together all contribute to the finished physical product.

A tiny change in one area can create consequences somewhere else.
So there has been a real methodology behind this. We change something, we test it, we roll it, we observe what happens and then we feed what we've learnt into the next version. And sometimes the glamorous part of product development really is somebody standing there rolling the same object over and over again.

We've rolled these things a lot And we mean a lot. At this point we've spent hundreds of hours across the wider development process testing different versions and repeatedly rolling prototypes. Because eventually calculations and CAD only get you so far. Someone has to pick it up and throw it.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.


And people don't all roll dice the same way. Some people gently roll from their fingertips.
Some shake the dice first. Some throw harder. Some roll onto a tray. Some roll straight across the table.

That means we can't design The One Dice around one perfect laboratory roll. It needs to work in the real world, with real people using it in slightly different ways.

Early physical roll testing. There comes a point where the only way to understand how something behaves is to keep using it.

We're not trying to reinvent rolling dice. This has always been part of our design philosophy. The One Dice is already asking tabletop players to accept something genuinely different. So we don't think the basic act of rolling it should also need to be reinvented. You shouldn't need instructions telling you how to throw it.You shouldn't have to learn a special technique. You should be able to pick it up and roll it in the way that feels natural to you.
That familiarity matters. People have been physically rolling dice for thousands of years. There is something incredibly simple and satisfying about picking one up, throwing it across a table and waiting to see where it lands.




We're not trying to remove that part of tabletop gaming. We're trying to build technology around it. Ideally, you shouldn't notice any of this This is probably the strange thing about spending so much time on this part of the product. If we get it right, most people will never think about it. They won't be sitting there thinking about weight distribution, internal architecture, edge geometry, manufacturing tolerances or materials.


They'll pick up The One Dice and roll it. And that's exactly what we want. All the engineering is there so that, when you're actually playing, the engineering gets out of the way. You should be thinking about whether you've just rolled a critical hit, whether your character survived, or whether the next roll has completely ruined the plan your party spent twenty minutes coming up with. Not about what's happening inside the dice.
That's why the roll has been such an important part of this project.
The displays matter.
The animations matter.
The characters matter.
The software matters.

But the most fundamental interaction with The One Dice is still picking it up and throwing it across the table.
So we're taking the time to get that part right as well.

And judging by the number of times we've rolled these prototypes over the last couple of years, we've certainly been putting in the practice.

So, where did all of that testing lead? After more than two years of development, this is where we are today.



Double roll testing



What you're seeing here is the result of a very long process. We started with simple physical shapes, testing how different forms felt in the hand and how they moved across a table. From there we had to take that thinking and build an actual electronic product around it. And that's where things get considerably harder.

The One Dice isn't a solid lump of material. Inside it we have displays, electronics, sensors, a battery, structural parts and everything else required to make the product work. All of that has to fit into a very small space, and all of it affects the physical product in some way.

So throughout development we've constantly been balancing two sides of The One Dice.
It needs to be an advanced piece of technology, but it also needs to behave like something you're going to pick up and roll thousands of times.

Why has the tooling taken so long? 

We know some people will have looked at our updates over the last year and wondered why tooling for something the size of a dice could possibly take this long. 

That is a big part of why the tooling process has taken as long as it has. We've spent around 10 to 11 months working through tooling, tolerances, materials, fit, internal construction and refinement to get to this stage. It isn't simply a case of creating a mould, pressing a button and starting production.
When you're dealing with something this small, with electronics packed inside and multiple parts that all need to work together accurately, small differences matter.



A fraction of a change in one area can affect the way parts fit together somewhere else. The way those parts fit can affect the overall structure. The structure affects the finished feel, and ultimately all of that contributes to how The One Dice behaves when you actually throw it across a table.

That's why tooling has been one of the most important parts of this entire project.
It hasn't taken this long because we wanted to keep changing things for the sake of it. It's taken this long because once we go into full production, these are the decisions that determine the product you're actually going to receive. And after all of those prototypes, changes, engineering meetings, tooling revisions and a frankly ridiculous number of rolls, it's incredibly exciting to finally be at this point. And now we're getting very close to production The really exciting part is what happens next.




These are industrial machines working on components that ultimately produce something you can hold between two fingers. There's something slightly ridiculous about the scale difference when you see it in person.
But that's manufacturing. The smaller and more integrated the finished product becomes, the more important precision can become.


The time spent refining the tooling, checking the fit of components and working through tolerances is part of making sure that when we move into main production, we're producing the product we've spent the last two years developing. 
The One Dice might be small, but the tools required to manufacture its parts certainly aren't.
Each part needs to be produced repeatedly and consistently. The surfaces have to meet correctly. The internal components need to fit into very limited space. The screens, electronics and structure all need to come together accurately, and the finished shell still has to give us the physical behaviour we've spent so long developing.
There isn't much room for error.
A tiny difference in one component can affect how another component fits. That can then affect the final assembly, the weight distribution, the strength of the product and ultimately even how the finished dice feels when you pick it up and roll it.



Main production is due to begin in the next few weeks.

There is still plenty happening across the project. We're continuing to work on firmware, animations, systems, testing and all the other parts that bring The One Dice together, but we're now moving into a very different stage of the journey. For a long time, so much of the work has been happening behind the scenes. CAD files, tooling changes, engineering discussions, software development, testing and refinement. Over the coming months, more and more of that work is going to start turning into actual finished product. And that's the part we're really looking forward to sharing with you.

Manufacturing is starting soon in the coming weeks. This is not up for debate it’s happening, and it matters just as much as, if not more than, the tooling process. Over the next 6 months or so our sole focus will be making sure every part is assembled, tested, and integrated into a single, unified system. There’s no room for uncertainty or hesitation. Every step is deliberate, every problem gets solved, and every detail gets attention. That’s how it has to be. This isn’t about hoping things work out; it’s about making them work, no excuses. If something doesn’t fit or function perfectly, it gets fixed—immediately. That’s the way it is, and that’s the standard. By the end, what we build will not just exist; it will work exactly as intended, because we leave nothing to chance.

There is still a lot to do, but things are about to get considerably more exciting. Thanks again for sticking with us through what has been a very technical and ambitious development process. The One Dice we started imagining more than two years ago is getting very close to becoming the product we've been working towards all this time.
And yes, after all of this, we're still rolling them constantly.
More soon,
The One Dice Team

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