Skip to content
Tech News
← Back to articles

Moves of the Diamond Hand is an unfinished, irresistibly weird dice-based RPG

read original more articles
Why This Matters

Moves of the Diamond Hand stands out as an innovative, experimental RPG that pushes the boundaries of traditional game design with its surreal aesthetic, complex mechanics, and open-ended storytelling. Its early access status and unique blend of dice-based gameplay and narrative depth make it a noteworthy development in indie gaming, potentially influencing future role-playing experiences and interactive storytelling. For consumers and the industry, it highlights the growing appetite for unconventional, artistically driven games that challenge genre norms and offer rich, unpredictable worlds.

Key Takeaways

is a senior tech and policy editor focused on online platforms and free expression. Adi has covered virtual and augmented reality, the history of computing, and more for The Verge since 2011.

From its opening minutes, Moves of the Diamond Hand is upfront about what it offers: You’re going to have a lot of strange conversations, and you’re going to roll a lot of dice. Get on board with this proposition, and the reward is one of the most creative roleplaying games I’ve seen in years, even if its many mysteries won’t be resolved until 2027.

Moves of the Diamond Hand is an Early Access videogame available on PC, macOS, and steamOS (including the Steam Deck, where I played it) from musician and game designer Cosmo D. The game looks and feels like a 2000s-era first-person RPG or immersive sim: environments are grimy, stark, and blocky; characters’ features are stretched over smooth heads a bit too small for their faces; an eerie soundtrack pulses over all. You’ll arrive on a train and immediately meet an old mentor, disgraced by some kind of political scandal. You convey your desire to join a powerful organization called Circus X, then declare which of several wildly different paths you’ll take into its fold — you can try joining the city council, but could find equal success crafting the perfect sandwich or joining the best band.

These options help introduce the central mechanic. The game gives you one upgradeable die for each of seven stats, ranging from standard fare like Physique and Observation to the more idiosyncratic Cooking and Music. To set a challenge, it will roll a die corresponding to one of those attributes, and you’ve got to match or beat it with your own roll.

Once you emerge into the train station, the complexity quickly multiplies. There are a plethora of sub-mechanics including cooking, performing music, laundering disguises, and mixing cocktails — all of which add additional dice with unique quirks. You can selectively re-roll dice in a manner similar to Yahtzee, introducing an element of strategy within each encounter, and your final score (win or lose) is translated into experience points. The basic system was introduced in Cosmo D’s last game, Betrayal at Club Low, but in a less flexible and elegant form; Diamond Hand feels like its evolution. (Disclosure: My husband has provided outside feedback for Cosmo D’s games.)

It’s all a little intimidating at first. But the game allows you to ease into its options, which happens quickly, since you’re rolling for virtually every action and verbal exchange from making small talk to opening a door. There’s a meaningful element of chance to all this, without descending into unbounded randomness. Some rolls can be mathematically impossible to win or lose at a given skill level, but it’s possible to still damage your health or gain an unwelcome status effect with safe challenges, preventing them from becoming purely rote. You can retry most actions if you fail them, but they’ll become slightly more difficult on a second attempt, so there’s a constant balancing act of deciding when to take the initial leap. The ambient low-level risk makes even simple spaces feel substantive and engaging — it negates the common RPG urge to speed through environmental detail and flavor text while looking for the “real” parts of the game.

Through countless skill checks, you’ll internalize the odd logic of the game’s world. The setting, Off-Peak City, is a garish metropolis shaped by the machinations of sinister corporations, corrupt politicians, and shady operatives, but also musicians, restaurateurs, and literally and figuratively underground tailors — a neon retro-future for streetwise aesthetes. What might be niche skills in any other game prove extraordinarily powerful here. The Music stat, whose uses include sewing (machines can, among other options, be literally operated by improvisation), calming aggressive animal-human hybrids (by whistling tunes), and mixology (which can be performed “rhythmically”), is arguably the single strongest power in the game.

Don’t you hate it when laundry day sneaks up on you? Cosmo D Studios

Circus X, you’ll soon learn, is a secretive arts institution that influences everything from politics to the sandwich supply chain — imagine the Factory crossed with the Freemasons. While pursuing membership, you’re embroiled in a local election between a scandal-plagued technocrat, a former boy-band star, and the corporate-controlled clone of a mayor from decades past. In place of a Maltese Falcon, everyone’s scheming for control of a sentient Big Mouth Billy Bass. And meddling behind the scenes is the mysterious, anarchic Diamond Hand, frequently alluded to but not explained.

Diamond Hand’s story evokes real-world parallels, but as a jumping-off point for something that’s rich and alive in its own right. In perhaps the most obvious example, a company in Off-Peak City is pumping the place full of clones, supplanting human artists with corporate-guardrailed regurgitations of old media. But rather than stop at commentary, the game walks this out to explore the idea that clones are also conscious beings who are frustrated by their creative limits and lack of autonomy, while letting human characters reflect on their own relationship with nostalgia and artistic taste.

... continue reading