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.

