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Hey, Chris here. It's Summer Sale time!
Over the course of the past month alone we've had a surge of new Clerics taking on the Mystery of the Tea Shop that Blew Up, and I love to see it. Really, I want to personally thank every single person who left a review or just talked about the game in some corner of the internet. Every bit of support helps, and makes it way easier for me and my collaborators to continue making Esoteric stuff.
Speaking of which, I know I've mentioned in the past that we're looking to do all kinds of cool things. Every time someone asks me about the Esoteric 5e Ruleset, it always brings a smile to my cold, jaded, Visken-like face. While I can't confirm nor deny anything at this point - what I can say is this:
Oscar Westberg has been hard at work.
Two fan favorites, Moongore and Nessan. The HWBT is one hell of a faction.
An ARTBOOK is on the way. That's an official confirmation. I know Westberg and I talked about putting one of these together way early in the process. If for nothing else than the fact that I wanted to share how amazing it was to work with him. You see, he's such a quick sketcher I just hand him the general idea of what I'm looking for - along with the areas I want him to go wild and do whatever he thinks it's cool - he'll return in no time with a series of suggestions. Pretty regular stuff.
But he always gives me good shit. It's so incredibly difficult to choose. Imagine me, sitting there in my sleep-deprived fugue state after going on a 15k words writing bender, hunched over a half-cracked laptop. Then I get a notification - A through G.
Charisma and Constitution are natural opposites in Ragn's head. Like apples and oranges.
It's such a fun process. But I always like to wonder what the game would be if I picked differently. So much of the characters' personalities was born from their portraits - even for the characters I'd already written prior to the visuals, due to later drafts and edits.
So once we get this artbook out - sometime in the near-ish future - I'll invite you to look over the sketches, the choices, the amazing artwork and ask yourself: would you have chosen something different?
We went through many, many iterations for the ability scores, as you might imagine. Both of us wanted to try out different styles, different tones. Some of them took a few iterations, but you wanna know what's funny? The first Chime-sketch Oscar made was for Constitution. The one you can see above, to the bottom left. He nailed it on the first god-damned try. I wanna say something like, "That's when I knew I had the correct illustrator for Esoteric Ebb" - but really, I was 100% certain from the start. I specifically picked him out after following his work online for years, and he's been amazing to work with ever since.
And we will of course continue working together in the future too. On whatever comes next. Which I can't say too much about. Since it's secret.
You know what else is kind-of-a-secret?
We recently announced a Dice collaboration with Die Hard Dice (which you should check out), but beyond that we've been pretty quiet. That's because Jonna has been toiling away at a few different things, which aren't quite ready to be announced yet.
But she has a little teaser for you:
A silhouette. How mysterious.
More will be shown in the coming months. I hope all you Esoteric Evangelists enthusiastically entertain endless exhilarating expectations. Ebb. As production continues (I've heard a few whispers about people wanting console ports and localizations? I'll have to investigate) and the Esoteric Coast keeps expanding, I'm genuinely very (esoterically) excited for the coming years.
Thank you again for all your support. I'm very happy this is my actual job now. Oh, and also:
I want to give a reminder that the VINYL RELEASE of the Esoteric Ebb Soundtrack Vol. 1 is still available! (At least as this post goes live, on June 25th 2026.) To save yourselves a ton on shipping, please use the right storefront:
If you're in North America, I recommend buying it from Cartridge Thunder here:
https://cartridgethunder.com/products/esoteric-ebb-vol-1-original-soundtrack
For the rest of the world, I recommend buying it from Bandcamp here:
https://andersbachbrianbatzkristianpaulsen.bandcamp.com/album/esoteric-ebb-vol-1-original-soundtrack
Buying the vinyl supports our composers directly, so I highly recommend doing it! Because - holy shit - did they do an amazing job.
I can't wait until mine gets delivered. I just gotta buy a vinyl player now.
And then, just to add an extra fun thing on the top of this list of already fun things:
We've had a bunch of really cool game bundles since launch. Burden Street Station, Solasta II, Sovereign Syndicate, The Séance of Blake Manor - an incredible spread of different genres and styles. And now I'm very happy to announce that we're partnering with Jump Over the Age to bundle with Citizen Sleeper 2! I deeply admire the systemic storytelling that Gareth employs in both Citizen Sleeper 1 and 2, so that's a big recommendation from me. Check it out!
Want to know when the ARTBOOK will be available? Or when we end up revealing any future esoteric stuff? Make sure to sign up to our MAILING LIST!
(I haven't actually sent out any emails for it yet, since it's only for the big stuff. So you'll probably only get a few emails a year from me via this. Either way, sign up now!)
That's all for now. Puss ô kram! (That's dwarven slang for 'See you later'.)
-Christoffer Bodegård
It's finally time! If you've been holding off on getting all esoteric until some kind of juicy deal, then I am happy to announce:
(And it's a part of the Raw Fury June Sale! Check out all the other cool games too!)
Now it's been a while since I last gave you one of those blog posts / dev logs, so I figured I'd write you something relevant and/or interesting that's been on my mind lately. Namely, about a question I've been getting a lot during interviews and podcasts. Which is: why call it a Disco-like?
Three months ago, I released my first game. Though first might be a misnomer - Esoteric Ebb was the first big commercial game I’ve produced “myself”, in this unique collaborative development process. Fun. Bit of a miracle it worked out, really - but luckily Raw Fury supported it with an artillery barrage worth of financial support. Though while I try to not be too much of a pessimist, I don't think it’s an overreach to call the entire project vastly over-scoped and content-creeped. Entirely of my own making. But we did it! All the amazing artists who created the visuals and audio that make up JOR, as well as all those words that needed to be written/designed…
I am extremely happy with the results. Everything that EBBRPG could have been, it is. With the setup, with my own inexperience as a project lead, with the support - and most importantly when it comes to the public reception - with the ZEITGEIST.
Zeitgeist is defined by the Merriam-Webster Dictionary as something that I don’t remember right now, but I personally tend to use it to describe the general vibes. The Vibes of the Times. I knew from the start of production to the end, that the reception to EBB would be controlled, defined, and born out of this Zeitgeist. All games are, of course. But even more so for Ebb - entirely because I made a number of harsh design-choices very early on. Three of them, in fact. Those three being:
A Vertical Dialog Box. Far more common today (and I love to see it), but back then this UI visual was a statement of intent. Almost like a challenge.
Chimes. Or interjection system. Talking skills that act as a whispering DM in your ear, granting context to your character’s reality.
A non-linear design. Simulating an open-ended TTRPG-like playground, yet built entirely with the illusionary constraints of authorial-intent.
With these three, I knew from the start that the comparison would be unavoidable. I also knew that, for this particular adventure, I really wanted to utilize these three elements, no matter what. I spent four years experimenting and prototyping, all to see how these three worked, why they worked so well, and if they truly were a good fit for EBBRPG. The answer was - a very subjective but strong - YES. And thus the game was born.
But the Zeitgeist was haunting me. Because ask yourself this:
Would you like to go up against the best game of all time?
Technically, I kind of like it. I mean, it’s idiotic from a marketing perspective. You want to go into the community of this game, which is steeped in some truly tragic drama (see the Noclip documentary for context), stand up and yell, “See what this huge collection of incredible artists put together after years of toil? Yeah, I can do that!”
You want to do that, all while the actual developers splinter off into various factions to each continue their own branch of spiritual secession? Why on earth would you ever want to do that?
For me, it’s because I really like interactive writing. I’m obsessed with it. Ever since I played Planescape: Torment in high school I just literally can’t get it out of my head. Since then, I have focused my entire life towards the singular goal of creating this precise style of game. But in order to do that - to get the wonderful privilege of being able to do that - I needed to make it profitable. Thus, I needed the Zeitgeist to accept my work. And I needed it to work out on my first try, because I had to bet everything on it.
So how then? How do you make that Disco-like without exploding in a bonfire of public disapproval?
From my perspective, it was always about dancing between a hard place and jagged rock. If Ebb was too close to its inspirations, it would falter as a poor imitation. If Ebb was too far removed, it would lose the edge of familiarity. And the correct position here does not exist. It’s simply a matter of statistics. That, and subjective artistic value. But from the perspective of I-want-to-be-able-to-pay-rent? It’s mostly statistics. I needed to balance what people wanted in a supposed ‘successor’, with the few strengths I had. Thus, I aimed at differentiating Ebb in two major areas: tone and theme.
Oscar Westberg’s wonderful visual style guided the tone quite a bit. Using that, I wanted to simulate a session, with me as your DM. That immediately would invoke, in most players I reckoned, a much lighter feeling. After all, we’re just hanging out you and I, rolling some dice, failing our way forward in a tiny low-stakes adventure. Comedy is in the forefront here. Which is risky by itself, since (as you can tell by reading the Steam reviews) if you don’t like any of the dumb jokes I’m writing, you probably won’t enjoy Ebb too much. But for those who do enjoy it, who find themselves ‘buying in’ into this campaign of mine, they’ll probably get what I’m going for. Which is the exact same thing I try my best at delivering when I play D&D with my friends - a fun time. And not just that, but a fun time that’s extremely influenced by my idiosyncratic behaviors. Your DM is, after all, going to improvise a lot in a truly reactive game, which automatically reveals all of their natural instincts and flavors.
There’s pros and cons with going for that rougher, improvisational tabletop tone in the writing. The biggest pro is probably that it's hilariously fun to write. Which I think shows in the final product.
Then for theme, it’s again just about my personal fixations. I absolutely adore political debate (especially the flaming hot internet-comment-section version - the stupider the better!) - especially when it’s about asking difficult questions. Even more so when it’s in context of modern cultural trends, seen through the lens of fascinating hypotheticals. That’s what fantasy does best in my eyes. It allows the author to craft a world where specific questions are put front and center and examined in philosophical extremes. What if death was a monetary predicament? What if someone defined Good and Evil long ago? What if Elves were Finnish? These deep and soul-shaking questions are really fun to explore. Mix that with the emotional through-line of Ragn - a 27-year-old ‘failure-to-launch’ archetype with a very specific obsessive talent, which is the only thing that supposedly gives him value. That by itself just screams thematic resonance to me (or maybe some other less pretentious term) to the point where his entire character was built surprisingly naturally and gradually over the course of development.
Did it work? Currently, Esoteric Ebb sits at ~5000 reviews on Steam. I expected maybe 2000 after a full year, so that’s a HUGE success in my eyes. We actually threw a little celebration here in Skövde last week for everyone who contributed. And it’s ~95% positive! Technical issues (while not negligible) haven’t impacted the reviews to any major degree. So those negative reviews are full of wonderful and insightful feedback that I will make sure to bring along and keep in mind for the next project. Especially in marketing, since trying to sell a product as a ‘successor’ to the greatest game of all time has the potential to backfire. That’s on me, sorry about that. As for the 95% who enjoyed it enough to perform a clerical ‘thumbs up’ - wonderful feedback in here as well. I actually read every single review, positive or negative. I think it’s extremely important for me to do so, since it gives me a unique chance to tap directly into the vein of the Zeitgeist.
I don’t remember who wrote it, but someone left a review saying - if Disco Elysium is about dealing with the past, Esoteric Ebb is about finding something worthwhile in the future. Maybe that’s the lighter tone from a friendly D&D session shining through, or maybe it’s my Swedish Socialism middle-class conformity moralistically and blindly goose-stepping over nihilism (realism?). Or maybe it’s just fantasy escapism. Either way, I do have to admit that it was all just a big gamble. I like numbers, so I always try to predict the outcomes by vibes and data. But for Ebb I never really had it settled for anything other than a fifty-fifty.
I’m extremely grateful for every single one of you who played, left a review, sent a message, joined the Discord, or posted some random comment about Ebb online. Apart from writing, reading your reactions is genuinely the best part of the job.
-Christoffer Bodegård
Changes
Fixed an issue causing certain dialog lines to be skipped.
Made sure a secret epilogue Vâtte does not appear before the epilogue.
Removed the ability to loot multiple Staff of Strings.
A few text errors fixed.
Changes
Fixed an issue causing story variables to not update properly during dialogs.
3 spelling errors fixed. Critical spelling errors, obviously.
It hasn't even been a month yet. Mentally, I think my mind has already settled on it like it was years ago. Esoteric Ebb released on March 3rd 2026. Since then, I've mostly been focused on plugging the last remaining holes, and now with 1.2 out, I'm really happy with the state of things. There's probably a few wacky exploits left, and a ton of potential improvements to my spaghetti code systems, but this is it. This will be the last major patch for a while.
Now, Esoteric Ebb isn't exactly a live service game, so it obviously doesn't have a roadmap. And truth be told, I wouldn't be able to produce one for you. A term I learned a bit too late in game development is, 'Gold Master.' That's the version of the game that's historically sent off to get printed onto those CDs. When I started playing RPGs, that's how I got all my games (floppies was before my time) and I really find it horrifying in retrospect. How the hell did those developers make such amazingly huge RPGs and then just... never get a chance to hotfix them? The answer is, as I'm sure a lot of old-school gamers know, that RPGs often just ended up being released in very buggy states. Sometimes barely playable. Ebb's launch wasn't quite in such a poor state, but not far off. It still feels like pure luck that the early reviewers didn't run into any hilariously game breaking soft-locks. Genuinely. I think I'm really just that lucky.
Either way, what I'm getting at is: the version you all have now is the one I would call the true Gold Master. This is Esoteric Ebb. This is what I would have been happy to deliver to you on a CD back in 1999. And any bug you may discover moving forward can surely be explained away as just another Esoteric Event.
As for the future, I can tell you that I am currently working on a number of new projects. Yes, several. Some of them will take years, some less so. For those of you looking for localizations, I sadly have to ask you to be patient. My previously mentioned spaghetti code will take a long time to untangle. Same thing with any porting, I always said over the years that I would LOVE to get Ebb on as many platforms as possible, but it's gotta be done properly. That takes time. So for those of you who would love to play Ebb, but can't - take this as my official apology and a gracious: 'Hopefully soon! (Please don't hurt me!)'
Since I might have a hard time reaching out to you in case something Esoteric pops up in the future, I've also set up a mailing list that you can subscribe to. Won't be a weekly newsletter or anything. This is, as you can read on the website, just for the BIG STUFF.
Finally, I'd just like to convey a heartfelt THANK YOU from every single person who worked on Esoteric Ebb. The amount of care and love placed into every bit of background texture, character animation, recording, note, and illustration of this absolutely glorious achievement of artistic prowess is beyond any realm of expression that I possess. I wake up every day floored by the simple fact that all of these artists chose to put that love and care into this glorified tabletop session of mine.
I swear, I'm really just that lucky.
-Christoffer Bodegård
Changelog
Added a crypt key on the floor of the Temple of Urth if you received Caretaker (the powerful axe) while not having looted the key yet.
Changed how Shards of Jor and Slogdogs work in Oyu's and Kraaid's dialogs. You should no longer be able to buy infinite amount of these.
In the epilog, Oyu should no longer react like you're her best customer if you only bought a few things. Now she should only say that if you spent over 500 crowns in her shop.
Cantrips will now be recast after a dialog ends, if you had one active when you started the dialog.
If you talk with Lisa after figuring out the Necklace of Fireball clue, but before finding the elf corpse, her tea shop dialog will now make a bit more sense when you mention the necklace.
Fixed a problem where certain "Press Any Key" situations didn't work with a controller.
The Cleric feat should now properly use your Strength modifier when healing. Note: spells are modified only by your natural ability score amount, and is not affected by equipment. Obviously, I wouldn't force you to swap your equipment around every time you want to heal.
Fixed a dialog crash that would occur if you came back to pick up your book from the bookbinder, then didn't pay, walked away, and came back later to attempt to pick it up again.
Fixed several additional issues with companion dialogs popping up when they shouldn't.
Fixed some minor inventory navigation issues if you switched between keyboard and gamepad several times.
Fixed an issue where NPC stats increased when the player drank a potion.
Fixed an issue where you could just wander out into the BEYOND on election day. Which was kind of funny, but really, democracy is confusing enough as it is.
Updated the inventory filtering to include ability score modes.
Added a quick load on the F9 button.
409 text errors fixed.
Changes
Leaving Snell's intro dialog should now no longer give a fake error message.
Bribing Rixbiter should now no longer give disadvantage. Instead it gives -10 to the DC.
Alfoz should now actually hand you a reward instead of just telling you about it at the end of the Printer quest.
Going solo from Snell will now no longer trigger other non-present characters to join in the conversation.
A certain flirting that is possible before the cobbler will now no longer crash if you attempt it more than once.
Changes
Shrines should now have their choices saved between various areas.
Tinn should now not be mentionable after his demise.
The Duck should now no longer be found in the Temple of Urth after receiving his axe at the end of the Visken fight.
The sphere of annihilation event found in the City Below should now no longer be half triggered when Snell is around.
The Agrarian feat should now actually work instead of breaking the game when trying to loot food. The fact that it took almost two weeks for anyone to report this bug to me is hilarious. The fact that I completely forgot that this feat existed is even funnier.
Bondavol should now no longer be stuck in darkness after you complete his roll.
String manipulation during a certain secret dialog should now work more consistently.
Made the camera not go off to the side during Quest Branching Take Root dialogs.
The big dialog in Jor's Crossroad now no longer causes crashes on very, very low framerates.
You can now receive a certain Belt as an actual reward.
The shining guy now actually shines.
Fixed the Beautiful Lie feat description.
Fixed the missing Razz caught-stealing scene.
Updated a certain pipe-squeezing scene to include a missing portion.
Changes
Fixed an error that made the mushroom man unfreezing scene crash if you brought Snell with you. Did you know he's afraid of mushrooms?
Made sure to turn off the encounter UI once you're finished being destroyed by (or attempting to destroy) Visken.
Fixed a bug that made Slogdogs heal 10 instead of 7. They're not that strong.
Fixed one final (this time minor) bug relating to the Almost Lichdom feat. Now you can, in fact, consume powerful foods/potions - even while at full health. As long as this feat is equipped.
Made the Esoteric Ebb quest slightly easier to complete.
Made sure Drummer does not have sub 5 in each stat. Poor guy.
Fixed an issue that broke the dialog with the fiend if you rolled once, succeeded, and then tried rolling again. Also, he's now affected by Protection from Good and Evil and Etcetera.
Made sure you can't just get infinite money from Viira if you're charismatic enough. Come on. That's not fair.
Fixed some spelling errors.
Added a save file deletion button.
Bug Fixes
Fixed the missingtable flip sound effect.
Fixed an issue whereSnell's sprite lamp would not display during the breather.
Fixed an exploit allowingmultiple rolls with the Bag of Holding.
Made sureOlzis accepts your emerald, even if you stole it before she asks for one.
Made sure the ant drop-off point functions correctly.
Fixed an issue where the BALANCE card was not working, because I had forgotten to implement it.
Fixed a bug crashing Ettir's initial dialog if you did not speak with her on day 1, and also got the key from Darrow on day 1.
Added a way to get a to sleep in case you happen to stay up all night day 1->2, and then not speak with Ettir all day 2. (If you're softlocked like this on your save, just go to the Guard Tower. And please, go to sleep.)
Fixed a bug that made the cobbler not comment on your Air Elronds.
Fixed a dialog lockout in Nessan's Undercoast dialog, if you had too low intelligence.
Removed the possibility to acquire infinite Scrolls of Wish.
Fixed the Almost Lichdom feat so it does not cause a number of issues if you die with it active - and it also allows you to self-heal exhaustion now.
Fixed an issue preventing the Updated My Journal achievement from unlocking on certain saves. (If you have over 99, go click a link now and it'll unlock.)
Fixed an issue causingKraaid to not mention his sighting of the Star Witness.
Made sure spells actually get set to their proper duration upon loading a save.
Made sure the cleric does not accidentally start to slide around on his ass if you leave a short rest too quickly.
Fixed an issue that caused incense burned during dialogs to not count towards the burn incense achievement.
Made sure trifling checks get unlocked on long/short rests.
Fixed a very, very, very tiny chance for a player to get locked out of completing the Lichhouse Blues quest if they asked about masculinity, then failed, and then chose to surrender (which is only available if the cleric lacks testosterone), If you had trouble completing this quest before, try talking with The Duck again.
Fixed Crusader's Mantle - it now actually works in combat. It's pretty good too!
Fixed some quests not finishing properly. (No worries if your save file is affected, it's just a visual bug in the Questing Tree.)
Buffed the Well-rested bonus. It now gives a permanent advantage on checks in dialogs, and you lose it when you gain a level of exhaustion.
You now gain the well-rested bonus if you go to bed anytime after 18:00, instead of only between 20:00 and 22:00. If you go to bed before 18:00 (due to skipping sleep) you will still mess up your circadian rhythm, and you'll regain exhaustion if you stay up past 06:00 the following morning.
Made sure Nearly appears on mornings of day 4 and 5, instead of just on day 1 and 2.
Made sure Braxo's dialog remembers which choices you've picked on subsequent days. Added him on day 4 and 5 also.
Changed the wording of all the feats impacting equipment stat modifiers to be less confusing. It's supposed to be +1 to positive mods, and -1 to negative mods.
Fixed an issue causing controller input to remove a proficiency from your build as you start the game.
Fixed an error causing the Whitemane Blessing to show -105 instead of +1d4 on rolls.
Made sure the tea shop safe does not get permanently deleted in certain saves. If you're missing a quest in the top left of the Questing Tree- you should be able to find the safe now, in the back of the tea shop!
Made sure you can't repeat rolls on item dialogs or companions by moving into a new area.
Made it so that you can finish Moongore's Philogynistic Agenda part in the epilogue if you punched Frank beforehand.
Fixed an issue causing Isk to be invisible during the epilogue. Sneaky snail.
Fixed an issue where inventories stopped being accessible if you got hit by the duplication glitch too many times.
Fixed the duplication glitch which occurred if you accidentally pressed the load game button two frames in a row. If you ended up with this issue, I suggest either dumping all the extra items in your inventory's Deep Storage (this will not impact your narrative variables), or reloading an earlier save.
Fixed an issue causingyou to get your fixed spellbook from Shen for free. That would never happen in real life.
Fixed a bug causing the skip credits button to freeze credits text on the screen during the outro.
Fixed approximately 7 broken dialog branches in the epilogue. If you go and replay your epilogue saves, there's a chance that some of your choices have a bit more reactivity now.
Fixed 704 minor typos and text errors across the game, along with 23 broken outlier choices.
Added 721 new lines of dialog to fill in gaps of missing reactivity (mostly in the epilogue).
Added 69 new dynamic lines for the final DM message, reacting way more to everything you've done. Hope you enjoy!
Bug Fixes
Fixed an error that made Snell continually tell you to go to the Freestriders, even when you've already been there.
Made sure Ettir does not give you a second set of the Guard Tower key.
Made sure one of the endings in the final fights did not result in invisible companions.
Made sure two missing Feats are now available.
Made sure the Encounter UI turned off a bit earlier during the final Cult Hit fight.
Made sure you didn't get stuck during the night Cult Hit fight if you rolled too well.
Bug Fixes
Fixed a companion line that appeared in the labyrinth, even when the companion was gone.
Fixed a double glossary entry.
Made the 'Lichhouse Blues' quest slightly less cryptic to complete.
Fixed an error that occurred when sleeping on day 3 while having completed every possible major quest before the end of day 2.
Bug Fixes
Made sure you don't miss a certain dialog in the epilogue by having a certain very strange setup of variables.
Made sure you don't get stuck in the Coinlord's bossfight if you managed to flip the table, while also not having opened the tea shop door. (You now have more freedom in that dialog to walk away or swear an oath at your own leisure.)
Fixed a line that makes it sound like Charisma calls the seagull a goblin.
Updated the glossaries with additional exact matches.
It is with great joy I tell you all:
Go play it! It's been an absolute pleasure to put all of this together for you. I'm also very happy to announce that we are fully Steam Deck Verified. So go ahead and play on the go! Or on your sofa, if you're like me.
Eight long years. Over a million words written. A vast number of interconnected quests, each with more solutions that I can even remember. You'll be playing as a cleric. The adventure will take you from level 1 to 6. It should take us quite a few sessions.
I hope you enjoy.
-Christoffer Bodegård
Bug Fixes
Updated several text errors in the item descriptions.
Made sure the seagull's tip about the tea shop made an impact on the DC of several rolls.
Removed the ability to steal the heavily guarded 'Maw Pie' from Rixbiter without going through the motions of actually asking for it.
Turned off the HP text when you open your sheet, so it doesn't look weird.
Removed a minor looping error in Jehanne's midnight temple dialog.
Fixed a dialog error when speaking with EL VIGILANTE ROJO DE CRINBLANCA.
Added even more missing sound effects in several dialogs.
Bug Fixes
Made sure you won't lose out on the ability to look at the Whitemane shrine after you put in the gem.
Changed one final 22th -> 22nd.
Added additional sound effects in some traps.
Made sure to remove the PPG documents after you show them to Viira.
Oscar Westberg's illustration above accurately depicts how I'm feeling right now. We're all barreling through the streets of Norvik, soaring and crashing our way to the finish line. And it's been one hell of a journey.
I didn't expect Ebb to be this huge. Since I'm doing all the writing and design solo, it was always a question of pacing myself - to make sure I didn't bite off too much of that wonderful CRPG sandwich. However, I did not pace myself. Instead I went head-on into keyboard-rolling and player-agency-driven wild content-creation. That, ultimately, has led to what Ebb is today: an absolutely huge game.
It takes over 40 hours of continuous playtime to finish a decently completionist run of Esoteric Ebb. Some of my playtesters have reported 50+ hours for a really hardcore deep-dive, but that really depends on reading speed - as well as if you play with high intelligence, and collect all the 600+ glossary entries. As for us regular mortals, going at average reading speeds? That'll end you at more like 25 hours. Why? Because EVERYTHING in Esoteric Ebb is dynamic, based on narrative variables, and dependent on your choices. If you wanted, you could easily complete the whole game in less than an hour, if you knew what to do, and got lucky on your rolls. You get to play Esoteric Ebb exactly how YOU want to play. If you wanna dive deep, go for it. If you wanna ruin the campaign - be my guest. I'm sure it'll be quite funny.
If you're playing the NEXT FEST DEMO - which is available RIGHT NOW - you'll have already seen what's in the first day of Ebb. A vast dungeon to explore. An underground port covered in grime and griffon (griffin?) feathers. Political conflicts raging in bureaucratic chaos. And a tea shop steeped in mystery and soot. But only a handful of quests are completable on that first day.
As you delve into those other four days remaining before the election, you'll find 16 Quest Branches on your own personal Questing Tree, each of which has anything between a handful to a dozen different solutions and outcomes. All depending on your stats, in which order you complete them, what your affiliations are, and a rather staggering number of minor variables each impacting the characters around you- as well as the DCs on all those dice checks. But those are just the major quests.
There are also 21 minor quests to track, as well as - and I genuinely had to go count these - over 40 untracked, secret tasks hidden throughout the game. Why secret? Well, some of them are esoteric journeys into the lore that only the more STRING-ATTUNED clerics will want to pursue. And some of them are just really stupid. Want to collect five rats and give them to the Slogdog salesman in the sewers? Sure. He didn't ask you to, but I'm not stopping you.
Oh, and for each Quest Branch you complete, you also get a choice of FEATS, which allow you to customize your cleric and playstyle. Want to be a blood mage, sucking your own HP dry to cast spells? Want to be immortal, except when you're at 1 HP? Maybe you're one of those 2d6 fans that want to bell-curve-stomp the d20 into the pavement? Or maybe you want a 1d4 heal every time you ask someone about their political beliefs? Customize your cleric! There are 51 feats in Esoteric Ebb.
It's INSANE. I don't know how I managed to implement all of this. I'm looking over the list now and it feels unreal. There are 43 characters with portraits. 74 if you count the ones without. Then there are 30 spells, implemented from 5e - with a few homebrew additions from my very own (so far unreleased) Esoteric 5e ruleset.
And so much music. Just the first volume of the Esoteric Ebb Original Soundtrack is over one and a half hours long. With the second volume, it's over three hours. But these are just the trimmed down, suitable-for-spotify-and-vinyl (which you can preorder here) versions. There are 89 tracks of music in-game, many of which are over thirty minutes long. Anders, Brian, and Kristian have produced and incredibly beautiful and truly esoteric soundtrack. And as a lot of writers say, music alone creates 50% of the emotions that we take credit for.
As for items, there are 164 items in Esoteric Ebb. And you can equip every single one. (Except the consumables. That was a bit too confusing for people. But I tried!) From a horror-magazine, to a broken piece of burnt wood, to a Scroll of Wish, to a filthy rag that got fished up from the river alongside you - you've got so much cool loot to play around with. And the most neat stuff, the stuff that sits in people's inventories? You can steal that, of course. Get any quest reward early and then demand something else in payment. Trifle through people's pockets for coins and then go donate it all to the performer at your local tavern. Or be a good cleric and don't do that stuff, since it's mean and evil, and so on. If you believe in that ontological stuff.
Just don't forget about your job: to solve the MYSTERY OF THE TEA SHOP THAT BLEW UP. But also, what are you voting in the election? And why did you end up in the river? And why is that weird pale guy acting so strange? And why aren't you allowed to even enter the tea shop? And why is there a celestial angel standing guard at the top of that shining hill? And why are there clues pointing towards your key witness literally everywhere?
Tackle this massive narrative in any way you wish. Dive through it all, or skim the surface. Go broad and interact with all the political factions- or just focus on one. Maybe two? There are 590 unique dialogs in Esoteric Ebb, each containing and interacting with several dozen Story Variables. I tried counting them all, just to have a fun number to point at here, but I was honestly unable to do it. There are simply too many variables in the game to count. I tried importing one of the completionist save files from a playtester in the epilogue, and found exactly 3294 Story Variables. The majority of which are just used for very minor stuff, like keeping track of which items you looted, and at which time, so that I'm able to write a unique reaction to it when relevant. But even still, ~800 of these are actively used in multiple quests, have unique dialog reactions tied to them, or completely alter dialogs in major ways.
Finally, there's the word count. I've been keeping track of exactly how much I've been writing over the course of development, and my total is up to 1 250 000 words. Only about 700 000 of those actually show up in the game though, after rewrites, editing, trimming... and general playtesting. As you can tell by this verbose post, I tend to ramble quite a bit. I also have a physical inability to stop writing. I've tried. I swear. My fingers just wither. It's true.
Anyway, now - finally - YOU get to make all of these choices. YOU get to loot all this loot. YOU get to customize your cleric. YOU get to solve the mystery and become a cleric of legends or completely ruin my poor, poor campaign.
Come join my table on March 3rd, 2026. We're gonna have one hell of a session.
New York, Beijing, and Skövde. The great metropolises of the world.
As for what you can do now...
If you haven't, go play the NEXT FEST DEMO right now! Then bring your SAVE FILE to launch - on March 3rd!
WIshlist Esoteric Ebb to get a little reminder - on March 3rd!
Follow me and check out my work on my website!
Check out my collaborators on the official website!
And once again - I'll see you on March 3rd.
-Christoffer Bodegård
Bug Fixes
Removed the description of a non-existent settings option.
Removed the ability to hug the assassin from behind in Pillar Crossing if you approached from the east instead of west.
Made sure you didn't get an empty bottle when you bought a Vyz-Kha Ginger Drink from the cool Potion Seller.
Fixed it so that Darrow assumes you haven't spoken with Lady Sageleaf in case you show up without Snell.
Made sure a section triggers properly in which Darrow reacts to the cleric solving the mystery of the tea shop on day 1.
Bug Fixes
Fixed an error causing the diplomatic route with the dwarves to be unavailable if you ever showed them any kindness.
Blocked some invisible stairs leading into the void.
Fixed some mesh errors in the walls of the Drunk Sphinx
Made sure you cannot simply walk past the fire hallway by hugging the wall
Fixed an error causing equipped items to not impact dialogs after inventory sorting.
Fixed a number of text errors.
Stopped the Roper encounter from crashing if you called him a fiend instead of a MF:er.
Bug Fixes
You can no longer get locked out behind the AR Trade Co. by leaving through the back door at night.
You no longer speak with a non-existent Snell if you manage to flip the tea shop table solo.
Added Visken and Borgo visuals to the tea shop flip table cutscene.
Added a night version of the flip table cutscene.
Gave stats to Lisa.
Replaced a placeholder elf swear word with 'saatanan'.
Bug Fixes
The Docile Stress Cube has been changed to be blue and give intelligence
Smarter had zero in all stats, gave him slightly higher stats
Changed the date message to be "March 22nd" instead of "March 22th"
Changed the wishlist button to go to the wishlist button instead of going to the Steam forum
Made the zombie's head marker point to his head instead of his lower back
Locked the decapitated basilisk head so you cannot loot it from Kraaid's hidden stash before he gives it to you as a quest reward way later in the game.
Changed a few spelling mistakes and text errors.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Esoteric Ebb, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Esoteric Ebb statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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