Esoteric Ebb Merges Disco Elysium Mechanics With Dungeons & Dragons Fantasy In New CRPG
A review of the Steam title highlights its isometric visuals, extensive text-based dialogue, and a campaign structure designed to feel like a session with a capable Dungeon Master.

A new computer role-playing game titled Esoteric Ebb has arrived on PC via Steam, offering an experience that blends the introspective gameplay of Disco Elysium with the traditional fantasy setting of Dungeons & Dragons. Developed by Christoffer Bodegård, the title invites players to assume the role of a cleric tasked with solving a local mystery, specifically investigating the incident that caused a tea shop to explode within a small town.
The core loop of the game involves navigating this investigation while simultaneously engaging in conversations with internal character traits that reside within the player's mind. Much like its inspiration, Esoteric Ebb presents the world from an isometric, top-down perspective and demands significant reading from the user. Progression relies heavily on weighing the opinions of these competing voices before committing to bold dice rolls that determine both narrative direction and combat resolution.
Character creation utilises the standard D&D ability scores, including strength, wisdom, and charisma, allowing players to build a cleric with a specific history or select from a handful of prebuilt options. The reviewer noted that the game's introduction is personally signed by Bodegård, framing the experience as a campaign intended to last between five and eight sessions with the tone of a capable Dungeon Master guiding the journey.
During the initial phases of play, the experience can feel aimless as the player slowly mucks through the world, but the narrative threads eventually coalesce into a cohesive story. The game features a unique blend of text-based interaction and combat scenarios where dice rolls directly influence outcomes. While the reviewer reported dying frequently during encounters, the ability to save before meaningful fights mitigated the frustration, allowing the focus to remain on the unfolding plot.
Specific gameplay anecdotes highlight the game's willingness to embrace absurdity and consequence. In one instance, the reviewer chose a dialogue option to bite their tongue while conversing with a merman who also served as a landlord, resulting in a literal description of blood pooling around the creature's boots. Such moments, along with interactions ranging from encouraging citizens to vote for a god-wizard-king to chatting with a giant snail, underscore the game's distinct personality.
The reviewer completed the narrative threads in approximately 16 hours, finding that the initial sense of disorientation was an intended part of the design. By the end of the campaign, the interconnected nature of the characters and the ridiculous situations created a satisfying conclusion that tied the story together, proving that even a bumbling cleric could become a hero.
