Esoteric Ebb Review: Why This Weird Fantasy RPG Feels Like a D&D Campaign
Esoteric Ebb brings chaotic Dungeons & Dragons vibes to the CRPG genre. We look at why this strange, funny, and unpredictable game works so well.
Most role-playing games try to make you feel like a hero right from the start. You wake up in a tavern or a prison cell. You have a grand destiny waiting for you. The world bends to your will as you grow stronger and more powerful with every quest.
Esoteric Ebb does not care about your destiny. It cares about how you handle a broken tea shop and a conversation with a landlord who also happens to be a merman. It is messy, strange, and deeply funny in ways that most big-budget games avoid.
I spent sixteen hours wandering through this small town. By the end, I felt like I had lived a whole life as a bumbling cleric. It is a rare gem that understands the joy of a bad dice roll.
A different kind of fantasy role-playing
The game comes from developer Christoffer Bodegård. If you look at the screen, you might think of Disco Elysium. It uses an isometric view and focuses heavily on text. You read a lot of lines to move the plot forward. You argue with the voices inside your own head.
However, the spirit of the game pulls from Dungeons & Dragons. You build a character using standard stats like strength and wisdom. You pick a background that gives your hero a past. The game tracks your choices through these numbers.
It starts slow. You might feel lost for the first few hours. The town feels small and quiet. You might wander around without a clear goal. Do not let this discourage you. The game hides its best parts in the quiet corners.
Once you settle into the rhythm, the connections become clear. Every character you meet has a role to play. The mystery of the town starts to make sense. It feels like a tabletop session where the players are finally finding their footing.
Living the life of a bumbling cleric
Building your character is where the fun begins. I chose the "Unstable Cleric" preset. The game immediately labeled me as the dumbest cleric in existence. That label changed how I played the entire game.
In most RPGs, I try to pick the best path. I want to win. I want the rewards. In Esoteric Ebb, I stopped caring about winning. I chased the silliest options just to see what the game would throw at me.
I ran for local office on a platform of becoming a god-wizard-king. The town citizens were not fans of my plan. I tried to pickpocket people using my high dexterity. I failed often. Each failure felt like a punchline to a joke I was writing myself.
Combat works the same way. You do not just swing a sword. You use spells to change the odds. You roll dice to see if you survive. You will die if you are not careful. I kept a save file handy for the big moments.
The writing shines during these tense moments. I once had a conversation with a giant snail. It was one of the most memorable parts of the game. You never know what the next dialogue box will bring.
Technical design and mechanics
The game thrives on its text-heavy format. It asks you to weigh the opinions of your own internal voices. This mimics the feeling of having a party of players arguing over what to do next. It captures the chaos of a real D&D table.
Dice rolls dictate the outcome of almost every action. You might have a high charisma score, but a bad roll still ruins your speech. The game does not hide these numbers. It shows you the math behind your successes and your failures.
Spellcasting has a way to tip the scales. You can use magic to boost your chances or to unlock new paths. It creates a balance between luck and strategy. You are never truly in control, which is the point.
The game is designed to be played in sessions. The intro note from the developer suggests five to eight sessions. This pacing helps keep the story tight. You feel a sense of progress even when your character is failing upward.
The future of indie rpgs
Esoteric Ebb proves that games do not need massive budgets to feel important. It focuses on writing and player agency. It trusts the player to find their own fun in the world. This is a bold move in an industry that loves to hold your hand.
We need more games like this. It takes the familiar rules of fantasy tabletop games and twists them into something new. It shows that the best stories are the ones that go wrong. A perfect hero is boring. A flawed hero is interesting.
If you enjoy reading and tabletop games, you should pick this up. It is a dense experience that rewards patience. It is one of the most unique games I have played this year.
Frequently asked questions
Is Esoteric Ebb just a clone of Disco Elysium?
It shares the isometric look and the focus on internal dialogue, but the D&D-inspired mechanics give it a unique flavor. It feels more like a tabletop campaign than a gritty detective story.
Do I need to know how to play Dungeons & Dragons to enjoy this?
Not at all. The game handles all the math for you. If you understand basic RPG concepts like stats and dice rolls, you will be fine.
Is the game very difficult?
It can be tough because the dice are not always on your side. However, the game allows for frequent saving, so you can retry encounters if things go south.
How long does it take to beat the game?
My journey took about sixteen hours. The developer suggests it should take about five to eight sessions, which fits that timeframe well.
Can I play as a different type of cleric?
Yes, there are several prebuilt characters, or you can build your own from scratch. Each choice changes how people treat you in the world.
Expert take: my perspective
The thing that gets me about Esoteric Ebb is how it treats failure. Most games treat a failed check as a dead end. This game treats a failed check as a new story beat. It is refreshing to play something that does not punish me for being bad at the game.
I think we have become too obsessed with "optimal" play. We look up guides and builds before we even start. This game forces you to let go of that. It wants you to embrace the mess. I felt like a real person in that town, not a machine trying to beat a level.
The humor is also top-tier. It is not just "random" funny. It is character-driven. The merman landlord is a perfect example. That moment where I bit my tongue and the game described the blood pooling around my boots? That is the kind of writing that stays with you.
I hope more developers look at this approach. We have enough power fantasies. Give me more games about weird clerics, exploding tea shops, and giant snails. That is the kind of world I want to get lost in.