1. Esoteric Ebb
  2. News

Esoteric Ebb News

Esoteric Ebb x Raw Fury

This has been in the works for a while.

I am very happy to announce that we're partnering with RAW FURY to publish Esoteric Ebb! For the past year I've gathered up a team of incredible artists to work on Esoteric Ebb, and now it's finally time to show off our work.

[previewyoutube][/previewyoutube]

I am also very happy to announce that we've got a fresh DEMO live now!

If you need a helping hand, there is a handy little walkthrough in our forums HERE!

It's been an amazing journey to get this far, and we really couldn't have gotten here if if wasn't for your support. Thank you so much for checking out Esoteric Ebb - I can't wait to show you the rest of the adventure.

-Christoffer Bodegård

https://store.steampowered.com/app/2057760/Esoteric_Ebb/




RAW FURY x ESOTERIC EBB

This has been in the works for a while.

[previewyoutube][/previewyoutube]

[h2]Publishing Announcement[/h2]
A little over a year ago, I launched the first real demo for Esoteric Ebb. It received a massive outpouring of support that was, quite frankly, mind-blowing. I worked more or less alone at the time, but my ambition was to expand the project into a big collaboration quickly.

That said, I am very happy to announce my official partnership with Raw Fury! For the past year, they've supported the development of Esoteric Ebb, allowing me to work with a bunch of amazing artists. They've created meticulous handpainted backgrounds, incredible 3D character models, beautiful portraits, an immersive soundscape, and a wonderfully esoteric soundtrack. I'm a lucky guy. I've set up a page on the official website showing off all the collaborators who work on Esoteric Ebb. Check it out here!

Having premiered the new trailer at the Lost Odyssey event alongside some massive performers in the TTRPG space has been incredible. We hope Ebb will be as exciting to those used to pen and paper as it is for us!



The new key art shows The Cleric, Snell, and Ettir wandering the Undercoast Path. Ignore the aberration.

The Steam page is now updated with the new visuals, alongside a brand new trailer I'd love for you to check out. The team over at Raw Fury has done a great job on it, and I can't wait to see what they do in the future as well.

[h2]Demo Release[/h2]
I am also happy to announce that we've got a new demo to show off! While it's mostly just fun to show off a snippet of the game (with this new beautiful artwork!), I'm also interested in hearing your feedback on the game's balance, character interactions, spellcasting, and anything else that might come up.

Download the demo HERE.

If you want to keep track of development, support the project, or just say hi, check out these:


Finally, thank you very much for all the support you've shown Ebb over the years. Feels strange to have come this far, but I'm so excited to see where it ends up.
-Christoffer Bodegård

An Esoteric Campaign - Writing

Ebb has a lot of text in it.

Making a game like this constitutes an insane amount of writing. Of course, as anyone who's attempted to create an interactive story knows, adding choices, routes, or dynamic content means adding layers of complexity that exponentially increases work. You have to keep potential narrative states in mind as you write each scene. You have to understand and balance whatever systems mesh with the story. You have to convince the player that their 'choices matter'. All of this is difficult, tedious, annoying, and absolutely, completely worth it.

I love writing interactive stories. It's a constant blend (or struggle) of writing and design, especially in a game like Esoteric Ebb. The main reason why I even started working on Ebb back in the day was so I could actually do this weird, niche style of writing-design for a living. And more importantly, so I could actually improve as a writer and designer. When it comes to how I write on Ebb, I've got a sort-of philosophy - three sort-of rules, that help guide the general style.

[h3]AGENCY AS A PRIORITY[/h3]
My definition of Agency is this: it's the feeling you get when you receive feedback on your choices. If there is no feedback, or if the feedback goes unnoticed, then there is no Agency. Additionally, you receive Negative Agency when that feedback is not what you expected - and Positive Agency if it is.

My goal in Ebb is to always maximize Agency by this definition. In the basic dialog design, that means having choices lead to outcomes clearly indicated in those choices, as well as always focusing on using exposition to put images and ideas in the player's head that explore those potential outcomes. In the long-term this also means having character creation/progression that leads to unique content clearly shown to the player as being available due to the choices made in those systems. That's a very wordy way to put it, but in general, this is nothing more than the DM leaning in an double checking to make sure you (and your character) is aware of how dangerous it is to mess with a demon lord at level 1. Or hinting clearly that the town guard might (or might not) be the kind to take bribes. Or even, in a session 0, explaining to the player that playing a Warlock involves potentially dealing with a chosen patron. This might seem obvious. But using this as a mantra when writing dialogs makes them so, so much better, at least for me!

The Chimes make sure the player is always on the same page as The Cleric.

The argument against this kind of thinking is, on the other hand, the element of surprise. If the DM (or game designer) were to exposition each and every potential outcome in extreme detail, then that could kill the thrill of not knowing. Twists in the narrative wouldn't be possible. Etcetera. But I tend to disagree with that kind of thinking when it comes to interactivity - at least as a general rule. Breaking the rules is great, and can create incredible moments of shock and/or player disempowerment. But overall I find that giving the player expected feedback to their input as often as possible is just such a better way to consistently establish a feeling of actually being in control of the narrative. As long as the exposition itself isn't boring.

[h3]KEEP THE PLAYER ENGAGED[/h3]

I have the attention span of a goldfish. And I'm betting some of you do too. This tends to be a problem when I'm trying to engage with a story that's primarily blocks of text. I always say that my biggest challenge in making Ebb is not having 'good writing', but rather just avoiding having the player skim. Skimming is death. Pure death. Especially in an interactive story where the player has to be constantly engaged in order to make informed choices (and thus tap into that previously mentioned juicy Agency). One of the ways I tackle this issue, is simply to chop up the story into pieces. This is common in a bunch of different video games, but the simple act of having the writing be delivered line by line, with a CONTINUE button in-between does add a lot to keeping the player's attention. Of course, this is nowhere enough, since I'm sure many of you have spam-clicked your ways through uninteresting game-stories at some point.

It's not about how many choices you get, but how often interesting choices appear.

So my second basic guideline to keep engagement, is just to have a fairly high Choice-to-Text ratio. If the game constantly confronts the player in a way that allows them to take a stand and/or actually express themselves in the world- i.e. if it's actually fun to read the text and actively interpret it to figure out which choice is the one you actually want to choose - then that's... fun. Engaging. It'll keep the player awake, hopefully. At least it works for me.

[h3]EVERYTHING IS REAL[/h3]

This might seem a bit strange. Early on when working on EBBRPG, as the project was originally called, I decided on a pitch for the world and setting. The pitch was: what if you take the 5E ruleset, and treat it with complete realism? How would an economy function if third level spell slots were commonly available? How would laws be created with charming magics in mind? My previous post went on a bunch about this topic. But this isn't just contained to fantasy tropes. When writing Ebb (and really, when I run TTRPGs in general) I tend to run things with my personal flavor of absurd realism. The characters are real. I don't hang lanterns. The factions, and economies, and supply lines, and interpersonal conflicts are supposed to be as realistic as they possibly could be. The world is consistent and everything can be explained.

In that realism, that's where I find the funniest shit. At least, the type of shit I find funny.

The Cleric is ridiculous. But he's way too real, believe me.

Ebb is a wacky adventure of The Cleric and his goblin sidekick. The Esoteric Coast is supposed to be a weird setting. But to me it's all real. And that's what keeps the story grounded, despite everything fantastical and esoterical going on. The characters are real people with wants and needs and messy complex thoughts. And applying that concept of a 'character' onto every demi-lich, plant, brick wall, and crab you come across - that's what makes Ebb so much fun to write. And design. Design-write.
-Christoffer Bodegård

An Esoteric Campaign - Spellcasting

You ever hear about the soft magic/hard magic system categorization? If you haven't, I'll summarize it here: some people like to depict awe-inspiring everlasting wonders and mysteries of the universe. Some other people like numbers.

Personally, I'm somewhere in-between.

Esoteric Ebb is based on the 5e ruleset. This system is built on layers of fantasy tropes and decades of common understanding among players and DMs. But one of the core pillars of my homebrew setting (working title: The Esoteric Coast) is to look at this generic fantasyland aesthetic through the eyes of modernist ideologies and realism. Or at least what I would consider 'realism' to be.

How would a nation be affected if every law-enforcer came equipped with Charm Person? A spell that is, ostensibly, mind control? Or what about Restoration? All diseases and ailments, suddenly gone. And how would the economy be affected by the simple existence of Plant Growth? You know, the spell that could easily allow a medieval farm to compete with genetic engineering of the 21st century? None of this even touches upon the reality-shattering change of removing mortality with resurrection spells, that all have component costs, of course. Suddenly life has a price on it, even more so than in our own reality.

Some of my players often joke about starting up a business, using Create Food and Water, which creates bland-tasting, but nourishing and good-looking food, and then using Prestidigitation to make it tasty as hell. With just a few third level spell slots and a quick cantrip, you can make yourself a food truck with near zero expenditure. If there were any practical ways of 'learning' magic, wouldn't every single political or economic force in the world scramble to exploit them? You could argue that a world with these fairly basic and low-tier magics should (if the spells aren't limited by gods or physical laws or angry DMs) fundamentally change from a fantasyland to... something very different.

I like to call it Arcanapunk. Primarily because it's a very silly title (all 'punk'-titles are). It's a world where the hard magic system of something like 5e has allowed its people to actually just go wild, and rush through an era not too dissimilar to our own industrial revolution. Except powered not only by technology (which is inevitable) but also by incredibly world-breaking magics. On the Esoteric Coast, folk call it the Arcane Era - a couple hundred years where magic suddenly became a commodity. When nations grew powerful beyond their wisdom and men wielded mago-industrial forces into a fiery and destructive climax.

Why am I telling you all this? Because Esoteric Ebb is all about putting a lens to these 5e mechanics and asking, 'Uh... what if that actually happened?'

Snurre Appledent approves of this lore dump.

How does this translate mechanically then? Well, let's talk clerics. In 5e, clerics are objectively subjectively the best spellcasters. They gain access to some of the more unique divine spells, but also gain access to all spells of a given level and simply prepare the ones most useful. Utility, healer, support, damage, etc. They're great.

The Cleric is not a normal cleric. He's a very talented (albeit unstable) Arcane Cleric. That means... a lot of things, but primarily the consequences are:
  • He actually studies his spells and memorizes them like a wizard.
  • But he also memorizes them insanely quick.
  • He has the ability to tap into all three categories of magic (Arcane, Divine, Primal).
  • He can regain a small amount of spell slots on short rests.
  • Abilities that normally are used through Channel Divinity, are instead used with spell slots.
  • Most spells are re-balanced to account for the unique gameplay of Ebb, and how it differs from normal tabletop play.
  • With certain feats, he can change the parameters of his spellcasting even further (an example: dangerous Blood Magic).
  • He's such a good boy.

As you wake up in Esoteric Ebb, you have one spell on you. Cure Wounds. This is your basic healing spell, and it's the only spell you actually have to have with you in order to play the game in any way that isn't completely broken. How do you get all the other spells?

Exploration! Many can be looted as spell scrolls, either in random containers, or pickpocketed off characters. Those characters can then of course also offer you the spell scrolls if you say the 'right' things. Other spells can also be taught by experts you come across. Since the Cleric is such a BEAST, he can usually pick up new esoteric skills with the roll of a few dice (and perhaps through some deep, spiritual discussions).

Some are more hidden than others, but locating spells is one of the core pillars of the experience.

Once you've collected spells, you need to prepare them. While you're able to learn every spell you come across (and very quickly at that), you can't actually keep that many of them in your head at once. Normally in 5e, you, practically, prepare spells once a day. The Cleric is built different, of course. He can prepare spells whenever he wants - as long as he is at a shrine. These can be found all over Norvik and allow him to quickly and easily change which spells he has available to cast.

The amount of spells you're able to prepare varies however. The calculation is: 2 + your current cleric level + your natural intelligence modifier (if it's positive). This means you'll most likely only be able to prepare three or four spells as you start out. But as you quickly reach higher levels you'll get to diversify your 'utility belt' of magic. Even if you're dumb as a rock.

Reading up on the specific mechanics of your spells can make it a lot easier to understand their benefits and/or social consequences.

Since spells are such a core part of how you make it through Ebb (healing, finding solutions in quests, 'winning' encounters, etc), apart from HP, your second most important resource are your spell slots. Starting off, they're very limited. As you level up, you progressively gain many, many more.

But they're the ones that keep you alive, and spending them on the 'correct' protective spells when you're in trouble, or having one ready for a tense and sudden encounter with a certain assassin... it'll let you actually survive, instead of comically falling apart. You regain spell slots on long rests (i.e. when you start a new day). But apart from that, your main source of spell slot restoration is consumables. Knowing when to burn that incense and when you cast that final Cure Wounds of the day (and more importantly, when to conserve your strength) is essentially the one big mechanical skill you learn over the course of playing Ebb.

Clerics in Norvik are strictly prohibited from indulging in recreational substances. Except esoteric enhancers, of course.

So what happens when you actually cast these spells? Well, there are a lot of different effects, as you can imagine if you've ever looked over the 5e spell list. But I've narrowed down the effects in Ebb to three (somewhat vague) categories.

Concentration spells last for up to several hours, but you can only benefit from one of them at a time.

Buffing spells change your numbers. Prayer of Healing costs a 2nd level spell slot, and restores your Hit Points. Bless is a concentration spell that gives you an additional 1d4 on every single roll you make over the duration.

Unlocking spells open new paths for you. Comprehend Language allows you to read and understand any language you come across. Not too useful in a dialog (you'd need Tongues to actually speak with someone in a foreign... tongue), but casting it gives you access to interesting parts of the story you'd normally be unable to uncover. Speak with Dead on the other hand... is one of those spells that inspired this entire project to begin with. Being able to actually interrogate every single corpse you come across (as long as it has an intact mouth!) adds a ton of interesting scenarios to the experience. Not to mention that it might make solving a mystery a hell of a lot easier...

Finally, there's the active spells, which are a bit more proactive. Similar to unlocking spells, they can only be cast on specific targets. But when they're ready, they hit hard. Inflict Wounds acts as a quick and easy solution to any violent altercation. As long as you can hit it. Charm Person gives you a sinister yet horrifically effective way of getting information out of your targets, or just temporarily making people actually like you. Unless they succeed on their saving throw, in which case you've made an enemy for life. Detect Secret (one of the few homebrew spells in the game!) allows you to explore the ancient halls and tunnels of Norvik, and uncover their hidden doors and traps a lot easier.

Some spells can only be cast when the Cleric determines them to be useful. These are highlighted during dialogs, when the opportunity strikes.

Spells are neat. They allow you a glimpse into this weird realm of esoteric delights where I'm essentially trying to explore this Post-Arcanepunk reality. Norvik is a city filled with the wonders of the Arcane Era. There are potions from the Hexbrew Mega-Coven sold at every corner shop. Every kid hopes for a pocket bike on his birthday. Anyone with a decent salary can afford an Unseen Servant to keep up with chores around the apartment. Esoteric Ebb allows you a glimpse into this weird magical world. And you get to play as someone who has an insanely profound understanding of, and ability to wield, that magic.

Become the World's Worst Cleric, and so on. Hope you enjoy it!
-Christoffer Bodegård

Taking Down The Second Draft Demo! (And Some Fun Reflections)

It's time.

On the 6th of December, 2023, I released what I called the Second Draft Demo, of Esoteric Ebb. It was more or less a polished and updated version of the First Draft Playtest, (hence the name) which featured:

  • 11 characters
  • 15 very cool inanimate objects
  • Thousands of apples
  • 3 quests branches
  • Over 50k words written
  • ~1 hour of gameplay on average
I'm still shocked at how playable it was.

And best of all, it turned out to be actually kind of fun. In the first couple of weeks, a couple of hundred people were trying it out. Mostly those of you that tried the First Draft Playtest (the OGs!) and came back for more. It was great to spend that time releasing bug fixes and optimizing the build, but while the reactions were positive, it didn't end up receiving too much attention. That is, until February 2024.

Ted Litchfield tried the demo. He kind of liked it and wrote an article for PC Gamer about it. I remember waking up that morning with a bunch of notifications and messages about people seeing it in their feeds, and whatnot. That got me in a real good mood- and considering the previous mentions Ebb had gotten in PCGamer, I figured this would give a big boost to the game's visibility. At the time, Ebb had around 8000 wishlists, so I expected to gain maybe one or two thousand from the article.

It got 30,000 wishlists. In two weeks.

Now, that's not an insane amount on the grand scale of things. But for a tiny game like this, it was most certainly a kind of sort of almost life-changing event. Thanks, Ted.

To compare, those first eight thousand took me over a year to gather. All of a sudden I had a massive and clear indication that, on some level, I was doing something right. Which, after about five years working on this thing, really meant a lot. So here we are. It's been eight months. Nine? Something like that. After all this time, the Demo has finished its run. I'll be taking down the Second Draft Demo on Sunday, August 18th. At what time? I don't know, let's say 12:00 CET.

That means: now's the last chance to try it! If you've been following the development you've probably seen that the current state of the game looks VERY different from this Demo. As you can imagine, a lot changes in a year. Also, collaborating with a bunch of amazing artists tends to increase the visual fidelity of a game.

I can't wait to show you what I've got COOKING.

And of course, as you can imagine, me taking down the demo means that there's some stuff in the works that I am eager to share with you all soon. So stay tuned.

Ultimately, the demo has gotten 20,000 downloads (actually it's more like ~19,500 but let's say it's a nice round number), and over 300 of you filled out the survey. Many of your write-ups and feedback there have been invaluable in designing the current iteration of Esoteric Ebb.

So I want to give a big final thank you to everyone who's played the game, talked about it with their friends, sent over feedback, and ESPECIALLY thank you for enjoying this stupid thing I've put together. One of the things I've enjoyed the most over the last couple of months is watching people play it on streams/Youtube. Every time I see someone cheering when getting a nat 20, or laughing at some silly joke, it feels like it was all worth it.
-Christoffer Bodegård

The Cleric sends his regards as well.