
Esoteric Ebb is a single-player CRPG inspired by the freedom of tabletop adventures. Unravel a political conspiracy with your goblin sidekick. Roll dice in tense encounters. Become a cleric of legends or completely ruin the campaign.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 20.86/day in the week to Aug 11 → 25.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Esoteric Ebb is an isometric, Disco-like, TTRPG-turned-CRPG set in a bizarre post-Arcanepunk fantasy setting. You are The Cleric, an expert in esoteric events, and a glorified government goon. Inspired by classic CRPG games, Esoteric Ebb features deep and branching dialogs with a staggering amount of choices.
Create the world’s worst cleric. Take on the city through tense TTRPG dice rolls. Struggle to maintain control with your Stats chiming in at every moment. Let the voices guide you into insane encounters and hit that natural 20 right when you need it. Become the most interesting player at the table and completely ruin your DM’s day.
Five days until the first-ever election, a tea shop explodes in the heart of the city. They send you to deal with the mess.
You wake up in a morgue with half the river in your boots, surrounded by ten thousand rotting apples, several corpses, and one zombie. Out of your depth and with no official backup, you delve into your beloved city to investigate the impossible mystery no one wants you to solve. Juggle factions and play them against each other. Explore the streets and tunnels of a fantasy metropolis. Debate devils, drunk sphinxes, and all manner of fantastical fools in a world where mythological creatures sell newspapers at corner shops and ideologies overtake the ramblings of dead gods.

Don’t forget the most important question: What are you voting in the election?
MAKE CHOICES THAT WILL COME BACK TO BITE YOU. Shifting alliances! Risky dungeoneering! Complete open-ended quests, low and high-stakes alike, set in the streets, towers, and dark tunnels of Norvik. Become the city’s savior, its demise, or bumble your way into absolute power.
TRUST THE DICE. Let chance guide you! Roll to wrestle dwarves, steal anything in sight, or to keep yourself from looking like a complete fool. But remember, in true TTRPG fashion, failure can often be way more interesting.

IT'S ALL IN YOUR HEAD. Debate yourself! Each Ability Stat has a conflicting viewpoint and loves to interrupt important conversations. No matter whose side you fall on, you'll complete quests in wonderfully ridiculous ways.

WIELD REALITY-SHAPING MAGIC. Use The Cleric’s power for unique narrative choices. Control minds for fun and profit. Detect secrets in the tunnels below or in the thoughts of your enemies. Speak with anyone, living or dead, just to see how they insult you.

TURN-BASED ENCOUNTERS. Clerics in Norvik are taught to use violence as a last resort. When the need does arise, a roll of the dice determines life or death. But you always have a bizarre solution to any problem, don’t you?

THE QUESTING TREE. Your quest log, skill tree, and mind map all at once. Each Quest Branch can take root in your mind and alter The Cleric’s playstyle through game-changing feats.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1538 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing game. 9.5 out of 10 for me. It's a great spiritual successor to Disco Elysium and for my personal taste, it's even better. The idea of a DnD-like run using Disco Elysium mechanics works very naturally while expanding on it with a more interesting (and less depressing) world, more bizarre/hilarious scenarios and more combat. I loved most of the characters, their stories and the adventures we had together. Some of the game lore, tensions and dramas draws inspiration from several events and situations that anyone in their 16-30 living in the USA or Europe can relate or at least knows about. The way this is put in the game is very organic and doesn't feel forced. It's good social commentary within a great adventure and the creators make an effort to showcase multiple different opinions without any huge bias to any direction. Games play out very similarly to Disco. You start with amnesia (giving you the chance to be anyone you want), you have a mystery in your hand that has a deadline, a sidekick to watch you do stupid stuff around and interacting with the world makes time pass by. Like Disco the game is very text heavy and you need to read a lot to gather the clues, understand the lore of the city and the world and make the best of it. Also like Disco most characters are tuned with politics and how it affects their lives. I took around 18-25 hours to beat the game (I left the game paused for hours one day and my internet crashed the other. Steam showed I had 26 hours in the game but then updated to 21 when the internet came back, I don't know, it's something around this range) and I feel I really scrapped most corners and side quests of the game. One thing I enjoyed is that in several RPGs either the side quest or the main quests are boring compared to the other. In this game both are worth your time. The main quest stay compelling from the beginning to the end and the side quests are very fun. After finishing the game, I have just a few problems with it. 1. The more important one is: XBOX control support is terrible. It's hard to interact with the world using a controller. Sometimes after you select an action on an object/person (like interact) it doesn't register even though it is highlighted. Also while browsing dialog options with the controller, for some reason one of the dialog options is always selected. 2. In nested dialogues (when you need to click one dialogue (tier 1) to open a bunch of other options (tier 2), e.g. you ask "tell me about your private life" and then a bunch of dialogue options appear), sometimes there is a new dialogue on the tier 2 after a world event, but the corresponding tier 1 remains faded as if all options were still already talked about. You have to guess something new will appear based on what happened in the world and click in the faded option. It's really hard to keep track of those if you are not binging playing the game like I did. 3. If you play the whole game (no spoilers on the story) your side kick has some moments to shine, but I feel that most of the time he doesn't have an opinion or a personality at all...in sharp contrast to almost every other character in the game that has really strong opinions about the city, its politics, some world events or some mystery agenda of their own. Most of the dialogues of your side kick is either him cringing if you behave like a moron or just nodding when you proceed more normally. To the point that I was extremely surprised at the few moments that he actually bothered to speak up and show his world views...it came late and kinda out of nowhere in my opinion. He is clearly a reserved person, but I think he should show a bit more of his inner world during my playthrough. He is the character you spent more time with and I finished the game feeling I barely knew him at all. 4. The same compliment about recent world events that I gave in the second paragraph has a problem. The indie game graphics, DnD settings and main story make the game feels timeless, as if this game would hold 50 years from now. However, when you're selecting attributes to your character the strength or charisma modifier mentions your success with the "baddies". Funny take today, but it will probably age like milk in 50 years (it will be something your dad or grandfather said you know?). The game dialogue has a bit of this problem here and there in my opinion.
Media

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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good
yes
Oh my god what a game.
I loved this game but if you don't like reading its probably not for you
Ein absolutes Meisterweg: durchdacht, witzig, tiefgründig und emotional. Hier steckt wirklich Liebe drin. Zu selten gibt es solche Spiele.
Grajta!
PEAK
too charming to live. illegal
Insanely good!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| — | 0 | — | — | |
| — | 0 | — | — |
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| $5.8M | 7.8K | 89% | $19.99 |