Auto-combat roguelite. Your caffeine meter is the whole game — too little kills you, too much kills you faster. Three floors, one boss. 20 minutes. Don't crash.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game has a complete core loop. The rest of Bressura needs furnishing. We are releasing the floors we have finished because making you wait while we argue about the executive suite bathroom tile would be bad for everyone's heart rate.”

Approximately how long will this game be in Early Access?

“Roughly 6–12 months. We plan to communicate our timeline as development progresses and we have a clearer picture.”

How is the full version planned to differ from the Early Access version?

“Two additional bosses, an endless survival mode, daily run challenges, expanded enemy rosters per biome, and full localization. The EA build ends with a door opening. The full game opens the door.”

What is the current state of the Early Access version?

“Three biomes, one boss, five character builds, 50+ upgrades, full meta-progression loop. A complete run takes approximately 16 minutes. The game is in active development — bugs will occur and we aim to address them promptly.”

Will the game be priced differently during and after Early Access?

“Yes. We plan to raise the price when we leave Early Access. Buying in Early Access gets you the lower price and all future updates included. Both choices are valid — we are not your mother.”

How are you planning on involving the Community in your development process?

“Yes. Discord and Steam forums are the feedback channel. If your input improves the caffeine curve or adds a better death message, you will see it in the next patch notes. Credited.”
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About This Game

[h1]In Bressura, nobody sleeps. Sleep is how the Drowse get in.[/h1]

DEATH BEFORE DECAF is an auto-combat roguelite where every run lives and dies on your caffeine management — set in a world that has run on coffee instead of sleep for sixty years.

Welcome to Bressura: a rain-slicked megalopolis where the infrastructure runs on pressurized espresso, the Barista Guild controls the last surviving coffee seeds, and the Drowse — thin, translucent creatures that drift like steam — enter through your mouth the moment your caffeine drops too low. The city stays alive by staying awake. So do you.

You are Mira Volta. Former Senior Barista, Crema Heights Compound, eight years of flawless service. Fired this morning for pouring a ceremonial Cortado wrong during the Scorched Event memorial. In front of everyone. You have a stolen portafilter, nothing left to lose, and suspicions about why the Undergrind seals are breaking that the Guild is not eager to discuss.

The Caffeine System


Your caffeine meter is the game. It's the largest thing on your HUD for a reason.

  • The Crash (0–20%): Slow, weak, vision tunneling. The Drowse start circling.
  • The Drag (21–49%): Functional but losing. Drink something.
  • The Zone (50–80%): Peak performance. Move faster, hit harder. Everything is beautiful and terrible and you are on.
  • The Jitter (81–99%): Powerful but erratic. Enormous damage output, expensive mistakes.
  • The Overdose (100%): Six seconds of god-mode followed by a crash that will make your ancestors wince.

Coffee items drop constantly. Every item tempts you to drink more. Every drink risks pushing you over. The optimal play state is always the edge of disaster.

Auto-combat. Your brain goes to the caffeine meter.


No aiming. Mira fights automatically. All skill expression lives in caffeine management and build decisions:
  • Which coffee items to drink and when
  • Which upgrades to take at each level-up (choose 1 of 3)
  • Whether that espresso shot is worth the overdose risk right now

Runs last approximately 16 minutes. Every run ends at The Director — the entity at the top of the tower. It has called a meeting. You are not on the agenda.

Three floors. One very bad day in Bressura.


  • Floor 1 — The Extraction Level: Where the city's caffeine supply used to be made. Now it makes Latte Grunts.
  • Floor 2 — The Break Room: The espresso machine became a god. The walls are wet. Temperature: slightly too warm.
  • Floor 3 — The Executive Suite: Cold. Clean. The Macchiato Mages kept going until there was nothing left of them but the orbs they throw. The Director waits.

Early Access — What's in at launch

  • Full ~16-minute roguelite core loop
  • 3 playable biomes · 5 character builds · 50+ upgrades
  • The Director boss fight (3 phases)
  • Meta-progression: Grind Points spent between runs

Planned for 1.0

  • 2 additional bosses · Endless mode · Daily challenges
  • Full localization (EN, DE, PT-BR, KO, JP)

Wishlisting the game is the correct choice. Your doctor disagrees. Trust yourself.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Death Before Decaf uses generative AI tools to assist with visual asset production. This includes character and enemy sprites, environment art, and marketing capsule images, all created using a fine-tuned model trained on reference materials owned by Overdose Interactive (Scenario.gg with a custom DBD LoRA, plus Replicate/Flux for select assets). All AI-generated outputs are reviewed, edited, and approved by a human art director before being shipped in the game.

The game itself does not generate any AI content at runtime: all assets are pre-rendered and bundled with the build. The game does not connect to any external AI services during gameplay.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti / AMD Radeon RX 460 (OpenGL 3.3+)
    • Storage: 500 MB available space
    • Additional Notes: 4 GB RAM · 500 MB Storage
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i7-8700 / AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580
    Minimum:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.0
    • Processor: Intel Core i5-4460 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 750 Ti / AMD Radeon RX 460 (OpenGL 3.3+)
    • Storage: 500 MB available space
    • Additional Notes: 4 GB RAM · 500 MB Storage · Vulkan support
    Recommended:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.5+
    • Processor: Intel Core i7-8700 / AMD Ryzen 5 3600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 / AMD Radeon RX 580
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