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

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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]Auto-combat roguelite. Your caffeine is the resource. Too much is also fatal.[/h1]

DEATH BEFORE DECAF is a 20–35 minute roguelite where combat runs itself and everything else is your problem.

That "everything else" is one thing: your caffeine meter.

The caffeine system — the whole game


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

  • Crash (0–20%): Slow, weak, vision tunneling. You are losing.
  • The Drag (21–49%): Functional but fading. Drink something.
  • The Zone (50–80%): Peak performance. Move faster, hit harder. This is where runs are won.
  • The Jitter (81–99%): Massive damage output, expensive mistakes.
  • Overdose (100%): Six seconds of god-mode. Then a crash that ends runs.

Every 60–90 seconds you level up: choose 1 of 3 upgrades. No aiming — combat is automatic. All skill lives in caffeine management and build decisions:

  • Which coffee items to drink and when
  • Which upgrades to stack
  • Whether that espresso shot is worth the overdose risk right now

Three floors. One very bad day.


You are Mira Volta — a fired barista fighting her way up a corporate tower in a city that has run on coffee instead of sleep for sixty years. The enemies are made of espresso and bad workplace decisions. The final boss called a mandatory meeting. You are not on the agenda.

  • Floor 1 — The Extraction Level: Where the city's caffeine supply used to be made. Now it makes enemies. Compacted steamed milk with espresso cores. There are a lot of them.
  • 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 managers who ran this floor pushed espresso theory past its limits and didn't come back.

A hand-illustrated world that runs on caffeine and bad decisions.


Every environment is hand-illustrated in dark café-gothic style — bold flat cartoon illustration, clean ink outlines, amber espresso light against cold blue. Mira's portrait changes as the run wears on. She looks ready when she enters. She looks different when she doesn't make it out.

Early Access — What's in right now


  • Full 20–35 minute roguelite core loop
  • 3 biomes with distinct enemy sets and environmental hazards
  • 5 character builds with unique caffeine metabolism profiles
  • 50+ upgrades across weapons, caffeine passives, and stat modifiers
  • Loot with affixes, a stash, and loadouts that carry between runs
  • A full skill tree: ~30 nodes, 5 build-defining keystones, free respec — grounds earned in runs convert to XP
  • The Director boss fight (3 caffeine-mechanic phases)
  • Full death variety — overdose, crash, and the classic HP-zero defenestration

Planned for 1.0


  • 2 additional bosses
  • Endless mode (post-20-minute survival gauntlet)
  • Daily run challenges
  • Expanded enemy roster per biome
  • Full localization (EN, DE, PT-BR, KO, JP)

Wishlisting 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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