A massively expansive traditional roguelike where literally anything is possible. Polymorph your foes into swords, mind control an aberration with five heads, or create your own pocket dimension. Break the rules, build the indomitable, and pray nothing finds a loose thread.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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?

“Project: Esper is intended to be quite an expansive game upon release, and quite a lot of content is planned to be added that will take a while to develop. Yet the game as it stands now is certainly playable and fun on its own. Thus, we want to release in Early Access so that players can begin to experience, follow, and learn the game as further content is implemented. Simultaneously, this will give us the chance to receive valuable feedback and steer the trajectory of the game before investing too heavily if needed.”

Approximately how long will this game be in Early Access?

“We are planning to release 2 Alpha versions as free demos. Then we are planning to release 7 major content updates while in early access that will include massive amounts of content, followed by the v1.0 release. Each update is expected to come a few months after the last one. So an approximate estimate would be ~2 years, but that is subject to change.”

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

“The first full version is planned to have one more updates' worth of content than the last early access version, and should wrap up the story and finish defining the in-game lore and plot arc. Updates in the full version are planned to be much more infrequent (asides from maintenance) and much smaller in scope.”

What is the current state of the Early Access version?

“We are currently in Alpha v1.”

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

“We at all times want the current price of the game to reflect the content currently in the game, so that if any problems should occur and the scope of the game reduced, players will still receive full value for their purchase. Thus, we will be raising the price of the game with each major update to keep in sync with what we believe the current state of the game is worth.”

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

“We would love to receive feedback about all aspects of the game from the players. From reporting bugs, telling us about your favorite (or least favorite) enemies or moments, to speculating about what be in store or proposing content or systems you would like to be implemented. It's likely that you will think of ideas that we never would have that will make the final product much more comprehensive than it would be otherwise.”
Read more

Download Project: Esper Demo

This game is not yet available on Steam

Planned Release Date: 2027

Interested?
Add to your wishlist and get notified when it becomes available.
 

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

Project: Esper is a traditional roguelike; turn-based, grid-based, permadeath. Your god has sent you into the earth with a single instruction: find their altar and present yourself upon it.

Descend. Take everything that isn't nailed down. Exploit every mechanic in the game. Die. Do it again.

THE LATE GAME

Traditional roguelikes offer depth of simulation and mechanical mastery that nothing else in games touches. They also share a flaw: power converges. Once you've assembled the endgame kit, builds homogenize, threats stop asking questions, and the remaining half of the dungeon becomes an attrition match against your own patience.

Project: Esper is built from the ground up so that the late game keeps asking questions.

EVERY POWER HAS A CONDITION

Item effects are driven by predicates: conditions that must hold for the effect to be live. The stronger the effect, the stranger the condition. A ring that shields you from fire if you're standing in water. An axe that hits like a battering ram, but only while something in the room is bleeding. A crown that makes you untouchable as long as a clone of it sits on a throne in another plane of existence - items that are subquests unto themselves, with a dozen new strange ways to be undone.

No effect ever shrinks your attack surface; it only makes it more esoteric. However powerful you become, something can still be done to you, and every fight remains a problem to solve rather than a formality to grind out.

YOUR ENEMIES HAVE CONDITIONS TOO

Monsters run on the same system, and they fight to keep their own effects online. A creature that grows monstrously strong while surrounded will summon things to surround itself with, then scatter the board when it's done with them. None of that behavior is written anywhere; it falls out of the creature's analysis of its own abilities.

Imagine a skeleton spawns holding an axe that paralyzes its wielder as long as it can see four other creatures. You're under-leveled and there's no winning a straight fight, so instead you start it herding: keeping the other monsters in the room alive and at arm's length, close enough to hold the skeleton frozen, far enough that they don't maul you, while you put arrows in it one at a time.

COMPLETELY RANDOM ITEMS AND CREATURES

Not randomized stat lines. Items, effects, creatures, and magic are generated whole-cloth, producing mechanics that were never written down. No amount of prior experience will tell you what exactly is in store on your next run, or even what could be. This is procgen like you've never seen before!

Perhaps an axe you can swing to deal 50 damage to the healthiest item in sight, at the cost of destroying itself. Or maybe a large, bony, four-headed spear-wielder with no legs, which teleports to its prey to attack and leaves curses upon their heads.

BODIES, FULLY SIMULATED

Creatures and the player run through exactly the same pipeline, which is why Project: Esper is able to push its effect space further than any other roguelike:

- Domination of other creatures, potentially any number at once, permanently if you can manage it. Assemble your own party!

- Polymorph across the entity type barrier: creature into item, item into creature

- Cloning of items and creatures alike

- Summoning arbitrary items and creatures

All of it interoperates. Dominate a pack of monsters, clone one of them, and turn the clone into a sword to wield in a pinch.

Your own character is assembled the same way every creature in the dungeon is. Rather than picking a class, you specify four independent traits for over 14,000 unique starting combinations.

A REACTIVE WORLD

Walls are diggable. Fire melts stone and thaws ice. An ice storm freezes the floor you're standing on. Every material responds to what you do to it, and so does everything standing on it.

SETTING

A high fantasy world where the depths contain any number of hidden secrets amidst the dark shadows. Some of the things down here are assembled out of body parts that don't belong together, and they are pursuing their own ends by whatever means are available to them. So are you. Allies are scarce, and life is all too fragile a concept.

CURRENT STATE

Project: Esper is in active development and currently in Alpha. The engine, the effect language, item and creature generation, character creation, and predicate-aware enemy AI are all running; which is to say, 90% of the hard stuff that keeps us from spewing out content.

Our first alpha demo will cover the first 5 experience levels, with roughly 75 entity types, completely random items and enemies, and the terrain system. If all goes well, over a series of regular massive updates in Early Access the game will be expanded to its final form with 250+ total new maps spread over 20+ total new branches and 4 additional endings.

WARNINGS

ASCII Only, For Now: The game ships in ASCII. An API for custom tilesets is coming shortly. An official tileset is much further out.

Independent and Unfunded: Esper is built as a hobby project with no crowdfunding, purely to create the game we want to play. The engine is good enough that progress should be fast, but a hobby project is a hobby project, and there is always the risk of it slowing or stopping. The roadmap above is a plan, and final results may vary. To avoid overpromising if content ends up being cut, pricing will always be based on the current state of the game and not on future planned content; so the price will go up as more content is added.

No Safety Net: Permadeath, one difficulty, no seeded runs, and essentially no cross-run persistence. We believe this is truer to the original roguelike experience and makes progress more meaningful, but we recognize it may be a turn-off in a game of this scope. We plan to include an "adventure mode" that allows respawning, with some lore disabled.

It Gets Complicated On Purpose: Late-game effect dependency webs are genuinely convoluted, and that is the entire point. If you want a build you can assemble and forget, this is not that game.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: 64-bit x86 dual-core, 2.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Integrated graphics
    • Storage: 100 MB available space
    • Sound Card: Built-in
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires an Apple processor
    • OS: Tahoe 26.5.2
    • Processor: Apple M2
    • Memory: 8 GB RAM
    • Graphics: Apple M2 (10-Core)
    • Storage: 100 MB available space
    • Sound Card: Built-in
    Recommended:
    • Requires an Apple processor