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.
This walkthrough is based on my first playthrough of the game. The game supports multiple builds which will affect gameplay, not to mention the thousands of hidden checks and not so hidden checks in game. You can randomize your build or use the pre-built options in the game. You can obviously tinker and tweak to your heart’s content. This walkthrough only covers my specific build, choices and my experience. It is more in service to help you find all the quests in the game, rather than how to achieve the solution.
Gameplay Guide
This is essentially your starter kit for creating a character in Esoteric Ebb. The game is based on D&D 5E ruleset, and if you’re familiar with that, you should be comfortable with Esoteric Ebb in no time! Of course, we will go through the 27-point stat system, proficiency systems, and all 18 Background Focuses so you’re not clicking everything blind and hoping for the best. Then we will dive deeper into what each of the six abilities really means for your cleric character. Not just “this will give you +2,” but what it says about your personality, your style, and your conversation style. Finally, we will go through the “Questing Tree” system, which replaces the boring quest log with something much more dynamic and reactive. Minor and Major Quest Branches are key here, and completing major quests will allow you to “Take Root,” which grants you Feats directly related to your personality choice.

Walkthrough
Disclaimer
This walkthrough for Esoteric Ebb is a work in progress. It contains spoilers, and gameplay will deviate for players depending on build, choices, dice checks, and various hidden checks throughout the game. May the Dice be in your favour.
Day 1

This part will cover everything from your first conversation with Jor all the way through Day 1 in Tolstad. This will also go into detail on how the Chimes affect your personality development, and this is much bigger than it sounds on paper. This will also cover your initial stats, loot, spells available to you, and experience points available. Then we’re going to go through one complete route through Tolstad and beyond, including Goblin Garden, Temple of Urth, Drunk Sphinx, Waterlane, Darrow Manor, and numerous side quests like Circle Square Conflict, Primal Kin, Young and Dumb, Coinlord’s Meet, and Pillars of Jor. Along the way, we will also be pointing out areas of concern like City Below, good pickpocket targets, shard locations, smart spell preparation, and of course, “Take Root” moments that set your growth in stone. This is essentially one complete and total walkthrough of Day 1 in the game with all of your major choices and growth determinations explained in detail.
Day 2

This section will be covering the majority of Day 2, and things start to get a little more complicated. The Tea Shop “murder”mystery case will be advancing significantly, and many mid-game systems will start to fall into place. You will be exploring the Tower, Lady Sageleaf’s true form as a dragon in the Goblin Garden, and the Tea Shop explosion investigation. By this point, you will have confirmed the victim as an elf and will have learned that some very high-level magic was used. Additionally, you will be covering the acquisition of the ability to Speak with Dead from the Crypt Keeper quest within Urth’s Crypts. Lastly, the politics between the Freestriders and the Azgalists will be heating up, and you will be completing the Ruffled Feathers quest within the Guild Warehouse, which will let you finally catch up with Drummer. There will be a lot of side material to go through as well, such as the Griffon problem, the Askanii-Reeds Trading Company, Lisa the hag within the Northern Caverns, the Strings of Divination, and distributing the AEFA documents for Capital Dominion.
Day 3

Day 3 begins with big reveals and some of the long-building storylines finally coming to fruition. One of the first big reveals comes in the form of Ettir joining your party through the Valkyrie quest, which opens up a whole new dynamic to your party atleast for the finale. However, you will have to choose whether to spill the beans to Lady Sageleaf, which will wrap up the storyline of The Tea Shop That Blew Up and give you another great Feat as a cleric. The big storyline of the day comes in the Lich House, as using Speak with Dead on the elf victim will reveal that the victim is Pinja’Athena, furthering the story with Freestrider and significantly advancing both Elven Connection and A Freelance Hag storylines at the same time. It’s less about exploring and more about the consequences finally coming to fruition as the day closes out with tying up side quests like Milkurious and continuing to stir the pot with faction politics in Waterlane View.
Day 4

Day 4 of Esoteric Ebb is basically the big wrap-up where a lot of the mysteries finally come together. After the usual morning prep in the tower, you spend most of the day exploring deeper areas like the Roots, the Undercoast, and the Old Prison, picking up some powerful gear, completing a few lingering quests, and fighting monsters, trolls, and assassins along the way. You learn more about the strange murals associated with Chancy and Iomestra, save Prince Meriadoc who witnessed the explosion, and eventually learn that Freydis was the one who killed you. At the end of the day, you go through the Gate of Jor into the void, fight Lord Gorm and the reason behind the explosion and the resurrection ritual, talk to Urth, and then return to Tolstad for the final moments of the story – including casting your vote to close things out.
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