Japan Artist Series Vol. 1
Beautiful, approachable games created with Japan-based artists. Volume 1 features the incredible work of Gou Eisuke and Oku!
▶▶ 日本語での詳細・案内はこちら
In 2025, we began working on a series of small box games made in partnership with local artists from the Japanese art community. But sometimes, the smallest projects can lead to the biggest ideas.
For anyone familiar with our bigger projects, it’s no secret that we’re passionate about Japanese art and culture, and about bringing more of it into board games. Through our first release, we discovered that smaller, more accessible games offered a different but equally rewarding way to explore that passion.
Our core objective here is quite simple: Instead of fitting art into an existing game, we want to build games around the artist’s vision, letting it shape the world, theme, and experience. We want to make it easier for more people to discover these incredible artists and immerse in their work.
That became the heart of this series. Now, just over a year later, we’re ready to take it the next step, with a fully realized line and two new games!
Please note that all game images below are subject to change. In particular, the UI layout and component icons will be further refined.
OKU is a Japanese illustrator and manga artist born and raised in Japan. Specializing in samurai and traditional Japanese attire, her distinctive style combines rich, intricate detail with charming and expressive characters.
Her work draws inspiration from period dramas and Japanese fantasy, as well as traditional Japanese culture, including ukiyo-e, picture scrolls, armor, clothing, crafts, and architecture.
We had been fans of OKU’s work for some time, after discovering her original artwork and illustrations in books and TCG cards. When we finally had the opportunity to connect, we proposed creating a dueling card game inspired by the iconic samurai battles we had seen in movies. Turning that idea into a mystical confrontation between demons and a demi-human warrior made the concept even more exciting, and a perfect match for OKU’s unique artistic world.
99x1 is a one-vs-all competitive game, in which one player takes on the role of a legendary Swordsman, while the others a member of a Demons army in an epic battle.
The Swordsman fights to survive and claim victory, while the Demons must not only bring the Swordsman down, but also outplay one another, for in the end, only one can rise to the top.
Both sides battle using numbered Action Cards. Each side has a different deck composition, with varying quantities of each number.
The Swordsman uses a small deck of powerful cards, while the Demons share a single deck. Deciding which cards to play and which to save can make all the difference between victory and defeat.
Each round begins with each side playing their Scout cards.
A Demon goes first, playing a card face-up in the center of the table, setting the tone for the Demon side and signaling their intent to their opponent and teammates. The Swordsman responds by revealing a card of their own.
Then, each player chooses another card from their hand and plays it face-down. Once everyone has committed their move, the hidden cards are revealed.
The Demons combine the power of all their cards into a single attack, while the Swordsman fights with the power of their own cards. The side with the lower total loses a life point, and a new round begins.
Simple, right? Not quite.
Every player faces uncertainty, trying to predict how the others will behave, and what they believe you will do in return. Every move is a guess, and every guess invites a counter-guess.
- Swordsman’s Dilemma: Outnumbered, the Swordsman must rely on cunning rather than brute force. Every revealed card gives the Demons information, while every hidden card offers an opportunity to deceive them. Revealing their strength could make the Swordsman predictable. Holding back could cost them the round.
- Demons’ Dilemma: The Demons have strength in numbers, but only one can ultimately win. Winning a clash earns each player points based on the cards they contribute, while losing turns those same cards into a penalty. Cooperation can pay off, but every Demon must balance the risks and rewards of relying on their so-called teammates.
On the bright side, both sides have access to exceptionally powerful cards that can turn the tide of a Clash and tip the odds in their favor.
- The Swordsman has two formidable abilities:
- 99: An ultimate attack guaranteed to overcome the combined power of all cards played by the Demons, with only a single exception.
- Intimidate: Neutralizes the highest value among the Demon cards in play during the Clash, regardless of how many cards share that value.
- The Demons can deploy Decoys to target either the Swordsman or their fellow Demons. Although these cards have no attack value of their own, their effects can dramatically change the outcome of a Clash. There are four types of Decoys:
- Mislead: Cancels the Swordsman’s 99 and becomes a 6-value card if successful.
- Sneak Attack: Allows an additional card to be played, after seeing the results of the clash.
- Bribe: Steals a chosen card from another Demon’s hand and adds it to the clash.
- Hostage: Removes the lowest-value card played by the Swordsman during the clash and counts it toward the Demon’s points of that round.
Played at the right moment, these powerful effects can disrupt carefully laid plans, shift the balance of power, turn an unfavorable Clash into a winning opportunity, or at least soften the blow when things don’t go as planned.
There are only 5 rounds in 99x1. Every card played is a gamble. Every opponent has their own agenda. And every decision can have consequences. Strength alone won't be enough. The Swordsmanmust deceive an entire army, while the Demons must balance cooperation with competition.
Please note that all game images below are subject to change. In particular, the UI layout and component icons will be further refined.
Eisuke Gou is a freelance illustrator based in Tokyo. She has worked professionally on a wide range of projects, such as board games, children’s books and magazines.
Her work is characterized by a traditional, hand-crafted feel, with a particular focus on bringing out the personality and stories of her characters.
Gou was one of the lead artists for two games previously released by Esper Games: JISOGI and Eldertide.
Dream Hoppers was born after the team discovered the charming characters she had created for her newborn son. We immediately fell in love with them and invited her to bring these little creatures into a world of their own, giving them the spotlight they truly deserve!
Dream Hoppers is a drafting game in which players work together to create a child’s perfect dream. They must weave together elements of fantasy and reality to fulfill different quests determined by Inspiration cards, while keeping nightmares at bay. Each level brings new challenges, and if the Hoppers reach the end of the Journey Track before the relentless Dream Eaters catch up with them, they win.
A complete dream is formed by three types of cards, each represented by a different color:
- Red cards represent Subjects.
- Blue cards determine Actions.
- Green cards set Locations.
Each card’s color is visible on both its front and back, so everyone always knows the type of cards circulating among the players. The front reveals the elements each card contributes to a dream: Reality or Fantasy, along with any combination of companions (cats, owls, and crows) that can also help fulfill their Inspirations. But beware! Cards also carry Trauma Level icons, which are a double-edged sword: they may be needed to complete Inspirations, but they also increase the danger of the nightmare creeping closer.
At the beginning of each round, the Hoppers reveal a number of Inspiration cards determined by their current level. These cards define the goals they must accomplish and the dreams they need to create.
Each level also establishes the conditions for advancing along the Journey Track and determines how quickly the Dream Eaters approach. To survive the night, the Hoppers must fulfill Inspirations and reach the end of the track before the Dream Eaters catch them.
Dreams take shape through a simple but challenging card-drafting system. Each player aims to build a complete dream by playing one card of each type: a Subject, an Action, and a Location.
With each draft, players choose a card to play. Once everyone has made their choice, the cards are revealed, and the remaining hands are passed to the next player.
Once each player completes their three-card dream, the team checks it against the available Inspirations to determine which objectives have been fulfilled. The Dream Hoppers and the Dream Eaters then advance along the track according to the current Scenario rules, and the played cards are discarded, whether the dream succeeds or not. Players refill their hands, new Inspirations are revealed as determined by the level, and the challenge continues.
At the beginning of each round, players can discuss their strategy freely. Once drafting begins, however, communication becomes limited until the draft is complete. Players must pay close attention to the dreams taking shape, remember which cards may still be available, and coordinate their choices. Success depends on more than simply having the right cards: players must anticipate one another’s moves, adapt to changing Inspirations, and work together to complete as many objectives as possible before the Dream Eaters close in.
Collectively, the Hoppers have a unique ability called the Reverie, which offers a powerful way to turn a dangerous situation around.
To activate this power, players must first fulfill their Hopper’s specific condition to awaken their power. Once all Hoppers are awakened, the ability is unleashed. The Hoppers advance 1 step on the track while the Dream Eaters move 1 step backward. Afterward, the cards are flipped back to their dormant sides, and the cycle begins again.
The first Scenario eases players into the experience with relatively forgiving Dream Eaters advancement conditions. But as the Hoppers descend deeper into the dream world, the stakes rise.
More Inspirations demand attention, and the team must complete them at an increasingly demanding pace to keep the Dream Eaters in check. If they fail to keep up, the number of active Inspirations can become overwhelming, and the Dream Eaters advance faster along the track, threatening to catch the Hoppers before they can reach the end.
With more elements to balance and more objectives to fulfill, players must learn to divide their attention, communicate through their choices, and pursue multiple goals at once.
The deeper the dreams, the closer the nightmare. Only by working together can the Dream Hoppers make it through the night!
This is a list of Stretch Goals we're planning to add the games. More information and their target funding will be revealed as we reach the funding goal, and we start to unlock them!
Below is an estimate of the shipping costs for the rewards, including Stretch Goals. Please note that the final shipping costs will be calculated in the project’s Pledge Manager based on your shipping address and the contents of your order. Also, please note that add-ons are not included, and costs will increase based on any add-ons you choose.
We may need to add or remove destinations from our shipping list in response to changes in applicable regulations, international sanctions, trade restrictions, customs policies, shipping carrier availability, or other circumstances beyond our control.
Please note that, in accordance with EU and UK regulations, VAT will be charged through the project’s Pledge Manager on both products and shipping. The amount will be calculated based on the pledge value and the final shipping costs, which can only be determined once the shipping details have been entered into the system. Applicable VAT rates will vary depending on the destination country or region.
For European countries outside the EU and the UK, import duties will not be collected through the Pledge Manager. Backers shipping to these destinations will be responsible for paying any applicable duties upon delivery of their pledge.
⚠️ Apple ID Backers: Please note that we use an external Pledge Manager. If you pledge using Apple ID with Hide My Email enabled, Apple generates a private relay email address, which is used to create your order instead of your regular email address. This may prevent you from receiving emails from our Pledge Manager. As a result, you may not receive your invitation or be able to confirm your order.
To avoid this issue, please use your regular email address when pledging or disable Hide My Email before pledging. Read more about this here.
While we’re already very pleased with both games, we know there’s still room to improve. In the coming weeks, we’ll continue testing the game with different groups, listening to your feedback, and fine-tuning the details to ensure the best possible final product before sending it to print.
Here’s our planned development timeline:
Please note that our goal is to ensure that retail distribution through our partners begins only after all backer orders have been fulfilled. However, retailers and resellers may also participate in the campaign as individual backers and offer the game for sale in their stores. As a result, we cannot guarantee that the game will not become available at retail before all backers have received their copies.
We appreciate your understanding and continued support!
Based in Tokyo, Japan, Esper Studio brings together creative talent from across the globe. Our core team of artists and project managers works alongside a multicultural mix of local and international professionals who have made Japan their home. Beyond our Tokyo base, we collaborate with talented game developers and graphic designers in Brazil, build connections with Japan’s vibrant creative scene, and work closely with reliable manufacturing and supply partners throughout East Asia.
By bringing together people, skills, and perspectives from different parts of the world, we’ve built a collaborative network that crosses borders and cultures. This international approach is a defining part of Esper Studio, shaping how we work, the projects we create, and the ideas we bring to life.
Esper Game Studio is a small, independent team of five. While we often work with talented freelancers and specialists to bring certain aspects of our projects to life, the heart of the studio remains firmly in our hands. We take pride in being a small indie team, with the freedom to follow our own ideas and create games we truly believe in.
Crowdfunding plays an important role in making that possible. It helps us manage the risks of publishing games in an increasingly competitive and unpredictable market, while giving us more room to focus on quality. With the support of our backers, we can plan production with greater confidence, keep costs and margins under control, and deliver better games at more accessible prices.
And what does that mean for you? You get the game sooner, at a lower price, and the satisfaction of knowing that your support helped make it happen. Your pledge is more than a purchase. It’s what turns our ideas into something real.
For a small team like ours, every backer makes a difference. Your support allows us to keep creating independently, following our own vision without relying on a corporate safety net. That freedom is at the core of Esper Game Studio, and it’s what we hope to preserve with every game we make.
We are currently reviewing our retailer pledge policy and, as a result, will not be offering a dedicated retailer pledge during this campaign.
If you are a retailer interested in acquiring limited quantities of our crowdfunding editions, please sign up on this page to receive updates as soon as more information about our retailer policy and available options becomes available.
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