Japan Artist Series Vol. 1
Par Esper Game Studio
Statut actuel
Fonds récoltés : 5 449 €
▶▶ 日本語での詳細・案内はこちら
Japan Artist Series
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!
99x1
▸ Inspiration and Artist
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.
▸ The Game
In 99x1, 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.
Each side has a deck of numbered attack cards, with varying quantities of each number. The Swordsman’s deck contains even numbers from 2 to 8, while the Demon’s ranges from 1 to 5.
▸ The Cards
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 Samurai 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.
- Samurai’s Dilemma: Outnumbered, the Samurai 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 Samurai 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, each side has access to exceptionally powerful cards that can help tip the odds in their favor.
- The Swordsman has 99: An ultimate attack guaranteed to defeat the combined power of all cards played by the Demons. There’s just only one exception.
- The Demons have Decoys: These cards have no attack value of their own, but can to turn the tide of a clash. They come in three types: one that cancels the Swordsman’s 99 and turns nto a 6-value card, one that allows an additional card to be played, and one that targets a fellow Demon by stealing a chosen card from their hand. Used at the right moment, these effects can disrupt strategies, shift the balance of power, and turn an unfavorable clash into an opportunity.
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 Samurai must deceive an entire army, while the Demons must balance cooperation with competition.
▸ Rulebook
▸ Play the Game!
Dream Hoppers
▸ Artist: Gou Eisuke
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!
[THE GAME TITLE]
In Dream Hoppers, players take on the daring task of working together to build a Child’s perfect dream. They must balance different elements, from fantasy and reality, and shape their dreams to fulfill different Quests while keeping nightmares at bay. If they can make it through each level of the night before the Nightmare catches them, they win.
[GAMEPLAY EXAMPLE 1]
Each card adds a piece to the dreams and belongs to one of three types, represented by its color:
- Red cards represent Subjects
- Blue cards determine Actions
- Green cards set Locations
The card’s color is visible on both the front and back, so its type is always known to all players. The front of the card reveals which elements it brings to the dreams. Elements can be from Reality or Fantasy, along with any combination of cats, owls, and crows that may become part of the dreams’ supporting cast. They can also carry different amounts of Terror, increasing the chance that the Nightmare will creep closer.
[GAMEPLAY EXAMPLE 2]
At the start of each round, a number of Dream Quests is revealed based on the Hoppers’ current level. These quests define what the dreams need to become successful. Each level also sets the conditions for advancing along the Dream Track and determines how quickly the Terror rises. To clear a level, the Hoppers must reach the end of the track before the Nightmare catches them.
[GAMEPLAY EXAMPLE 3]
The dreams take shape through a simple drafting system. Each player can have only 3 cards in their dream, one of each type. With each draft, they choose whether to play a card, replace one already in their dream, or discard it. Once everyone has chosen a card, the cards are revealed and the remaining hands are passed to the next player.
Players may discuss strategy without revealing their hands at the start of the round, but communication must remain limited afterward until the drafting is complete. They must read the dreams taking shape, remember what has been passed, anticipate what they will receive next, and coordinate their choices toward the Quests.
Once all cards have been drafted, they compare their dream against the Quests and Conditions to determine the round results and see whether they have succeeded or failed the level, or if another round is necessary.
[GAMEPLAY EXAMPLE 4]
Each Hopper has a unique power that can be used once per level. These abilities can turn a dangerous situation around and make the difference between a pleasant night and a nightmare-fueled one.
Knowing when to use them is essential to gain the most benefit, not only for yourself, but for the entire team. The right power at the right moment can change everything.
[GAMEPLAY EXAMPLE 5]
Level I begins gently, with a single quest and relatively forgiving Nightmare conditions. But as the Hoppers descend deeper into their dreams, the stakes rise, and so does the number of Quests, eventually surpassing the number of players.
With more elements to balance, the Hoppers must learn to divide their attention, silently communicate their needs, and work toward different goals at the same time. The deeper the dreams, the more perfectly the Hoppers must work as one.
[RULEBOOK LINK AND IMAGE]
Pledges
[STRETCH GOALS BANNER]
[ADD-ONS BANNER]
[ADD-ONS BANNER]
Shipping Information
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.
[SHIPPING TABLE]
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.
Estimated Timeline
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!
[TIMELINE BANNER]
Credits
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.
[CREDITS BANNER]
Why Kickstarter?
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.
Retailers
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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- OFFICIAL WEBSITE
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