Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4673590 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | $4.99 |
| Free to play | No |
| Discount | 0% |
| Original price USD | $4.99 |
| Current price USD | $4.99 |
| Release date | May 23, 2026 |
| Developer | Overdose Interactive |
| Publisher | Overdose Interactive |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | 10 |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | Yes |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/4673590/ |
Short description
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.
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 r…
Supported languages
English * * languages with full audio support
