TryNextGameTrouvez votre prochain jeu
FR
← Retour aux découvertes

Everyone Expire

À venir

RardoDécouvert le Sep 28, 2026

About the game

Avez-vous déjà rêvé d'être le maître du donjon que tout le monde déteste ? Créez des affrontements mortels, manipulez un groupe d'aventuriers qui ne se doute de rien et contournez les règles avec des cartes Fudge dans ce jeu de construction de deck sadique aux accents de rogue-like. Leur survie est facultative. Votre divertissement ne l'est pas.

Description d’origine sur Steam

AI WAS HARMED IN THE MAKING OF THIS GAME

Everyone Expire was made with a questionable amount of artificial intelligence, a suspicious amount of human involvement, and absolutely no regard for the wellbeing of either.

The ideas, decisions, questionable humour and terrible balancing are all human. Unfortunately, so are most of the bugs.

7% human. 93% artificial intelligence. 100% bad intentions.

Malice approves this message. He hasn't read it.

Fine print:
Actual human involvement was considerably higher than advertised. But apparently, once people spot AI in the ingredients, they stop reading the label. So we thought we'd have some fun with it.


About the Game

The heroes have had their turn. Now it's yours.

Ever wanted to be the Dungeon Master everyone hates?

In Everyone Expire, you're not the hero. You're not even on the heroes' side. You're the one putting suspicious treasure chests in empty rooms, sending monsters after the wounded, and insisting that the dice definitely rolled a natural one.

A darkly comedic, rogue-ish deckbuilder where you build the encounters, manipulate the adventurers, bend the rules, and try to engineer the perfect Total Party Kill.

But there's a catch.

Kill them too quickly, and you've wasted perfectly good suffering.

BAIT → FUDGE → BETRAY → EXPIRE

A mysterious stranger. An unlocked cellar. A suspiciously generous keg of ale.

You have hundreds of Bait cards at your disposal, each offering a different opportunity for glory, disaster, or both.

Build encounters from your hand, exploit the party's weaknesses, and watch your adventurers make terrible decisions entirely of their own free will.

You didn't make them open the chest. You just put it there.

Every roll happens in the open.

Unfortunately for the adventurers, you're the Dungeon Master.

Play Fudge cards to twist the outcome, increase difficulty, summon reinforcements, or turn a perfectly reasonable success into a spectacular failure.

But your tricks aren't unlimited. Cards can burn, opportunities disappear, and sometimes the party gets lucky.

Unacceptable.

Your adventurers aren't disposable cardboard cutouts.

They're recurring characters with names, classes, abilities, fears, flaws, and deeply unfortunate personality traits.

One fears spiders. Another can't swim. Someone keeps licking things.

Learn what makes them tick. Discover their weaknesses. Exploit their friendships, interrupt their decisions, and use their own personalities against them.

They might even survive long enough for you to develop a favourite.

Try not to get attached. It makes the paperwork awkward.

Every campaign leads towards a final confrontation.

Build your encounters, wear down their resources, crush their morale, and send the survivors stumbling into the boss's lair.

A dead party is good.

A dead party at precisely the right moment, having endured every indignity you could arrange?

That's a Perfectly Timed TPK.

And Malice is a very demanding employer.

Meet your employer

Malice didn't apply for this job. He stole it. He spent longer than he'll admit watching adventuring parties controlled from somewhere above the clouds, before he worked out that a die could be persuaded, and longer still before he worked out that misery goes further if the party lives long enough to really feel it. Now he's hiring. You're the apprentice. He supplies the contracts, the cards, and a truly relentless amount of running commentary. You supply the suffering. Done properly. With paperwork.

Your table. Your rules. Their problem.

  • 300+ Bait cards — Temptations, traps, monsters, threats, social encounters and questionable shortcuts.

  • A growing Fudge Codex — Cheat the dice, sabotage decisions and rescue your carefully laid disasters from accidental success.

  • 12 adventurer classes — Recurring characters with distinct abilities, exploitable traits and inconvenient survival instincts.

  • Reactive adventurers — They'll make choices, influence one another and occasionally ruin your plans.

  • Permanent progression — Earn Infamy, unlock Talents and expand your collection of increasingly unfair tools.

  • Boss encounters — Command minions, manipulate battles and engineer the perfect finale.

  • Wildcard minigames — Because sometimes ruining someone's day requires a little creativity.

Informations sur la démo et la sortie

Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.

Démo Steam, playtest et accès anticipé : quelle est la différence ?

Informations et visuels : Steam · Dernière vérification UTC