Action

Everrest

Everrest is an isometric action roguelite by YesNinja Games. Fight through a living dream with a pillow weapon, chase falling Wishes, and face the Fears that keep a boy asleep.

Action RogueliteActionAdventureIndie
Everrest key art: an isometric dream world of forests and castles
Developer
YesNinja Games (Aaron Lamar)
Platforms
windows, linux
Price
Price TBA (coming soon)
Release date
December 31, 2026
Players
Single-player
Game type
Action Roguelite, Action, Adventure, Indie
Publisher
YesNinja Games
Updated
November 8, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
November 8, 2026

Update history

  1. Created guide from verified Steam metadata, the developer's official site, and IndieDB press materials ahead of release.

Official game

Play Everrest

This game is hosted by Steam. Continue to the official page to play or download it.

View on Steam

What Is Everrest?

Everrest is an isometric action roguelite by Aaron Lamar of YesNinja Games, built in Godot for Windows, SteamOS, and Linux. It's coming soon to Steam with no release date attached yet.

The premise: a boy falls asleep, and his dream wakes up. The dream doesn't want to let him go home, and all he has to fight with is his pillow. Creatures called Figments roam three mood-defined regions, stars fall into the dream as Wishes that reshape how you fight, and somewhere down below live the things he's been running from.

What sets Everrest apart from the usual roguelite pile is that it has almost no web coverage. It was announced through Games Press and an IndieDB presskit, has an official site at playeverrest.com, and otherwise lives on its Steam page. If you're reading guides about it, you're early.

Everrest Details

DetailInfo
GenreIsometric action roguelite
DeveloperYesNinja Games (Aaron Lamar, solo)
PublisherYesNinja Games
EngineGodot
PlatformsWindows, Linux / SteamOS (Steam)
PriceTBA
PlayersSingle-player
ReleaseComing soon, date unannounced
Store IDSteam app 5272870
ControlsKeyboard + mouse, partial controller support

Pillow Combat: The Move Set

The pillow is the only weapon, and the Steam description spells out its full grammar. Learn these five verbs first; every build stacks on top of them.

  • Swing chains. Consecutive swings combo. The chain is your damage default and your posture builder; don't stop at one hit when a group circles you.
  • Throw. The pillow leaves your hand, hits, and returns. Throwing across the room opens fights against wisps that hang back and spit.
  • Slam. Bring the pillow down from the air onto a target below. It punishes enemies winding up heavy attacks, like the mushrooms that gather a big leaf swing.
  • Dash. Your gap closer and your escape. Dash through danger, not away from it: i-frames carry you through attacks you'd otherwise eat.
  • Parry. The last-moment deflect. The whole game is built around enemy tells, and the parry is the answer to the ones you've already learned.

The rhythm is Souls-like in miniature: learn the tell, wait for the opening, hit back. There's no equipment loadout to hide behind, only the pillow and how well you read Figments.

Reading Figments

Every Figment fights in its own way, and the store page names three archetypes worth memorizing before your first run.

Wind-up mushrooms crouch and wind up a heavy leaf swing. That's your slam window: hit them as the leaf rises and the attack never lands.

Wisps keep distance and spit projectiles. Throw the pillow to open, dash forward through the spit, and finish with a swing chain. Chasing them with swings alone wastes most of your health.

Thorny ground-growers spike the ground around themselves. Never stand still near thorn types; dash in on their recovery, chain two or three swings, dash out. The spikes punish greedy combos more than any other enemy punishes anything.

Wishes: How Builds Actually Form

Stars fall into the dream, and every star is a Wish. Where a star lands, two Wishes rise, and you choose one to carry through the rest of the run. Discovered Wishes unlock for future runs.

The catalog described so far leans aggressive: pillows that orbit you, throws that chase enemies down, bombs that stick to targets and call down lightning. The developers note some Wishes work better together, which is the build-crafting hook of the game.

Three selection rules that hold in every run:

  1. Take the synergy pair over the bigger number. An orbiting pillow plus a chasing throw covers more of the arena than one high-damage pick, because Figments approach from angles.
  2. Grab a repeatable pick on early stars. Early stars fall in safe corridors where anything works; saving a niche pick for a late star means you carried nothing for half the run.
  3. Unlock everything over time. Discovered Wishes persist between runs, so a "bad" pick still grows your future pool. There's no reason to double up on the same choice every run.

The Three Regions

Each region has its own mood and its own fear, and the paths reroll every run.

Whisperwood is a misty forest of hanging bridges and hidden paths. Expect route decisions and off-trail secrets; the bridges suggest horizontal, sightline-broken fights.

Amberfall is warm, red-and-gold, and, in the game's own words, "would very much like you to stay". The region is beautiful and the danger is comfort: assume ambush layouts behind attractive terrain.

Wanehold is crumbling castles rising through rain, with storm halls and lightning through torn walls. This is the endgame region; expect the heaviest Figment mixes and the harshest tells.

Not every path leads up. Some lead down, toward the things the boy has been running from, which is the game signaling its true bosses live below the map, not at its top.

The Clearing and the Cast

Between fights, Everrest runs a small hub-and-companions layer that most roguelites skip.

  • MurMur, a plush familiar, rides on the boy's shoulder, gathers what you drop, and jumps into fights when called. Treat MurMur as a pickup magnet first and an emergency body second.
  • The Lamp shows the way, "a little reluctantly", which is the game's way of saying route guidance is diegetic and occasionally unreliable.
  • Mr. Habibi, a travelling merchant who is also his own flying carpet, sells wares and pours tea. Expect run-changing purchases here rather than stat sticks.
  • The Clearing grows as you bring friends home. It's the meta hub: permanent progression lives in the people you rescue, not in raw stat upgrades.

Getting Started: Your First Runs

First run: don't chase Wishes. Learn Figment tells and parry timing with a naked pillow. The game teaches faster when your damage is low.

Second and third runs: go down. Paths that descend are scarier but the description implies the real content lives below. Once the basics feel stable, take the descent and see what's down there.

Keep dash for defense, not damage. New players burn dash on closing distance, then eat the counterattack. Dash in, swing twice, dash out, repeat. The pillow's throw exists precisely so you don't have to live in melee range.

Spend at Mr. Habibi early. A run with an active purchase beats a run saving currency for a meta unlock you can't reach yet.

Advanced Tips and Common Mistakes

Mistakes in Everrest are almost always tempo errors, and they repeat across players:

  • Parrying everything. The parry window is tight, and Figments with wind-ups punish late attempts harder than unblocked hits. Parry the two tells you know cold; swing-chain the rest.
  • Stacking same-type Wishes. Two lightning bombs don't multiply each other the way a lightning bomb plus an orbiting pillow does. Diversify before you deepen.
  • Ignoring the Lamp's reluctance. When the route hint feels hesitant, the direct path is usually the trap. Take the fork instead.
  • Spending the whole run at full health habits. There's no healing fountain documented; treat every scraped Figment hit as run-ending damage in slow motion.
  • Skipping the Clearing conversations. Friends you rescue carry dialogue that hints at region hazards. It's cheap information most players run past.

Platform Notes

Godot builds for Windows, SteamOS, and Linux are listed on the official site, which puts Everrest in the small group of roguelites shipping native Linux from day one. Steam's listing shows partial controller support, so plan on keyboard and mouse until the developer confirms full pad support. System requirements were not published as of this writing; a Godot 2D isometric game typically runs on modest hardware.

FAQ

When does Everrest release? No date yet. The Steam page says coming soon; the developer's site and IndieDB presskit confirm active development.

How much will it cost? Unannounced. Solo Godot roguelites in this shape typically land between $10 and $20.

Is Everrest on Linux or Steam Deck? Yes. SteamOS and Linux builds are confirmed on the official site, alongside Windows.

What engine is it built in? Godot, per the developer's site.

Is there permadeath progression? Yes, of the roguelite kind: Wishes you discover unlock for future runs, and the Clearing hub grows permanently as you rescue friends.

Who made Everrest? Aaron Lamar, working as YesNinja Games. It's a solo project.

What are the enemies called? Figments. Each fights in its own way: wind-up mushrooms, ranged wisps, and thorn-growers are the three types documented so far.

Screenshots

Everrest screenshot of pillow combat against Figments in an isometric arenaEverrest screenshot of the Whisperwood forest with hanging bridgesEverrest screenshot of Amberfall's red and golden grovesEverrest screenshot of Wanehold's crumbling castle in the rainEverrest screenshot of choosing between two Wishes after a star falls