
Explore a surreal landscape filled with unused characters from a cancelled project. Will you give them purpose, or will they be doomed to suffer?
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About
Bad Dream: Purgatory is a surreal point and click game set in an abandoned and forgotten project, filled with unused characters from a cancelled game. These characters are trapped in a state of limbo, suspended in nothingness without any purpose or direction. It's up to you to decide their fate and give them the meaning they so desperately crave. "You can't die if you've never lived" - but what if you only exist as a first thought, a person without any depth?
Unlike previous Bad Dream games, Purgatory is presented in a side-scrolling format giving players a more immersive and personal experience. The artstyle is simplistic, with hand-drawn illustrations that perfectly capture the game's atmosphere.
Important: The game has a full Point & Click mode with a static camera.
The game consists of three chapters. Two of them (the introductory one and the simplified ending) are linear. The open world is non-linear and includes all achievements and a "true ending."
Game Features:
A non-linear chapter allowing you to hunt for secrets and achievements
Two modes of gameplay (side-scrolling or static camera)
Interactive environment
Sound environments - SFX sound different in different rooms (echo, muffled sound, etc.)
Custom music and sound effects ( I learned how to compose my own music and I bought a microphone to record my own SFX )
Artstyle - I learned how to draw as well :P
A game made by one person - Guys. I even drew my own fonts :P To be fair I wasn't able to record ALL SFX myself, but other than that I made this game alone. Btw. NO AI
This is version 2.0, released in July 2026. It includes a multitude of changes, improvements, and fixes. The biggest one is the switch from 2.5D to side-scrolling mode.
(The first version is still available for download as the "old version" - tutorial in the pinned post)
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
(Wow, the 4. Person to write a review to this game, nice.) Ok, I will be straight forward on this: It's definitely better than Bad Dream: Fever, no questions asked. Purgatory is a little different with it's movement, than the other Bad Dream Games, but that's not necessarily a bad thing. The different endings and ways to use items are back, what I think was missing in Bad Dream Fever. And I don't have anything to complain about really. So far I'm having fun playing this. I'm still missing a lot of stuff in the game and I will now go back and play this all weekend long, or until I found everything. (English is not my first language, I'm not sorry for any spelling or grammar errors that may occur.)
Bad Dream Coma + Fever are great games. This one is just terribly frustrating and annoying.
Ein nettes Spiel mit einer ganz coolen, wenn auch kurzen Story. Im Vergleich zu Bad Dream: Fever und Bad Dream: Coma aber ein eher schwächerer Teil.
Сделана, видимо, для того, чтобы получить еще немного денег на той же идее без оригинальности. Я большой фанат Bad Dream Coma, и пытался в это поиграть, но дропнул. Слишком скучно, великий саунд-дизайн куда-то пропал, даже эмбиента толком нет, никакой нормальной повествовательной линии тоже нет. Я честно не знаю, чем эта игра может зацепить
Bad Dream: Purgatory, developed and published by Desert Fox, is an unsettling and deeply surreal adventure that leans heavily into psychological horror and abstract storytelling. Rather than presenting a traditional narrative or a clearly defined goal, the game places the player inside a strange limbo-like world inhabited by forgotten characters and discarded ideas. From the outset, it feels less like a conventional game and more like a descent into a fragmented dream, where logic is unreliable and meaning must be uncovered through observation, experimentation, and interpretation. This approach immediately sets the tone for an experience that is deliberately uncomfortable, mysterious, and emotionally charged. Visually, the game adopts a stark, hand-drawn aesthetic that is both minimalistic and expressive. Characters and environments appear distorted, unfinished, or exaggerated in unsettling ways, reinforcing the idea that this world exists outside normal reality. The color palette is subdued, often bleak, and contributes to the oppressive atmosphere that defines the experience. Rather than striving for realism, the art direction focuses on evoking emotion and unease, making every location feel symbolic rather than literal. The environments often feel like stages in a nightmare, shifting subtly as you move through them and reinforcing the sense that nothing here is stable or safe. Gameplay blends exploration with puzzle-solving, though the puzzles themselves rarely follow conventional logic. Interactions are often ambiguous, and solutions are not always immediately clear, requiring players to experiment and accept that failure or strange outcomes are part of the intended experience. The game encourages curiosity, but it also punishes assumptions, as seemingly minor decisions can have lasting consequences. This design reinforces the feeling that you are navigating a fragile and reactive world, one that responds to your actions in unpredictable ways rather than rewarding straightforward problem-solving. A defining feature of Bad Dream: Purgatory is its emphasis on choice and consequence. The game offers multiple endings, shaped by how you treat the characters you encounter and how you choose to engage with the world around you. These characters often feel tragic and incomplete, as if they are aware of their own abandonment, and your interactions with them can determine whether they find resolution or remain trapped in suffering. The lack of explicit moral guidance forces players to rely on intuition, making each decision feel personal and emotionally weighted rather than mechanically optimized. Narratively, the game is intentionally fragmented and abstract. Storytelling emerges through visual cues, cryptic dialogue, and environmental details rather than clear exposition. Themes of neglect, abandonment, guilt, and existential limbo permeate the experience, giving the impression that this purgatory is populated by remnants of ideas that were never allowed to fully exist. The game rarely explains itself, instead trusting the player to piece together meaning from scattered impressions. This ambiguity can be frustrating for some, but for others it becomes one of the game’s greatest strengths, allowing each player to derive their own interpretation of what the world represents. Sound design plays a subtle but important role in reinforcing the game’s atmosphere. Audio cues are sparse, often limited to ambient sounds or unsettling effects that heighten tension without overwhelming the senses. Silence is used effectively, creating moments where the absence of sound feels just as oppressive as any noise. When sound does appear, it often feels intrusive, reinforcing the idea that the world itself is uneasy and unstable. This restraint ensures that the player remains constantly alert, never fully at ease in their surroundings. While Bad Dream: Purgatory is rich in atmosphere and thematic depth, it is not without its flaws. Some players may encounter technical issues or find the interface unintuitive, and the cryptic nature of its puzzles can occasionally lead to confusion rather than intrigue. Progression may feel obscure, especially for those unfamiliar with the series’ surreal logic. However, these rough edges often feel consistent with the game’s overall identity, almost as if clarity itself would undermine the sense of disorientation the game aims to create. Ultimately, Bad Dream: Purgatory is a niche experience that prioritizes mood, symbolism, and emotional impact over accessibility or comfort. It is not designed to please everyone, nor does it attempt to explain itself in familiar terms. Instead, it invites players willing to embrace ambiguity into a haunting world shaped by forgotten dreams and unresolved ideas. For those who appreciate abstract horror, experimental storytelling, and games that linger in the mind long after completion, it offers a memorable and thought-provoking journey through a place where nothing truly rests. Rating: 6/10
Not really getting the hype of the other reviewer. I like the style & the ambient soundtrack, but the gameplay is a bit ass. I get that they're going for simplistic & maybe I'm spoiled from other point & clicks, but not being able to look up & down is kind of annoying. Also wasn't a fan of being able to look at things with the item wheel but none of the items were usable. Clicking on them just brought them up & meh. I'm glad comments are allowed on reviews, because if I'm missing something, I'd like someone to let me know.
I can't sadly recommend the game as I'm stuck trying to pick up the bird cage. Every time I try to do it, the game crashed without any message. Haven't found a solution yet. If you play the game, I recommend you boost the FOV, otherwise you might get dizzy like me. To do so, press escape while in game (not in the menu).
The game isn't very difficult to complete, however the controls do take some getting use to. The game mainly consists of walking back and forth along the longest routes getting an item and then using it somewhere else on the opposite side of the map. It can seem quite random on your first play-through, but if you see the option to use an item with something or someone when you look at them, just try it. The game felt rather short, maybe I missed something? There are 3 chapters to play, the other 2 unlock upon completing the original story. I wasn't able to get any achievements during my play-through, surely I missed something (I'm not the only one, the achievements all have very low completion ratings). I didn't like this first person perspective version of the game as much as I did the 2D point and click ones and while I didn't personally enjoy it very much, its not a terrible game and I think I will still recommend it because it has entertainment value and it keeps a lot of the same hand drawn art styles of the original point and click games.
I already love this game and can't wait to explore it more. I think the fact that it's sort of 3D and that you can move more freely is really good. In this game there is a lot of freedom but at some points I felt like it was too much freedom and I was a bit lost on what to do. I really liked the art style being similar to Bad Dream : Stories as I really enjoyed playing it as well. I loved getting more lore from this game also Nicolas is a very charismatic character. Another amazing thing about this game is that there are different 'game modes' (uninspired story and open world). The only real issue I have with the game is that it kept crashing every 10-30 mins but I am assuming that's either something going wrong on my end or it will get fixed in the game soon. In general I really love the Bad Dream series. If you haven't played all of the games yet you definetely should !!!
-{Сюжет}- ☐ Запоминающийся ☑ Интересный ☐ Скучный ☐ Очень плохо -{Графика}- ☐ Неописуемо ☑ Неплохо ☐ Могло быть и лучше ☐ Плохая -{Геймплей}- ☐ В это можно играть вечно ☑ Интересно ☐ Ну такое ☐ Всё очень плохо -{Музыка}- ☐ Восхитительно ☐ Очень хорошо ☑ Хорошо ☐ Сойдет -{Сложность}- ☐ Как в это вообще играть? ☐ Это будет сложно... ☑ Обычная сложность ☐ Нажмите кнопку "F", чтобы выиграть -{Время}- ☐ В это можно играть бесконечно (До 100 часов) ☐ Довольно длинная (До 30 часов) ☐ Средняя (До 10 часов) ☑ Короткая (До 5 часов) -{Цена}- ☐ За такую игру можно и душу продать ☑ Всё хорошо ☐ Ну можно и скидок подождать ☐ Лучше бы купил другую игру -{Баги}- ☐ Очень много ☐ Много ☐ Иногда попадаются ☑ Практически нет
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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