
Bygone Dreams is a high fantasy Action-Adventure set inside a surreal dream world. Face fantastical adversaries, solve puzzles, and fight your way through challenging bosses in your quest to save the world's matron deity and stop the nightmare consuming the dream.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +2 more
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
I wish there was a middle rating. Game has some charm held back by some minor issues. Issues i had with the game Character gets stuck a lot, Vsync off messes with my controller inputs with it on they work my attacks were hindered along with the dodge, I have no idea what to do and its evident through dialogue that i have mixed matched the progression by completing certain things before i was suppose to. My achievements are missing due to prologue progress carrying over so i cant complete the first 2 bosses again to unlock. No real penalty for dying feels more like a padding out the game as all it does is send you to last checkpoint but with the enemies missing. Voice lines in some parts and none in other. I dont know where to go as theres no map or indicator to show what you doing is even the right thing to do. Try portals until you beat the area or die to much and give up is how i was making progress. Thing i liked about the game Art is great and the different areas is cool some of the attack combos is cool The boss concepts are cool Game-Play https://youtu.be/_6n3AF9fZR8
Even though they got a lot of feedback that the character gets stuck in “beta” they didn’t add an unstuck feature. Complete waste of money
Apparently I backed this game on Kickstarter apropos of nothing some time ago, and recently I just received a code for the game via email, so I decided "why not, I'll check it out right now." Now, normally if I reviewed a game I'd do that thing where I put up a list of Pros and Cons to show where the balance reaches, but holy jesus there's just not really any Pros to speak of. The kindest things I could list about this game would reach the lofty heights of "nothing to write home about" and consist firstly, and only, of "(some) of the voice-acting". You could charitably describe this game as "early access". And yet, it has been pronounced "finished". To call this game finished would be for the creator to tacitly admit that they see nothing wrong with it, and they released what the game currently is as a finished product. But wait, you say, there could be hotfixes somewhere down the line. A hotfix will not make this game playable. At least with AAA garbage being pushed out unfinished with day 1 dlc or some other asinine current-trend dumpster fire-careening business sense, you get a game that may be boring at worst, but playable, with perhaps some fun glitches that make the NPC character models t-pose and fly away randomly into the sky. This game plays like a game jam demo of a 2002 Naughty Dog platformer ripoff that's been adapted into a Soulslike engine. Poorly. Oh, at first it was harmless-looking enough. Soon as you boot up the story you're blasted by what is basically a cold open of a fantasy slop plot you're given just enough context to understand the barest amount of stakes for. Your character merrily glides around with a stride animation that is somehow both too quick and too slow for the speed at which he actually moves across the terrain. You press the two attack buttons and you get (about four) different combos to smack things. You find and follow for a minute or two the most AMAZING model I've ever born witness to of an ambient bunny creature. "Alright", says I, "I guess it's not painful enough to condemn completely. I'll see if it gains some momentum as it goes." And that, dear friends, is how easily the devil creeps into your mind to poison you with dark distractions from the foul truth right in front of you. [b][there was a section here about non-combat complaints but I ran out of room for the entire review so I cut it, oops][/b] But the combat. Oh, dear friends, the [i]combat.[/i] I would say the combat is bare-bones. I would say the combat is a chore, unwieldy. I would say the combat has too many choices and items to attach to your thin veneer of a justification of an rpg-style inventory system, yet nothing seems to be more effective than being forced to get up close and wack things with your magic stick. I would say all these things about the combat and more, and none of them would convey the frustration and inability to understand the programmer's half-arsed attempts to plug in a basic soulslike combat engine. But god willing, I shall try. You have a magic and stamina gauge. Every action you take that doesn't cost magic causes the stamina bar to deplete at a rate you won't notice is slightly too rapid until you finally get into a rhythm... and realize that you [i]cannot[/i] get into a rhythm. After a single combo you will have barely enough stamina to roll away from the obviously oncoming attack, and then you will have to wait a full ten seconds before your stamina recovers fully again. In the middle of a fight, this breaks flow not only harder than a concrete tampon, but with [i]unwavering consistency[/i]. Every single fight will have you milling around, backpedaling from attacks while you wait for enough stamina to pop another combo off. Oh, and speaking of dodge-rolling, good luck doing so when you're in the middle of a combo. You're taught immediately in your first combat that you can stun an enemy's attack by attacking them first while they're winding up, but that if you continue a combo, [i]you[/i] can be knocked out of [i]yours[/i]. And guess what? Besides that initial hitstun, enemies do not suffer [b]any more[/b] for the entire rest of a combo. And [i]your[/i] combos take long enough that you will never be able to string one entirely together without being interrupted (or at least take a hit at the end) unless you spin around to an enemy's backside and launch one right as it begins an overly-long attack animation. You also need a half-second of animation reset if you want to dodge-roll in the middle of a combo, which can usually cause a total misfire of your evasion strategy and leave you getting hit even as you spin merrily away. Remember what I said about four total combos some paragraphs back? Yeah, despite having two attack buttons that [i]allegedly[/i] allow you to mix up attacks for different combos, as well as a five-hit string for either, you have a total of four combos you can do by switching up the attack buttons. Believe me, I experimented. And the animations for them are way too over the top for both how quickly you're meant to be attacking and how much damage they actually do, especially with virtually no feedback aside from the baked-in hitstun rule. Oh, real quick, before I get to my next main point about the combat, that magic meter I mentioned briefly earlier? Yeah, except for the bow, every ranged option you get guzzles magic like a hummer with 85-octane. And the bow's trade-off isn't even that it eats stamina at the same pace, it's that it takes a literal five whole seconds of holding the button to charge up the only worthwhile projectile the thing has! The magic-sucking ranged options meanwhile not only get maybe 3-4 shots before depleting your bar completely (your magic replenishes at about 1 point every 10 seconds and you have limited mana potions, by the by), they're not only annoying to aim, even WITH the target lock feature, but they also do virtually no damage! The full monte, babyyyyy! Also you still have to charge most of them up, thankfully with only [i]slightly[/i] less time than it takes for the bow to do so. So clearly melee is the way to go, and that's already a pain in the ass. But no, it gets worse, dear friends. Whatever the hell this creator did with the combat engine, he went and decided if he could only polish one aspect, it was going to be the hitboxes. I can't know for sure, but I think they must have molded the hitboxes [i]entirely[/i] around every curve and crease of the models, because you have to [i]visually confirm a connection[/i] of both stick and enemy models before it will register a hit. And even then, sometimes the game will just bugger up and not register the hits at all! Remember the INCREDIBLE models of ambient bunny creature I mentioned near the top of this review? Yeah, there's a bunch of ambient little goobers running around the overworld (and even inside the different levels sometimes) and attempting to hit them is one of the most incredible feats of skill I've ever seen in a video game. Half of the challenge is because of the obscenely tight hitboxes. The other half is because--and I've been holding onto this one the whole way through this review, dear friends--your attacks have [i]wildly different angles[/i] with each stage of any combo. Press heavy attack twice and you'll get a regular swipe into a small jumping lunge with a full overhead that's off-center just enough that only the baby jesus can know where you're actually aiming when you point your model a certain direction. Even when you fight enemies that are shorter than you, you will end up whiffing mid-high attacks in the middle of a combo because of the hitboxes. I had way more to write here but I'm literally running out of character limit for this review, so I'll leave you with a final score. 1/10 only because my friends and I couldn't stop laughing at the bunny models.
While this game is ambitious and some of the artstyle is pretty that is about as far as i can give praise. The negatives are numerous While this seems inspired by a few different kinds of games and its serviceable as a souls-like inspired. It doesn't really deliver on any of those fronts that make those games fun The combat just feels overall slow and quite a bit stunted. So doing combos or even blocking can feel janky. The bow uses mana which doesn't recharge on its own which seemingly is your only form of ranged is extremely limited. The enemies have quite an unbalanced aggro range. The first boss battle left quite a lot to be desired as some of their attacks should have hit me but instead just pushed me out of the way, when other attacks were completely dodged but still did damage. There is seemingly no indicator for a debuff /status effect that makes you take more damage. You just hear a weird ticking and it says you will take X extra damage. You randomly gain buffs to speed and other things which are also inexplicable. There is absolutely no map or markers that I seemed to have found as well as there are times there are no quest objectives. While the art style is nice, some of the animals or other feel like they were half baked. The storytelling feels like it was done by a child with almost no substance. Also another small note is the screen shakes in a way that isn't easy on the eyes when sprinting and no way to turn this off. So overall I will say this game could have used another year or two of polish and design before coming out. I have also noticed some things in the other reviews such as the beta mentioned characters could get stuck and they didnt fix that. So all in all I can't recommend this game even if you were to get it at $5
I don’t usually play games like Bygone Dreams, but I was curious to try it out—and I’m glad I did, at least in part. There’s a lot here that I enjoyed: the soundtrack is beautiful, the character designs are striking, and I liked seeing the variety of gear and upgrades available as I played. Those touches made the world feel interesting and alive. That said, I ran into some issues that kept me from finishing. My game crashed in the middle of a cut-scene, and when it reloaded, it sent me back to an earlier point with no way of progressing back to where I was. Because of how the save system works (Unless I missed something), I was essentially stuck. On top of that, I really struggled with the lack of a map or guidance. I often knew what I needed to do next but couldn’t remember where in the world that location was, which left me wandering for long stretches of time without progress. Gameplay-wise, I also found that mana and stamina drained too quickly, which made fights feel more like resource management than fun combat. I’m sure that’s something upgrades could improve later, but early on it felt punishing. Overall, I think Bygone Dreams has a lot of potential with its atmosphere, art, and music, but right now the save system and navigation made it difficult for me to stick with. If those parts get smoothed out, I’d be interested in trying again.
Гра виглядає доволі застарілою, запізнилась з виходом на років 15, дешевий соуслайк, я певен знайде свого поціновувача
Интересное сюжетное приключение. Проработанная вселенная, состоящая из сети связанных между собой миров-снов. Параллельные реальности одного и то же мира. Немного головоломок. Неплохое звуковое сопровождение. ✔️Я рекомендую опробовать эту игру. Несмотря на недостатки, которые переводят её из разряда великолепной во всего лишь хорошую. ❌Подводит техническая реализация. Игра периодически крашится. Текстуры простенькие, перспектива на открытых пространствах пустая. С освещением не всё хорошо. Например, в одном мире сплошной туман. Тебе рассказывают о башне, достигающей края неба, но её не видно из-за тумана и потому что взгляд (камеру) нельзя задирать. В другом мире всё просто засвечено. Перевод есть, но явно механический - не все реплики или даже части реплик переведены, не соблюдается женский/мужской род, слова иногда не соответствуют смыслу. ❌Все действия, боёвка завязаны на выносливость - бег, уворты, блоки, удары. Но она кончается влёт, бой как правило состоит из ожидания действия противника и, пока у него откат, подбегаешь, пара ударов, отбегаешь и опять ждёшь восстановления выносливости и действий врага. Больше одного противника (особенно когда боссы с миньонами) - жопоболь. Блок? Забудьте, он убирает не весь урон и жрёт выносливость, нужную для уворотов и атак. Отзывчивость управления плохая - мало того, что иногда герой либо не реагирует на нажатие уворота или удара, либо действует с задержкой ("а? что? прости, задумался, ты что-то хотел?"), так ещё удары с долгой анимацией (а таких много) или, например, приём зелий прервать (например, уворотом) нельзя и герой в это время полностью уязвим. Сколько смертей из-за этого... Бег иногда не использует выносливость - если герой убирает оружие... но надо ли говорить, что (не)убирает оружие герой сам, не обращая внимания на ваши желания? И с хитбоксами не всё хорошо - например, часто машешь оружием как вентилятором рядом с врагами или кувшинами... а им хоть бы хны, не цепляет. ❌С дальним боем и магией всё ещё хуже - если выносливость восстанавливается за несколько секунд, то ману пополнять только эссенцией (регенерация маны от диковины слишком медленная, для боя не годится). Поэтому основное использование магии - заклинание лечения, которое заменяет эссенцию здоровья (которую нужно покупать). А все прочие расходники почти бесполезны - их видов много, но количество мало и эффект не слишком заметен. Если всё так и задумано - то это плохо задумано. ❌Ну и последнее, не хватает информации. Я прошёл сюжет, многократно пробежался по всем закоулкам всех миров, много раз общался со всеми НПЦ - но так не нашёл и намёка на скрытого босса (на которого есть достижение) и не собрал все диковины и питомцев (возможно, они связаны с этим боссом). И достижение на финального босса почему-то не получил...
💫 9/10 WOW WHAT A SURPRISE THIS GAME WAS!! 💫 Bygone Dreams really pays off the more you put into it, it starts off slow but my god this game really gives it back to you as the game blooms into a special experience full of soul, charm and amazing bosses!! If you're a fan of Classic Fable and Alice Madness Returns do yourself a favor and give Bygone Dreams a shot you've got nothing to lose PROS + Gorgeous game that feels like a trippy dream + Loads of combat choices, from a kickass Scythe to a bow and so many customizable spells and magic + Over 20 Bosses each distinct with design and music, and they even get new phases and moves in Expert mode + Music is top notch, it invokes epic moments, tranquil worlds and even really creepy worlds + Story was heartwarming and fun without being overly complicated CONS - Some minor bugs like getting caught in the environment - Level design is a little simplistic but it goes with the dream motif Overall a fantastic surprise that feels homemade and so worth the value WOW!! SCORE 9/10
The game is not up to modern standards for games. Animations are clunky at best. The graphics feel unfinished, even using the excuse of old-school nostalgia isn't enough to cover for the game's faults. After only 15 minutes, I had to go the store page to double check if this was still in very early access, and somehow it isn't. I would say I can't recommend this game in the current version, but this is the final release version, so take from that what you will.
Pretty boring and buggy, combat is... not great. I got stuck on the second quest, I destroyed the 2 generators and then nothing, just running around in circles with no guidance and I can't get the quest guide to pop up any more, sounds like this has been a known issue that the dev has done nothing about.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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