
What dreams are made of is the stuff of nightmares in this new point-and-click adventure. Delve deep into realms both fantastical and terrifying, and use the power of lucid dreaming to solve puzzles, explore, and contend with eerie adversaries in your search for the brother you thought had died.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Sep 3 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 1/day in the week to Jul 24 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Amy’s brother is dead. She hadn't even seen him in years.
Thomas has always been a little eccentric. Obsessed with lucid dreaming and the concept of other worlds. All a little too fantastical for a small town vet like Amy herself.
But then Amy comes across his journals. And what at first seems like the ramblings of a troubled mind slowly begin to seem more and more plausible. Maybe her brother was right about everything. And maybe, just maybe… he isn’t actually dead.
Deep Sleep: Labyrinth of the Forsaken is a point-and-click horror adventure from veteran developer scriptwelder, and a standalone entry into the cult classic Deep Sleep series. Guide Amy deeper into the world of dreams, using the power of her mind to shape her surroundings and overcome challenges and puzzles. Explore landscapes both beautiful and terrifying in your search to uncover the truth about her brother.
But there’s a darkness lurking within the mazes of these other worlds. It knows Amy is there. And it’s very, very interested in finding her.
The game features the exploration, atmosphere, narrative, and puzzles you've come to expect and love while also adding in a sneakily complex turn-based combat system, many items to be looted and used in various ways, and a skill tree to help you overcome these nightmarish challenges.
Solve puzzles and defeat foes using the ability to shape Amy’s dreams around her
Explore nightmarish and otherworldly environments with elements of randomized design
Improve and unlock new skills for Amy to help keep her alive and make her stronger
Encounter bizarre and dangerous beings who could be friend, foe… or both
Multiple endings and secrets to find, if you survive the beings hunting you
A brand new soundtrack from composer Christopher Carlone
Genres
Engagement
Reviews
Themes across 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As someone who has been a fan of Scriptwelder games since 6th grade, I was very exited for this game. I have watched so many playthroughs of Don't Escape 4 I could probably play the game blindfolded at this point. However, I feel like this game detached from the feel of all the past Scriptwelder games, even ones like A Small Talk at the Back of Beyond. I don't know if it was the combat being too immersion breaking, the portraits on characters that I've already assigned a face to, the noticable lack of horror elements compared to other Deep Sleep titles, or just all the new characters that seem to only be there for a specific function and not much else (the librarian, the scientist, the hotel worker, etc.) If you are okay with all of this, then by all means play the game for yourself, but if you want the same feel that Don't Escape 1-4 and Deep Sleep 1-3 gave, then I just can't recommend it.
This was just terrific, may game of the year so far (by year played rather than released). Don't Escape: 4 Days to Survive was a very good game, but this one steps it up to a new level. As much as I liked 4 Days to Survive, I was initially wary of this one and put off playing it for a while because I wasn't sure about the introduction of a central RPG aspect to the gameplay on top of a point and click adventure framework. But it absolutely works to elevate a game with everything else working for it, adding a compelling gameplay loop to excellent story, characters, world, graphic style, music. I also really appreciate how player friendly the game is. There is an 'always run' option so you don't have to hold down the shift button constantly like in many adventure games. It does have the super annoying typewriter dialogue effect, but dialogue bubbles can be quickly clicked thru to make them appear all at once, and when I found some of the conversations getting a little too long winded late in the game there's an option to hold right click to fast forward through multiple dialogue bubbles. The combat can be challenging, and you're probably going to die and fail a level or two. But every level can be replayed with the layout changed around a bit to keep it interesting (but thank god it's not another rogue-like), whether it's to finish a failed first attempt, pick up missed achievements or note colectibles, or grind out some more xp to buy upgrades to be better prepared for more challenging upcoming levels. Because of that, no achievements are missable and getting into an unwinnable position is impossible. There's no explicit manual save, but there is a de facto quicksave that only takes about 10 seconds via using 'save and quit' from within game then immediately hitting 'continue' from the main menu. I used this sometimes when I was far into a level and was worried I might get ambushed without the right equipment to survie in an upcoming room. The game is also surprisingly long, 32 hours my stats say, but never felt that way to me. I was actually so reluctant for it to end that as I realized I was getting to the final levels instead of plowing ahead I replayed a few levels to enjoy them again and to bank some extra xp to get all the attractive upgrade abilities and items.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish
Hours played at review time, across 88 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its a scriptwelder game. I love every game he's made, and this is no exception. Its the same point and click puzzle gameplay from the original trilogy, while adding new stuff like combat and the imagine mechanic to keep it fresh. Also this might be the best looking pixel art game I've ever played. I know some 3d stuff was used, like for examining items, but im pretty sure most of it is pixel art, and it just blew me away. absolute cinema, scriptwelder the goat cooks once again
This game has some good points, like everything. The artstyle is great. For a time when an ever-increasing amount of videogames seem to be running screaming away from making something with less than three dimensions, then this game's 2D is executed very well. There're also 3D elements for inspecting objects, and I actually find it a shame that the PS1 style used for horror games isn't used more for other genres. So praise for that aswell. But that's where my praise ends. Sure, there's other things that aren't done badly, but those are the only stand-out good things in my opinion. I mentioned I found it a shame that the PS1 style used for horror games isn't used more for other genres. That would seem to infer that this game is not a horror game. It isn't. It's more of a dungeon crawler with horror aesthetics and puzzles. The demo and indeed the start of the game would hint at this game having a horror and puzzle focus. The store description also supports this. The store talks about being hunted, exploring nightmarish environments and that there are moments intended to frighten like jumpscares. If you read the description and see the material on the sales page, there's no doubt of the following: 1. The description heavily hints at this being a horror experience. Even directly stated; "Deep Sleep: Labyrinth of the Forsaken is a point-and-click horror adventure" 2. The description does not point at this being a dungeon crawler. Combat is hinted at, but given the little space it's shown and spoken about, it wouldn't hint at the game being combat-oriented. You will in fact find yourself being chased, exploring nightmarish environments and perhaps two quasi-jumpscares, one optional. The nightmarish environments are, sadly, just a backdrop, though. A theme, setting, not something that's actually nightmare-inducing. And being chased is sadly only a thing relevant for fighting. I understand that making a 2D third person game is going to be difficult to make really scary if you don't want it to just be a jumpscare simulator. That doesn't excuse it not trying. I think the environments themselves could serve as something scary, but if what you put in them aren't, well, no dice. I think there are two things really stopping this game from being scary: 1. The enemies are stupid and you can defend yourself. With few exceptions at the end, you will never be chased. Not properly. You can just run into other rooms if they're first after you. If you're fighting three enemies? Well, you can kill two of them, run away into another room, fully heal and go back to kill the last enemy. Feeling like you're in control, being better than them, kills any chance of said enemies feeling threatening. I think a big reason many horror games and movies are scary is because of the helplessness. You're being bossed around, pushed around. Subject to the whims of the scary things. If a murderer came running at you from across a field with a knife, it would be very scary; not so much if you had a gun to shoot them with before they reached you. 2. Not feeling alone. Having side-characters whom you often interact with makes it feel like you're not fully out of depth. Again, safe-zones; not subject to whims of scary things. It most certainly does not help that the side-characters are whimsical and not really all that serious at times. The game is much more a dungeon crawler than horror oriented. The randomized design of the dreams - the levels - could be a really good horror element; unpredictability and all that. Sadly, due to the control you're given and the frequent combat, it lends itself as a dungeon crawler. I cannot understate how much combat there is for something that claims to be a 'point-and-click horror adventure'. Sure, you can - and ought to - avoid some fights, but you will fight, and you will fight enemies much weaker than yourself. Fighting is also mandatory, as there're bosses and loot needed to progress the level. I think there're three things really contributing to this being a dungeon crawler as opposed to horror: 1. Frequent combat. 2. Bosses. 3. The existence of levelling up your combat abilities through exp. And how strong you could get. I felt, around a third way throughout the game, that I should've reached the peak of just how much you should be able to defend yourself in a horror game. It had gotten far too easy to just confront and kill the supposedly scary elements. Then there's the inconsistency in the, granted, present horror. It feels like this game was done without much direction. At the start, the goal was to make a randomly generated horror game. This is supported by the first hours, the demo, store page description and promotional screenshots. However, by the time of finishing the third dream we've fully entered dungeon crawler mode. It felt like the direction the developers wanted the game to go changed underway as they were making it. This is where I will conclude the recommendation of this review before I get into another large criticism which will include spoilers. If there's any doubt, my opinion is: I would not recommend this game, but - if we deposit that it has to be a dungeon crawler pretending to be horror - it's well made. I found the story bad, but if you want to know about that, you'll have to read the rest of the review with spoilers. If you want horror, I would look elsewhere, and if you want a dungeon crawler then it's ok. Now, what, or rather who, ruins the story? Tutu. So, let me just be clear: 1. Tutu acts all-knowing but will claim they're just another inhabitant of this world, not knowing all the answers. Plenty of examples. One particularly bad one is when Amy comes back from the library with the newfound knowledge that she needs to destroy the three pillars... that somehow are integral for defeating her brother. After only being told of that there are pillars Tutu does a 'Let me guess, we have to destroy them?' after they've consistently lambasted Amy for getting ahead of herself in regards to knowledge about the dream realm earlier. 2. Tutu is far too disagreeable. Tutu already acts so overly smart yet humble, but they're also just disagreeable. After Amy says something about Thomas being dead, Tutu interjects with some half-philosophical remark about how he's not really dead? Thomas will certainly be dead for Amy in the real world, perhaps to be seen again years later, Thomas is, really, dead where it matters in the real world. Tutu will also - except for where you're allowed to not forgive them earlier on - act angry when you question them. This Sphinx who got rid of all their credibility by staking it on a lie that they didn't kill Thomas? I would find it insulting if someone got angry at me for not trusting them after that. 3. The player is consistently forced to act nice towards them and forgive. Even if you pick dialogue options to not forgive or like Tutu you're forced to be nice to them. I certainly didn't want to be nice to them. I disliked them from the get-go and hoped they'd get killed off. 4. Tutu is just plainly let off the hook for failing to save Amy's brother and instead killing him. Thomas acts with surprise and tells Amy it's dangerous upon having saved him in the true end - or whatever the best ending is - so we can infer he doesn't remember what was happening when something else had taken over his mind. So, last thing he remembers must be getting killed by Tutu? Ok. So: You've just been murdered by your apparent guardian. You suddenly find yourself elsewhere, moments after, having been saved from the shadow folk. Immediately he forgives Tutu and acts all nice? When he's never seeing anyone he knew or his family ever again, only with chance-encounter exception of Amy? Seriously? Especially when - given you were able to save his consciousness - that it turned out it probably wasn't necessary to kill him back then? I found myself most animated by how I thought Tutu was terribly dislikeable.
Do I recommend this game? Yes, with one major caveat. Scriptwelder's writing, artstyle, humor, and puzzle design is one point, providing a fitting capstone to the Deep Sleep trilogy and a delightful dance with Don't Escape 4, something that is nearly required reading for this game. The combat falls flat. It is a grindy, unpleasant mess that, even when fought through, provides no satisfaction - only the question "why did I bother?" If you're here for the combat, find another game. If you're here for the Scriptwelder experience, put on story mode without shame.
Scriptwelder, if you can hear us, please scriptwelder, please make Don’t Escape 5. Please make Don’t Escape 5 scriptwelder please I’m asking you, please make Don’t Escape 5.
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Light wizard money gang we love banishing darkness
Scriptwelder game = You're gonna have a fun time. Even though this is quite different from the Don't Escape series and the rest of the Deep Sleep games, it manages to tell a compelling story with simple yet engaging puzzles as well as a unique spin on turn-based combat with mechanics like slow and bleed and even attacks that give your enemies more chances to attack. Before the update the bosses were beyond hard, and I considered leaving a negative review until the difficulty modifier was brought in, but even then I felt compelled to complete the story and take in the newfound mysteries that dreams bring in this Deep Sleep...
A great sequel to the Deep Sleep Trilogy and some has plenty of nice callbacks to prior games of Scriptwelder! Absolutely would recommend playing the game if you're a fan of their games. As for the gameplay, it took a bit of getting used to, but I enjoyed the turn-based mechanics once I unlocked enough tools to properly get through the later stages. Would recommend the story difficulty setting if you don't want to be bogged down by the combat though.
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Where this game's players are, estimated from review languages.
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