
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.
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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
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 46 reviews with recorded playtime.
Reviews
Themes across 46 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
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.
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 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.
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.
very cool, spooky game. not as scary as an RE game, obviously, but has an interesting story and cool puzzles.
有点缝 老式恐怖解谜游戏的物品察看 类RPG回合制战斗 类ROUGE的随机地图等等 但豪玩 就是不知道怪物属性是什么机制 是不是和主角属性有关 后面个个都血厚攻击高 是不是应该洗点走压血量点机制的加点有待尝试 有类似支线机制 但不会主动告诉你有 而且支线有点难度 当然了主线最后一关更难
scripwelder has massively improved on their game presentation with this entry which you can see now that all items have a pixelated 3D model that you can inspect and some puzzles now include inspecting the items as a step but i do think this game is a step back in one meaningful way, that being the controls, combine, and use items which could be done with one button in don't escape 4 and some buttons now require longer presses to do something, which does get get a bit annoying when doing so with every item or trying to skip on a subsequent runs everything in this game takes just a bit of extra time to do although you can run while holding items which is pretty neat the items can seem plentyful and even somewhat wasteful at first but you can also end up with not enough of them in the end and there were three times where i ended up with not enough weapons to beat the final enemies or enemy due to items running out, so it was rather tiresome to redo levels in my case and it's not particularly satisfying to defeat enemies due to the slowness of these encounters the game is much more of a dungeon crawler, the levels can be a little different in their layout but for the most part they are fairly similar so that you get to see all the elements of a level and it also references don't escape 4 quite a bit, yet barry still ends up as a background character even though he ended up adopting cody in the true end and there's even a reference to razor in the infinite library even though they played a small part in that story the upgrades are a pretty nifty way to keep the game progressing, alongside with the enemies that scale but i did find some upgrades a bit odd like the "reach" upgrade which removes the "hasten enemies by 1 turn" debuff while also reducing their damage by one, so at that point they still become the worst weapons in a different way, and with even less risk and reward, so it ended up being the only upgrade not taken the style of the areas is really well done, and there are some spooky elements that work pretty well, but since it tries to relieve tension quite a bit, alongside plenty of action, it doesn't really end up being too scary did enjoy the game but there was a middle portion where it did slow down quite a bit, which needed a bit of replaying previous levels to get enough upgrade points, though that may also have been a matter of using the right build but things did speed up after that, so overall i would recommend this game as it is meant to be an extension of previous scriptwelder games, so you might as well get the full bundle of them
Interesting point and click, I really liked the story and how it tied into the other Deep Sleep games. However, the puzzles were a little on the easy side and the combat was a little clunky. I'm glad they added a "story mode" so you didn't have to struggle too much with the combat system. All in all was a positive experience and I enjoyed playing it. 😊
Very interesting version of an adventure game. It combines RPG game elements with a bit of roguelite elements in how level layouts are randomized. It's also amazing how, despite most levels being completely randomized, levels can always be completed (if you didn't expend a tool needed for a level in combat). Combat isn't super in-depth, but is still just as complex as the game needs it to be, with some generous difficulty options if you want to progress the story. It's also interesting how many puzzle tools can also function as combat equipment. The story is a very fascinating expansion of the Deep Sleep/Don't Escape universe. Pixel art was just as impeccable as ever, as you can expect with Scriptwelder's work. Music and sound design were always good through the game. One knock against the game may be the RPG elements necessitating a fair bit of grinding, if you're the type who like to don't like to lower difficulty mid-game (I stuck with standard tactical mode throughout the game). It did get a bit repetitive in the early-mid game, but it was mainly in the early-mid game, and wasn't too big of an issue once I was able to progress the story. It does get a little annoying having to repeat the same puzzles. All in all, it was a really enjoyable experience for story-based adventure-game lovers, especially fans of Scriptwelder's works. This isn't exactly a horror game like the rest of the Deep Sleep series, but it still has some of the tension, moments of horror, and occasional surreal vibes of the series.
Che bello poter giocare di nuovo a un gioco targato Armor games, ricorda i fasti di adobe flash, avventura grafica in pixel art come poche. Voto: 7.7/10
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