
"Dream Echoes" is an atypical top-down RogueLite ARPG centered on loot grinding and meta-progression. Explore the dream world, collect "Concepts", and enjoy highly free combinative combat. Upon waking, gather "Memories" to carry some "Concepts" into your next adventure…
Modeled estimate, not a reported figure. How we estimate →
About
Solo full-time grind development in progress! Click the Discord link on the right to join Discord for discussion.

Welcome to the Paradise of Concepts! This game is created by passionate POE fans. There are no specific skill upgrades or fixed combinations in the game; all skills are based on fundamental logic, and all concepts are modular blocks that can be combined freely. How you play is entirely up to the player! The game will continue to update concepts in the future until the Paradise of Concepts is fully constructed!



In every exploration, upon waking from a dream, you can obtain Memories by recording your dreams. This allows you to solidify certain concepts, enabling them to take shape quickly during your next venture into the Dreams!

You can also decorate and refine your Memories in the Home, combining them to strengthen and enhance more powerful Concepts.

Even after you leave the game, your character will continue to acquire various Memories from "reality"! Once the game officially launches, you'll even be able to exchange Memories with your Steam friends!

You can freely create a class list using the Dream Wish List to craft a build that is uniquely yours, and then share it with other players with just one click. If your Wish List is used by others and receives positive feedback, you can earn additional rewards!



You are an office worker drifting in a big city, and due to your busy job, you no longer have many friends to stay in touch with. After working tirelessly for an unknown number of days, you have a nightmare ----- a very dark, empty, and cold nightmare. In the dream, there is nothing; it feels as if the entire world consists only of you.
Then, a mysterious girl appears. She tells you the story of Dream Echo, a story where everyone's dreams are connected together...
You wake up, half in disbelief, with a vague memory of this event. From then on, every time you fall asleep, you find yourself in that dream home, and she is there waiting for you, ready for you both to embark on adventures in the world of Dream Echo...

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Russian, Traditional Chinese, Korean, French, German, Spanish - Spain, Portuguese - Brazil
Engagement
Reviews
Themes across 390 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
学到了流放之路的精髓,但是也学了些不该学的东西,这些东西不是小体量游戏应该采用的设计。 首先,本作最大的优点是学到了流放之路的超长线养成设计,从T8难度开始到T10毕业,你需要一步步利用当下资源可以实现的提升方式,逐渐提升角色强度,这个思考过程非常有趣,可以进入心流状态。建议游玩的时候不要过度依赖攻略或者找人要毕业装备,而是自己思考手头的资源足够支撑得起最有性价比的提升手段是什么。 然后对于流放的BD造车复杂度和自由度,本作拆分为了局内能力卡片+武器+独特装备。 局内能力卡片是一个非常让人困惑的设计,本作居然融入了肉鸽要素,这个设计毫无意义。我的建议是把原本卡组的15个能力上限提高,且不再是各个稀有度混在一起共用上限,而是每个稀有度有自己的上限,提高低稀有度能力的出场率,在此基础上放弃肉鸽成长,闯关模式也跟T10深渊一样开局发放全部能力。 本作的武器并不是随机装备,而是类似巫魔人那种带有固定效果的BD种子。但是这样对比的话,本作的武器过于平淡且太少了。建议作者大幅扩充武器,且在设计时打开思路,不要局限在流放之路本家有的那些效果上面。 最后,独特装备跟流放一样是独特和稀有混搭,独特装备提供特效,稀有装备提供数值,体现在独特装备的随机词缀数量少于稀有装备,且基底词缀固定无法更换。这一点就是非常典型的抄了不属于自己体量的设计。本作的装备栏位只有六个,非常少,所以寸土寸金,少一个词缀都会非常伤,这一点在生存位装备上尤其明显。具体来讲,本作的生存体系,理想情况应该是基础承伤池(生命/护盾/能量)+减伤层(护甲+抗性)+平均承伤放大(闪避)。问题就出在本作抄了流放自己都做得不太好的地方,把护甲这个减伤属性放在了前缀上面,跟基础承伤属性以及闪避争抢前缀位置。本作又不像流放1那样有额外的机制可以靠堆叠护甲本身/闪避本身实现基础承伤+减伤+平均放大的全方面生存体系。结果就是一旦用了防御位的独特装备,生存直接一步瘸腿,没有任何余量。建议是护甲移动到后缀位置,并且整体提高护甲和抗性数值,确保玩家能够在有限的后缀上面找齐生存属性,总不能生存全靠先手秒怪吧。如果有精力,可以直接考虑护甲换成物理抗性,不过这样一些比较有趣的数值转化设计确实就没了,嗯作者自己考虑吧。不过即便做了这个设计,也只是扬汤止沸,还不够彻底,建议干脆红装6词缀+新增可以roll独特装备基底词缀类型的通货,直接跟稀有装备拉平,橙装允许4词缀。这也算是参考英雄旧忆、The Slormancer这种同为小体量刷宝的设计,不要区分独特和非独特,而是把独特作为一个附加的特殊词缀,可以存在于全部装备上面且不会亏随机词缀容量。 最后是交易,本作至少看清了这一点,很明智地没有做真正的交易。目前的碎片交换功能,作者在群里说了,只是用服务器数据更新碎片汇率,并没有发生真正的玩家间资源交换。不过我觉得可以更进一步,干脆把碎片交换做成纯离线的,基于游戏文件内的掉率硬编码汇率,并且把创造力作为碎片交换的中介,给后期溢出的创造力找一个用处。其次,交易系统还额外具有大玩家基数拉平随机性的作用,可以让玩家在长时间刷不出某个装备的时候以购买的方式作为保底。参考这一点,本作可以做个类似抽卡保底的机制,累计刷出若干件红装之后,可以兑换一件自选红装,boss限定装备可以做一个独立的兑换池。 总的来讲,本作细品之下确实有很多小毛病,有一些不太明智的设计决策。但是因为最让人上头的超长线养成心流体验确实到位,所以还是给个好评,起码我玩爽了。 视频版:https://www.bilibili.com/video/BV177gn6mEca/
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Hours played at review time, across 390 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩了不到1个小时,说实话,作者对肉鸽的理解不能让玩家理解,我只是玩了不到1个小时就觉得这个游戏无比的无聊,通俗就是没什么意思,根本不知道这个游戏想表达什么,也得不到该有的爽感,钱花的很亏。。。
物品特殊詞那個框框內的字體太小了~看得有點吃力~~~~還有能否關閉畫面震動 召喚物暴擊螢幕一直震不停~~眼睛都很難對焦 一直抖~ 希望改善 不然玩起來眼睛很容易疲勞
有点无聊,后期没什么内容。说的是构筑,进去还是抽奖一样。
一款不错的以技能构筑为核心的小体量游戏。 玩家通过对特定技能武器的选定, 利用装备和词条锻造功能 ,并借助事先的卡组选择,可以稳定的玩自己 想玩的任意BD。 这游戏BD类型确实是很多的, 近战,流血,自伤,挨打触发,法系,异常流派,召唤,图腾,构造物触发等等。 可玩性价比是非常高的。适合喜欢刷宝玩构筑的玩家们。
购买游戏,玩到召唤,快速过关,升级进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,重新进入副本,玩不到召唤,退出,退款
不好玩,用流放做噱头,一堆商单,一堆水军,
このゲームは完全に作業だ。ローグライク特有の探求心が沸き上がらない。簡単に言えば、わくわくしない。これに尽きる。
The closest thing that we will ever get to a "Poe lite". The blend of path of exile buildmaking with Roguelike elements is a great idea and brought me many hours of enjoyment. If you played poe, expect to see the Iconic uniques, keystones and skills here, but reworked just enough to feel like something of its own while interacting with the game's own systems. Since its a new release a lot of things are much stronger than others (Archmage is craaazy) but experimenting is still very rewarding. I want to mention how enjoyable crafting is. Its fundamentally a lof othe orbs, poe2 omens and crafting systems you know very well, but made a lot more reasonable and functional. Harvest reforge? Pick affix tags for your desired item and base, pay some special currency to generate 5 outcomes. Or buy and brick all of them! Omens to remove prefix, suffix, lowest tier mod, fracturing orbs, its all here and you can use them without any worries at all. The result is transitioning to very powerful rares and ending at 4 mod crafted uniques to make really nice gear. My only gripe so far is the below average translation, the game will call certain things different names depending on where you are reading it. The most egregious example is with charges. Overall this is a great start to a very fun game and i want to see what else is in the works for the future :)
流派技能間平衡不好 後期內容空洞
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