
Blast your way through millions of particles as you explore someone's dreams in this narrative driven adventure.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Director Baiyon, originally a musician and later a multimedia artist, brings his unique vision of games and art to life through this title. This one-of-a-kind experience comes together as one unified experience of game, art, sound, and story. The concepts of “No Creation Without Destruction” explored in the work reflect his personal interpretation of games and art. Memories and regrets, along with the subtle thoughts of everyday objects like chairs and streetlamps, intertwine to shape a story that is whimsical, peculiar, and delicate.
A third-person exploration game built around the philosophical theme, “No Creation Without Destruction.” Rather than destroying objects by shooting, your shots materialize and create the world. Take your time in the world you create and discover mysterious characters and objects.
All conversations with objects can be revisited in the Sentiments menu.
Using point cloud technology rarely seen in games, this game allows players to create and explore a dream world, resulting in a truly unique experience. Rather than imitating the visuals of typical 3D games, every moment evokes the feeling of a fleeting, dreamlike painting—captured and vanishing before your eyes.

Step into the space between dream and reality, and assemble a story from non-linear fragments of a puzzle. The moments of this world gradually reveal their meaning. Time here flows differently—abstract, unhurried, and distant from the busy pace of everyday life. Through the perspective of the Man in Pajamas and the thoughts that objects seem to whisper, discover a peculiar quiet, gentle humor, and reflections on yourself. We recommend playing in an environment where you can fully enjoy the sound to experience the dreamlike atmosphere personally crafted by Baiyon.

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, Arabic, Spanish - Latin America, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese +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
Boring, pseudo-intellectual drivel and generally annoying dialogue. The art is nice but there isn't any real gameplay, fun or story. I like pixel junk stuff but this is a big disappointment.
These reviews are made of words... and you read them.. but can I read you? Yes, you are bad. Perhaps people read this review in different ways... the words changing to adapt to each person's own thoughts... no.. you are still bad. But what is bad? If only the opposite of good? And what is good? Yes. If good is yes, then you are no.
This is definitely one for the arts sickos. The style is insane, I enjoyed every frame of this game and really appreciated that it had ultrawide support during gameplay. The voice acting is a bit slow and amateur, but it kind of adds to the overall feeling of this as a real piece of art. I like what it was poking at but I think I need to go to Youtube essays to really understand it. In a way I would have liked some editing here to trim this down, but every frame really was enjoyable. It is full of odd choices that feel from the mind of an artist, for example returning to the main menu every 5 minutes or so - I'm sure this means something, but it's passing me by. Definitely a work of art, there's no question about that. If you like pretty things, this is worth a look.
I don't know what the devs did with this game recently, but Dreams of Another just doesn't work for me. There's no main menu on start-up, the intro cutscene is too long and completely unskippable, there's no option to quit on the pause menu, and the game keeps crashing less than 5 minutes from start-up. Always at the point when the soldier says "return fire". I was so looking forward to trying this game out for a YouTube vid, even after hearing it's only 4 hours or so of gameplay, because I saw that you could create your environment by shooting thanks to the point cloud tech. Now I can't even experience that, and I just feel like I wasted $50 AUD on a broken project.
I saw the game in a trailer rotation and decided to check it out. i couldnt even manage to play it for longer than half an hour. its extremly boring, there is no game in a broader sense its just shooting pixels and talking to npc who constantly talk to you in a monotone emotionless voice and ask you "philosophical questions" that are the equivalent of: "can jesus heat up a burrito so much that he cant eat it himself...." its just a waste of time and although the trailer looked interesting, the "game" seems to be a test for how long you can endure boring and pseudo philosophical nonsense
[quote]“没有破坏,就没有创造。 因为破坏从来不是终点, 而是通往彼岸的起点。 人类的生命是有限的,正因如此,你 会在毁灭发生时感受到生命的爆发。” [/quote] 这是本作开头和结尾就阐明了的立意。但打心底里来讲,我觉得文不对题:就上述这段话而言,《A Chamber of Stars》似乎更切题。除非,我重新考量一下本作的“文”和“题分别是什么。如果要把本作看作是对短暂易逝的梦境的想象和描摹,那么这段话算作对其的一种解读,顿时变得切题很多。 如果要让我自己来理解的话,在我整个游玩过程中,我似乎都努力在某种必然的有限、失序和抽象化中,寻求某种偶然与具象。在这里,万物有灵、万物皆相对而生,一组又一组相反的概念被拆解与重组:人与非人、破坏与创造、痛苦与幸福、束缚与自由、高贵与低贱、原因和结果,诸如此类。这个状态不是理性的,甚至是无意识、只可意会不可言说的。本作在“禅意”这方面做得很不错,但在具体落实方面就不如《Lorelei and the Laser Eyes》了。后者并非完美,但前者在手段上又表现得过于具体:这种“去尽力回答不可回答的问题”的混沌可以用颠倒黑白、混淆是非来模仿,不过是非黑白的概念相对于彼此仍然存在,没有被融进整体的神秘与抽象之中。 剧情上,本作更像寓言故事,一些关于“离别”、“偶然”、“选择”、“多视角”的阐述,竟然出奇的具体与清晰。但也许正是因为这种清晰,我才觉得本作虽然有这个点子、但功力没有《激光眼》深厚吧。
玩这个游戏的感觉就像是飞蛾扑火......但,好耀眼好耀眼,我好像快被烧死了 总之,只推荐给蛾子玩,但是不用担心啊,如果要在最美的城市建一座新的摩天轮,我肯定会帮摩天轮把眼睛安在塔架顶部。虽然离顶点有距离,但胜在不会旋转,也不会眩晕,摩天轮后半生的眼福就有保障了 这么做绝对是出于考量后的结果,就像我不会把领带系在长颈鹿脖子上方
銃を売って世界を具体化する感覚が面白い! 不思議な世界を探索したいウォーキングシミュレーター好きにおすすめ!
[h2] 游戏介绍 [/h2] 《异梦物语》是Q-Games Ltd.制作并发行的一款第三人称视角展开的步行模拟器,并在其中添加了射击元素的探索游戏。也是《PixelJunk™ 伊甸园》的制作人Baiyon倾情奉献的最新作品,正如游戏名字一样,Baiyon此次将会带领玩家进入一个梦境世界,围绕哲学主题“没有毁灭就没有创造”展开,虽然是带有射击元素,但是主角并非是用枪来摧毁,而是通过“射击”将抽象化的散乱世界具体化并创造出来。 [h2] 剧情介绍 [/h2] 游戏开场没有过多的背景介绍,玩家作为一名士兵跟着自己的长官行军,在一出小巷与敌军发生了战斗,于是我们在这里了解了游戏基本操作方法。可是就在长官下命令的时候,我们却只能瞄准迟迟无法扣动扳机。之后来到一个掩体建筑里,长官责怪我们依旧无法忘记心理创伤而不能扣动扳机。再之后我们与敌人在建筑里相遇了,可是我们依旧无法扣动扳机,伴随着一声枪响,我们正式进入了游戏。再次醒来我们已经从军装换成了病服,我们循着一个声音的呼唤开始了这个梦一样的世界的探索。 [h2] 艺术风格 [/h2] 本作最大的特色应该就是独特的美术和音乐风格,本作的画面第一眼给我的感觉就好像鹿多了一样双眼模糊的马赛克,说实话我本来就近视眼,看这个游戏画面即使不戴眼镜也没啥影响。不同于《NIDANA》那种用黑白线条呈现的梦境世界,本作采用的是用多彩的像素粒子堆砌的梦境世界,更多展现的是梦境的碎片化和模糊朦胧的质感,反正就是很不真实。而游戏的音乐是制作人多媒体艺术家Baiyon亲自操刀制作的有些复古风格的电子乐,给玩家的感觉就是这种不真实感更加明显,但是却与整个游戏的氛围非常搭。 [h2] 玩法介绍 [/h2] 本作是一款叙事驱动的步行模拟器游戏,内核玩法就是步行探索,不要被介绍的第三人称射击所迷惑,作者索要传达的哲学思想才是重点,而枪械则是辅助叙事的工具。这个游戏的射击手感几乎没有,而且玩家射出的子弹不是毁灭而是创造,用于将抽象粒子化的建筑物体等变化为实体。游戏的主要玩法就是用枪械不限于最开始冲锋枪,后面还会有火箭筒等等各种武器,将场景实体化进行交互,然后得到物品和线索,逐渐找到这个世界隐藏的真相。 除了场景交互外,我们还会遭遇一种名为AURA的神秘蓝色光团,这个就是阻止我们游戏进程类似于“敌人”的东西,它们会把接触到的物体变成抽象的粒子,我们必须要解决它们才能继续推进游戏,每个AURA都有独特的轨迹和破解方式,玩家需要自己寻找它们的弱点。 [h2] 总结 [/h2] 作为一款以叙事为导向的哲学游戏,本作的剧情就像一本意识流小说,初读有些晦涩难懂,但是当我们不断深入了解游戏剧情后就会变得很有意思。结合有些抽象但独特的美术风格和音乐,给玩家带来一场似梦非幻的视听体验,并且不同于传统射击玩法,将象征毁灭的枪械转化为创造万物的工具,给玩家一种全新的射击体验。如果你喜欢有深度的剧情,带有一定的哲学反思,并且风格独特的游戏作品的话,那么这款《异梦物语》绝对适合你。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
【70/100】有激光眼(Lorelei and the Laser Eyes)的潜力,没激光眼的游玩体验 我一点都不会对那些给本作打40分的媒体感到怪异,本作中期的游玩体验可以说是灾难级别的。整个游戏体验全靠前期和后期拉回来。 先说一下,本作的流程仅仅只有5-6h,大伙可以根据自己的经济状况掂量一下。如果你玩游戏容易耐不住性子,抑或是仅仅只是被本作TPS的玩法吸引而来,那我的建议是:快跑。 优点:优秀且独特的美术,一开始很新鲜的玩法,部分boss战设计,某些地方的叙事。整个故事很优美。 先从本作的立意方面来谈: [quote]“没有破坏,就没有创造。 因为破坏从来不是终点, 而是通往彼岸的起点。 人类的生命是有限的,正因如此,你 会在毁灭发生时感受到生命的爆发。”[/quote] 作者想说的东西很有深度,但我老感觉“文不对题”。相较于游戏剧情,这个立意似乎扯得有点远了,虽说游戏作者在游戏过程中有对此进行解释,不过仍显苍白无力。 怎么说呢,“梦”是本作剧情的“壳”,这个立意貌似没有建立在“梦”与“剧情”组成的这个整体上,它只建立在“壳”上。[b][u]至少我是这么认为的。[/u][/b] 可能有人会反问我,这可能只是本作的其中一个立意,我为什么要揪着这一点不放。很简单,本作多次通过黑屏+中央字幕的方式来告诉玩家我上面方框中写的思想,那我会很理所当然认为这个立意就是它的主体,其他的只是陪衬。但结果却恰恰相反。 本作中我自己理解的立意,个人认为是和激光眼有一定相似之处的,跟艺术有关。艺术可以是一种过程,不仅仅是结果。 省流:立意可以,表达效果还行,有进步空间,但文不对题。 至于玩法,我承认本作预告片中展示的玩法是”惊艳“级别的,实际玩起来,前期新鲜,中期劳役、重复、无趣,结尾[spoiler]小故事结局+大混战[/spoiler]才拉回来些我对本作的印象。 我能看出来开发商还是希望把玩法做好的,只不过我认为还需要添加一点什么。 本作叙事采用的是多个单一小故事+碎片叙事+插叙的方式。而且”碎片“极小,你刚跟某个物品互动完游戏就立马给你切换到下一个场景,切换场景每次都是又臭又长的升华动画与黑屏加载,合着你把游戏时长放黑屏加载里了?我还没谈本作中那些无意义的剧情碎片和两句话之间停顿半天的对话呢。 这个游戏想要改到稍微好些,一个办法够用:缩短游戏时长,压缩到3h以内,信不信mc分立马从60飙升到75+。 Pros: +非常好看且独特的美术 +非常有潜力的TPS的玩法 +有深度的立意,非常有潜力的立意表达 +优美且温暖人心的小故事 Cons: -越来越无聊的玩法设计 -黑屏加载过多,对话速度过慢,游戏节奏没把握好 -立意有些文不对题 -某些无意义的剧情碎片 -根据目前作品情况,我认为游戏流程长了 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
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