
Blast your way through millions of particles as you explore someone's dreams in this narrative driven adventure.
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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
WE WANT THE TOMORROW CHILDREN ON PC MAKE IT HAPPEN I WILL FUND IT </3
ich finde das spiel echt cool hab sschon lange darauf gewartet
[h1]💤 Dreams of Another — Reseña 💫[/h1] [quote]“Una bala puede romper, pero aquí... también puede construir.”[/quote] [b]Género:[/b] Aventura / Puzzle / Pixel Art / Filosófico [b]Duración:[/b] 3-4 horas [h2]🧠 De qué va[/h2] Dreams of Another es un juego donde los sueños se reparan... a tiros. Sí, literalmente. Disparas para reconstruir el mundo, para devolverle forma a lo roto y sentido a lo absurdo. Cada nivel se siente como un poema interactivo hecho de píxeles y ecos existenciales. [h2]🎯 Lo que hace bien[/h2] [+] Mecánica original: disparar para crear, no destruir. [+] Una atmósfera onírica que mezcla melancolía y esperanza. [+] Arte pixelado precioso, minimalista pero lleno de alma. [+] Banda sonora que parece salida de un sueño lúcido. [h2]👎 Lo que podría mejorar[/h2] [–] Algunos niveles se sienten algo repetitivos. [–] La historia se entiende más con el corazón que con la cabeza (y eso puede ser bueno o malo). [h2]💭 En resumen[/h2] Un viaje breve, distinto y con alma. Si te atraen los juegos que no solo se juegan, sino que se sienten —como Journey o Omori—, aquí hay algo que te va a dejar pensando un rato largo. [h2]📺 Video análisis completo[/h2] https://youtu.be/1P3__wGSlmA
[quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote] [h1]《异梦物语》:“射击创造”只是噱头,本质上依旧是哲学大全[/h1] 其实从《异梦物语》这部作品最大的噱头就是通过“射击”来让周围虚化的物体定型而非将其破坏这一噱头中就可以看出,如果只考虑游戏性的话,它其实并不能称得上是一款好玩甚至“合格”的作品。 因为玩家在游戏中所做的,本质上并非真正的用以往被用在“破坏”上的枪械去进行“创造”,而是更类似于将本就存在的地图显现出来的“扫描”。因此如果单论玩家从这一机制中可以收获什么正反馈的话,那《异梦物语》显然无法向玩家提供“射击”的乐趣,而是只能通过让地图显形的过程来提供类似于清洁模拟器类游戏的成就感。 这部作品实际上更多只是在用这种游戏形式当做“隐喻”来传递作者的哲学思想。游戏将场景设定在了各种不同主题的梦境之中,玩家可以与部分场景物品互动以获取诸如门、路灯、垃圾桶等无生命物体的心声,也可以减十遗落在场景中的废弃物将其交给士兵以获取手榴弹补充。而《异梦物语》所要传达的,就是这些包括游戏角色与物品心声在内的哲学思考,至于所谓通过射击来显现地图的机制连作者本人其实都不怎么在意。 因为这部以梦为主题的作品有一个令我感到不适的特点就是场景衔接之间真的像梦境一样杂乱无序,虽然制作人为了避免玩家在游戏中找不到方向而无法推进于是特地设计了互动目标提示,但在游戏的物品心声本身属于一种收集项的情况下,玩家莫名其妙就有可能通关当前关卡并且后续无法返回之前的场景的机制很容易就能让玩家错过不少不动选项,这点还是比较不友善的。
[h2] 梦物语[/h2] 在这个九死一生的战场之中,成为一位不敢开枪的士兵,那我们的命运究竟是怎样的,《异梦物语》是一款充满意境的独立游戏,看似是射击游戏的玩法背景下,但背后却隐藏着对于思想以及情感的强烈表达,通过射击这种特殊的方式为玩家们展现了一个梦幻的世界,在这里射击不会造成任何的伤害,直接将原本那些朦胧且模糊的种种事物都变得越发清晰起来,其中任何隐藏的物品都有可能引发我们对于本作甚至自身的想象与反思,让我们一起进入这个梦一般的世界。 [h2] 梦的开始[/h2] 梦境与现实,碎片化的点点记忆到底其中隐藏着什么,如幻如梦的美术设计,游戏采用了点云的渲染效果,将模糊与清晰以一种独特的方式呈现出来,虽然是非线性的故事剧情表达,但是每个场景之间衔接的十分有特色。 故事的开始我们出现在战场之中,因为战线推移的原因这边基本上已经没有敌人了,我和一位战友散漫地走在街道之上,结果遭受到了敌人的伏击,我们因为弹药不足暂时躲避到了一个农场之中。队友知道我们不能开枪,所以先出去看看能不能找到一些弹药补给,让我们暂时先留守农场,可惜这是一个错误的决定,我们被敌军发现并残忍的射杀了。镜头随着随即一转我们穿着睡衣躺在床上辗转反侧,紧接着下一个梦境画面一下涌入脑海,我们以睡衣的穿着来到了看似天堂的地方,在这里我们遇到那位不敢开枪的那个我们,军人早已在这等候了很久,我们也拥有了跟军人一样的配枪,接着军人决定跟我们一起探索下去。在我们之后的旅途中还将不断地与他碰面,故事场景中也在不断出现的新的NPC,去体验它们所经历的事情,各种疑问也在不断地浮现在我们的脑中,带着这些好奇让我们继续探索下去。 [h2] 开枪的结果不是破坏,而是创造![/h2] 在这里没有任何的烦恼与压力,我们可以自由自在想干嘛就干嘛,简单来说就是激情乱射,枪械射击手感都还是挺不错的,用起来体验感很棒,无限的子弹让我们可以尽力去还原每个原本破碎的物品本来的样貌。这也正是游戏制作组设计的初衷,我们能在这感受与世间万物的共鸣交互,可能之前我们没有注意到这些微不足道的细节,但是游玩本作的过程中这些感觉正在逐渐变得强烈。好像在说这样的射击不是意味着毁灭与破坏,反而更像是创造与重生,在我们的射击下原本的光点慢慢聚拢恢复了之前的物品的样貌。就是这样一个看似抽象的表达方式,但其中的那种新鲜感以及解压感让我们可以慢慢地享受这一切。 [h2] 总结[/h2] 这是一款气质极其独特、甚至可以说有点“怪”的独立游戏,没有那种打打杀杀的刺激视觉体验,不同于其他游戏的那种发泄,这部作品更像是带给玩家们一种思考的感觉,我们需要像拼图一样,从这些只言片语里拼凑出游戏里的故事。虽然前期确实有点谜语人很难理解,但当真正读懂的那一刻,之前所经历的种种都变得值得。就像是你在午后小憩时做的一个光怪陆离的梦,醒来后你可能记不清具体发生了什么,但那种朦胧的美感会让你回味很久。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Okey wow, what a good experience. Enjoyed a lot, i do think the pace could have been much better sometimes with some moments when the music could have taken more space and have more variety. The narration became a bit redundant on the second half and i thought the storyline with the piano kid was much more interesting. But GG, loved it. Crazy writing here.
[h1] 「♥异梦物语♥」 [/h1] [h2] 「♥游戏介绍♥」 [/h2] 异梦物语是一款非常规的第三人称射击+步行模拟器游戏,游戏中,玩家的枪械不再是毁灭的工具,而是创造世界的画笔,玩家将在一个个梦境中穿梭,通过射击场景,来还原创造一个梦境的世界,让世界更加清晰,每一发射出去的子弹不会有玩家想象的破坏效果,反而是能够驱散雾气,将破碎的事物换原成原本的样子,也是一款反直觉的游戏。 [h2] 「♥游戏内容♥」 [/h2] 异梦物语作为一款叙事驱动性的游戏,就不考虑射击手感和其他游戏性了,游戏的故事和想表达的哲学思考才是游戏的重点。 游戏从一名患有PTSD的士兵开始,这名士兵患上了不敢扣下扳机的精神疾病,但因为在战争期间,这就是致命的病,在一次行动中被敌人抓到,一声枪响过后正式开始游戏,其实这里就已经能看出一些端倪了,士兵的故事也是对哲学的一种思考,而之后男主用冲锋枪在梦境中的冒险,其实是对以前故事的探索,每一个场景,每一个人物,每一个事件,都是息息相关的,最后也会告诉玩家为何自己会身处这个空间,幕后黑手究竟是谁,什么目的。但是因为游戏是剧情为重点,我就不过多叙述了。 游戏的特点是射击不是毁灭,而是创造,也是指玩家想要前进,就需要用枪创造一条路出来,不是击败敌人,也不是摧毁路障,而是换原这个梦境世界,换原过去的记忆碎片,才能逐渐拼凑出完整的故事。 对于作者想要表达的哲学性思考,创造和毁灭之间的关系,我个人认为是想表达创造不是无中生有的奇迹式爆发,毁灭也不是有归于无的终局性寂灭,而这两种根本的困境在于认知主体的位置性悖论。当我们言说创造或毁灭时,我们早就被客观主题束缚在了一张存在之网中,因为我们既是创造的产物,又是毁灭的执行者,我们既是观察创毁的主体,又是被创毁观察的客体。这种双重性使任何对创毁的定义都成为存在的自我指涉,我们思考这个问题的同时,其实也是在创造问题,但是这个问题是没有答案的,因为哲学思考从来就不是一个人能够决定的,当然以上都是我个人思考,我也不是学哲学的,就当我在说梦话就好了。 [h2] 「♥总结♥」 [/h2] 异梦物语这款游戏作为一款哲学向叙事游戏,那些在梦境中反复出现的画面,现实里藏不住的愧疚,选择时的挣扎其实也都是对人的一种思考,同时也因为这种叙事手法导致有些难以理解,但是这款游戏给我的感觉就像极地煎蛋一样,想说什么,但是每个人的理解都会不一样,非常适合对剧情和哲学有爱好的玩家来入手尝试一下。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
“There is no creation without destruction” is the premise of the very strange indie game I had the chance to try this week: Dreams of Another, the new project from Q-Games, the studio known for the PixelJunk franchise. In simple terms, Dreams of Another could be described as an anti-shooter: a shooter game, but in reverse. Instead of destroying things with bullets… you create them… WHAT??? The first thing you need to know is that this is an experimental game in every sense of the word. If you’re only looking for a traditional game, this isn’t for you. But if you want something truly different—with all the pros and cons that come with that—and something that might even make you reflect, then you might enjoy this title. The game takes place in a dream world, where everything is constantly changing and nothing has a defined shape. You take control of a man in pajamas who uses a machine gun and other weapons to literally materialize the world around him. When you shoot, the particles of this ethereal, metaphysical environment begin to take shape. In doing so, you reveal objects, places, and people, allowing you to interact with them and advance the narrative. The reversed-shooter gameplay feels strange but curiously addictive, and it’s mixed with some light environmental puzzles and “so-called boss battles.” This approach fits perfectly with the game’s dreamy and highly unique visual style, as it often feels like you’re moving inside a living oil painting. But all of this is really just a pretext to present what truly matters: the narrative concept. Rather than telling a coherent, straightforward story, the game invites the player to reflect on humanity and the world. In theory, we enter the dreams of a soldier who is unable to shoot—perhaps out of cowardice, perhaps fear, perhaps self-hatred. But beyond that, Dreams of Another wants you to question many things. Why do we destroy? Why do we create? When do we choose to remember or forget something? What truly matters to us as humans? How do our memories, even when inaccurate, shape who we are? The game takes you from scenario to scenario, from dream to dream, constantly dropping dialogue that leaves you thinking. It even lets you listen to the surprisingly curious reflections of everyday objects. What do doors dream about? How does that park bench spend its day? At first, everything feels disconnected and meaningless, but little by little a guiding thread begins to reveal itself—without ever abandoning its introspective and reflective tone. I always applaud developers who try to do something different, who attempt to present a unique and interactive idea and let us play it. That’s why I think Dreams of Another can be a great experience—but only if you’re in the right mood, if you enjoy philosophy, or if you want to try something truly strange. Otherwise, its confusing pace, clunky animations, or weak voice acting may leave a bad taste in your mouth.
简单来说,关于游戏的玩法,我个人的理解是“沾着点射击要素的步行模拟器”。本作的创意亮点是,颠覆了传统类射击游戏的玩法,在本作中玩家需要通过持枪射击场景中散步的波卡尔圆点,从而使其具象化为可以踩踏 / 交互的实体。 有意思的是,在这篇朦胧的梦境中玩家遇上的各种被具象化的实体诸如:门扉、树木等基本上都可以与玩家产生交流。游戏作者Baiyon在本作发售前夕中的访谈节目中曾提到,游戏中的台词与和众多物品交流的灵感正是来源于,自己在日常生活里对世间万物的观察,那些生活中随处不起眼的细节,成为了本作中最大的灵感。 正如游戏中开篇所提及到的: [quote=游戏开篇] 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。 ... [/quote] 你或许可以这么思考:在现代提及枪械,人们首先都会色变地联想起它的杀伤性与破坏力,但在游戏中,它却一转成为了玩家能够铺平道路前进,将各种斑点组成新物品/生命的道具。借由这一意象,你就不难明白了,[b]作者其目的主要还是为了向玩家传达“破坏正是新生的开始”这一哲学思辨[/b]。 简单评价下这款游戏的话,只能说走的是意识流的艺术路线,趋于步行模拟器玩法下的底子,其实游戏性也就那样。游戏中很多时候给玩家的感受就是,想到哪就说到哪。如果你能对上作者的电波或许你应该能很好的沉浸在本作的体验中。 只能说如果你自认为是很有艺术细胞的人,那么你或许可以去大胆地尝试本作,对于本作而言如果你是冲着射击玩法来的,那么很有可能你会失望了,因为本作可以说几乎是完全没有任何战斗爽的环节,其中还有涉及到部分需要解谜的谜题,还有能力/武器的收集,但对游戏玩法规则的改变和打破并没有体现出亮眼的表现,主要还是以意象场景的布置变化和叙事为主。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
神ゲーやばい 夢の見え方の表現がいい 夢を再現を売りにするゲームとは比にならん でも欲を言えばもう少し変化が欲しかった打ったらできるものが決まってたんなら少し夢って感じに欠ける 後ろ見てなかったら別のものに変わってたとかならあつい とはいえストーリーと表現力がとても良かった
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