
Dreamspring is a dark fantasy styled, open world souls-like game. Explore a dying kingdom and it's different realms in first person action combat, styled in a mix of retro and vaporwave aesthetics.
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Dreamspring is a dark fantasy styled, open world, souls-like, dungeon crawler game. As a spellsword gunslinger, you'll explore ethereal landscapes shrouded in twilight, battle fearsome creatures, and uncover ancient secrets. Explore the dying Kingdom of Mortis and its different realms in first person action combat, in a world mixed with retro and vaporwave aesthetics.
With inspiration from Morrowind and King's Field, Dreamspring aims to be an open world dungeon crawler similar to those games, but it still offers a unique take on the genre. The setting takes place in a distant doomed future, plagued by a mysterious legend, the Dreamsprings. Combat is a less punishing type of Souls-like game. Questing aims to be similar to the early Scrolls games.
The Kingdom of Mortis, a realm in ruins, looms beneath a twilight sky. The once strong empire has become barren and desolate and the few remaining people are haunted by nightmares and despair. Only the Holy City floating above is the last remnant of civilization, ruled by a religious army. Tormented by dreams of an unwanted visitor, one solitary figure dares to venture into the heart of the dying world in an attempt to uncover its secrets and restore balance to the realm, a desperate attempt to save the waking world from certain doom.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
It's a lot of fun to just wander around and take it all in. If you liked Dread Delusion and Lunacid, you'll have a great time here.
Edit 3: The developers, clearly butthurt that I left a negative review and called out their “build issue” excuse, have now edited their response, again, to do further damage control. This time they claim: “It seems the user either has a very neurodivergent understanding of conversations, or this is a blatant troll post... his reviews are all negative, long, and an attempt at some form of humor. He also removed comments from this review once he was criticized.” This is what they do: insult anyone who disagrees with them, discredit critics by calling them trolls, and now they're outright accusing me of deleting comments to undermine me. Really? I am touched they read my other reviews, but bear with me… maybe I only review games bad enough to merit warning people away? Maybe the jokes are there to keep readers awake while reading a wall of text about how broken the game really is? Nah… I’m just a troll. I do like to think I’m funny, though. What’s funnier than me, though, is that they still think they’re entitled to more of my time, demanding I join their Discord and provide a save file from a game I uninstalled months ago. Apparently, my refusal somehow validates them. They’re even linking unrelated posts as “evidence” that they don’t use the build excuse everywhere. But hey... anything to keep the cash flowing, right? Can’t say I’m not starting to enjoy this. --- Edit 2: My original week one review is below this, but I have to add something after watching how the developers have responded to criticism over the past few months. They do not handle feedback well. Instead of addressing any of the issues players bring up, they shield themselves behind the same blanket excuse: “It’s a character build issue.” But if everything is a build issue, then why is the game designed with such rigid, narrow stat demands that only a tiny handful of builds are actually viable? That isn’t meaningful customization. And if your answer to every flaw is to blame player builds instead of improving your own design, then what’s the point of having stat and item customization at all? At that stage, you might as well remove the system entirely and just admit there’s only one “correct” way to play. --- At first glance, the game shows promise, but the longer I played, the more disappointed I became, and, unfortunately, I can't recommend it, even at its current price. To put it bluntly, the developers seem to have forgotten that games are supposed to be fun. Combat is fast-paced and simple, and that’s not inherently a bad thing, plenty of games make basic mechanics feel satisfying. The problem is how poorly that simplicity holds up against the game’s design choices. No boss requires more than backpedaling while lazily strafing and swinging your sword. That kind of combat could work, but instead of embracing its straightforward nature, the developers padded enemy health bars to artificially extend encounters. Even basic enemies are damage sponges, turning what should be quick, punchy fights into long, boring slogs. Melee combat is serviceable due to its infinite usage, and ranged weapons, while underwhelming, are at least manageable due to abundant ammunition. Magic, however, is where the game completely stumbles. Even with full investment into Intelligence, spells deal underwhelming damage. While mana potions are not scarce (you get a set number restored each time you rest at a bonfire) the problem is how little damage you get per point of mana. The tradeoff simply isn’t worth it. Willpower does improve mana regeneration, but it’s far too slow to be useful in combat. You’ll often find yourself standing around for several minutes to recharge a bar that only gives you a handful of weak casts. Faith increases your mana pool, but all that does is stretch out the downtime without solving the core issue: magic feels like a waste of time and stats. Movement also suffers. There’s no sprinting, only a brief dash on a cooldown, intended as a dodge mechanic. But such a dodge is unnecessary in such basic combat, and the lack of consistent mobility makes traversal painfully slow. A simple fix would be allowing a sprint to chain off the initial dash. Jumping is another design misstep. The default jump height is laughably low, and improving it requires heavy investment in Dexterity. The tradeoff? You lose points that could be spent on combat stats, just to barely clear shin-high obstacles. Worse, this severely hampers exploration, as even minor terrain features can block your path or force awkward detours. It feels less like a limitation to overcome and more like an artificial wall to punish players who didn’t spec "correctly." In short, this game could be fun, but the balance decisions drag it down into a frustrating slog. If the Developers happen to read this, I'd like to make a few suggestions: 1. Improve stat scaling across the board or reduce enemy health to cut down on tedium. 2. Rework magic. Significantly increase damage scaling with Intelligence and reduce mana costs. 3. Make mana regeneration viable. Drastically boost the speed and volume of regen from Willpower and Faith. Triple it if you must, it’s currently useless in combat. 4. Double the base jump height. No one wants to dump points into Dexterity just to hop over ankle-height objects. 5. Give us some kind of a sprint function. Edit: After the developer responded and pointed out that you can sprint with your weapon sheathed, I went back to test it, again. And yes, technically, it does “sprint.” So slowly, in fact, that when I first tried it, before I even posted the review, I genuinely thought there was no difference at all. Turns out, the “sprint” is only noticeable if you have head bob enabled. GOTY
The steamdeck performance is rough, not even having a consistent 20fps, but this game is cool. Currently it's a bit like Dread Delusion without the densely populated nooks and crannies or the compelling writing.
Saw this game listed with the item collab for Queen's Domain. I'm one of the voice actors from Verho. (Coach Dorn) After playing this for a bit - I absolutely love it. This really needs more traction and maybe a bit of performance enhancement - but the gameplay is fast paced, the maps are creative, the color pallet is dream like. I was not expecting bullets to cancel out enemy spells which is neat. I also was not expecting enemies to be able to hit one another. All I'm doing is exploring and constantly asking myself "What the hell is that?" All positive things. My only real negatives here seems to be performance and lack of real direction. Sure NPCs mention where you need to go and such, but unless I'm missing it, there's no map or markers. I'm not asking for yellow paint, just a bit more forwardness in where. All that being said, if you ever need another VA for this or another project, please hit me up. I'd love to be a part of it. DREAMSPRING 2 WHEN
The vibe is there and it's labor of love ; however, "open world" is being very generous. I never felt any want to double back after the first two areas and generally had to stop playing because I was wandering around to long. It's hard to discern with the color palette. This is probably a game for the more die-hards as I just got bored..
I'm not too far into it yet, so I will update my review later if my thoughts change significantly. I wanted to share a positive review so that the game can get more attention, and I truly think this game is special just from my first hour with it. The game oozes atmosphere with its fantastic soundtrack and unique visual style. The combat is easy to learn and opens up the more equipment and spells you obtain. The writing so far is solid and adds to the atmosphere accordingly. I love what I've played so far. If you enjoy dark fantasy vibes and first person combat, I highly recommend getting this game. It is a steal at $10.
Old school game with old school jank but pretty fun so far. Doesn't hold your hand at all which can be frustrating but satisfying. Highly recommend for anyone that enjoys first person RPG's.
It's an indie game with epic music, a unique and magical art style, and a compelling story. Dreamspring combines the open-world exploration and deep lore reminiscent of Morrowind with the intense, methodical combat and unforgiving difficulty of a Souls-like. You'll be rewarded for patience, strategy, and curiosity. If you love to explore and be challenged, then this game is for you!
Excellent little game that has notable inspiration from some major genres. Soulsy, Morrowind bits, with a map structure that reminds me of old-school RPG's. The game's atmosphere and aesthetic is probably my favorite part, and is quite unique from many other games I have played. The levels excel at containing large, grandiose structures that you absolutely want to pursue at any cost just upon catching a glimpse at them. Gunslinger/battle-mage tactics with Utility spells is fun to play with and find the best combo that you can use for each of the various enemy types/encounters. The developer is very open to hearing ideas and feedback, so buying in early-access and chatting in the Discord would be encouraged.
Quite liking it! Its got some morrowknd/shadow tower vibes and I found it after playing and enjoying lunacid.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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