
She continues to dream. A first-person dream simulator where you explore a corner of a dream.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 10 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About





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Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
beautiful art and an amazing experience
Very visually pleasing game that makes me curious!!
I have mixed feelings about NIDANA. I can recommend this game only if you can endure the following caveats: - The progression is strictly linear. Contrary to what I expected, there is no exploration in this game and it is not encouraged. You traverse abstract rooms, reach an objective, then get teleported to the next room. If you come from the Yume Nikki background then this game is the complete opposite of that. Replayability value is impacted as a result, so I personally don't find myself playing this game more than once. - There are puzzle elements in this game. They are not common and I wouldn't call them difficult, but you will encounter them. Occasionally you have to interact with the environment to activate switches, flip tiles or do something similar. If you can navigate the environment that this game has to offer then you should be fine. - The performance is surprisingly inconsistent. Although my rig is not outstanding by modern standards, I can run Death Stranding on my end (for the lack of a better metric) without even a hint of performance drops. NIDANA, despite being made up of basic primitives, surprisingly manages to drop to as low as 30-40 frames per second in some rooms, while others were perfectly fine. This likely has to do with the visual effects this game tries to pull, and if the programming behind them isn't efficient then this can result in frame drops. Turning down the game's resolution helped reduce the lag. - The aesthetic is the selling point of this game, predominantly featuring black and white primitives (mainly cubes and rectangles), extensive use of moire patterns and mirror effects to create a sense of infinity. Not to mention the mysterious female character being prominently featured, who plays an important role in the game's equally mysterious narrative. It's a minimalistic style that I like a lot, but there comes a point where it sacrifices substance in favour of minimalism. In other words, once you see the first couple of rooms, you get the full picture. The game will try to present you with creative visuals to keep you engaged (and equally disoriented), but there comes a point where it starts to get exhausting and repetitive. - Map design varies in quality and complexity. Some rooms felt massive, mesmerizing and clever in their design, while some felt a bit too simple? Sometimes you literally just get a big rectangular room with like one or two things inside. This might just be the result of the game's aesthetic choice, but the design and pacing of some maps did feel like something you'd typically associate with an indie dev project. - While this is definitely not a game for people prone to seizures and epilepsy, I must also caution regular players, as the effects can get more overbearing than you might expect. While I can stomach complex and glitchy visuals on the screen (e.g., lilith mapset for Doom; Strawberry Cubes game, just to name a few), there is something about the visuals in this game that left me feeling dizzy, if not nauseated, after about an hour into the playthrough. This wasn't a deal breaker for me, but just wanted to point it out. - The music is interesting. Personally I like it a lot. It leans on a kind of darker ambient with subtle elements of distortion and noise. It really wanted to drive home the sense of a vast and overwhelming space, reinforcing a sense of uncertainty, almost trying to be intimidating, as you progress through the levels and take in the abstract visuals. I think it's quite effective. In conclusion, I think this is an interesting game. While it wasn't exactly what I expected, it was a unique experience overall. If you are okay with the points mentioned above then perhaps you might like it.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Turkish, Polish, Portuguese - Brazil +2 more
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
뚜렷한 스토리 묘사 없이 흑백 화면 속 미로를 계속 헤매는 워킹시뮬레이션 게임입니다. 물론 챕터당 종착지는 있구요. 불규칙하고 어지럽게 선과 도형들이 만화경처럼 화면 가득 휘몰아치는 묘사와 무미건조하고 삭막한 흑백의 미로를 헤매는 느낌이, 오래전 영화에서 신비하고 공포스러운 공간을 보여줄 때 사용하던 방식 같아서 개인적으론 이 분위기가 상당히 마음에 들었습니다. 워킹시뮬레이션의 문법을 따르고 있기에 일단은 계속 앞으로 나아가며 간단한 기믹 몇 가지 조작하기만 하면 되는 게임이지만, 게임이 표현하고자 하는 게 악몽이라서인지 길을 헤매는 것을 의도적으로 유도하고, 또 목적으로 만들어 놓았습니다. 진행하다 보면 느끼는 건데, 길을 헤매다가 다음으로 넘어갈 곳을 찾는다는 느낌보다는, 길을 헤매며 돌아다니다가 어느 정도 지나면 길이 열린다는 느낌이 듭니다. 그리고 매우 높은 위치에서 낙하하는 상황도 자주 겪구요. 길을 헤매고 높은 곳에서 떨어지는, 악몽이라면 으레 있을 법한 두 가지에 집중하고 있습니다. 다만 분위기만 즐겨라 스타일의 게임이라 게임 소개영상을 보고 플레이 여부를 결정할 필요가 있습니다. 소개영상에서 느껴지는 게 게임 플레이의 모든 것이니, 그런 장면을 두어 시간 동안 보면서 돌아다녀도 주변 둘러보며 분위기에 빠지는 맛이 있겠다 여겨지면 재밌는 게임일 테고, 아니라면 그저 불편하고 불쾌하기만 한 게임일 겁니다.
NICE!
Very trippy. Awesome impossible geometry. Don't know what happened. 10/10 Great character design - very simple and clean, I feel like I got a lot of her personality just from her looks. In case there was supposed to be some deep message in the game - sorry to the devs but I didn't get it and I don't care. Understanding is temporary, but abstract geometric shapes are eternal.
I love trippy geometry and exploration. This is like what someone dreams it's like to travel through higher dimensions.
i don't understand what happened in this game but this is a really cool game and i like it
gorgeous game.
beautiful
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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