
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





Genres
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fabrications consciousness name sense contact feeling existence birth death nescience
アンビエントテクノみたいなゲーム。 トレイラーとか見て惹かれたなら買って損はないかと。 私は酔わなかったです。 ヘッドボブはないけどガタガタの足場が為に視点が揺れる箇所は一部あり。パッド推奨されるけどキーマウで支障なし。マウスでのカメラ操作はパッドより感覚とのズレを少なくできるので酔いやすい人はキーマウでやるといいですよ。
Pretty Art
Media

Related
Related
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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
NIDANA is a surreal first-person exploration experience that abandons traditional storytelling and gameplay conventions in favor of atmosphere, visual abstraction, and dreamlike immersion. Developed by lvl374 and published by PLAYISM, the game feels less like a conventional adventure and more like wandering through an endless subconscious landscape built from fragmented memories, impossible architecture, and distorted perception. Instead of guiding players with dialogue, quests, or direct explanations, NIDANA communicates entirely through environmental design, sound, and emotion, creating an experience that is mysterious, hypnotic, and often deeply unsettling. The game begins with an extremely minimal premise centered around a woman lost within an endless dream. From that point forward, almost nothing is explained directly. Players move through bizarre monochrome environments filled with abstract structures, shifting hallways, impossible geometry, and empty spaces that seem to stretch infinitely into darkness. The lack of explicit narrative forces players to interpret the experience personally, turning exploration itself into the primary form of storytelling. Every environment feels symbolic, as though the player is moving through fragments of thought or subconscious emotion rather than physical locations. Atmosphere is the game’s greatest achievement. NIDANA constantly creates feelings of isolation, uncertainty, and quiet psychological tension through its surreal world design. The environments rarely behave according to normal spatial logic. Corridors fold into impossible perspectives, gravity changes unexpectedly, and entire structures reconfigure themselves without warning. This unpredictability gives exploration a strange sense of unease because players never fully understand how the world operates. Even simple movement through empty spaces feels emotionally charged due to the oppressive stillness surrounding everything. The visual design is especially striking because of its commitment to monochrome minimalism. The game relies heavily on black voids, bright white structures, geometric patterns, and sharp architectural lines to create a world that feels simultaneously elegant and disturbing. Massive stairways disappear into endless darkness while floating platforms and abstract shapes create environments that resemble mathematical sculptures more than realistic locations. The lack of color enhances the dreamlike atmosphere and reinforces the feeling of existing inside an abstract psychological space detached from reality. Environmental transitions are some of the most memorable moments in the experience. Entire rooms suddenly shift shape, architecture bends into impossible forms, and pathways transform unexpectedly as players move deeper into the dream world. Certain sequences create the sensation of falling endlessly through fragmented realities or walking across structures that should not physically exist. These moments are not simply visual effects but central parts of the emotional experience because they constantly destabilize the player’s understanding of space and reality. The sound design plays an enormous role in maintaining immersion. Ambient noises, distant echoes, distorted audio textures, and subtle atmospheric music create a constant sense of emotional discomfort without relying on traditional horror mechanics. Silence is often more powerful than music, making every small environmental sound feel important and unsettling. The audio never overwhelms the experience but instead quietly reinforces the loneliness and surreal tension that define the game’s atmosphere. Gameplay remains intentionally minimal throughout most of the experience. Exploration is the primary focus, accompanied by occasional environmental interactions and simple puzzle elements designed mainly to maintain pacing rather than provide major challenge. The puzzles themselves are generally straightforward and serve more as transitions between dream spaces than complex gameplay systems. This simplicity allows players to focus entirely on atmosphere and interpretation rather than mechanical difficulty. However, this minimalistic design is also one of the game’s most divisive qualities. Players expecting traditional gameplay depth, combat systems, or heavily interactive mechanics may find the experience too passive. Much of the game involves simply walking through surreal environments while observing visual and audio changes. For players willing to immerse themselves completely in the atmosphere, this creates a meditative and emotionally absorbing experience. For others, the lack of gameplay variety may eventually feel repetitive. The abstract storytelling will likely divide audiences as well. NIDANA refuses to provide clear answers regarding its themes, world, or characters. There are no major exposition scenes or straightforward narrative explanations. Instead, the game relies entirely on interpretation and emotional response. Some players will appreciate the ambiguity and symbolic design because it encourages personal reflection. Others may struggle to connect emotionally due to the lack of concrete storytelling and direct character development. Pacing can occasionally become uneven during longer sessions. Although the environments remain visually impressive throughout the game, the core gameplay loop changes very little from beginning to end. Exploration, observation, and environmental transitions remain the primary focus throughout the experience. Players deeply invested in the atmosphere may find this hypnotic and immersive, while others may begin to feel fatigue because of the limited mechanical progression. Technical issues also prevent the experience from feeling fully polished. Some players may encounter frame drops, visual instability, or discomfort caused by the sharp geometric imagery and constantly shifting environments. The game’s intense visual style can occasionally become overwhelming, particularly during sequences involving rapid movement or flashing effects. These issues do not ruin the experience, but they can interrupt immersion during certain sections. Despite these flaws, NIDANA succeeds because of its artistic ambition and complete commitment to surreal environmental storytelling. Very few games attempt to create dream logic and psychological atmosphere purely through visual and audio design with this level of confidence. The game understands that mystery, ambiguity, and emotional discomfort can be powerful tools when used carefully. Rather than focusing on objectives or mechanical progression, it prioritizes emotional sensation and subconscious interpretation. NIDANA ultimately feels closer to an interactive surrealist art installation than a traditional video game. Its impossible architecture, oppressive atmosphere, and fragmented dreamscapes create an experience that lingers because of emotion and imagery rather than narrative resolution or gameplay complexity. While its slow pacing, abstract structure, and minimal mechanics will not appeal to every player, those interested in experimental exploration games and psychologically immersive environments may find it deeply memorable and unlike almost anything else in the genre. Rating: 8/10
好爽,就喜欢这种繁复动态的几何图形带来的视觉冲击,看高潮了,能不能搞点相机模式、游戏内录制gif之类的功能,截图分享没游戏内那种感觉 不过引导有待加强
A cybernetic trippy dream of a game! This games wild asf! Super aesthetic and super pretty!
⠀⠀⠀⠀⠀⠀⠀⠄⣀⠢⢀⣤⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣄⠀⡔⢀⠂⡜⢭⢻⣍⢯⡻⣝⣿⣿⡿⣟⠂ ⠀⠀⠀⠀⠀⠀⠀⠄⠀⣦⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡔⡀⢂⠜⣪⢗⡾⣶⡽⣾⣟⣯⠛⠀⠀ ⠀⠀⠀⠀⠀⠄⠀⠠⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣔⠨⡸⡝⣯⣳⢏⣿⠳⠉⠀⢠⣬⡶ ⠠⣓⢤⣂⣄⣀⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡆⠁⣞⡱⣝⠎⠀⢀⠠⣥⠳⡞⡹ ⠀⡄⢉⠲⢿⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡔⣧⡽⠋⠀⣰⣶⣻⣶⣿⢾⣷ ⢤⡈⠉⠲⢤⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠁⢀⡴⢏⡳⢮⡿⣽⣞⠻⡜ ⠒⣭⠳⢶⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢿⡙⠮⣜⣯⡽⣳⢌⡓⠈ ⡸⣰⢋⣷⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣻⢿⣻⣿⡽⣗⠋⠄⠀ ⠣⢇⢟⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⢟⡿⢣⣟⡻⠘⠀⠀⠀ ⠱⡊⠤⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠨⠗⠋⣁⣤⠖⠊⢁⣀ ⠀⠁⠂⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏⠀⠀⠀⠀⣿⡂⠹⣿⣿⣿⣿⣿⠙⣿⣿⣿⣿⣿⣿⣿⣿⡿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠒⢋⣉⡤⣔⣮⣽⣾ ⢢⠣⣌⢼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠀⠀⠀⢰⣿⡅⠀⣿⣿⣿⣿⣿⠀⠸⢿⣹⣿⣿⣿⣿⣿⡇⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣻⣿⣿⣿⣿⣿⣿⣿ ⢃⡉⠠⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⣼⢹⠀⠀⠀⠀⣾⠿⡇⠀⣿⣿⣿⣿⡏⠀⠀⣞⣧⣻⠟⢿⣿⣿⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⣧⠱⣌⣳⣽⣻⣿⣿⣻ ⠀⢒⡕⣺⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠁⡇⠈⣇⠀⠀⠀⠈⡆⢳⠀⠇⡟⠋⠉⠀⠀⠀⠃⢙⣠⣤⣤⣼⣯⣚⣟⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⠌⠑⠌⢳⠛⡛⠏⠛⠉ ⡘⢷⣌⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠉⢻⣀⣧⣤⣽⣦⣤⣄⠀⠰⡀⠃⠀⠀⠀⠀⠀⠀⡴⠟⠛⣉⣉⡉⠉⠈⠉⠉⠉⠋⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⠀⢈⠈⠈⠁⠛⠀⠀⠀⣒ ⠉⢣⡛⣿⣿⣿⣿⣿⣿⣿⣿⣿⡧⠖⠛⠉⠉⠉⠀⠀⠐⠒⢢⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡾⣠⣲⣾⣿⢿⣷⢶⡄⠀⠀⣽⣿⣿⣿⣿⡿⠟⣿⣿⣿⣿⣿⠛⢁⣤⡶⠿⠛⠋ ⠀⠀⠌⢽⣿⣿⣿⣿⣿⣿⣿⣿⡷⠀⠀⠀⣠⣶⣶⣿⣟⣿⣶⡅⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠃⢿⣿⣿⣿⣿⠀⣿⡀⠀⢻⣬⣙⡻⡿⣡⣾⣿⣿⡍⠈⣀⣤⣬⣤⣶⣲⣶⣿ ⠀⢈⠐⡀⢻⣫⢿⣿⣿⣿⣿⠘⢧⠁⠀⣻⡏⠸⣿⣿⣿⣿⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠑⢄⣉⣛⣋⣡⡴⠃⠀⠀⣿⣿⣿⠟⣠⡛⢿⣿⣿⣷⣲⣽⣿⣿⣷⣾⣷⣿⣿ ⠀⠀⢀⠐⡀⢃⡈⣿⢿⣿⣿⣟⡆⠀⠀⠉⠿⣦⣈⣉⣉⠤⠚⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⡟⣡⣶⣿⣿⣾⣿⣿⣿⢿⡿⣿⣿⡿⠿⠛⣋⣡ ⠠⠐⡀⢢⣶⣿⢧⠻⣯⣿⣯⡛⢿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⠐⠂⡁⠤⠔⢂⣉⣤⡴ ⣀⠥⠌⣳⢯⣟⣮⣗⣾⣟⣿⣿⣦⣭⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⠂⣈⠥⡔⡤⣍⠣⣝⢾⡹ ⠀⠀⠀⠠⠈⠉⠈⠉⠉⠉⣨⣿⣿⣿⣯⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣿⣿⣿⣿⣿⣿⣿⣿⡟⠻⢞⣿⣝⣳⢎⢳⢻⡮⣕ ⠀⠀⢀⠀⡀⠀⠀⣀⣴⣾⣿⣿⣿⣿⣿⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⡗⢠⠘⡼⣽⣛⡞⠦⣧⢻⣽ ⠀⢈⠀⡀⡀⢤⠞⡉⢭⣹⣿⣿⣿⣿⣿⣿⣿⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠈⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣟⣿⣍⣣⢾⣵⣯⣷⣽⣦⣑⣯⢿ ⠀⠂⣴⣾⡟⣧⠊⡔⢢⠛⣿⣿⣿⣿⣿⣿⣿⣿⣷⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠐⠒⠂⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⣾⣿⣿⣿⣿⣿⣿⣿⣿⡟⠉⣯⢹⣽⢻⣿⣿⣿⣿⣿⣿⣿⣿ ⣶⣟⠳⣏⡿⣎⠳⣈⡜⣺⣿⠿⢿⣝⡿⣫⢟⣽⣿⣿⠻⣦⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⠔⠛⣿⠿⣟⢩⢾⣿⣿⣿⣿⣇⠾⣜⡧⣯⣟⣿⣿⣿⣿⣿⣿⣿⣿ ⠋⢀⢱⣫⣟⢾⡹⢴⡸⣵⡏⣂⢾⡿⣽⣹⣟⣾⣿⡟⢠⡇⠀⣹⠂⠄⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣷⣣⢟⡿⣾⣿⣿⣿⣿⢌⠫⢝⡻⣵⢻⡟⣿⢿⣿⢿⡿⣿⠿ ⠀⢢⠞⣴⢯⢯⣝⣦⢳⡝⡶⣭⣿⣽⣳⣟⡾⣽⡟⢀⡟⠀⢀⡿⠀⠀⠀⠁⠠⠤⠀⠀⠀⠤⠐⠀⠀⠀⠀⠀⠀⠀⢸⡗⠈⠭⣿⣿⣿⣿⡿⢌⠣⡀⡐⢈⠃⠚⠦⣉⠂⠣⠜⡄⢋ ⣜⣷⢻⡜⣯⣾⡞⣥⣓⢾⡽⢎⡷⢯⡷⣯⢟⣽⠃⣸⠁⠀⡼⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢻⡄⢹⣿⣿⣿⣿⢃⡮⡑⢰⢠⣂⡜⣦⡴⣱⣎⣴⣩⡜⣦ ⣿⣯⢷⡻⣏⣷⣟⠶⣙⠮⡙⢪⠜⣯⢽⣯⣿⠃⠄⢃⣠⠞⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣾⣿⣿⣿⡇⠢⢡⡙⢦⡓⡼⣽⣾⣿⣿⣿⣿⣷⣿⣿ ⣿⡹⢇⡳⡹⣞⠘⡈⢅⠢⢁⠂⡘⠤⣋⣶⣡⠴⠚⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣿⣿⣿⠰⡁⢆⠘⣡⠻⣽⣳⣿⣿⣿⣿⢿⣿⣿⣿ ⢣⠝⡢⢍⠱⢈⣂⣌⡤⠦⠶⠶⠞⠛⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⣿⣿⣿⠛⠷⣭⣂⠌⢠⠓⡴⣻⣿⣿⣿⣿⣿⣿⣯⣿ ⣇⢾⡱⠞⠈⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣸⣿⣿⡇⠀⠀⠀⠉⠛⠳⠿⣶⣽⣿⣿⣿⣿⣿⣿⣿⣿
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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