
A cycle of adventure games set in the Lands of Dream, including The Sea Will Claim Everything.
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About
The Lands of Dream is a classic cycle of point & click adventure games (and one text adventure) that started back before the big indie game boom even began, in the days of freeware and shareware. The biggest and most elaborate one is The Sea Will Claim Everything, which is what this Steam page was originally for, but the other games are now also available here.
Each game tells a story from the Lands of Dream, a place beyond our own world yet profoundly tied to it - a world of the imagination, of death, of transformation. They have serious ideas and bad jokes, and far too many mushrooms to click on. Together the individual stories form a tapestry telling of the war against Lord Urizen, the god-king of false reason, and the struggle to preserve Oneiropolis, the City of Dreams.
The Strange And Somewhat Sinister Tale of the House at Desert Bridge
The Book of Living Magic
The Fabulous Screech
The Sea Will Claim Everything
A Postcard From Afthonia
The Matter of the Great Red Dragon
These games were made in the DIY spirit of the time, with a focus on design and storytelling, not technical excellence, and some of them are very old now. Some of them, particularly Desert Bridge, may not work on some systems, although everything within our very limited technical means has been done to make them functional.
Writing by Jonas Kyratzes
Design by Jonas & Verena Kyratzes
Graphics by Verena Kyratzes
Music by Chris Christodoulou and Helen Trevillion
(You may know some of us from later work such as The Talos Principle and Risk of Rain.)
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I came to this game because I really loved the writing in Talos Principle and this is by one of the writers of Talos Principle, but....it's not for me. Maybe it's for you, but when I see new screen in this game, I don't think "Hey! Look at all the things to explore!" Instead, I think, "Oh my gosh, I have to click on all of that?" I do wonder if i'd like the game if all that was delivered in tooltips. It's such a small change that you wouldn't think it would make or break the game, but I think having the descriptions appear where the mouse was would really make the experience more organic. Also, the game is proud of its dozens of characters, but I don't know if they really qualify as characters because they are all very static and don't do anything. they are more like the townsfolk in the more traditional RPG's whose dialogue is hidden within nested dialogue trees. This just doesn't make anything they say feel real or dynamic the way actual dialogue in books does. And I don't know why games do it. Maybe it's because they are so worried about letting you feel like the protagonist is you, that they are afraid to put words in your mouth. But it's only with both speaker having a personality that monologues become dialogues.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has a ridiculous amount of unnecessary communist references, which is not amusing at all when your entire family has suffered greatly from the communist dictatorship. Other than that, the game is pretty cute.
[h1]ポータルを覗けばそこは不思議な夢の国 「海がすべてを支配する」[/h1] 癖の強い手書きそのままのビジュアル、簡素で古臭いUI、よくわからないゲームプレイ画面、何より10年以上前のゲームであること。一見、このゲームを現在プレイする理由は見いだせないかもしれない。 でももしあなたが空想とテキストを愛するなら、不思議でユーモラスで思索的なものに惹かれるなら(ついでに英語に怯まないなら)、騙されたと思ってこのゲームをプレイしてみてほしい。 このゲームの中、ウィンドウの中のポータルの先には、永遠に朽ちない豊かで不思議な冒険が待っているから。 [b](あらすじ)[/b] ある日突然、パソコンのデスクトップ上にふしぎなポータルが開く。その先には “The”という名の魔法使いがいて、自分の家「アンダーホーム」と島群「フォーチュネートアイル」が差し押さえの危機に合って大変なことになってるので手助けしてほしいという。Theが開けたポータルは機械と魔法の不思議な合成技術で作られているが、デバイスはキノコだらけで翻訳機能は壊れかけ。パソコンの前の「あなた」はポータルを通じて、不思議な家や島の謎、そして古の先祖が遺した言葉「海がすべてを支配する」の意味を探しに島を旅することになる。 [b](ゲーム概要)[/b] ポイントアンドクリック形式のテキストアドベンチャー。画面をクリックして登場人物と会話し、アイテムを見つけながら、必要なタスクをこなすことでストーリーを進めていくオーソドックスな作り。アドベンチャーとしての難易度は程よく、会話をしっかり読んで、周囲を探索してアイテムを見つければ、ほとんど詰まることはない。クリアまでは5~10時間程度。言語は英語のみ(詳細は後述)。 [b](本作の特徴)[/b] 本作の魅力はチャーミングで豊かで深みのあるテキスト、隅々まで凝らされた遊び心、流麗で神秘的な音楽、それらが作り上げる唯一無二の世界“Lands of Dream”だ。 小さな世界に関わらずテキスト量は膨大で、会話の種類もかなり豊富。登場人(?)物は誰もが各々の考えを持ち、世界の至るところに生えるキノコ達や本一冊ずつにもテキストが添えられている。そのどれもが楽しく、不思議で、どこか思索的だ。どれも愛情を込められてつくられた文章たちは、ゲームの世界に確かに命を与えている。ゲーム進行に必要ないテキストは読み飛ばして構わないが、ユーモラスで楽しい文章たちは一読に値するだろう。 変なUI、奇妙な登場人物、珍妙なテキスト、謎のビープ音などゲームを彩る遊び心は本当に多彩で、プレイヤーを飽きさせない。どれもこけおどしや一発ネタではなく、愉快な世界とその住人たちの発露であるこれらのギミックを楽しむことで、より豊かにゲームを楽しむことができるだろう。 “Risk of Rain”シリーズなどのサウンドも手掛けるコンポーザーChristodoulou氏の美しく謎めいた音楽は、世界に深みを与え、本作の雰囲気を格段に引き上げている。 これら楽しく美しいものでできた世界“Lands of Dream”は諸事情により危機に瀕しているが、プレイヤーがポータルを通して関わっていくことで、少しずつ話が進んでいく。単なる作り物ではなく、確かにだれかの息遣い・手触りを感じる世界の中で、プレイヤーは様々物を発見し、実験し、いろいろな登場人物や島々と出会い、関わり、別れを告げる。その軌跡はシンプルだけれど忘れがたく、本当に美しいものだと自分は思う。 本作のテキストアドベンチャーとしての要素を、もっとゲームとして進化させ饒舌にすれば“Disco Elysium”になり、精緻に洗練させれば“In Other Waters”や“Citizen Sleeper”になるのだろう。けれどこのゲームを構成する「テキスト」は、今も古びず、ずっと魅力的なままプレイヤーを待っている。素朴な見た目の中にあるたくさんのユーモア、遊び心、敬虔さ、そして親密な心地よさはこのゲームでしか味わえないもので、それは画面の先のプレイヤーが読み解くことで手に入れることができる。だから気になる人はプレイしてほしい。 自分の2022年のGOTYです! 人を選ぶ作品ですが、レビューを読んでなにか気に留まるところがあればぜひプレイしてみてください。おすすめです! ---------------------------------------------- [b]以下は補足 (英語について)[/b] あまり複雑な文章・言葉はないが、とにかくテキスト量が多い。 テキストが出る位置はほぼ固定なので、PCOTとの相性は良い。MouseOverDictionaryも便利。 [b](製作陣について)[/b] 意外と豪華な実力派が携わっているのでご紹介。 [b]・脚本・テキスト全般・ディレクター Jonas Kyratzes氏[/b] Talos PrincipalやEternal Cylinder(+Serious Samシリーズ)などシナリオ面で評価が高い作品の脚本を担当。 [b]・グラフィック Verena Kyratzes氏[/b] Jonas Kyratzes氏とともにSerious Samシリーズなどゲーム開発に携わる [b]・音楽 Christodoulou氏[/b] Risk of RainシリーズやDeadboltなどのサウンドを手掛ける。寂寥感も併せ持つ神秘的で流麗なサウンドは、本作を包む雰囲気を一段高いものへ引き上げている。 [b](経済・社会描写について)[/b] 本作は2012年のギリシャで開発されたゲームであり、その当時のギリシャの財政危機や緊縮財政の影響を色濃く作品に反映している。経済・社会はいろいろ大変な一方で、豊かな文化、芸術、暮らしを楽しむ人々は誇りを持ちつつ、どこか楽観的で未来に希望を抱いている。プレイヤーのポータルを通じての選択はこれらの人々、そして社会に変革をもたらしていく。 10年後のいまプレイし、エンディングを見て思うのは、[spoiler]「それでよかったんだろう」ということだ。ゲーム終盤に唐突に迎える人々の決断について、プレイヤーは責任を持ったり悩んだりする必要はない。プレイヤーはただ旅人として、作中の人々がもともと持っていた願い・思いを形にする手伝いをしただけだ。どういう結果になるにしろ、それは作中の人々が確かに必要としていたことであり、だからこそプレイヤーと作中人物たちは確かになにか関係性を築いたのだと思えるから。 ちなみに実際のギリシャもこのゲームの終盤で描かれたことそのままの未来を選択し、たくさんの苦難・失敗・失望を経験し、そして2018年にEU等からの財政支援プログラムを終えて新しい道を歩み始めている。[/spoiler] [b](“Lands of Dream”シリーズについて)[/b] “Lands of Dream”シリーズは、Jonas Kyratze氏が手掛ける奇妙な街や山、島々を舞台にしたゲームであり、本作以外にも様々な作品がある。本作が気に入った人は[url="https://landsofdream.net/"]作者HP[/url]からゲームを手に入れられる。最新作“The Council of Crows”も開発がほぼ終了し、近いうちにリリースされるだろう。 ※2026/1/1アップデートにより、Lands of Dreamシリーズ一式が"The Sea Will Claim Everything"と同梱され、一緒に遊べるようになりました! それでは、興味のある方はポータルを開き、中にある島々を覗き、不思議な冒険を楽しんでほしい。 海がすべてを支配するまで。
Um point and click absurdamente adorável. O jogador é chamado para interagir e salvar um novo mundo a partir de uma espécie de visor, que é uma homenagem a jogos mais antigos do gênero. Os itens do jogo têm muitas piadinhas e referências, e mesmo não precisando me deu vontade de clicar em tudo. Assim como eu li em uma review, o jogo inicialmente me lembrou o humor do guia do mochileiro das galáxias, mas no fim foi uma história muito mais fofa. Muitas referências ao comunismo e muitos cogumelos. Indico para quem quer um jogo leve com muita leitura (um ponto negativo é que não dá pra voltar os diálogos, se perdeu já era). Tranquilo pra conseguir a maior parte das conquistas normalmente, as que ficaram faltando foi fácil conseguir com um guia. Apenas para quem sabe ler bem em inglês.
A caveat: I don't like adventure games and I never will. But some I dislike less than others, and this isn't one of them. This is a time-capsule of early 2010s British leftism. Expect constant talk about austerity, rebuttals of the "poors are just lazy" argument, and references to people like Margaret Thatcher, Tony Blair, and Angela Merkel. Expect clumsy, juvenile British "humor". If the words 'silliness', 'whimsy', 'quirky', and 'lol-random' fill you with dread, come no closer. In some sense the immaturity of it all fits the dream worldbuilding and aesthetic, but it fits the daydream of a 2010s teenager. There's not really the barest hint of any edge here. The portrayal of the villains reflects the author's lack of theory of mind for his ideological opponents. It's a fantasy world where evil can be defeated by ORGANIZE! and believing real hard and not letting anything hold you back and embracing community and diversity and hedonism. In my opinion, that's an uninteresting and shallow sort of dream to have.
finally we can all agree that giraffes were always real and the true holographic creatures are the scheming politicians hidden behind their illegally-logged wooden tables full of memorabilia of times long past where authorities and monarchies "made the world better" according to their crooked ideals and words. 'the sea will claim everything' is not even trying to hide the politics in its narrative, it is overtly leftist and revolutionaire. it is not trying to say that the only way forward is a specific leftist revolution, but it is saying that for us to get through the constant degradation of society and the world, we all need to unite and trust each other through kindness and collaboration. the final message is not one of certainty of victory against the system, but one of revolution against it, and hope that if we get through it, we can make a better world. as for the game, it has very cute aesthetics and quirky and clever writing, the characters are more than just quest-givers and have fun personas, the gameplay is typical of a point & click so there's not much to add, i just wish it had more puzzles related to the UI and more interesting ways to complete quests instead of just finding ingredients, brewing potions and handing it over. if you played disco elysium, this game will certainly be right up your alley. and remember, we are the sea. ✊
Genuinely left this game feeling inspired and a bit more enlightened! The brilliant thing about this game is that, despite the epic quest you go on to uncover ancient secrets and overthrow tyrannical governments, ultimately it's all in service of fixing a nice person's house, which feels just as important as the other stuff. You can't fix the Underhome without saving the Isles because the problems with the Isles ARE the problem with the Underhome, just like all of the people of the isles are one with each other, just like the sea connects them. Just like it connects us :)
Clever, funny, and comfy. It's a bit cheesy and not very hard to finish, especially once you get into the groove, but that doesn't take away from the overall experienced. I got attached to everyone in this world, and I was sad to leave it behind when I was done.
Kinda cute and walkin around is nice but game is so ideological (in a somewhat juvenile way) that it loses entertainment value. Recommend if you feel like consuming pretty overt left wing propaganda(like an internet tankie talking about communism, if that paints enough of a picture)/are left wing enough to ignore this Do not recommend if you are a normal person. I ended up finding it very hamfisted and it kind of made the rest of it suck ♥♥♥♥. Sad because it is cute
This was a game that I wanted to play for a long time: it was mostly because the soundtrack was composed by one of my favorite artists, but also because the game has, as a sort of sequel, an audio drama with music of said artist that I wanted to listen to. That said, I already knew enough of the game on its own to made me really want to play it, so finally, this summer, I decided to start it. Since the very beginning, the game shows its charm. Despite being a simple point and click adventure game, its interface has so much personality: while it is perfectly functional, it has a lot of extra buttons of dubious usefulness, like one that just makes a funny sound, of which I lost count of how many times I pressed it; this abundance of extra interactions is also present in the items collected and in their uses, letting the player experiment with almost always an outcome. Then, the writing is stellar: if it isn't funny, it's deep and heartfelt, but sometimes it even manages to be both. The game has so much text to read and most of it is technically superfluous, but not reading it it's just a loss for the player. Now, the game doesn't mince words: its message is immediately clear. Some might call it propaganda, but only players that are at least a bit sensible to its themes would continue playing it and the game trusts the player to apply their intelligence while reading: it doesn't hide anything, what happens in the story is shown, not only explained, so the player is free to take their own conclusions. After all, the game's characters are just trying to live their life: by playing the game, you are helping them just being able to exist in peace, without hidden intentions. The game is funny, mysterious, at times emotional and what made me interested in the first place, the music, masterfully elevates and reflects those qualities: you might be stuck in the first area of the game for a long time, but its music won't bore you even while reading the descriptions of multiple hundreds of objects. The Sea Will Claim Everything it's not for everyone, but I wish it was. It's the kind of game that leaves a mark on people who experience it; a mark that can only enrich their life.
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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