
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
It's a charming and whimsical point-and-click adventure with a distinct diy aesthetic. The writing and humor evoke Douglas Adamas, which isn't my cup of tea, but if it's yours you will probably find it charming.
It's a good point-and-click adventure with some great worldbuilding and excellent visuals. You can tell a lot of work was put into this game. HOWEVER I am conflicted about this review. The message of this game is fairly heavy-handed. Behind the cutesy visuals and fantastical locales and characters, there is a very obvious political and philosophical idea being pushed. Whether I agree with it or not, there is something that fundamentally sticks in my craw about such a heavy-handed piece of propaganda - and make no mistake, this game is propaganda, in that it is actively trying to persuade you to accept its ideological message. I wish the game were a little more open ended, a little less black-and-white. Let's just say this game leans red. So red, in fact, you might just mistake it for some kind of "manifesto." If ya know, ya know. I'd like to think this game is really just a call for responsible free market capitalism - many of the characters are small entrepeneurs and business owners, after all - and an attack on faceless big business and immoral megacorporations, because everybody knows a "free" market is only really free when there are no pseudo-monopolies trying to screw over consumers & workers and change the laws for their own benefit. However, some of the visuals and much of the dialogue reeeeeally makes it clear this game is just outright anticapitalist (ironic considering it's a product we have to pay for). Again, it's a good game, hence the recommendation. But as much as it tries to be nuanced, it really, really isn't. This is just the latest in the long, long line of pieces of media that say the same simple message: industrialization bad! Capitalism bad! Nature good! Kindness good! If you can get passed the propaganda, like I said, really enjoyable game in an enjoyable world with neat characters. But there's a good dose of propaganda in there. Also, there is a minor problem in that the quest scroll thing sometimes has "gaps" in its quest updates so if you don't play the game all in one sitting there's a chance that you might forget what you're supposed to be doing. For me, in particular, I got stuck for a while because there's a task that requires you to find a recipe for some flaming cheddar so you can bring it to a guy to get an item from him, but once you actually get the recipe, there's no update that tells you to MAKE the flaming cheddar. So I got the recipe last time I played several days ago, and then when I started again today, I had no idea what I was missing out on because I'd forgotten that I still needed to actually craft the item and there was nothing in the quest scroll telling me to. Once I looked up a walkthrough and realized what I was missing, I crafted the flaming cheddar and THEN the quest scroll updated with "Bring the flaming cheddar to guy." Just a heads up about that.
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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 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.
[h1]Please Play the game on Linux through Proton.[/h1] [h2]Especially if you use 1440p or 4K Monitors.[/h2] For some reason, in Windows 11, Full Screen Mode doesn't go full screen properly, but Linux through Proton environment, it works fine. In Windows 11, you have to be stucked with tiny part of screen. This can be very problematic if you use monitor of 4K/1440p resolution. I'm using Manjaro Linux in KDE Enviroment with X11 (Update: Now It's EndevaourOS. Still KDE and X11), using Proton 9.0.2. Just in case if you're curious. (more detail about my PC setup in my profile) Anyway, the game is fine. Texts are pretty well written, which is expected that Jonas Kyratzes also did The Talos Principle games' writing. Even the text feels bit overwhelming at the time. (Maybe because I'm japanese, so this and Starstruck Vagabond makes me realize that Text-Heavy games on English can be exhausting to me, reading all of those in my 2nd language.) Still haven't finished yet. Maybe I'll add more when I finished. Edit (2024/10/27): I FINALLY MANAGED TO FINISH THE GAME. I fully relied on Walkthrough, 'cos I suck at point-and-clicky adventure, and yet I loved the visual writing, even I couldn't grasp all of them at once. Solid recommend if you can pass the dodgy issue like not working on Windows correctly.
只玩了The Sea Will Claim Everything,文本量大、风格独特的点击冒险游戏,讲述了一个奇幻背景的冒险故事,政治寓意很浓。游戏性很糟,基本只是借了点击冒险游戏这个载体,使整个游戏世界鲜活起来的是量大到甚至有些冗余的文本,例如几乎每个蘑菇都能点,点进去都有一段描述;游戏里能选取不同配方制造药水,只有几个是有用的,但我感觉四百多种配方的结果大部分都是不重复的。总之值得一玩,夸张一点的话可以称为某种小众冷门独游剧情神作。
"À la fin, la mer réclamera tout". J'avoue, j'ai essayé ce jeu parce j'ai juste trouvé le titre beau. Mais aussi parce qu'il m'a été conseillé par FibreTigre, et parce que son auteur a écrit pour Talos Principle, et aussi parce que son compositeur a fait la musique de Risk of Rain. Il faut dire que le jeu est... singulier sur la forme. Mais la lecture est délicieuse, touchante et profonde. Cela vaut la coup ne serait-ce que pour saisir la signification profonde de cette ancienne phrase.
Don't judge this game by its art style. The Sea Will Claim Everything delivers a poignant message about the condition of our political economy. Set within a humorous, dream-like world, the gameplay is a point-and-click text adventure that doesn't hold your hand. Solve quests, acquire items, start a revolution. We are the sea!
A truly unique little gem of a game. Charming art, beautiful music, and a well-written, moving story.
I almost didn't play this game... Boy, what would I have missed! I've been a fan of the Point&Click genre forever and played through many of them, and pretty much all of the classics. Well, I truly didn't expect this, but this one is my favourite! Simply Bravo!
I played this game long time ago but I still think about it. Great experience, not many games stick with me like this one
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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