
Through the Nightmares is a challenge-driven platformer for anyone who’s ever had a restless night. Run, jump, and change your size to overcome the nightmare’s traps. Face Morpheus. Rescue children from an endless 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/day in the week to Aug 18 → 0.14/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
Enter the dream in Through the Nightmares! This is a challenge-driven platformer about a benevolent being who sets out to save children from a nightmare they cannot escape.
You are Sandman, the spirit said to bring good dreams. To bring the children back to their families, Sandman must descend into the realm of Morpheus — a dream god who twists sleep into prison. Here, every fear ever buried comes alive.
They’re waiting. But the dream already knows you’re here. And it will stop at nothing to ensure you never leave.
Through the Nightmares is a game for people who love platforming challenges and secrets. Each of your (many) deaths will be a lesson, and instant respawns make you always ready to try again.
The core gameplay of Through the Nightmares is designed around three Sandman abilities:
Size-Shifting — Change your size to squeeze through tight spaces, physically manipulate traps, and boost your jump distance. Changing size affects your weight and speed, which changes how you interact with the environment. Mastering this ability is the key to surviving a dreamscape designed to destroy you.
Downward Strike — Smash through walls and floors with a mid-air blow, uncovering new paths and activating mechanisms. Every change to the level persists, even after death.
Checkpoint Flask — Find, pick up, and place this magical item anywhere in the level to create a checkpoint. Flask lets you resurrect three times before being sent back to the start. Death comes quickly, frustration doesn’t have to.
You must combine all Sandman abilities to confront Morpheus and escape the nightmare. And if you find the game too easy, there are dozens of secrets waiting to be uncovered by the most daring players!
Explore 45 handcrafted levels across three chapters and six haunting locations. Each is shaped by a child’s fears and memories — from a night spent alone in dark woods to spider-infested suburbs, and a long-rotten castle.
Every chapter is filled with hidden challenges that let you recover what the children have lost in their dreams. Return the lost items to the children’s rooms to uncover the source of their nightmares!
In the dream world, everything is out to get you. Ordinary objects twisted by Morpheus’ magic become brutal traps and monstrous foes.
Reactive Environment — Sandman’s abilities interact with the dream world, opening up new pathways. Shrink, grow, or strike to physically manipulate parts of the level.
Timing Is Everything — Environmental threats sync to the beat of the soundtrack, demanding precision and rhythm in your every move.
Towering Terrors — Enormous creatures lurk within the dream, hunting you down. Outrun their clutches… or face a swift end.
To survive, you will need to decipher the logic behind every part of the nightmare. One wrong move, and it’s over — until you start again.
To free children from the endless nightmare, you must defeat Morpheus. His mind holds the truth about his descent into madness… But these are secrets Morpheus will not surrender willingly.
Confront him. Break his hold. Bring the children back to their families — or watch them be consumed by the nightmare forever.
Are you ready to face the Dream God?
Size-Shifting Platforming. Change your size to squeeze through tight spaces, manipulate traps, and discover hidden shortcuts.
Challenges For Everyone. Enjoy ruthless precision platforming with instant respawns and a unique checkpoint system that lets you control where you respawn.
Six Unique Locations. Explore dozens of handcrafted levels across three chapters and six different locations based on Nordic folklore, modern-day suburbia, and medieval ruins.
Reactive Dreamscapes. Manipulate the environment with Sandman’s abilities to open up new pathways, discover secrets, and solve tricky challenges.
Dream Secrets. Collect personal items from each nightmare to learn more about the children’s past, reveal the deeper story, and piece together the truth of what happened to Morpheus.
Immersive Visuals and Soundtrack. Nightmare dreamscapes are brought to life with striking low-poly art and a haunting original score.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 82reviews | 98% | — | $26.9K |
| $19.99 | 251ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Вперше пограв ще в ранню версію гри, на фестивалі багато років тому. Вже тоді вона захоплювала приємним візуальним стилем та затягуючим ігровим процесом, викликаючи нестримну потребу зробити "ще один забіг". Нарешті я придбав і дорвався до повної гри. Попри повну відсутність вільного часу та бажання глянути сам лише початок -- залип на кілька годин. Гра відчувається так само, але "тою самою не є". Вона покращала в десяток разів і нині, переконаний, може захопити навіть вибагливу авдиторію з-поза когорти фанатів жанру. І це найкраще, що можна було отримати. Оплески!
Чудова гра.
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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, French, Italian, German, Spanish - Spain, Polish, Simplified Chinese, Turkish, Ukrainian, Korean, Japanese, Portuguese - Portugal +2 more
| $19.99 |
| 11ratings |
| 90% |
| — |
| not modelled |
| $1.99−90% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game! Nice visuals, super challenging — everything you need for an exciting evening. It keeps you on your toes and leaves you wanting more!
Through the Nightmares takes the familiar idea of childhood fears and transforms it into a challenging precision platformer built around timing, experimentation, and repeated attempts. Developed and published by Sandman Team, the game follows Sandman, a spirit associated with peaceful dreams, as he travels into nightmares where children have become trapped. Morpheus, a once-benevolent god of dreams, stands at the center of the conflict, and his influence has turned ordinary fears and familiar environments into dangerous worlds filled with traps and hostile creatures. The premise provides an appropriate foundation for a game where almost every location feels deliberately designed to make the player uncomfortable while testing their ability to remain precise under pressure. The central platforming mechanics are straightforward enough to understand but become increasingly complicated when combined. Sandman can run, jump, and perform a downward strike, yet his most distinctive ability is changing his physical size. Becoming larger or smaller does much more than alter his appearance. Size affects factors such as movement, weight, jumping behavior, and interactions with environmental objects. Certain passages require a smaller form, while other obstacles are easier to overcome by taking advantage of the properties associated with a different size. This gives many stages a puzzle-like quality because discovering how to cross an obstacle can be just as important as possessing the reflexes needed to execute the solution. The downward strike expands this environmental interaction by allowing Sandman to break particular surfaces, trigger mechanisms, and discover alternative routes. One of the more thoughtful design choices is that some changes made to a level remain after death. Considering how frequently failure can occur, this persistence reduces unnecessary repetition and makes unsuccessful attempts feel less wasteful. Instead of constantly resetting every element, the game allows the player to gradually establish a path through particularly difficult areas. This complements the overall philosophy of treating death as part of the learning process rather than simply as punishment. Another important feature is the Checkpoint Flask, which gives players some influence over where they will return after dying. Rather than relying exclusively on checkpoints chosen by the designers, the flask can be carried through a stage and positioned strategically. Its limited resurrection capacity prevents players from abusing the system, so deciding where to leave it becomes a meaningful part of navigating harder sections. Placing it too early provides immediate safety but may result in repeating a difficult later sequence. Carrying it farther creates the possibility of a more advantageous checkpoint but also means risking everything required to reach that location. It is an inventive mechanic that adds strategy to what could otherwise have been a purely reflex-driven platformer. Frequent death is clearly expected, and instant respawning helps keep frustration under control. Difficult sections can therefore be attempted repeatedly without lengthy interruptions. Hazards require players to recognize patterns and develop reliable timing, while certain environmental elements interact closely with the musical rhythm. The result can become almost hypnotic once a complicated sequence has been memorized. However, the demanding nature of the experience should not be underestimated. Players who dislike repeating a short section many times may find its philosophy exhausting. The satisfaction comes from recognizing mistakes, adjusting an approach, and eventually completing a sequence that initially appeared nearly impossible. The adventure contains 45 handcrafted levels distributed across three chapters and six different locations. Its nightmares draw inspiration from several sources, including Nordic folklore, medieval imagery, dark forests, suburban environments, ruined castles, and spaces overwhelmed by unsettling creatures such as giant spiders. Familiar objects are frequently transformed into dangerous obstacles, strengthening the sensation of moving through dreams where ordinary rules have been distorted. Larger creatures and pursuit situations further break up the conventional obstacle courses by introducing moments where rapid decision-making becomes more important than cautious observation. Its low-poly presentation works effectively with the dreamlike concept. The stylized environments do not depend on photorealism to create atmosphere and instead use exaggerated proportions, threatening silhouettes, unusual spaces, and dramatic scenery to make each nightmare distinctive. The soundtrack contributes substantially to the mood and occasionally becomes directly relevant to the timing of hazards. Visual and audio elements therefore support the gameplay rather than functioning merely as decoration, creating a cohesive identity that distinguishes the experience from platformers built entirely around mechanical difficulty. Exploration also has a meaningful role. Hidden challenges and personal possessions belonging to the trapped children encourage players to investigate stages beyond the most obvious route. Recovering these objects provides additional insight into the children, their fears, and the larger mystery surrounding Morpheus. This gives collectibles narrative relevance rather than making them simple completion statistics. Players interested primarily in reaching the end can concentrate on the main path, while completionists have stronger reasons to revisit difficult environments and master sections they might otherwise ignore. The story wisely remains secondary to the platforming without becoming irrelevant. Sandman's objective of rescuing children gives purpose to his journey through increasingly hostile dreams, while the mystery surrounding Morpheus creates continuity between otherwise very different locations. The combination of personal childhood fears and a larger supernatural conflict provides enough narrative motivation to make progression feel like more than a sequence of disconnected challenges. Through the Nightmares is ultimately at its strongest when size-changing, environmental manipulation, portable checkpoints, rhythmic hazards, and precision movement are working together. It demands patience and will inevitably frustrate players who prefer forgiving platformers, but its quick recovery from failure encourages experimentation instead of making mistakes unnecessarily tedious. Sandman Team has created a mechanically distinctive platformer where learning is inseparable from dying, and overcoming a particularly difficult sequence can provide considerable satisfaction. Its atmospheric nightmare setting, carefully constructed stages, optional discoveries, and clever manipulation of character size give the adventure enough personality to stand apart within a crowded genre. Rating: 8/10
Enjoyed it!
Класний український платформер зі своєю атмосферою, ідеально підходить під гру на джойстику. Рекомендую.
Cool atmosphere, cute story about Sandman saving children from the nightmares, fluid controls, neatly designed levels - compact, yet intricate enough to test your reflexes and puzzle-solving skills. Which is exactly what a good precision platformer needs. It's a perfect side-course to whatever you're playing as it can be easily consumed in bite-sized chunks to stretch the muscles. It's not very difficult (apart from some sections with secrets), but still capable to scratch that particular itch of every fan of the genre.
Sandman is not saved :(
Приємний цікавий платформер
It's pretty easy to suck at this game...
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