
A fractured dream of a girl who tried to make something beautiful, and was silenced before she could finish it. Now, her voice resurfaces. A quiet story of memory, loss, and reclaimed authorship - told through fragmented exploration and stark, fragile spaces.
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Media

About
“This is how it was supposed to be. Before everything went wrong.”
Once, there was a small project - a game created by a quiet developer named Yunashi. It was meant to be strange, personal, not easy to explain. It was reworked. Polished. Changed. And eventually forgotten.
But now, for reasons unclear even to those involved, the original vision is being released - unfinished in places, messy in others, but true to what it was supposed to be.
Yunashi’s Dream is a single-player exploration of a quiet emotional landscape. There are no clear goals, no combat, no progression systems. Just space, memory, scattered interactions, and a fragile sense of presence.
This version was not made to be a product. It was meant to be a reflection. It was never supposed to sell.
We’re releasing it anyway.
Introspective 3D environments with strong atmosphere and minimal direction
Fragmented narrative structure: uncover memory fragments, notes, and impressions
Unconventional pacing: stillness and ambiguity are part of the texture
Subtle, emotionally layered soundtrack that blends with the landscape
Optional developer fragments and ghost logs from “Yunashi”
No “ending” in the traditional sense - more of a closing breath
This version of the game is a statement - not a patch. It can be played without knowing the original, but it carries with it the echoes of what once was.





Still here? There is nothing to find beyond this point.
Since you are already present… Join us in this offering we must make…
If it doesn’t make much sense, fear not - it’s not for you, it’s for Them.
Now repeat after me:
Endless desert hiding in darkness.
The sole descendant perished. Illustrious bloodlines fading away. Death without honor. The elders be damned. A mass exodus is sure to follow.
This epoch has concluded …and my journey ends.
Destiny perhaps, the traveler pondered.
First ray of light. The deep blue gently shifting to a crimson hue above the horizon.
A dawn for eternity.
Final rest under the watchful gleam of a million stellar eyes.
Bless his soul.
Very crude. But that’s how they wish it.
Let’s continue…
Shadow behind the pillars of the gate. A mystery. Concrete tower, wires of rust - rather dystopian.
A blurry shape in the corner of a strained eye.
Suddenly a war cry. Safe passage. All lies.
Foe pushed aside. Blade strikes. Rhythm of combat. Streak of red.
A shiny ring hits the ground. A flurry of severed fingers follows.
A grimace of shock. A strand of dark liquid flowing from the exposed vein.
Pandemonium. Until a final scream. Then nothing. Dead don’t speak.
A grim smile in the silence.
They are drawn to the vivid imagery, they favor raw grotesque drama over intricate meaning.
We are almost there…
Hyper drive quiet... system down. Thrusters zero. No protocol to be found. No god either.
Just three lost souls against the vast expanse of space. A dream of exploration.
Then they saw it. Thought to be a myth... a fantasy… but it was right there burning in their eyes.
A sense of divinity. Overwhelming.
Against the code... Strictly forbidden. Tried to stop them, begged them - yet his pleadings had no effect at all.
So it was decided. The breaker made a loud hiss. The last sound before they were swallowed by the black oblivion below.
It’s over.
We have fulfilled our duty.
Triumph in Tranquility

The house was silent, breathing shadows.
Out past the edge of known lands, where the borderlands shimmer with mirage and static, something waits.
Cats prowl the ruins of an abandoned simulator, chasing echoes through warped hallways and rooms that shift like memory.
Beneath a sacred tree, a bell rings once.
Its roots pulse, tangled with rusted metal, and a voice - not quite ghost, not quite daemon - hums lullabies in reverse.
He was called eater, but no one remembers what he consumed.
Only that he vanished beyond the maze, where no maps survive.
There is a battlefield, buried beneath solid glass.
Not from war, but from a dream that went too far.
A phantom idea, fractured across time, stitched with fragments from a lost tale.
Somewhere a snake slithers, trying to solve a puzzle, thinking it a game.
The stars above are too still, idle, as if watching.
A flicker - then silence. Silence of memories.
A vampire, or perhaps just a man in a mask, drifts through a corridor marked masquerade.
No blood, no horror. Just the scent of night and a question with no answer.
In the dust: a gear, still turning.
Some say it's part of the machina, some say it's nothing at all.
But the guardians never came back after that light broke the sky.
We seek escape, but not all doors lead up.
On this island, survival is not a test. It’s a memory.
One last edition of reality, glitched and fading.
They called it a world, but it was just a cracked screen showing a new adventure.
Maybe this is just life, or a bad build of it.
Either way, we’ve already pressed "Start."

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]HYPERxFANTASY:一场超现实感的征途[/h1] [hr][/hr] [h3]游玩前瞻[/h3] 写在整体游戏内容前是因为这个地方已经稍微有点影响游戏体验了。不知道为什么游戏内部不支持设置常见的整体画质之类的,导致我不太清楚是我的电脑配置不够还是游戏优化不太行,哪怕我用了1280的分辨率和锁了60帧,游戏大部分时间还是41帧。然后在地图中看的出来制作组想要提供一个科幻幻想的世界,但是不知道为什么大量的白曝光的方块模型放置导致我的视觉体验并不算好。然后就是游戏过场行为,稍微有一点卡顿,每次我的游戏启动都会等待许久,甚至有崩溃情况。不过也可能是我的电脑性能问题。然后就是游戏比较奇怪的地方ai配音,在不错的文本内容下,使用ai配音反而会给玩家带来一些不好的游戏体验,哪大部分玩家都是跳过语音。这些都是相当一部分的问题。希望制作组可以尽量的进行相应优化给予玩家更为不错的游玩体验。另外还是要吐槽一下继续游戏系统,我一个小时的存档在我退出游戏后并没有找到哪里能够继续游戏,屏幕上只有一个紫色的光点,被逼无奈我点了new,然后果不其然丢了我的存档,希望制作组可以稍微加个优化按钮。 [h3]战斗系统[/h3] 很能理解制作组的想法,希望游戏不过与单调,并且自己制作的游戏世界观过于癫狂(请允许我用这个词来形容这款游戏)。可能是不想要仅仅是一个视觉小说类型的游戏于是制作组引用了战斗系统,但是在我看来这并没有起到锦上添花的作用,反而相对于本作优秀的剧情是一种累赘。战斗动作行为过于僵硬,手柄是lt和rt左攻击右攻击,其中有些特定小怪或者是小游戏部分需要看红色的方块来决定是使用lt还是rt,这一部分相当有趣但是不足以挽救整体的战斗糟糕体验。尤其是虽然给了a键的盾牌格挡,操作手感很是奇怪,也可能是使用了手柄没有做好适配的原因。但是也不是没有优点,战斗部分融入游戏内部整体做的较好,去除掉战斗手感这一层面,战斗引导系统也较为不错,很清楚的知悉如何战斗,一目了然。 [h3]剧情方面[/h3] 毫不夸张的说本作最核心精彩的地方就是本作的剧情方面,是能够玩下来让你足以忽略所有问题而沉浸其中的。我认为整体并不算是传统意义的线行剧情,在主要角色的帮助下你会逐渐探索整个世界,并且制作组对于所有剧情引导的场景或者之类的描述都是很诡谲的,充满科幻风格的。这是我认为这款游戏最吸引人的地方,搭配上制作组虽有瑕疵的建模场景,足以让玩家能够深刻体会到这个世界的精彩。对话处的部分选项也有着不同的发展路线。更惊喜的是,往往在当前一个剧情内前往下一个剧情时,和常规游戏采用的不尽相同,本作往往令人出乎意料,可以说文字无法尽情的描述出这款游戏带给我的震撼。 [h3]总结[/h3] 诚然本作有部分缺点,战斗系统的瑕疵和优化方面的问题,但我认为一款游戏尤其是这种rpg类游戏,剧情可以足够的抵消掉这些负面buff。本作的无与伦比的剧情系统,世界观足以让喜欢这类游戏的玩家有一场非常美妙的旅途生涯。制作组这方面的巧思实在是令人赞叹。当然本作也不乏很奇怪的诡异时刻,像是一开始的碰到角色胸部,我甚至以为自己的操作出问题。总之,如果制作组能够加上汉化,那么本作是一款不可多得的游戏,非常推荐大家进行游玩! [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
Good game with great graphics.
It's really hard to recommend this. On one hand, I love my weird indie games that are trying something new and telling a story in a unique way. But the game just feels so overwhelmingly unfinished and buggy. Looking past the jank, I honestly don't think there's really a coherent story going on here. It feels like an idea board has just been thrown together and nothing actually works. I think that might be the point? Looking at the fact that this game was "re-released", previously as HyperXFantasy, and this is being presented as an early build of an original idea, with scrap files sort of just thrown together by a mysterious developer. I just don't think it really works. I think there was potential, and it missed the mark. Regardless, I hope the developers keep at it and i'd love to see what they do next with some more experience.
I can’t even tell you if this is a good game.\\\\ The menus are weird.. The pacing is uneven. I’m not sure what half the UI elements even do. But something about the quiet. The boy. The broken screens. The way text lingers just a beat too long. It makes me want to keep going.it’s like it’s trying to be forgotten. And something in me wants to remember it anyway.
Yunashi no Yume is less about doing and more about being somewhere that was never meant to exist. And then quietly wondering if you were either. I’ve been playing with headphones on and letting the static buzz... fill me. I don’t know what’s going on in the story yet. I don’t care. This is exactly the kind of emotional ghost-architecture game I didn’t know I needed.
This doesn’t feel like a new game. It feels like something I would’ve seen screenshots of on some dead Tumblr blog in 2014 and obsessed over for a decade.The resolution is crunchy, the UI flickers like it’s scared of being remembered, and the voice acting is gone but somehow you still hear people.It’s like a game that doesn’t want to be real, but you’re playing it anyway. I love it. I hate it. I love it.
Well, the dev clearly loves Nier Automata. I will keep this in my library but beware: it is not polished; it is very janky and is more or less an imprint of someone's artistic vision. I am not sure if I like that vision or not but it is fascinating for sure.
I didn’t expect much going in but the demo was interesting so i bought the full game. The world is cool it kinda has a Tron vibe with all the neon and light trails. The story surprised me. It leans into funny and a bit weird jokes without breaking the mood. You need to get used to the movement and combat a bit but it flows nicely once it clicks. I ran into a few small bugs, but nothing serious. Everything stayed playable and the vibe carried me through. If you want moody sci fi with personality, this is an easy recommend
Overall rating 8/10 Whilst there are minor bugs and some optimisation issues, for an under ten buck indie game it is a worthwhile experience that I would recommend to those who enjoyed the dreamlike landscapes of Paradise Killer, character design and aesthetic spaciousness of Tron Legacy as well as philosophy and finitude of Journey, as this game feels like a very weird lovechild of these three games. The writing is light hearted, well paced, humorous with tones of philosophy, whilst still keeping heavy decisions at hand, both on surface and deeper levels. I would have liked more content to give chance of few characters to grow on me more, but considering the time given, execution raised no objections from me. Bonus points for involving Baldie. 10/10 Coding needs work, mechanical fluidity is a bit clanky, several restarts were necessary, however frequent auto save did not render it a game ending experience. 6/10 Music is impactful, whilst not overshadowing the game itself. Few elements could be polished (mainly ones involving vocals). 9/10 UI is non-intrusive, and compliments the aesthetic of the game. However it is a little chaotic and few elements do give an unfinished WIP vibe. 7/10 Gameplay has enough elements to keep it interesting, but not too much to overwhelm. Has low replay-ability value, however did leave me wanting more. Movements are a bit clanky, but the combat system shows great promise for franchises continuation. Few items seemed to have next to no purpose, but I am willing to write it off as a statement within the game. 8/10 Graphics could use some balance with bloom effect, however the minimalistic choice of design for models and the environment did add to the game. Hard to tell if the render choices were accidental or made for optimisation purposes, but overall it did made a good balance. 9/10
When I saw this game, I was like, hell yea, its looks like No Man sky, it will be so frking cool, but when I started to play, I was like damn.. For me, this game is quite streightforward going with no free will at hand. For indie game I think it has really nice graphic, sound effects and idea, but I don't appreciate this type of battle while with just LMB or RMB clicking. Also, it was quite laggy between cutscenes and long time loading, but yea, I have only i5 processor, so maybe that's why..
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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