
Choose your party, build your decks and battle with cards in Dream Tactics, a turn-based strategy RPG where character customization is key! Lead Neru and friends on an adventure to unravel the mystery of the Dream World and wake its inhabitants from eternal sleep.
The Dream World is in peril! It is up to our unlikely hero, Neru, to assemble a formidable team to defeat the Pillow Legions and save the Dream World from its inevitable collapse. The only problem? Neru may have slacked a bit on learning the magic of the Dream World and is almost out of time until its destruction!




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese | |||
| Simplified Chinese | |||
| Japanese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
The name is rather apt. Like a dream, the game is at once familiar and not, with the familiar and unfamiliar merging into something uniquely pleasing. It has familiar elements of other games and genres, but they're not quite the same. It has elements of a JRPG, but it isn't exactly like any JRPG I know. There's elements of deckbuilding and card collecting, but it isn't another tired Spire-like. It has tactical grid-based turn-based combat with no random encounters or grinding, but it isn't quite a Fire-Emblem-like. I've played literally thousands of games in my life, and I can safely say this is both like, and unlike anything I've ever played before, in all the best ways. The sprites were perhaps, initially, my least favorite aspect of this game, initially. They're kinda small and at first glance seem low-detail and low-effort. They're actually incredibly well done, and perfectly showca
What a fantastic game, super cute and addictive. And hard! Especially if you play on Nightmare difficulty and/or with Hardcore mode enabled (perma-death). For me there are three highlights: Pacing: After the first introductory chapter, you arrive at a hub area with access to four chapters to choose from. You can freely enter and leave any chapter at any time, meaning if you get stuck on a fight, you can always check if progression is easier in another chapter and grab new items, money, and leveled-up stats for when you come back. You can't go three minutes without finding new gear and cards that entirely change your team dynamic. Build customization: It's so in-depth and balanced. Throughout the game you unlock seven characters and their personal 41 cards (28 common, 10 rare, 2 legendary, and 1 ultimate). Your team can be any combination of 4 characters decking 15 cards each. You can tr
A pretty solid GBA-era tactics game that I expected to be short and sweet, but it wasn't. Pros: + Strong fundamentals, it does everything a tactics game should. + Funny writing, I like all these characters and the pillow enemies are cute! + GBA-era pixel art that's both functional and stylish. + Great customization of characters with a variety of deckbuilding and equip options. Cons: - Too long. I expected it to be maybe 15-20 hours long, but there are a lot of unnecessary battles in here that drag the game out. That and some of the area design encourages backtracking to smash pots. Some battles just made me groan like the one where you're forced to control only pillows, or the one where you have to lead a mech onto a special tiled floor to be able to damage it. The final boss and penultimate battle also aren't great because it's just moving a carrot on a stick. - The main core 3 cast
I've been playing the early access for approximately a year, probably less. I can say for certain that the game has a ton of replay-ability. The item customisation is so extensive I cannot name a game that replicates its simplicity and depth in the same breath. The power growth feels great, very possible to beat the game with the base deck and turn based mechanics. However exploring all the potential combinations gives an incredibly rewarding feeling and a unique sense of creativity. The Nexus(4 world options) reminds me of Demon Souls. Gives you the option to take the harder world route for significantly better rewards or start with an easier world and modestly grow. You can always stop your play through in one world to jump to another, thus changing your build path with the different items accumulated. Something this game does incredible job of is the constant progression and powe
It's fun. Fire emblem+library of ruina is probably the simplest way I can describe it. Builds seem diverse so far from my 5 hour playtime, with equipment impacting how you form each character's decks. There used to be a demo, sad to see they removed it. edit: After more than doubling my hours I have some more thoughts I would like to put forth. (keep in mind that I am a little under halfway through on a first time hard play through.) The combat still remains fun, with well thought out builds being able to pull their weight on the battlefield. However there are a few gripes I have. Over world speed feels a little slow, especially when re-exploring areas to find treasure you missed after clearing it. I understand that it is most likely due to the traps in the levels, but it is a slight annoyance. A bigger annoyance that a friend brought to my attention is a lack of turn rewind such as tho
A fun and unique deckbuilder that plays like a cross between Library of Ruina and Fire Emblem The Good + The art and visuals are very nice and well put together. The different worlds all have their own distinct themes and visual styles. The characters have very cute miniature sprites for on the battle and larger portraits for cutscenes and dialog, all of which look clean and appealing. + Phenomenal soundtrack, does a great job of establishing tone. The game has a substantial 23 tracks to its name, and they are all pleasant to listen to whilst fitting the themes of their respective areas. My personal favorites are "Crystal Caverns" (Crystal Cavern overworld theme) and "Beware the Ghouls" (Ashguard battle theme). + The writing is solid. The plot isn't very complex, but instead serves as simple and effective dressing for introducing the characters and getting them towards the next fight
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