
"Dreamcore came out in January of this year and it's a perfectly good time if you love spooky vibes but aren't too jazzed about screaming monsters and jumpscares. Developed by Montralulz, Dreamcore is a directionless, HUD-free wandersim that takes you through strange, abandoned levels that almost feel endless. The game intentionally tries to make you feel lost with its lack of clear-cut instructions on what to do."
"The levels are so massive, in fact, that I'm thinking I might need to keep some graph paper nearby to map out these spaces. I've only completed one level thus far, "Dreampools" which is a labyrinth of tiled walls, random pools, and the uncanny use of diffused lighting that often makes those wild Cyberpunk 2077 mods or the odd bodycam-footage game look disturbingly close to reality."
"And though the game has no jumpscares, it's still plenty capable of freaking you out-especially with some of the odd objects you'll come across, like a massive smiley-face ball that, while certainly not intimidating, just feels...wrong. Is it watching me? With so few things to actually do in these spaces other than walk around, the real challenge here is not losing your mind and staying focused on slowly unraveling where you should go, following what looks interesting in the hope that you'll find something unique."
Dreamcore released in January and was developed by Montralulz. The game is a HUD-free, directionless wandersim that places players in strange, abandoned levels designed to feel almost endless. Clear instructions are absent; players must interpret strange symbols on walls, signs, odd music, and audio cues to decide where to go. Levels are massive and maze-like, sometimes encouraging physical mapping. The Dreampools level features tiled walls, random pools, and diffused lighting that creates uncanny realism. The experience avoids jumpscares but evokes unease through odd objects like a massive smiley-face ball and persistent feelings of being watched. Gameplay emphasizes exploration and slow, focused unraveling.
Read at Kotaku
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