
The hit series returns! Roll and bounce in this jumpless precision platformer for all skill levels. Play through an eerie campaign, best the wicked difficulty, or create your own levels to share with the world!
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 26 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
DISCLAIMER: I am one of the game's developers. Amberial Dreams is as much a game as it is a memorial. It is the evolved form of a design born in the 2000s as part of the independent Flash games movement, from a then-teenage mind. Amberial approaches the platforming genre from a “jumpless” perspective, which changes far more than it might seem at first. The lack of this ability means that the entire environment needs to be used in creative ways to make progress, and if there is something we’ve learned over the course of Early Access, it’s that players can be absurdly imaginative in achieving this. I remember this game starting out fairly simple, but it’s partially my fault that it became something more complex that took way longer to develop. When I joined the team back in who knows when, basically because I was a fan of the series, what was in place was mostly like one of the old Flash games but updated to contemporary standards. That sounded good, but it could be more, couldn’t it? So we started adding features and ideas. I believe the game came out the better for it, but to be honest, if there is one element you can find here, it is passion. Everybody who ended up being involved in the project did so out of admiration for the series’ legacy. There were no hires for the team per se, but more of a natural movement of different people coming together to contribute to different parts of the game, and the director had the humility to accept and embrace that. What we ended up with is a variety of ideas that surround the core platforming and tie everything together, elevating the Amberial Dreams experience into more than just a sequence of levels (although you can also approach it that way if you want to). What I hope people get out of playing this game is the sense that whatever it is they are looking for, there is a little of it available. The level editor is a success, and everyone who engages with it enjoys using it. We have a really fun main campaign with a distinctive story. We managed to package bonuses like the old Flash games and other assorted extras. For the low price being asked, it’s quite a sizable offering and something most people who are into more action-focused games are bound to have fun with. We also have some very hard levels available as optional content to keep the more hardcore players busy. The game has shortcomings, like all things. You can always make something better. I think we ended up in a good spot, though. It’s very stable and free of crazy bugs, and it has a nice difficulty curve, which allows for leeway when players are faced with a level that makes use of a mechanic they can’t master. Overall, as a fan of the original series, I’d recommend Amberial Dreams as a game that to this day still brings fresh mechanics and ideas to the table, even in a market saturated with releases. That indie spirit from the Flash era is still alive and well here, which I personally find comforting... there is something unique about work developed out of sheer passion and will.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Dreaming of having bought it | KAMGUSTA's MINI REVIEW[/b] I bought it, but developers said they ran out of activation codes, so I waited. And waited. Months. They never delivered. I had to buy it again. All I got was a ball randomly bouncing around with fuzzy physics in uninteresting levels with precision platforming and insta-death. As strange as it may seem, the first games (free Flash games dating back to 2007-2008) were better. They are included. You can also create your own levels. All to cover a poorly executed, unsuccessful and half baked game. Two years after launch, there are only 58 reviews. [b]Best played with joypad Recommended buy price: 1$ (twice?) Score: 4/10[/b]
Has Now Cards.
I played the original Amberial and Amberial: Nebulosa Realms back in the heyday of Flash gaming, and they were exactly what you wanted a Flash game to be -- something that took a simple but interesting game concept and really focused on making an entertaining game out of that concept. Amberial Dreams is exactly what you want from a followup to a Flash game, in that it keeps the original concept that attracted me to the game in the first place, but really takes the space to develop and explore that concept a lot more, while also adding a nice level of polish to the game -- the graphics and sound really fit the game excellently, and the physics and controls are also very smooth (let's be honest, the physics in the original Flash games could get kind of janky!). If you're just trying to get to the end of the game, the difficulty is just enough to be satisfying without being too frustrating, but if you're a completionist like me who wants to complete all the levels, moons, and wings, it's a very difficult challenge indeed! The inclusion of the original Flash games in the Amberial series (and a couple of extras too) is also a very nice touch.
Adorable game, with simple yet highly enjoyable platforming
Super fun 2D physics based precision platform et where you’re a ball that can’t jump, and you’re relying on the environment, physics, and inertia to traverse levels to the end. Each level is designed to be quick so it’s easy to pick up for a few levels and come back. User generated content is pretty great, too.
Always fondly remembered playing the first game as a kid numerous years ago and trying to bounce as high as possible on the springs. Only recently found out about this sequel. Awesome!
Fun and challenging platformer, but skip the last 7 level for your own sanity
It's pretty good, I've always liked the amberial series but i'm not sure if its just me or is the marble less controllable than the first two games? Something just feels off
A puzzle platformer with no jump button seems insane but Amberial Dreams seems to pull it off. The gameplay is basically a puzzle platformer except the only control you have over the character is moving left and right. To navigate height and other seemingly impossible things to do without jumping, you use world interactions and your momentum. The difficulty ramp on this is exponential, it starts you off with some basics and then throws you right into it, further and further into the dream. Games are divided into small levels with the objective of reaching the goal, with some side collectables for those who like to collect and explore. You might find yourself doing one or the other because the other end-level reward is time-based. This puts emphasis on replayability. There is also a whole ass level maker, which you can submit levels to the community and play other players’ levels. I only made basic levels. The soundtrack is very and I love the use of environmental sounds, sorta adding to the music in a way, each bounce and interaction plays a sound that is in key with the music. I’m not entirely sure if this needed a story but I guess it’s there and drives progression. The characters are cute. I liked the visuals, there is a lot of variety, some of it reminded me of games like super breakout but maybe more in the snes era which I feel partly inspired the game. In saying that though the art style for the characters at least felt a little inconsistent but it’s to be expected from most indie games. There are a HEAP ton of levels, all with their own interesting takes on how to create new ways to challenge the player. There is a section for hardcore/skilled players which I clearly did not have the skill for but each time you die and respawn you learn more about how to tackle the levels and progress a little more each time. I’d recommend it for all skill levels but you’ll get more out of it once you master the arts. I am halfway in between.
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Players by region
Where this game's players are, estimated from review languages.
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