
Welcome in Bad Dream: Coma. A point & click game where unique minimalistic art style creates an unforgettable and atmospheric experience. Travel through the surreal and disturbing dreamland where everything depends on your actions. You can't die but you can suffer greatly...
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): 0.29/day in the week to Sep 12 → 0/day in the week after.
About
Genres
Sums Steam only; GOG, 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 | $2.24−75% | 2.2Kreviews | 91% | — | $71K |
| $8.99 | 87ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played Bad Dream: Afterlife befor this one. I used to think, "It's not really my fault. I don't have any real decision-making power in these games, the developer is the one to blame..." I was wrong. I am the problem. Bad Dream: Coma showed me that with my very first mouse click. (I am sorry, little crow, and all the crows that came after you.)
I don't know how to describe my lovefr this game. Played it a while ago on switch but re-bought it here to support the dev, and even thought I already knewhe game, it kept me anchored till I had 100% it. I normally don't care about 100% a game, but doing it for this oneis so rewarding despite the complexity of it
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 25 → 0.43/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.
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, Russian*languages with full audio support
| $9.99 |
| 84ratings |
| 86% |
| — |
| not modelled |
| $9.99 | — | — | — | 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 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Super jeu ! Un peu court mais univers génial !
What a delightfully horrible game. I found the puzzles the right amount of frustrating without losing interest. The story is dark and the art style is unique and beautiful. I managed to pick this up in a sale and it was well worth it. If you like your point and click games with a pinch of gloom, this is for you.
Bad Dream: Coma is a psychological horror adventure developed and published by Desert Fox that transforms simple point-and-click gameplay into something unexpectedly disturbing and emotionally unsettling. Instead of relying on loud scares or traditional survival horror systems, the game creates fear through atmosphere, symbolism, and the uncomfortable feeling that the world around you is quietly deteriorating. Its dreamlike structure and hand-crafted visual identity allow it to stand apart from more conventional horror releases, offering an experience driven by tension, mystery, and player choices that carry meaningful consequences. The game takes place inside a surreal nightmare where logic rarely behaves the way players expect. Strange environments blend together into a fractured reality filled with unsettling imagery, damaged locations, and mysterious characters that feel both tragic and unsettling. From the opening moments, Bad Dream: Coma establishes a feeling of vulnerability. The world does not explain itself clearly. Instead, players are encouraged to observe carefully, experiment with interactions, and slowly piece together understanding through exploration. One of the game's strongest features is its approach to consequence-based design. Small decisions matter more than they initially appear. Seemingly harmless interactions can permanently affect future events, changing how situations unfold later in the experience. The game quietly teaches players to think carefully before acting. Unlike adventure games that allow endless mistakes without consequences, Bad Dream: Coma creates tension by making players question every choice. Curiosity remains important, but caution becomes equally valuable. Puzzle design reinforces the unsettling atmosphere exceptionally well. Challenges rarely rely on obvious solutions or predictable logic. Instead, players must pay attention to environmental clues and unusual patterns hidden throughout the world. Solving problems often feels like learning the strange rules of a broken reality rather than completing standard adventure game objectives. This approach creates rewarding moments of discovery while also maintaining psychological discomfort. Even progress can feel uncertain. The visual presentation becomes one of the experience's greatest strengths. Desert Fox embraces a minimalist hand-drawn style that turns simplicity into something genuinely haunting. Distorted environments, damaged objects, and unsettling imagery create tension without relying on graphic violence or visual realism. The art style gives the game a personality entirely its own. Ordinary locations become unsettling simply through presentation and atmosphere. Every screen feels deliberately designed to reinforce emotional discomfort. Audio design contributes heavily to immersion. The game understands that horror does not always require dramatic musical cues or constant noise. Quiet moments often feel more unsettling than louder sequences. Subtle sound effects and restrained music create a lingering feeling of unease that follows players throughout exploration. Silence itself becomes a tool that strengthens tension. Narrative delivery also deserves praise for avoiding heavy exposition. Instead of explaining every mystery directly, Bad Dream: Coma allows players to slowly uncover meaning through observation and interpretation. Pieces of the larger picture reveal themselves gradually as players move deeper into the nightmare. This fragmented storytelling style complements the surreal setting perfectly because uncertainty remains part of the emotional experience rather than a problem to overcome immediately. The horror itself leans heavily toward psychological discomfort rather than direct threats. Fear comes from uncertainty, strange symbolism, and growing awareness that actions leave lasting effects behind. The game even reframes traditional failure conditions by emphasizing emotional consequences over simple punishment. Players rarely fear losing progress. Instead, they fear making choices that permanently damage the world around them. Pacing remains another major strength. Bad Dream: Coma delivers a focused experience that avoids unnecessary filler. Every location, puzzle, and encounter serves the larger atmosphere without overstaying its welcome. The shorter runtime helps preserve tension from beginning to end, preventing repetition from weakening the game's impact. What makes Bad Dream: Coma memorable is its willingness to trust atmosphere and player imagination. Desert Fox created a horror experience that feels deeply personal and strangely intimate despite its surreal setting. It avoids familiar genre conventions and instead focuses on creating lingering emotional discomfort through careful artistic direction and meaningful interaction. Players looking for fast action or traditional horror mechanics may find its slower pace unusual, but fans of psychological storytelling, surreal design, and atmospheric adventure games will likely discover something genuinely memorable. Bad Dream: Coma delivers an unsettling journey that remains haunting long after completion, proving that horror often becomes strongest when it leaves questions unanswered. Rating: 9/10
♥♥♥♥♥♥♥ good game
Very spooky.
Cool game. Very atmospheric, despite the simple artstyle
The best game in the entire series. The puzzles are interesting and well-designed, and the choice system is genuinely impressive — you can complete the game in completely different ways, and the developers clearly accounted for many different scenarios. There are also lots of secrets and interesting achievements to discover.
i'm not usually into point and clicks but something about this one really grabbed me great game
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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