
DMT: Dream Dealer is a walking simulator that guides you trough a trip between worlds. You'll never know if what you see is real, or if you are in a trance. A game made to delight your sensory system, inspired by titles like The Stanley Parable, Dear Esther, Gone Home...
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 29 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Такой кусок переработанных отходов нужно ещё поискать... Напоминает атмосферу игр собранных на конструкторе 3D-игр, что продавался ещё в начале нулевых: плоские объекты, просто текстуры различных изображений натянуты на кубические формы, отвратительная работа со звуком (хотя музыкальные вставки бывают любопытны, но это заслуга не игродела). В общем и целом - брать её строго не рекомендовано.
Yes.
With clear nods to atmospheric explorations like The Stanley Parable and Dear Esther, the game's strength lies in its immersive, sensory-driven design
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This ♥♥♥♥ can't even be called a game. Those who praise it probably haven't played anything other than VKontakte games. The controls are disgusting, the blurry planet textures look ridiculously awful. 24/7 chill radio instead of sound. Some schoolkid just threw assets into Unity, added bright colors, and now it's a "deep psychedelic runner game." Chewed mole of this gamedev, strand. 0 out of 10, fell for the beautiful (and expensive) background.
nice game
An incredibly simple, and short, walking sim with brief jumping elements. Developer's first game, and it shows. Hardly significant unless one plays it alongside substance use. It's only worth playing out of respect for the cool Point Shop wallpapers. The soundtracks were pretty good though. Runs well on Steam Deck, but plays better with mouse and keyboard.
♥♥♥♥ from a butt
The game is not bad, it has a little bit of everything but it is more troll, the music matches, the space is beautiful, I loved it.
Неплохие локи для первого раза, но в конце обосрался.
Dream Dealer is an experimental first-person exploration experience developed and published by Eternity Studios, designed less as a traditional game and more as an interactive, surreal journey. Rather than guiding players through structured objectives, defined missions, or narrative checkpoints, it invites them into a shifting dreamscape where meaning is suggested rather than explained. The title positions itself as an atmospheric exploration piece, emphasizing mood, symbolism, and introspection over mechanical challenge. From the outset, Dream Dealer establishes an unusual tone. Players awaken in environments that feel both familiar and alien, with landscapes that subtly distort expectations. Structures appear out of place, pathways loop in unexpected ways, and transitions between areas often occur without clear explanation. The experience leans heavily into the sensation of wandering through a dream, where logic is secondary to emotional impression. There are no enemies to defeat, puzzles to solve, or explicit story beats to follow. Instead, progression is defined by movement itself—walking forward, observing surroundings, and allowing the environment to shape your interpretation. The absence of traditional gameplay systems is deliberate. Dream Dealer removes conventional objectives to focus attention on sensory immersion. Without a quest log or directional markers, players are free to explore at their own pace. This freedom can feel liberating or disorienting, depending on one’s expectations. The game encourages a meditative rhythm, where the act of exploration becomes contemplative rather than goal-driven. It is less about reaching an endpoint and more about experiencing the atmosphere created by the shifting environments. Visually, the game embraces surrealism. Environments blend natural elements with abstract architecture, creating a world that feels suspended between reality and imagination. The color palettes shift subtly, lighting plays an important role in shaping mood, and environmental transitions can occur abruptly, reinforcing the dreamlike tone. While the graphical fidelity is modest, the artistic direction prioritizes mood over technical spectacle. The simplicity of the visuals allows players to focus on the emotional resonance of each setting rather than intricate detail. Sound design plays a crucial role in maintaining immersion. Ambient audio, subtle musical cues, and environmental soundscapes replace traditional dialogue or narration. There are no lengthy monologues or overt storytelling sequences. Instead, the auditory atmosphere works in tandem with the visuals to create an almost hypnotic experience. The lack of constant guidance contributes to a feeling of solitude, enhancing the introspective nature of the journey. Reception to Dream Dealer often depends heavily on player expectations. Those who approach it as a contemplative walking simulator or interactive art piece may appreciate its abstract design and open-ended interpretation. It can serve as a quiet space for reflection, offering a calm yet uncanny escape from conventional game structures. However, players seeking clear objectives, mechanical depth, or narrative resolution may find the experience lacking in direction. The minimal interactivity and absence of structured progression mean that engagement relies almost entirely on one’s willingness to embrace ambiguity. In terms of length, Dream Dealer is relatively concise. Without chapters or explicit milestones, the experience unfolds organically and can be completed in a short session. Replay value is largely subjective, tied to personal interpretation rather than branching content. Players may revisit the game to absorb its atmosphere again, but it does not offer drastically different paths or outcomes. Ultimately, Dream Dealer stands as an example of experimental indie design that prioritizes sensation over structure. It challenges traditional definitions of gameplay by stripping away combat, puzzles, and linear storytelling in favor of immersive wandering. For those open to unconventional experiences and abstract environments, it offers a tranquil yet surreal journey that feels closer to interactive art than a traditional game. For others, its lack of direction may feel underdeveloped. In either case, it demonstrates how indie creators can explore the boundaries of interactive media by focusing on atmosphere, perception, and personal interpretation. Rating: 5/10
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.
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