
Experience backrooms like never before. Dreamcore is the ultimate psychological exploration game, set in the largest liminal world ever made. No guides, no path—only intuition. Will you keep your bearings in a world designed to make you lose them?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2/day in the week to Sep 7 → 2/day in the week after.
About
Step into the space between dreams.
Dreamcore is a psychological exploration game that immerses you in the haunting beauty of the largest liminal spaces ever created in a video game. With no guides, no direction, and no escape but the one you carve for yourself, the key lies in observation and intuition. Will you keep your bearings in a world designed to make you lose them?
Dreampools: A surreal maze of endless pools, dimly lit by artificial glow. The tiled walls glisten with reflections, amplifying the stillness of the water. No sound accompanies you but the distant drip of water and the echo of your own footsteps. Narrow hallways twist into grand, open chambers, interconnected without apparent logic. The dreamlike calm is absolute, yet the unease never fully fades—an unseen presence always lingers at the edges of your awareness. 
Eternal Suburbia: A neighborhood frozen in an eerie, artificial tranquility. Row upon row of identical houses stretch into infinity, each façade a mirror of the last. But once inside, the illusion fractures—hallways loop into themselves, and the once-cozy interiors become an unsettling puzzle. Time flows in cycles of day and night, the warm hum of vintage jazz filling the air during daylight. Yet, instead of comfort, the melodies deepen the isolation. As dusk falls and the shadows stretch long, a single question takes root: are you truly alone in this place? 

Playrooms: A sequence of spaces inspired by children’s play areas, recreated with an artificial and silent aesthetic. Throughout the map, you’ll explore padded rooms, plastic castle structures, ball-filled corridors, netted tunnels, oversized blocks, and printed city carpets. Each area follows the logic of childhood entertainment but is stripped of functionality or human presence. There are no instructions, no sounds, and no clear direction; progression is entirely up to the player.


Liminal Hotel presents the definitive version of the famed “Level 188” Backrooms meme, offering a wide variety of styles within its rooms. Using elevators, you’ll traverse the hotel floor by floor, and as you descend, you’ll notice the hotel’s atmosphere becoming increasingly unstuck in time.

Dead Mall lets players loose on a nightmarish plaza with all the staples of childhood shopping, but contorted into an uncanny ordeal. Delve into its subliminal arcade, parking lot, food court, and bevy of isolated shops.
Every level in Dreamcore is a standalone experience that offers a unique blend of exploration and atmosphere. Two additional maps have already been added, and a final map is currently in development, further expanding the game’s world. Early players will receive all future maps at no extra cost.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.99 | 2Kreviews | 89% | — | $631.9K |
| $17.99 | 2.1Kratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 214 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is one of the best backrooms/liminal space games I've ever played. The thing that really made me buy this game in the first place was the VHS effect that made the game look so genuinely real and just like the "found footage" style videos on YouTube. For people thinking that this is a horror game, its far from that. It is made to look like a horror game with the atmosphere of each map and the sense of unknown that it brings psychologically. There are no entities that will chase you randomly and all you have to do is walk and just explore the map. That's the main premise of the game, it is more of an aesthetically pleasing game than it is a game where you have an objective and you need to do things to achieve it. This game is really suited towards the audience that is into the entire niche of analogue horror, backrooms and liminal spaces because you can truly appreciate how vast each map is, and the different areas in it. Otherwise to the average person, it may be perceived as a very boring game where you just walk around doing nothing. So far at the time of me writing this review, I've played Dreampools, Liminal Hotel and Dead Mall and all 3 of the levels have insanely, insanely huge maps. You seriously can get yourself lost in this game which can be reminiscent of the backrooms being so infinite and vast that you just don't know where to go, what turn to make, if you have explored an area that you already have before but you don't know it. They are genuinely that massive and props to the developers for making such a huge map without making it seem like copy/paste of other areas. Each section of the map is truly unique and random, one area can have a giant room which then leads into a small hallway which somehow then leads into a completely different style of room which dosen't fit the theme of the one you were just in previously. They really outdid themselves with the map design, especially Dreampools and Liminal Hotel. It is one of those situations where you can easily get lost even when starting the level. The only thing that is a negative in this game is the walking sounds sounding almost too repetitive, like there's no difference in it no matter what floor surface you are on, the lack of background ambience in a lot of the areas and the static from the camera being a bit too loud. I wish you could have an option to just turn it off whilst keeping the VHS effect on but these issues are nowhere near enough for me to say I woudn't recommend buying the game. I'm sure they can fix/add these features in future updates. Overall, please buy this game and try it out if you are a huge fan of liminal spaces because this is by far one of the best in my opinion when it comes to the looks, the VHS effect and the size of the maps
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Aug 2 → 6/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Russian, Italian, Portuguese - Portugal, Spanish - Spain, Simplified Chinese, Japanese, Dutch, Greek, Hungarian +6 more
| $17.99 |
| 1Kratings |
| 94% |
| — |
| not modelled |
| $17.99 | — | 87% | — | 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 216 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
To capture actual liminal horror, and what makes it so unique, is extremely rare. I have played plenty of games and seen plenty of videos about the backrooms, and while this isn’t explicitly a backrooms game, it does capture the essence of what I believe the backrooms really started as, and does it far better than most other backrooms media. What makes it work is its restraint, and it’s not in your face about what’s supposed to scare you. This game gives you no guarantees. It doesn’t tell you that there’s something else in the level with you, but it also doesn’t promise that there’s not. It almost lets you decide what’s frightening, while adding in its own tricks every now and again like the sound of a door closing behind you, and letting you psyche yourself out to the point where even just the dark corner of a room becomes a terrifying prospect. The level design is also deceptively good at playing tricks on your mind to the point where, in some levels, it almost seems as if the map is changing with your movement. The only critique I could have, and it’s not even really a critique, is that it’s really easy to start feeling sick while playing this game, but if you turn off the VHS filter and lower the resolution to 1280x720 it’s not an issue anymore for me at least. But aside from that, everything about this game reminds me of a love for liminal horror that I had almost completely forgotten about, and returns it to its roots. If you’re a fan of backrooms content or liminal horror in general then this is well worth the purchase
I went into "Dreamcore" hoping for something atmospheric and immersive, but after a few hours I felt mostly let down. The rooms and halls are just way too big and empty. I spent so much time jogging through these oversized, plain corridors with almost nothing to look at or interact with. It got incredibly repetitive, one bland area blending into the next, and the sense of scale that should feel eerie quickly turned into plain boredom. The VHS aesthetic is a big part of the game’s identity, but it’s a mixed bag. I tried turning off the visual filter thinking it might clean things up, but then I noticed weird glitches in the reflections of off-screen space that broke the illusion. The constant tape hiss, though? You’re stuck with that. It drowns out a lot of the quieter environmental sounds that would otherwise make the spaces feel more alive and unsettling. It’s a shame because the potential for great sound design is clearly there. What bothered me most was the feeling that the game was trying to cash in on the Backrooms/Pools trend rather than offering a strong artistic vision. It leans heavily on copy-and-paste style content, familiar liminal aesthetics stretched across huge, bloated maps instead of delivering tight, memorable, or creatively distinct experiences. There’s ambition in the scale, sure, but it often feels padded. In the end, I found myself thinking back to "Pools" and wishing "Dreamcore" had followed its approach more closely. "Pools" felt more focused, relaxing in its emptiness, and better at delivering atmosphere without forcing me to wander through endless repetitive voids. "Dreamcore" has its moments and looks impressive at times, but for me it ended up as a game that promises dreamy unease and too often delivers fatigue.
Playing it at 1am is so great.
This game requires a lot of patience and it really doesn't feel like there's an exit to any of these levels at first. Eventually you'll detect subtle clues that just seem "off", even with everything else being completely weird. And the controls are simple, you don't pick anything up or engage in combat, you are just LOST af. The game has a unique way of dropping surprises that are motionless and quiet, yet seem like fireworks against the backdrop of everything else. It's one of the smartest Backrooms games I've played, although it might not be for everyone. If you liked exploring Pools and Liminal City, you'll probably like Dreamcore. If you're looking for something more dangerous like Backrooms 98 or Escape the Backrooms, then probably not. I found the VHS filter unnecessary though. You can toggle it off, even though the game insists in the settings menu that you should leave it on for ambiance. That's nonsense though, the game looks better clean. Turn it off.
Очень добротная игра, по атмосфере одна из лучших игр из вселенных бэкрумсов. Но, как по мне, очень неравномерная. Невероятно крутые Dreampools и Liminal Hotel разбавлены пустым с точки зрения интерактивности и наполненности Dead Mall'ом. Оставшиеся два уровня, город и плейрумсы тоже в целом неплохие. С учетом того, что в игре [spoiler]нет скримеров[/spoiler], она продолжает держать тебя в напряжении, постоянно кажется, что за тобой кто-то наблюдает. В общем, рекомменд!
ходить бродить ходить бродить ходить бродить ходить бродить ходить бродить
Some solid atmospheric vibes but levels are way too large and your character moves terribly slow. There are lots of "I can see where I need to go but need to backtrack 10 minutes to get there" moments that absolutely slaughter the pacing. I ended up finding it more tedious than I did immersive.
The ONLY thing I wish about this game is it could be VR. I know that's not easy, and I'm not waiting for it - if it happens, awesome. If not, this has been one of the most favorite gaming experiences I have ever had. Thank you so much <3
[h2]Потерянное время[/h2] Буквально на всех картах приходится ходить кругами по лабиринту и искать выход. Никаких подсказок или умной генерации, ведущей к выходу. Особенно раздражает, когда видишь его, но не можешь туда пройти и приходится снова наматывать круги, выискивая правильный путь. На прохождение одной карты уходит минимум час зажатой кнопки ходьбы, но на Dreampools и Playrooms настолько гигантские локации, что и на 5-6 часов застрять можно. Это просто наплевательское отношение на время, которое игрок тратит блуждая по одним и тем же комнатам. Причём смотреть тут не на что: окружение абсолютно пустое, заполненное простейшими ассетами. Никаких интересных идей, все карты построены на самых популярных шаблонах лиминальных пространств. Потраченного времени жаль.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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