
A farming life sim with high seas adventure. Grow crops, grow ammo, grow a backbone! Side with the Pirates or help restore Global Trade. Feed the islanders, forge relationships, find romance, and call people "scurvy dog"! Raise the mainsail, fire the cannons, and set sail for adventure!
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 3 → 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

You're a lost mariner, tossed upon the shores of an abandoned island. This was once a farm, and perhaps it could be again. There are other islands around you to explore, and many people to meet and share your time with. But not all is well in the Dreaming Isles. The waring factions of pirates and trade vessels have caused strife for the islanders. They need your help to find their way again.
Dreaming Isles is a wholesome farm life sim that combines high seas adventure, relationship building, Zelda-like exploration, and sword & sorcery. Grow your farm, win the hearts of the Islanders, harness spell stones, fight monsters, side with the Pirates or with Global Trade, and explore the world of the Dreaming Isles.




Genres
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game should not have been released as anything other than Early Access. Unfortunately, there is potential, but there just isn't enough there for a full game. Before you can really do much, you have to plant and harvest crops, and while you wait, there is nothing to do at all. The map is weird, combat mechanics are awful, and steering the boat is impossible. It just isn't fun. Sad, because with some changes, it could be. I will check back if the developer changes some things up, but not worth it in the meantime.
I'll start by saying I like the gameplay loop. Chop trees, mine minerals, plant crops (no watering? yay!), and slay the occasional monster or two. Villagers are interesting to talk to. And that's it. I got to the point in the story where I'm suppose to be friendly with the pirates. Okay, how? Shipping? No. Talking to NPCs don't help either. Crashing into ships? That just damages me. There's holding your hand and there's throwing you into the pool not knowing how to swim without a floatie. I prefer a little of the former than what the latter offers.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Polish, Simplified Chinese, Portuguese - Portugal
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Maravilloso juego. Perfecto para los que tenemos sed de un Stardew Valley like y vagamos por el desierto de clones insustanciales y repetitivos.
Normalmente no suelo escribir reseñas en Steam, pero en este caso haré una excepción. No puedo recomendar este juego por un motivo muy simple: se vende como un producto completo, pero en realidad está inacabado. La historia queda a medias y llega un punto en el que ya no es posible avanzar. Además, al principio no resulta evidente que esté incompleto, ya que para alcanzar cierto punto de la trama es necesario realizar misiones repetitivas que requieren varias horas de juego. Una vez se llega ahí, el progreso se bloquea y el propio juego indica que debes esperar para continuar. Según lo que comentan otros usuarios en el foro de discusiones, todo apunta a que los desarrolladores han abandonado el proyecto, ya que llevan meses sin publicar actualizaciones importantes y han eliminado su roadmap. En la página de la tienda no se especifica en ningún momento que se trate de un "early access" ni que el título esté todavía en desarrollo.
Just a simply fun, relaxing game.
game should be put in early access but what's available of it right now is very fun. I'm giving it a thumps up because I think it will be very good after a couple of updates.
Dreaming Isles is an expansive and highly ambitious indie project that attempts to fuse cozy life-sim traditions with open-ended adventure, exploration, and naval combat. Developed and published by YawningDad, the game clearly reflects the vision of a single creator reaching far beyond a narrow genre definition. Rather than focusing on one core mechanic, Dreaming Isles presents itself as a sandbox of interlocking systems—farming, sailing, crafting, combat, relationships, and story—inviting players to shape their own rhythm and priorities across a scattered archipelago. The experience begins in familiar territory: the player washes ashore on a neglected island once used as farmland. Early hours revolve around restoring this space by planting crops, gathering resources, and re-establishing basic routines. Farming provides a stable foundation, but it is intentionally streamlined. Rainfall replaces manual watering, freeing players to explore the wider world without feeling chained to daily chores. This design choice subtly communicates the game’s broader ambition, encouraging curiosity and movement rather than strict adherence to a farm schedule. Exploration quickly becomes a defining feature. Dreaming Isles is built around a chain of islands, each with its own terrain, atmosphere, and secrets. Traveling between them introduces players to ruins, towns, dungeons, and new farming opportunities, all connected by a navigable sea. Sailing is not just a method of fast travel but a full gameplay system, complete with ship upgrades, encounters, and faction dynamics. As players venture farther, they encounter rival forces—most notably pirates and the Global Trade faction—whose presence adds tension and choice to the open world. Naval combat sets Dreaming Isles apart from most farming or life simulation games. Ship-to-ship battles require positioning, timing, and preparation, and they integrate unexpectedly well with the farming loop. Certain crops and crafted items can be used as ammunition or combat modifiers, blurring the line between peaceful agriculture and action-oriented gameplay. This interconnectedness reinforces the idea that every system feeds into another, even if the execution occasionally feels rough around the edges. On land, combat and dungeon exploration borrow from classic action-adventure games, featuring real-time movement, enemies, and loot. These sections add variety and narrative momentum, though they can feel less refined than the farming and exploration systems. Combat lacks the tight feedback of dedicated action titles, and difficulty balance can be uneven, but the intent is clear: Dreaming Isles wants to be as much about adventure as it is about relaxation. Social interaction plays a meaningful role in grounding the world. Towns and settlements are populated by NPCs with distinct personalities, quests, and potential romance paths. Building relationships unlocks new storylines and reinforces the sense that the islands are inhabited rather than decorative. These interactions lean toward charm and warmth, fitting the game’s cozy aspirations, even when narrative pacing or quest clarity falters. Visually, the game embraces pixel art inspired by classic 16-bit aesthetics. Environments are colorful and varied, from lush forests to coastal villages and mysterious ruins, giving each island a distinct identity. While animations and UI elements are sometimes inconsistent, the overall presentation conveys a strong sense of nostalgia and personality. The soundtrack complements this style well, shifting between peaceful melodies during farming and exploration and more energetic themes during combat or high-seas encounters. Where Dreaming Isles becomes more divisive is in its state of polish and completeness. Many players have noted that the game feels more like an early access project than a fully finished release, with incomplete questlines, limited tutorials, and systems that lack clear explanation. Bugs, balance issues, and occasional confusion around progression can disrupt immersion, particularly for players expecting a tightly structured experience. At the same time, these rough edges also reveal the scope of the project and the challenges of maintaining such breadth as a solo developer. Despite its flaws, Dreaming Isles leaves a strong impression through sheer creativity and ambition. It is a game driven more by vision than restraint, willing to experiment even when execution falls short. For players who enjoy open-ended systems, self-directed goals, and the freedom to alternate between farming, adventuring, and sailing at will, it offers a compelling and often rewarding sandbox. Those seeking a highly polished, guided experience may find it frustrating, but players who value exploration, experimentation, and the feeling of inhabiting a living world will likely appreciate what Dreaming Isles is trying to achieve. Ultimately, Dreaming Isles is best understood as a passion project with a wide horizon. It does not always succeed in balancing its many systems, but it consistently demonstrates imagination and heart. As a result, it stands as an intriguing blend of cozy life simulation and adventurous freedom—one that feels imperfect, evolving, and deeply personal, much like the dreamlike islands it invites you to explore. Rating: 5/10
As many have said, this game feels more like it's in early access. I don't think that makes it a bad game though! It did only come out a couple days ago, after all ;) I enjoyed playing very much and am excited to see where the developer takes this, I see a lot of promise here! The premise is fun, the game plays smoothly, and the setting is great. This game made a lot of big changes to the genera expectations, namely the fact that you don't fall asleep at 2am. You choose to sleep when you're out of health, stamina, or mana (and don't want to use a potion). The game also auto saves, so you don't have to sleep to log off. There are no seasons, which makes sense if you assume your little island is by the equator. Instead different towns you visit have different climates. Your plants don't need to be watered (fantastic!), and shipping your crops gives you more than just money- it's required to advance game play. There are a few things I'd like to see improve. More info on tool tips would be great; how long a plant takes to grow, what a potion does, what leveling your skills improves. I like that each of the NPCs seems to have a quest for you, but I want more variation in their dialog. Yes, Thabisa, I get that you're bored of your job, but who are you outside of that? The lack of a need to sleep and seasons makes the days blur together, I'd like to see something else added in to give you a distinct feeling of urgency and time passing. And, of course, there needs to be more game play, a longer quest line, perhaps more need to level skills... I've played about 30 in game days, and I'm finished with the main quest line, most my skills are maxed (everything but air and water magic, but I can't tell what leveling those does anyways), and I have all the recipes/have made everything. The only thing I have left to do is improve NPC relationships, which is personally my least favorite part of these types of games. I loved chapter one, I can't wait to read the rest of the book ;)
I bought this game and then couldn't really play it because I got slammed with college classwork, but now the semester ended I'm able to actually play it, and it is exactly what I was thinking it would be. I love it! I was a bit sad to find there's not a wiki or anything of the sort online like what I use when I play Stardew Valley, so I started compiling that kind of info myself in a Google Sheets. Although, the first time I played Stardew, I was stubbornly refusing to use a wiki unless I absolutely had to, so the no wiki and being forced to find things out for myself again has been fun. I'm still unsure on how to find a few things, such as the [spoiler] angler fish for the star potion [/spoiler] or how to complete the Unholy Diver achievement, but I'm sure I'll figure it out. And I can't wait to see what's next in the story, when the developer feels ready to release it!
Comme déjà dit, serait plutôt un jeu en accès anticipé qu'un vrai jeu... J'attendais un stardew like avec des pirates, mais grande est la déception. Sur terre le déplacement est fluide, mais en mer, c'est atroce à la manette, difficile au clavier. Qwerty de base, on peut choisir les touches secondaires, mais les primaires sont bloquées : le Q reste désigné pour les quêtes, impossible à utiliser pour aller à gauche... Et que dire du contenu... et bien pas grand chose justement ! Si, un point positif : on peut gratouiller les chiens et chats ! Je ne voulais pas être trop sévère avec une personne qui développe son jeu en solo, mais franchement, le prix est abusé pour un jeu soit-disant abouti...
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Players by region
Where this game's players are, estimated from review languages.
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