
A 1 to 4 player Y2K dream-exploration game. Free your imaginary friends trapped to eternal sleep by the goddess Mama. Collect cursed items and use weapons to face the monsters in Mama's dreams.
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): 1.14/day in the week to Aug 31 → 3.86/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.
About
During a sleepover you find yourself in the depths of a goddess’ dream, the eternally hungry Mama. Survive the dangers of the dreamworlds with firearms and powerful masks that permanently alter your abilities. The price to pay for leaving is simple, return with cursed objects you’ve gathered during your exploration. Or your life.
Learn the mysteries of the ethereal and investigate your surroundings with your handy flip-phone. Through it, you can analyze cursed objects that provide beneficial or bothersome powers. When back inside the safety of the house, check the computer room where you can find information on the life forms, curses, and items you have encountered.
- 1 to 4 player co-op
- Explore 6 different procedurally generated dreamworld types
- 12 NPCs to find and wake up
- Sniper rifles, famas’, chainsaws and more to slay enemies
- Powerful items that can double your jump, heal team mates, reflect incoming damage, and more!
- Find and document your travels in the computer room
- Discover the mysteries as to why Mama has trapped you in the dreamworlds
Genres
Engagement
Reviews
Themes across 227 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
In this economy it's cheaper to play Mama's Sleeping Angels than to go out and buy drugs. And at least you don't need a trip sitter. (Or your trip sitter plays the game with you)
you guys really, REALLY need to specify that this game is a roguelike. i built up a ton of progress and failed a single map, and that one failure drained me of everything i worked for. i never got that impression from this game when i started playing. i wish i could recommend it, i love the aesthetic, the gameplay loop, the music, the character designs... hell, even the RNG. all of that is fine. but losing everything makes me not want to play again at all unless that's specified. i didn't think this was that type of game... sorry.
Media

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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, Russian, Spanish - Latin America, Portuguese - Brazil
Hours played at review time, across 227 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Surreal dreamscape that you get to explore with your friends while making out, sloppy style, and enacting violence upon the unknowable and cute horrors. This game is for the girls!
this ♥♥♥♥ cracks my egg
80% of playerbase are overweight low tier subhumans who are chopped IRL. Entire game can be beat in under 2 hours with little to no content for replay value. idea is great though. just lazy and lacks an actual game only 6 levels once you beat there's absolutely nothing else to do. Would be great with RNG, regular updates etc.
Cruelty Squad 2
Мама спит, но она всё видит. Сначала я просто бегала по её снам с винтовкой, но теперь я слышу её сладкий шёпот, чувствую во рту вкус её сангвиса, даже когда выключаю компьютер. Я собрала для неё все проклятые игрушки. Я скормила ей всё, что она просила, а её стоны текли, как мёд и яд. Этот наркотикус трип меня съедал со своим Y2K-бредом, но я лишь улыбалась и продолжала стрелять. Теперь я её самый любимый спящий ангелочек. 10 финус умбиликалисов из 10. Мама, я больше никогда не проснусь, хорошо?
This game is absolute garbage. It's like a particularly stupid teenager made it.
ㅤ
I have quite a few mixed thoughts on this game. I am very happy that it did receive alot of support after release but in many aspects this game doesn't satisfy. Its another "retro y2k throwback" game that doesn't really encapsulate or build upon the era that well other than "rawr xd emos". I wish the developer took more cues from actual 2000s games and more elegantly blended the "surrealism" and "darkness". It tries to capture a photobashed eclectic parody of Second Life or social MMO games. Its not completely pretty and thats the point but it doesn't feel entirely thought out. Its very rough by design but its doesn't really know when to restrain itself. Part of what makes y2k throwback popular is because it is a relatable lived experience alot of people growing up but this overdoes it to the point I don't think it encapsulates the Y2K aesthetic well. The "retroesque" style doesn't really remind me of any old game system or engine from the 2000s its just standard 3D indie game low poly art that I see kind of everywhere. Its really more of a parody of vague y2k stuff. While I don't like the environment art innately because it fails to kind of be anything more than "vaguely low poly" the UI is particularly well done. The actual environment composition is pretty good even if the assets for things really aren't great. Some environment design in this game did carry some narrative even if its not technically well-crafted or thought out. The sniper rifle having its scope blown out by a bullet was probably one of my favorite pieces of that kind of storytelling from this game because it communicated to the world a level of grounded lethality in a surreal nightmare. Another thing is that the sound design is really good and genuinely sells the game over anything else aesthetic. That being said, I do like the hub world as that location advantage of that sort of "relatability" i talked about earlier. It does feel very lived in and reminds me of actual properties held by players in social MMOs, however the actual art direction is so eclectic and filled in with very random aesthetic images and references to pieces of culture that it feels like the dev is trying to scream at you "hey I'm so artsy and cultured" but fails to actually communicate a coherent point about this place in the setting or as part of the characters who live in it. Do all the weird pictures have some kind of rationale? Not really. The hub as a quick access PvP arena which is always appreciated and genuinely really fun to mess around in. The actual worlds themselves can be really fun to explore, while the art is not amazing in many places the compositions of the worlds is bizarre and I did feel really compelled to explore these weird places. Although the procedural generation is all over the place and many structures generate in a unintended broken way that makes the upper part inaccessible half the time and because of this the platforming is quite frustrating. Often times I spend so much time climbing a building only to realize that the proc-gen broke on it. The animation for the enemies is genuinely creepy and the monsters (and other NPCs) are the highlight of this game. However the AI for most monsters is somewhat lackluster because most of them chase you at varying speeds but some enemies like the car mimic are actually quite surprising to encounter. I wish the game had better AI for the monsters in general. Even thought the game seems daunting at first. It really isn't because once you figure out the strategy for knowing where to look first and how to avoid being detected by monsters, you don't need to adjust your playstyle because nothing forces you to do so directly. I do appreciate the inclusion of a Story Mode because the atmosphere and NPCs are interesting to explore on its own. There is no meta-progression which is good for this kind of game. Instead overtime you unlock friendly NPCs in the hub and lore entries at the computer. After I played for a few hours I got the hang of the gameplay loop but the curses and environments are not innately interesting to actually keep my attention or want to go back and explore. Once the puzzle of fleeing and avoiding monsters is solved there really is not much to actually get good at or explore. I feel as if this needs much more time in basically every aspect of the actual gameplay because for something that borrows heavily from roguelites it heavily lacks meaningful variation in encounter design. I'm never really forced to play differently against most monsters and the monster do not react intelligently (except for Car Mimic). Unfortunately the Player Count is low and public lobbies are quite rare. I was only able to play with strangers a couple times and the local VC being unmutably on is kinda funny. I had alot of fun with the people I played with and the game definitely played best with friends. The kissing mechanic is funny, but I feel like there should be more emotes in the game. The way this game is marketed overemphasizes the kissing mechanic and heavily trying to appeal to "e-daters" (which there is nothing wrong with inherently). But I do think it is somewhat degrading what could be a much greater experience. Some NPCs are written endearingly, but I find it hard to care about them because you aren't really given reasons or shown how the world takes a more grounded toll on them. I wish when you brought them back to the hub they were more humanized as characters so it felt more like you were rescuing the imaginary friends from a nightmare. I want to like this game really hard, but I can't help but feel this game tries too hard to be youtube thumbnail streamerbait but it can't really restrain itself to craft an intuitive and coherent experience. It tries very hard to appeal to e-daters at it's own artistic expense - without understanding that such games do require a level of restraint and conscious narrative/gameplay/aesthetic design for players to be retained over time (this matters, because I can't really find games with other people). Dev, if you are reading - this I genuinely hope your future projects go well for you or you revisit this concept because there is definitely something special here even if it isn't expressed well. I genuinely want to see this game get expanded in every way (more curses, more weapons, better proc-gen environments) and the monster AI revamped. So Good Luck and Take Care. Rawr XD, I guess. Get it on DEEP sale.
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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