Dreams of Another

A Trigger That Builds Instead of Breaks

by Q-Games Ltd.

Action gameSteam$34.99

Reviewed by the Rankeno RPG & Adventure DeskUpdated Nov 2026

Dreams of Another is an Action game for Steam. It's a curio worth a look for Baiyon devotees, but most players will find little to grip. It scores 5.8 out of 10 — Mixed.

5.8Mixed#780 of 785 Action games

How it scored How we score

  • Design5.5
  • Innovation8.5
  • Value5.5
  • Utility4.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

A striking idea and a distinctive point-cloud look can’t carry Dreams of Another past a thin loop and a story that’s hard to hold onto.

Released Oct 9, 2025

The verdict

It’s a curio worth a look for Baiyon devotees, but most players will find little to grip.

What we liked

  • Inverted shooter premise: shots create the world, a pointed reply to genre violence
  • Point cloud art direction that carries the mechanic's meaning visually
  • Baiyon's experimental soundtrack completes a coherent single-author vision
  • Sentiments menu makes the nonlinear narrative recoverable
  • Solid Steam package: cloud saves, HDR, broad language support, PixelJunk Eden 2 bundle

What could be better

  • Gameplay runs thin beneath the concept once the novelty settles
  • Abstract, fragmented story that is easy to lose
  • Hazy visual language can work against spatial legibility
  • VR support is limited to PS VR2 and is absent from the Steam feature list
  • Mixed press reception signals limited appeal beyond its niche

Pricier than 87% of the 732 Action games we price-check.

Is it for you?

Best for

  • Players who followed Baiyon from PixelJunk Eden, for whom the Eden 2 bundle is the natural way in
  • Art-game audiences who value atmosphere, sound and interpretation over mechanical depth
  • Designers and students interested in how a shooter's central verb can carry meaning
  • Not for: players who want escalating challenge, combat depth or a clearly told story

More reviewed in Action

Overview

For decades, pulling a trigger in a game has meant one thing: something stops existing. Dreams of Another, from Q-Games Ltd., builds its identity on reversing that contract. It is a single-player, third-person exploration and action game in which firing into a scene never damages it. Shots firm up hazy, half-formed environments, solidifying a dream one burst at a time.

The project is directed by Baiyon, the multimedia artist behind PixelJunk Eden, and his authorship runs through every layer. He also composed the experimental soundtrack, and the whole production orbits a single philosophical line: “No Creation Without Destruction.” That motto sets up a deliberate tension. The mechanic shows only creation, while the slogan insists that creation carries a cost. The game leaves that paradox to a fragmented, poetic story instead of resolving it in plain terms.

The positioning is unambiguous. This is an auteur piece for players who come for mood and ideas before mechanics. The Steam storefront leans into that lineage with a bundle pairing it with PixelJunk Eden 2, a direct pitch to the audience that already follows Baiyon’s work. The game launched in October 2025 on PC via Steam and on PlayStation 5, with optional PS VR2 support and PS5 Pro enhancements on the Sony side.

Reception mirrors the design’s split personality. The press has largely landed in mixed territory, with critics divided on whether the concept carries the game. Players are warmer: Steam’s user rating sits in “Mostly Positive” territory, though on a modest base of reviews, and the PlayStation Store average is similarly middling. That gap is telling. People who chose to buy an abstract Baiyon project are predictably more receptive to one than a press evaluating it against the expectations the word “action” sets up.

Key features

  • Creative Shooting: The central verb is inverted. Firing into hazy, dreamlike scenes brings them into being and firms them into solid form, so the player shapes the world instead of clearing it.
  • Point Cloud Rendering: Environments are built with point cloud technology, which gives each moment the look of a fleeting, shifting painting and makes the visual style the main feedback channel for the mechanic.
  • Nonlinear, Poetic Story: The narrative arrives in fragments and has to be assembled while travelling with the enigmatic Man in Pajamas.
  • Talking Objects: Objects encountered along the way share their inner thoughts, which turns the scenery into a cast of voices.
  • Sentiments Menu: A dedicated menu archives these conversations so they can be revisited and pieced together later.
  • Baiyon’s Soundtrack: The director composed the experimental score himself, so the sound and image share a single author.
  • Steam Extras: Achievements, cloud saves, HDR, broad language support, and an optional bundle with PixelJunk Eden 2.

Analysis

The Inverted Shooter

Strip away the dream imagery and the central grammar is familiar: aim, fire, watch the target respond. Dreams of Another keeps every part of that grammar and changes the outcome. A hazy scene is the target, and a solid one is the result. That swap turns the gun from an instrument of removal into an instrument of revelation. It also reframes aim as attention, because where the player points becomes what the world turns into.

It is a sharp provocation, and the game’s supporters read it as a thought-provoking comment on violence in shooters. We agree that it lands, but as a thesis. Any design built on a single inversion has to answer what happens after the inversion has been understood. Shooters usually sustain themselves through friction: threat, scarcity, mastery and escalation. Removing destruction removes the most reliable source of that friction, so something else has to carry the loop.

Concept Versus Loop

This is where Dreams of Another is most exposed. The most consistent complaint in its press reception is that the gameplay runs thin beneath the concept, and the design explains why. The “action” half of the genre label promises pressure. The materialising mechanic, the exploration and the narrative all point toward contemplation. The two halves sit side by side without reinforcing each other.

That is not automatically a failure. Mood-first games can work without conventional pressure, provided their systems keep finding new questions to ask. Here the theme does more of the work than the systems do. When the meaning of an action lives mostly in the idea and not in evolving challenge, the experience risks front-loading its best moment, which is the first time a blurred scene snaps into form. Everything after that has to justify repetition, and a concept alone struggles to do that indefinitely.

Narrative by Fragment

The story is nonlinear and poetic. It is assembled from fragments while travelling alongside the Man in Pajamas and listening to the inner thoughts of the objects along the way. Thematically, the pieces fit together. A world that gains form through the player’s attention pairs naturally with objects that have interior lives. Both treat the environment as something with presence instead of set dressing.

Dream logic is a defensible reason for fragmentation. Dreams don’t explain themselves, and a story that did would betray the premise. Defensible is not the same as effective, though. Time Extension’s verdict, “a disjointed, abstract curio and little more,” names the risk precisely. Fragments only become a narrative when they accumulate weight, and an audience that can’t find the thread will stop pulling at it. Detractors describe the game as abstract and hard to follow, and that criticism follows directly from a structure that puts mood ahead of momentum.

The Sentiments Menu

The Sentiments menu is the most practical design decision in the package. It lets players revisit the conversations they have collected, turning passing dialogue into a reference layer that can be reassembled at their own pace. For a nonlinear story, that matters. It lowers the cost of missing a line and gives patient players a way to build their own reading.

It is also a quiet admission. A codex like this exists because the main presentation doesn’t hold everything in place by itself. We would rather a fragmentary game offer this safety net than leave it out, but it shifts part of the storytelling burden from the experience to a menu.

The Shape of the Thing

Taken together, the structure serves a specific player: someone who values one strong idea, an authored mood and interpretive work over progression and challenge. “No Creation Without Destruction” is a richer motto than the mechanic alone expresses, because the shots themselves only ever create. That gap could be a flaw or it could be the point. The game leaves the question open, which will delight some players and frustrate others in roughly the proportions its mixed reception suggests. The press expectation that it will divide players yet stay memorable looks right to us.

Visuals & performance

Point cloud rendering is the game’s strongest asset and its most important design decision, because here the art style is the feedback system. Environments built from discrete points of colour can sit anywhere between dissolving haze and firm form, and that is exactly the range the shooting mechanic needs to communicate. Each moment reads as a fleeting, shifting painting, and firing becomes the act of fixing that painting in place. This is an unusual case of a rendering technique doing mechanical work, and it gives the game a visual identity no screenshot of a conventional shooter could be confused with.

The trade-off is legibility. An image language built on haze and dissolution can make spatial reading and goal-finding harder than conventional geometry does. That lines up with the “hard to follow” complaint. Abstraction that is beautiful in a still image can become work in motion.

The most visible piece of interface design is the Sentiments menu. It treats collected dialogue as an archive instead of a scrolling log, and for a game this abstract, giving its text a separate, revisitable space is the right call. Baiyon’s experimental soundtrack completes a single-author aesthetic, which gives the presentation a coherence that projects assembled by committee rarely achieve.

On performance, expectations should stay modest. Point cloud scenes are dense by nature, and a renderer drawing large numbers of points is a workload that scales with GPU headroom. The PS5 Pro enhancements on Sony’s side suggest the visuals are built to scale with hardware. On PC, that scaling depends on the player’s machine. HDR support on Steam is a meaningful inclusion for an image built from dense colour, where extended range has more to work with than flat, textured surfaces would.

Platform nuances

  • Steam feature set: Achievements, cloud saves, HDR and broad language support.
  • Bundle option: A Steam bundle pairs it with PixelJunk Eden 2.
  • VR: The headset support on offer is PS VR2, which makes VR a PlayStation proposition. The Steam feature list does not include a VR mode.
  • Console extras: The PS5 Pro enhancements do not apply to PC, where visual scaling rests on local hardware.
  • Launch timing: Both versions arrived in October 2025, so Steam players are not waiting on a late port.

On PC, mouse-and-keyboard aiming is the natural fit for a third-person game whose central verb is pointing and firing. A mechanic where where you aim matters more than how fast you react suits that kind of input. Cloud saves and achievements are standard but welcome, and broad language support matters more than usual for a game whose story lives in fragments of text and the thoughts of objects. A poetic narrative is only as strong as its localisation lets it be.

The bundle is the clearest value lever on Steam. For newcomers to Baiyon’s work, pairing this game with PixelJunk Eden 2 provides context for the director’s sensibility. For existing fans, it is the obvious entry point. The Steam user rating of “Mostly Positive” is encouraging, but it rests on a modest base of reviews and should be treated as an early signal, not a settled verdict.

Final verdict

The problems sit on the surface here. The loop doesn’t develop as far as the concept does, the fragmentary story asks for more interpretive patience than it repays, and the Sentiments menu papers over a presentation that struggles to hold together on its own. What’s genuinely good is the idea and the look built around it: turning the shot into a creative act is a pointed reply to a genre that rarely questions its own verb, and point cloud rendering gives that reply a visual form in which haze and solidity carry the mechanic’s meaning. Baiyon’s soundtrack completes a work with a single, unmistakable author.

That is enough to make Dreams of Another memorable for the audience already inclined toward it, and not much more. The mixed press reception and warmer player ratings describe the split accurately: people predisposed to this kind of work will find it worth their time, and most others will find it thin. For Baiyon’s audience, the PixelJunk Eden 2 bundle on Steam makes the case easier. For anyone who wants a shooter first and a meditation second, this is a pass.

Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

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Quick facts

Developer
Q-Games Ltd.
Released
Oct 9, 2025
Platform
Steam
Price
$34.99
Genres
Action, Adventure, Indie, RPG

Questions about Dreams of Another

Is Dreams of Another worth it?

The problems sit on the surface here. Our editors scored Dreams of Another 5.8 out of 10, which puts it in our Mixed band.

Why does Dreams of Another score 5.8 out of 10?

With a score of 5.8 out of 10, Dreams of Another lands in our Mixed band. Innovation is its strongest category at 8.5 out of 10. Utility is the weakest at 4.5.

What do our editors like most about Dreams of Another?

Inverted shooter premise: shots create the world, a pointed reply to genre violence. Point cloud art direction that carries the mechanic's meaning visually.

What do our editors say is Dreams of Another's biggest weakness?

Gameplay runs thin beneath the concept once the novelty settles. Abstract, fragmented story that is easy to lose.

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