
Shape of Dreams
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Shape of Dreams
Shape of Dreams is a top-down action roguelite built around fast combat, projectile dodging, and choices that reshape each run. Travelers bring distinct combat mechanics, while changing skills and upgrades let you form different builds. Play alone or team up with up to three others, adapting to enemies, bosses, and difficulty modifiers across surreal dream worlds. Steam player rating: 89% positive from 16,490 reviews.
Credits
Lowest recorded in 36 months
$8.472026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | Yes | — |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Turkish | Yes | Yes | — |
Steam PC edition data · 2026-10-15
02Before you buy
Play modes
The Steam PC version supports solo play and co-op for up to four players, with full controller support.
Languages
Steam lists English, Simplified Chinese, and Traditional Chinese interface support, with subtitles for each.
03Frequently asked questions
Can I play solo?
Yes. You can play solo or in co-op with up to four players.
How many players can play together?
Co-op supports up to four players.
Does it support controllers?
Yes, the Steam PC version has full controller support.
Latest news about Shape of Dreams
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Absolutely loved the demo, was so excited for the full release. I also like some of the changes they made like reworking the skill trees. However, I can't support their decision to lock skills in the skill trees behind levels and at the same time make grinding levels way too time consuming. The replayability of this game was already questionable in the demo except it was reasonable since it's not the full game. Now I can't use the fun skills on characters I like before suffering through countless unfun and brainless hours of grinding just to unlock the level cap for these skills. This combined with the time locked daily missions, which i don't feel strongly about, this almost feels like a live service at this point. Not even thinking of maxing our characters to 50 because it's 100% not going to be rewarding nor worth it. I can't recommend this game because of this new time consuming predatory rework, except if you don't care at all about skills and just want to do co op.Show moreShow less
This game did something that no other game could do, get my friend group to stop playing this terrible game called CoD: Warzone. Therefore this is a 10/10 gameShow moreShow less
Dev's please allow the group to vote on kicking a member from the party rather than the leader having all the power. Playing a 40-50 minute run just for the leader to AFK on a boss fight, having loot on the floor or even taking 5 minutes at each augment choice literally takes the fun out the game and traps 3 people. Also if the leader quits or randomly kicks you lose everything no EXP?? Come on these are basic things re-assign a leader or make sure you get the exp you earned. Having this multiplayer option brings so much more play time and enjoyment to what is an already enjoyable game so please don't let something like this destroy it.Show moreShow less
My UberEats order cost more than this and didn't give me anywhere near as much enjoyment. The negative comments were about the grindy game progression. When I first booted it up, I could see the daunting amount of unlocks available but I personally didn't have an issue with it after enjoying my first run immensely. The devs still ended up addressing all those concerns and sped everything up a ton (this game has had two hotfixes in the two days since release, as of writing this review...). They also added back the ability to respec, which was another early complaint. Personally, I've never had any kind of crashes or optimisation issues; however, I have a fairly high-end PC and have only played single player. Incredible response by the devs in such a short amount of time, for an incredible game that has currently given me a value of $2 per hour, a cost-per-hour that will continue to decrease as I'm bound to continue playing.Show moreShow less
Having a demo that has different game systems than the release version available a week beforehand is a bit like deceptive advertising as the purpose of a demo is to get to try before you buyShow moreShow less
So, I've played about 300 hours now and here's what I've come up with. The GOOD: Incredibly deep roguelite with some awesome aesthetics and a killer soundtrack. You can make any character do anything, but obviously, some characters do things better than others. When you commit to something during a run, it provides a power fantasy unlike a lot of ARPGs I've played. The MOBA-style movement and skill design makes it feel like you're playing a MOBA without the toxicity. The gameplay loop works seamlessly, even if it's not all apparent immediately. The ability to traverse the entirety of a world, not knowing exactly what's waiting for you during that run, is awesome. If you play enough, you immediately know what could and could not be worth your time because of the amount of flexibility you have with your movement on the map. Progression originally was a bit of a slog, but the most recent update has fixed a lot of the pain points when it comes to farming the in-game currency, Stardust. Big props to the Devs for listening to feedback about that. The BAD: Balance issues, mainly certain characters being a lot more overpowered when you level them up and require little to no set-up to get off the ground vs characters that have very little help from their skill tree and require a lot of scaling to even play them in game. Some skills and items are extremely good, to the point where starting a run without it feels like you're not getting the best bang for your buck, and some skills and items are incredibly underwhelming to the point where even picking one of them up feels like a waste. Performance issues, mainly with longer runs and higher amounts of on-screen effects, but that's to be expected from a roguelite with a lot of scaling projectiles and effects. What isn't expected is crashing during saving, crashing before the final boss, frame drops even on the first loop because of the amount of enemies on screen doing several different things at once. Difficulty issues, even if I don't have them as problems anymore, others I have played with notice an extreme difficulty spike between worlds 3 and 4, and even moreso against the final boss. Moves are hard to read, visual clarity can be very difficult when you don't know what's casting what against whoever, and there are several enemies that have very little wind-up or visual queues to let you know they're about to ruin your run. The UGLY: Repetition. Runs can take anywhere between 30 minutes to an hour, but after about 30 runs, it can be really hard to find variety in the actual map generation and world 4 in particular can be a bit dull. I understand the game just came out, but I really could enjoy a little more variety in the maps, as my games become stale after 500 runs with the same areas over and over. Collision. Map geometry can get a little too funky, causing several deaths because I'm pushed into a corner by several effects and couldn't escape, because the dashes don't function when there's 80 enemies shoved against you. CONCLUSION/TL;DR: Pick this game up when you can. If you can't afford it, wait for a sale, but it is well worth the money. The amount of replayability, while eventually becoming a bit stale, is incredible. The devs clearly understand the genre and, while it doesn't reinvent the wheel, does an incredibly job of spinning that wheel to its limits.Show moreShow less
The game is good… but becomes repetitive quite fast. The general quality is there — good distinctive graphics, basic gameplay, sound, variety of characters and skills. The problem is that only a handful of skills are actually useful to get through the final boss. So for every character, you basically need to do one or two same builds. After you understand that, the game becomes too easy, and getting to the final becomes trivial. And there is no real reason to do it over and over again — because you already beat the game, you will not receive anything different. New character? The same — understanding the build and then 1–2 button spam to win. With Déjà Vu and other things, you can get the builds reliably. Also, it matters that the bosses, worlds, and enemies are the same. There is not too much variety — in the first 5 hours of the game you will probably see all of them. So in the end, it’s traveling through the same locations, fighting the same enemies without any feeling of progress. Becomes boring too quickly.Show moreShow less
Overall, I liked this game quite a lot. Keep in mind I only played single player, since I have no friends. There are some odd design decisions I've noticed. It feels like there's a disconnect on what they set out for and what they ended up with, and haven't been able to reconnect them into a cohesive whole. The good: - Games super fun. It's an interesting idea of a moba roguelike that they came up with, and they do it justice with the graphics and gameplay feel. Abilities and mechanics are explained well, and I was (mostly) never confused about what something does. - The heroes are interesting and give great variety. They each have a distinct identity, and the devs put a lot of effort into having that shine through. I love blarghing all over people as Aurena. I love omnislashing as Shell. I love Yubars cooldown resets. They all feel distinct and individual. - The game balance is overall good (until you figure out what's broken, anyway. But that's how these games go) - The tech options are nice. Certain abilities and dashes resetting the attack timer is something I really appreciate. Give's a nice skill ceiling to go for, but isn't the end of the world if you don't do it. - There are a lot of Star options for individuality in builds, and they feel impactful enough. I like the skill changes you can run quite a bit. They add a lot of variety, but I do tend to find my favourites and stay there. The bad: - They could take more cues from mobas. Such as: -- Sound effects if you try to cast a skill on cooldown. -- Allowing us to move the screen around, so it's not locked to the character. -- Attack move working like in moba/RTS games - I'm told that 100 Memory Haste provides a 100% reduction in CDR (so half the CDR) and that 100 Armour provides 50% Damage Reduction, but I have no other frame of reference. How much does 50 Armour provide? 150 Armour? Can't you just provide a tooltip showing damage reduction and total CDR on the character info bar? This doesn't need to be hidden from the player. - The Deja Vu system makes it very easy to win. I don't like it. There are a lot of broken options to get free wins. Essence of Paranoia + Essence of Metal is broken, and I've danced my way to a nightmare pure dream using them with every character. You can run any character with Essence of Predation and 'All Enemies are Hunters' Lucid Dream to just scale attack and ap much faster than you could otherwise. And so on. I think being able to exclude certain options from the pool would be a much more interesting approach. - Some inconsistent mechanics/language. For example, Mists parry fully blocks damage from Suppressed Arcanum Essence, but will not block damage from Essence of Overload. - Loading screens are annoying. A significant percentage of my time is spent loading. Reading the same 4 or 5 loading screen messages for each character is also legitimately annoying. I have to force myself to not read them, but there's nothing else on the screen to do. Perhaps some character art would be worthwhile there? - A lot of mechanics allow for attack effects, even percentages of attack effects. There are not nearly enough attack effects to support this. This is one of the disconnects between start and finish of work on the game that I've noticed. Only 1 or 2 passives support attack effects from spells. Even if you get attack effects to cast with spells that proc attack effects, it doesn't feel at all impactful. -- Attack effects DO NOT INCLUDE: --- passives with counters (either to add to the counter, or proc the final effect) (such as Vesper's Resolve), --- Essences with basic attack counters (like Essence of Crimson or Essence of Shock), --- Things that augment your next basic attack (like Shell's One Step One Kill or Yubar's Exotic Matter), --- Or effects that reduce cooldown on basic attack (like Lightning Dance - where the cooldown is reduced by x% per basic attack) -- Attack effects DO INCLUDE: --- passives without counters (Aurena's Dismantling Claw), --- Certain skills (Blood Harvest, Umbral Edge when active, Hemorrhage when active), --- Essences that augment your next attack(Essence of the Void, Essence of Obsidian), --- Essences that augment all attacks (Essence of Dusk, Essence of Momentum) The Weird: (i.e. results of weird design choices) - I don't like that 3/5 skill slots are spoken for before the game even starts. I admit that it's a preference thing, but it just seems like a lot when the game is about mixing and matching skills together to make a cool build. It feels bad to run talents to improve these skills if I'm just gonna ditch them for later. - Shops don't have enough stuff to be worth visiting, and it doesn't feel worthwhile running talents that increase shop options, as there are plenty of other more worthwhile options giving more concrete benefits. It's also really odd to me to have multiple copies of skills and essences showing up in the same shop. They just take up slots when they could be stacked. These issues combined mean shops don't seem worth going to. - Passives are weird. It feels weird that you need to upgrade them along with your skills. I would like them to level when your hero does. It's also weird that there aren't any passive skills that drop. I think it would be super interesting to find a new passive that requires you to build around it for more power eventually. And if passives are the same level as the hero, it won't be a massive waste of dust. - The game does not seem well balanced for Dream Dust. Spreading dust evenly on abilities seems to be what the designers intended. The optimal way to play is to just dump dust on a single spell (regardless of rarity), get some cooldown reduction on it, and just kill everything with it. - There are a lot of cooldown reduction options that stack with Memory Haste and skill level to essentially mean skills are always ready. There's no point having multiple worthwhile skills if there's no downtime on your level 20 best skill. And if you give that skill Essence of Paranoia, you don't have to play the game anymore. - The majority of unique skills are not worth using. They are long channel skills where you need to stop and cast them. The game is too fast paced for any of these skills. I could use any of my other skills multiple times in the time it takes to use any of these. I only find Shout of Oblivion to be worth using, since it's a quick AD Nuke. - Ultimate skills don't seem to be worthwhile as well. I always save them for the next fight, which never comes. I just drop them on boss battles, but it never feels important that I do. In a moba they're important, but here I feel like using them on cooldown is probably the best way to use them. It's just a skill with a long cooldown. Overall, it's quite a unique game and I would love to see more like it. The flaws stand out since Mobas have been around for so long that they have a ton of features and design choices that are sorely missed in a moba copy, but I love what they went for, and I think the finish product is well worth playing.Show moreShow less
This is a fake review I guess. Edit: Two weeks later, achievements are still bugged, some lucid dreams can still not be unlocked for some player I had 72 hours in the Prologue version of this game and so I had to buy it, felt like I owed it to the devs on the one hand and was really excited what they had in store for us... Honestly: There is like extra 2 or 3 mechanics/memories I enjoy (Lizard is a nice idea and more characters with different playstyles is obviously great). The game is good and the new map environments do look genuinly amazing. I mean I had spent so much time with it already, so I guess it is worth the money as well if I was a new player. But actually honestly, if this was the Prologue version, I think I wouldn´t have spent that same time with the game. I unforunately have to agree, despite the rabid dog fans of this game (it caters to league of legends players after all so nothing else is expected) but the grind system is basically busy work. You can´t play the higher difficulties of the game, not because of your abilities, but because you don´t have the stats. The Prologue may have done much less and simpler things but the new system also barely adds anything interesting. It´s a roguelite for the hell of it. Most stats are basic statstick things, not something that customizes the playstyles. The worst part of that is probably the "improvements" to the basic skills. A lot of work went into that clearly, but IF I were to find something useful, I basically get rid of 80% of the basic skills the first chance I get. The new memories added might be fun for one playthrough to try it out...before you realize "oh yeah this is horrible to use against certain enemies so I will never use that skill again" and that is about all of the new memories added apart from a handful. Even worse, because of how many skills there are now, it is simply harder to find the useful ones. Many of them don´t work together. There is usually no good synergies, so you basically always want to take the same few. And what is the height of it, is that you find a lot of memories that sacrifice current health without finding a reliable way of healing. So unless you already have a way to heal, you lock even more skills away because it is completely unviable to use those otherwise since they don´t interact with barriers or invulnerability. Basically: Memories are the meat of the game and they are not any better than they were a year ago in the Prologue version. Essences...got completely forgotten. I don´t even know if they worked on them at all since then. Things I would have wished for: Some secrets, maybe extra pathways or secrets nodes you could find with explorations on the map, maybe some things you could only reach with certain skills. Something that rewards exploration or observation. Some way to change the map layout. Some way to break the essence limit on skills with some penalty. Some way of equipping the same essences multiple times with a penalty (suddenly so many more builds would be viable). Some more enemy variety for the third world. Some ways to change the base element of memories. A FRIGGIN STORY (literally everything they have in that regard was already in the Prologue so they didn´t work on that at all in the last year). I get that MOBAs don´t have a story, but if you wanna be a roguelite I expect at least something to unlock beyond the starting sequence. Yeah, none of that. Meanwhile they made the game actively worse with enemy tracking on ranged attacks where you now need to actively spam dodges. Sounds sensible? Yeah...but it is neither more difficult nor more fun this way. Just let me learn how to path instead of forcing me to spam dodges. In the Prologue I had a fully decked out build before the world 3 boss, now I can be happy if I find enough useable stuff for two skills and then only half of their essences are even leveled. And like said - with more trash stuff I have even less ability to play builds I want to build. Infact, some runs you can just give up if you stand around in world 2 with a hand full of trash and know you will not get anything going before the enemies scale beyond you unless you play on the lower difficulties. And while yes, stacking health with cold essence was an amazing exploit in the Prologue - in a full game release I am expecting them to do something more than basically trying to get you to wait 5 seconds between attacks for "optimal play". Another sign that no work was done on the essences in the last year. Speaking of difficulty...the game is not hard. If you play on nightmare you have some ability to make the game harder for yourself with lucid dreams, but that is basically self punishment, not the game giving you a challenge. I almost had beaten Nightmare after 4 hours just because I got one working build and then you roll your face over the keyboard. Guess what, it was the same build I played in the Prologue already just in worse. In return, sometimes you simply get worse maps that allow for less exploration because of a bad layout or putting a curse shrine right in front of the boss or putting all upgrade wells on one side of the map. And the rewards...well if you play single player you constantly have to reroll Ko-op missions. Why? Curses (the potent and intense ones) are not difficult challenges, they are straight up run enders. (oh cool I can´t move without taking damage that goes through shields - oh cool I can´t use my abilities without taking damage before shields get activated - oh cool I run into extra challenge maps while I´m cursed with some impossible combination like no dodging and ambush) Actual damage numbers are completely arbitrary, as you do not have a compendium at your disposal, so you do not know how much damage your skills will actually do, the shown numbers are more suggestions. Visual clutter like Hunter threat level ground effects overlapping each other despite being oneshot abilities. Final boss hitboxes not matching his visuals in the second phase. And appearently there is shady stuff going on with device observation in the EULA as well and the optimization is mostly ass. For example when you don´t have the shader running on highest setting, suddenly the whole forest will start to flicker - no wonder they gave a seizure warning, just not the way they were expecting it. So yes, buy the game. At least with a 30% discount it´s still worth it. But I am disappointed. I had literally more fun in the Prologue version of this. Any anticipation for extra content I had was basically canned within hours. No new story, no new interesting builds, half of the unlockables are busywork or useless, builds are less flexible despite more memories and new mechanics were basically not added. I´m just disappointed over the last year of waiting and will change to positive once I get over that feeling. But its still fine I guess *sigh* It could have been so much more tho....Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
