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Dream Engines: Nomad Cities on Steam - User reviews, Price & Information

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A survival city-building game with flying cities. Build, automate, and defend a flying city that travels between procedurally generated maps to survive in a wacky, nightmare-infested, post-apocalyptic world full of strange science and dreams.

Dream Engines: Nomad Cities is a city builder, survival and automation game developed by Suncrash and published by Suncrash and Gamirror Games.
Released on May 09th 2024 is available only on Windows in 7 languages: English, French, German, Simplified Chinese, Russian, Japanese and Traditional Chinese.

It has received 578 reviews of which 431 were positive and 147 were negative resulting in a rating of 7.1 out of 10. 😊

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Dream Engines: Nomad Cities into these genres:

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7/8/10 64-bit
  • Processor: 3.0 Ghz Dual Core CPU
  • Memory: 8 GB RAM
  • Graphics: DirectX 11 GPU with 2GB of memory (GTX 660 or better)
  • DirectX: Version 11

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

138 hours played
June 2026
While I would love to give this game glowing praise Since I do like it I would give it a 75/100 I can only highlight the positives and negatives and the issues with some of the reviews I read. The positive: -Unique, the concept of moving the base constantly to escape the increasing difficulty is a nice one that forces the player to adapt to new resources and redesign their micro factory to build the things that map can make. -Difficulty, is entirely player dictated with options for most features, you can set the classics like permadeath but also things like base map difficulty rising over time, production speed and much more. The difficulty also only really affects the score you get at the end of a successful or failed run. -The art style is nice, the 3D models look just like the splash art with a touch of Texturing that makes them look weathered or badly painted that reminds me of water colors. The buildings are animated like Factorio if slightly more cartoonishly and with a reliance on smoke for some. The Avatar "Tiny" fits the style of the buildings and enemies, the world looks like it fits to itself. -Tutorial explains what you need to know for basic play. -Story, the setting is interesting and the story follows the discovery of the city itself and research into why it was abandoned. It is interesting and fleshes out the world fairly well. -Factory building, this is genre specific, not everyone's cup of tea but because you have to engage with constant redesigns of your mobile base instead of being able to keep everything and expand endlessly I find it defeats issues games like Factorio and Satisfactory run into. They have to make the amount of resources you need grow endlessly because otherwise I could just build one factory producing each resource and be done with it. Dream Engines takes the approach of small amounts but you have limited time to produce them and which you can produce is location and chosen tribe/upgrades dependant. -The Tribes: lots of large changes created by which you pick, some will see you staying on a map for long periods but movement costs a lot while others will see you constantly map hopping to hover up bonuses from ruins. The Bad: -Combat is a little dry, enemies have a single pattern, close the distance and attack, ranged from further but otherwise no difference. I have read a review comparing it to RiftBreaker but I disagree with the review which said Riftbreaker is way better. I found Riftbreaker to equally fall into mostly endless kiting regardless of loadout choice since the more interesting weapons don't have enough variation to make them viable, damage types are more varied in it forcing you to switch between two types with small usage of elements but ultimately you can beat all of Rift breaker with Chainguns and missle launchers on hardest. Ammo limits and production was a good idea for that one to force melee fighting. Neither is your vampire survivors of infinite attack patterns and choice paralysis. Intelligent enemies forming battle lines instead of just endlessly increasing enemy strength would fix it. more variation of movement styles for non-intelligent and an overhaul of the turrets since I find myself just maxing preparing a big block of the cheapest turrets with a single wall piece around it while I dance Tiny in front as bait the enemies preferentially attack during raids. That said in Rift breaker I just cheesed each map by constructing a defense line around the entire perimeter. once I figured this out the game became such a slog, most of my "gameplay" was waiting around for things to produce. Because of the nomadic nature no such one and done tactic exists for Dream Engines. Sometimes I have to create multiple defense lines because there isn't enough space in one direction to build my death disco so enemies overwhelm me forcing a retreat and then they start breaking my walls. -Difficulty, yup the duality, the biggest issue with the difficult is also its greatest strength: open difficult. Since you can set any difficulty you want and the game defaults pretty high, you get people complaining about the difficulty even while accidentally selecting Normal which has growing difficulty set to on. This setting isn't really a beginner setting. If forces the player to be much more efficient then any other single option does. Since if I am not ready for the next base map difficulty, without it, I can just endlessly harvest resources and upgrades. With it I need a rare consumable that lowers 1 level every 200 cycles. With even short stays on a map being around 30 cycles. Otherwise I will be pushed into a difficulty I can't yet survive. -The lack of modularity while appearing to have modularity. While the tribes do a good job changing gameplay... there is no reason to, just find your preferred one and stick to it... if there was say a home base to return to and you made upgrades to improve your future runs with a wide variety of environments each tribe accelled with or were exclusive to and so exclusive resources. Then you would have reason to change but there isn't. While mods exist for buildings and Tiny, Tiny has a single port for mods and the selection basically limits you to speed, auto repair or a tiny area of splash damage. The defense and offense improving ones counter act each other making them basically non-choices since dodging is better then defense and Tiny is too squishy for melee. The city has very few mod slots and instead every single building gets at least one... in which to put your 1 or 2 mods per building type in dozens of turrets that could be destroyed or around 2-4 of each production building... That don't fundamentally change how well they perform. There is a general upkeep mod but the amount it reduces is so minimal of things you can easily get that it should have just been a crafting recipe of high expense item that would feel inferior to material need or personel reduction mods but ocassionally useful. There are a few that speed up production at material expense or lower material usage at production speed expense... none for more people but better production or material use or any mixture like that or specific material use... Giving you batches of 5 of those would make them much more worthwhile as would more affected stats at once and variety. The city mods are extremely useful but the mod slots are not particularly numerous, limit you to 1 per type and most of them have no drawbacks or secondary effects you could juggle and match together for slight improvements with no downsides. Instead you are most likely to use cart speed 1 and 2 or cart speed 2 and attention reduction. The weapons don't have modularity, most are rare finds from ruins and aren't seperated into tiers other then in material needs to produce them. The ones you can research and then produce are limited to certain effects while things like piercing are locked behind the lucky pulls. There are no enemy damage types so no armor types either, just how much health they give versus regen and speed. No attack or fire rate bonuses either. Tooltips of items and buildings don't say enough, in part this is because buildings have levels and mods can change them and multiple recipes but a quality of life that would also let you show some information would be to immediately build them at a specific level and mods and show selectable recipe production rate. While the negative reviews do the game a disservice from the ones I read they aren't wrong about issues that could be fixed with some work. The game is otherwise very solid for an indie studio with 3 people, I hope they are doing well! while both their games lack polish they are interesting and could be incredibly deep if given that polish.
105 hours played
May 2026
This game is good, and for some weird reason there is a lot of reviews complaining that its not like other games? Like yes, that's the whole point of it being a different game. There is 2 problems with this game, only 1 being permanent, other being a challenge. - Map exploration/clearing is extremely tedious and repetitive/boring/slow. There is practically no way to speed this up at any point in the game. - The learning curve is extremely steep and it does NOT ease you into it. You will find yourself having to start anew multiple times to get the optimal snowball required for how fast difficulty scales. The balance of this game is extremely poor in that respect. Seems most players have been expecting more passive/casual gameplay like factorio and Riftbreaker or like Against the Storm where theres 0 consequence for failing/taking too long on 1 Map to have consequences. Yeah not in this game. However once you get past that learning curve. You can have fun in this game.
25 hours played
April 2026
I will recommend it because I had good enough time. But the game has some issues with dragging on near the end and a strange upgrade system. People who like to replay these types of games and challenge themselves maybe won't feel it as much. But for me I couldn't really finish the game because of these things. 1. The way building upgrades work, especially with power, flux and workers is... weird. It is almost always more efficient to just spam low lvl buildings instead of upgrading them. Sure, you can't take them with you but at the same time taking upgraded power buildings seems like a waste since they consume so much more power/resources and workers with the advanced recipes. And I mean it. Base power plant with the default recipe will require 3 workers to produce 10 power. While an upgraded building with an advanced recipe will require 24 workers and produce 60 power - you see where the problem is? I found it very counterintuitive. I want to make my city better but at the same time I felt like the game was penalizing me for it. Very weird system. 2. Enemies, waves, defending. It worked great at the start and in the middle but near the end it started to be a slog. You can't really rebuild your towers on every map, so you have to take them with you. Which means dragging each individual tower onto your platform and off it after you arrive. This takes longer than it should. Add to it clearing the map from enemies at the start of each map and it becomes very tedious to change maps in later game, especially with the enemies seeming to scale faster than your weapons (I guess you could do better than me, but it was my experience. And if you wanted to just quickly jump between maps to get one specific resource - it feels even worse. Overall an interesting concept and good enough time. But I would like to see some improvements. Like an ability to move towers in bulk at least. I guess changing how upgrades work is not really something that can be done when the game was already released.
392 hours played
Oct. 2025
I love everything about this game. Difficulty levels, tech tree and general progression mechanic, restart system (flying from location to location starting "new"), CONVEYORS!, expeditions, all kind of upgrades and pleasant graphic design.
101 hours played
July 2025
I recommend the game — it’s probably fun for at least 40 hours. After that, it starts to get a bit boring because it’s a pain to start a new map and have to explore everything and kill all the enemies again. There should be some way to build scouts or allied troops to help with exploration. I get lazy to move to a new map just because I have to explore everything from scratch. But overall, the game is very well made. I didn’t encounter any bugs, so I do recommend it.

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Frequently Asked Questions

Dream Engines: Nomad Cities is currently priced at 29.99€ on Steam.

No, Dream Engines: Nomad Cities is currently not on sale. You can purchase it for 29.99€ on Steam.

Yes, Dream Engines: Nomad Cities received 431 positive votes out of a total of 578 achieving a rating of 7.09.
😊

Dream Engines: Nomad Cities was developed by Suncrash and published by Suncrash and Gamirror Games.

Yes, Dream Engines: Nomad Cities is playable and fully supported on Windows.

No, Dream Engines: Nomad Cities is not playable on MacOS.

No, Dream Engines: Nomad Cities is not playable on Linux.

Dream Engines: Nomad Cities is a single-player game.

Yes, there is a DLC available for Dream Engines: Nomad Cities. Explore additional content available for Dream Engines: Nomad Cities on Steam.

Yes, Dream Engines: Nomad Cities is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Dream Engines: Nomad Cities does not support Steam Remote Play.

Yes, Dream Engines: Nomad Cities is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dream Engines: Nomad Cities.

Data sources

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 19 July 2026 17:16 UTC
SteamSpy data 24 July 2026 06:37 UTC
Steam price 29 July 2026 02:27 UTC
Steam reviews 27 July 2026 03:53 UTC

If you'd like to dive deeper into the details about Dream Engines: Nomad Cities, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Dream Engines: Nomad Cities
  • SteamCharts - Analysis of Dream Engines: Nomad Cities concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dream Engines: Nomad Cities compatibility
Dream Engines: Nomad Cities
Rating
7.1
431
147
Game modes
Features
Online players
0
Developer
Suncrash
Publisher
Suncrash, Gamirror Games
Release 09 May 2024
Platforms