Dream Tactics on Steam - User reviews, Price & Information

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Dream Tactics is a GBA-styled strategy RPG with cunning card combos and deep character customization. Pick your party, manage cards to create unique playstyles, and outsmart hordes of pillows in turn-based combat to save the Dream World from its inevitable collapse.

Dream Tactics is a tactical rpg, card battler and strategy rpg game developed by Spectra Entertainment Inc. and published by indie.io.
Released on April 15th 2024 is available only on Windows in 3 languages: English, Japanese and Simplified Chinese.

It has received 484 reviews of which 446 were positive and 38 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 16.99€ on Steam, but you can find it for 9.89€ on Instant Gaming.


The Steam community has classified Dream Tactics into these genres:

Media & Screenshots

Get an in-depth look at Dream Tactics through various videos and screenshots.

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
  • Processor: Intel Core i3 processor
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.1+ Support

User reviews & Ratings

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

Jan. 2025
It's one of the best games I have ever played. It's simple, relaxing, have humorous stories, easy controls, good for refreshing from working. Nice graphics & unique item effects. Well I can also get all of the achievements on easy with hardcore mode.
Expand the review
Sept. 2024
7.5/10 Surprisingly good even though I don't usually like anime artstyle or rated G subject matter. The good reviews are definitely deserved here. It's a tactical/strategy RPG with a card/deck system instead of just having abilities. Revolves around card combos, redrawing cards, etc. Pros: - Good music, if slightly repetitive at times. Most noticeable in longer fights - A good balance between "cute" and fun, with some subtle jokes for adults ("Pillow Enlargement Pills", lol). In other words, it's not saccharine - Incredibly good controls using keyboard/mouse even though game recommends a controller. I am baffled as to why other games can be so terrible at this when it's so intuitive and straightforward here - You can reroll some cards to try for a better combo - Fantastic info system for learning icons and card mechanics. Again, I'm just baffled that other games make it so difficult to get basic information when it's so intuitive and straightforward here - While cards "belong" to a specific player, you can equip them on someone else too (for a cost), creating unique hybrid decks - Unique gear changes card functionality and enables really cool combos - Great boss fights Cons: - Many card mechanics within a character's list are awkward. Like debuffing allies, requiring multiple buff swaps, or summons that are always considered hostile. Luna often wants to put down a carrot from a card, move to carrot, play another card, gather carrot, and maybe play yet another card - that's just awkward and a lot of going back and forth between menu buttons for one turn - Not enough synergy between character card lists. Allies all kind of do their own thing in combat for most of the game. Gets better later, but takes too long to do so - Color palette is a bit dull considering the subject matter and tone of the game - Sprites are a little small and therefore a bit over-pixelated - Too easy. Halfway through the game, I oneshot everything on "Hard". This will likely happen shortly after you get a 4th party member - No sort function (yet). Supposedly going to be added, but without it, getting new gear/cards later on is a huge chore
Expand the review
Sept. 2024
This is a fairly solid tactical RPG, 25-30 hours or so of gameplay will be available. Graphically it's reminiscent of the GBA era. It's very colorful, which works well with the theme of being in a dream world. Terrain has a good amount of detail, though the sprites are a bit small for my tastes. There is a zoom option, but it will make things a bit blurry or pixelated. Gameplay involves exploration and combat, exploration has fairly expansive areas, with a good amount of secrets and optional fights to encounter. It definitely pays off to explore as you can find additional cards and equipment to help power up your characters. There are also several puzzle areas, some required and some optional. Most of the puzzles are fine, but a few (such as homing fire on lava floors) are quite frustrating if you don't move perfectly. Some puzzles also don't really sync too well with the timing of when you approach them. One example is a narrow path with sawblades, and if you come from the top, you have to sit there and wait up to 10 seconds for the sawblade to pass before you can make another attempt at the puzzle. Combat is typical tactical RPG fare, units can move, then use cards (which are your attacks, support abilities, and spells). Aside from one specific character's card, you can't move after attacking, only move before. There are a total of 7 characters, each with a few different archetypes that they can use. Each character has a deck of 15 cards (no more, no less), and will normally draw 5 cards a turn and have 5 magic points to spend on those cards. Cards can cost 0 to 5 MP to use, and there is a redraw mechanic where you can spend redraw points (which you get a certain number of added each turn) to try to redraw cards until you get the silver bullet you need. One of my complaints is that this redraw appears to be random, it doesn't go by what remains in your deck. You can redraw the same card multiple times if you do the redraw you want and never end up getting what you need even if you use 15 redraws (which should be more than the max needed to see every card). One thing that's fun is that cards (aside from the character's unique elite ) are able to be equipped by other characters. You can have multiple people sharing massive fire and ice AoE damage, or multiple healers, or multiple debuffers. Characters also have equipment, which can be red (offensive) or blue (defensive). Each levelup, you get more capacity to wield equipment. This equipment can be completely game changing, where you can build for completely new archetypes of play. A number of equipment will modify the behavior of a particular common/starter card. Finally there are a lot of boring but necessary stat boosters and minor effects. One item in particular I really enjoyed was a weapon that will share any buffs you get with your party members. Another would do a magical explosion around the recipient of a healing spell that damage foes. This led to a powerful support character who could do some decent damage over time with those support spells. A few archetypes I found to be a bit frustrating to use, either very "fiddly" or just unfun to use. Luna's carrot mechanic and Willow's summoning then requiring another card to take control of the summon felt unfun to use. Each character also has their own stat alignment, so while you can give card (and equipment) to someone who's not the owner, sometimes it won't work out too well. Some characters with low base INT might have trouble using INT based spells, as while you can use equipment to make up some of the gap, you can't make up all of it. The game ran well with controller, and ran perfectly on Linux (desktop) so it's pretty much a perfect SteamDeck game. In general the quality of life was good. There are a few things that I found lacking or frustrating. The final fight involves managing a dangerous debuff and cleansing it at the right time with a limited pool of cleanses . It would be nice on the overview when you start a turn (and where you see the card pool your characters drew) to also show your buffs and debuffs. After the introductory chapter and you have access to the main game hub, you get access to several different worlds. While in those worlds, your "exit to main menu" option in the game menu is changed to "return to hub". While in the hub, you can exit back to the main menu to close the game. While you do return back into those worlds where you last left them, it would be nice to not have to do that extra step of returning to the hub to exit the game. There's also the very small sprites that I personally didn't like much, and redraws being mostly random rather than deck cycling. Overall though, it's a pretty solid title that I still enjoyed well enough to recommend.
Expand the review
July 2024
for a game about girls fighting pillows this game has an astonishing level of depth to its combat due to it's unique equipment/ card gimmicks. Plus that hardcore difficulty does not mess around.
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May 2024
A fun and unique deckbuilder that plays like a cross between Library of Ruina and Fire Emblem The Good + The art and visuals are very nice and well put together. The different worlds all have their own distinct themes and visual styles. The characters have very cute miniature sprites for on the battle and larger portraits for cutscenes and dialog, all of which look clean and appealing. + Phenomenal soundtrack, does a great job of establishing tone. The game has a substantial 23 tracks to its name, and they are all pleasant to listen to whilst fitting the themes of their respective areas. My personal favorites are "Crystal Caverns" (Crystal Cavern overworld theme) and "Beware the Ghouls" (Ashguard battle theme). + The writing is solid. The plot isn't very complex, but instead serves as simple and effective dressing for introducing the characters and getting them towards the next fight. The game's also got a charming sense of humor, it doesn't take itself too seriously without being very in your face about it, which complements the relaxed vibe that the game is going for. Made me crack a smile without ever making me cringe, which is more than I can say than for a lot of other comedy games. + The build system is VERY customizable and flexible, any unit can equip any item and almost any card. This is the biggest draw of the game for me, constantly getting a new item that enables you to try out an entirely new style of build. So many unique ideas too, like doubling range but capping move at 0, forcing you to use cads for mobility, or giving you 50 mana at battle start but not being able to regen any at turn end. It feels like every item in this game synergizes with something, so you can make a build out of just about anything. + Even with unit customizability so high, units are still able to maintain a strong identity due to their unique stat spreads and ultimate cards, as well as setting a limit on how many cards can be transferred at a time. + Difficulty feels well balanced throughout the entire campaign. There are many powerful builds that you can make, but never to the extent that it completely trivializes the game. Has a bit of an inverse difficulty curve as your units get much more versatile as your available items increase, but even at its hardest it is still very manageable. + Built in randomizer for repeat playthroughs. I haven't done a randomized run yet, as I only just finished the game normally, but always nice to have the option to replay the game with a fresh coat of paint. + The game is still being updated. Granted, at the time of review, it has been only a month and a half since the game's release, but it's still proof that the devs are still actively trying to make this game as good as it can be. The Bad - Interacting with the UI and inventory management is an absolute chore. Items and cards don't show up when equipped on another character, so if you forgot where you last used any of the 100+ items then you need to check 7 different inventory screens. Additionally, unequipped cards are all stored in one giant list, in an arbitrary character order. Finding the specific card for your builds requires a lot of scrolling and memorization as to what cards there are, as well as who that card belongs to. Would be greatly improved with some kind of search feature. - Somewhat confused design with random growths and (optional) permadeath. In Fire Emblem both of these functions serve a point as to making units disposable, and it makes sure to always give you way more units than you could deploy so you have replacements in case some of them get unlucky and die. In this game, I am unsure of what purpose they serve, given that each unit has a distinct role and builds that can't just be used by other characters, so if a unit overextends and dies that's an instant restart. Especially since you only get a total of 7, so that's only 4 mistakes before you are unable to fill the max deployment slots of 4. Granted the permadeath thing is only optional, but I feel like it's design conflicting with the rest of the game to the point that it shouldn't be included in the first place. Plus it's also a requirement for 100% achievements, so it's only optional if you aren't going for that. Personally, I think it would have been better to just game over on character death, because even though that would be "harder" it would prevent you from softlocking your save file if you run out of characters. - Random growths cannot be disabled. This is more of a personal thing for me, but I don't like having my units permanent stats be determined by random chance. Would much rather fixed growths every level up or at least an option to switch between the two. - No option to repeat battles for missing chests. Again, this goes back to my earlier point about how I dislike how overly punishing this game is for mistakes, and I feel like permanently missing out on items that enable unique builds is too strong a punishment and removes fun options for an already struggling player. However, the chest requirements are often very lenient because of this, especially since worlds can be tackled in any order, meaning that all chests need to be reachable regardless of your equipment. Also it would just be nice to have the option to repeat the same battle with different equipment to test out different builds and to see how far your characters have grown. - Repetitive map objectives. 95% of the battles in the game are all rout objectives. The only chapters that differ are the boss battles of each chapter which are where the objective is instead to "defeat boss" and a singular escape objective found in Crystal Caverns. - Overworld walk speed is painfully slow, especially when retreading areas looking for missed collectibles. So much so that I'd recommend downloading Cheat Engine to use its speed up function. - Missing ending cut scene. After you beat the final battle, it just cuts to credits with no resolution whatsoever. Literally all of the other worlds bosses had post fight cutscenes, so why are they missing on the final boss, where it's most important? Feels really jarring, and gives no closure, leaving a bad taste in your mouth wondering "That's it?" after an otherwise climactic battle. + Edit: This has been changed in the most recent patch, which added a cutscene after the final battle. Makes the ending a lot less abrupt, also shows the devs are receptive to feedback. Concluding Thoughts Overall it's a great game and I'd strongly recommend to anyone who is a fan of these highly customizable deck-builders like Library of Ruina. Even though I had a few small gripes with the game, they by no means ruin the experience, and I had a blast playing it all the way through. Looking forward to seeing how this game will change in the future and what the developers next project will be.
Expand the review

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Frequently Asked Questions

Dream Tactics is currently priced at 16.99€ on Steam.

Dream Tactics is currently not on sale. You can purchase it for 16.99€ on Steam.

Dream Tactics received 446 positive votes out of a total of 484 achieving a rating of 8.56.
😎

Dream Tactics was developed by Spectra Entertainment Inc. and published by indie.io.

Dream Tactics is playable and fully supported on Windows.

Dream Tactics is not playable on MacOS.

Dream Tactics is not playable on Linux.

Dream Tactics does not currently offer any DLC.

Dream Tactics does not support mods via Steam Workshop.

Dream Tactics does not support Steam Remote Play.

Dream Tactics does not currently support Steam Family Sharing.

You can find solutions or submit a support ticket by visiting the Steam Support page for Dream Tactics.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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 20 April 2025 06:02
SteamSpy data 21 April 2025 17:46
Steam price 29 April 2025 20:53
Steam reviews 30 April 2025 03:56

If you'd like to dive deeper into the details about Dream Tactics, 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 Tactics
  • SteamCharts - Analysis of Dream Tactics concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Dream Tactics compatibility
Dream Tactics
8.6
446
38
Online players
5
Developer
Spectra Entertainment Inc.
Publisher
indie.io
Release 15 Apr 2024
Platforms
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