Shape of Dreams on Steam - User reviews, Price & Information

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Shape of Dreams delivers fast-paced, dreamlike action in a vivid roguelite world. Dive into ever-changing realms with tight controls, fluid combat, and high-stakes battles. Whether playing solo or with up to three friends, each run is a thrilling test of reflexes and strategy.

Shape of Dreams is a action roguelike, co-op and roguelite game developed by Lizard Smoothie and published by NEOWIZ.
Released on September 10th 2025 is available only on Windows in 13 languages: Korean, English, French, Italian, German, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Polish and Turkish.

It has received 10,142 reviews of which 8,792 were positive and 1,350 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 24.50€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Shape of Dreams into these genres:

Media & Screenshots

Get an in-depth look at Shape of Dreams 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 10 x64 or newer
  • Processor: Intel Core i5-6400 / AMD FX-8320
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 960 (2048 MB) / AMD Radeon R9 280 (2048 MB)
  • DirectX: Version 12
  • Storage: 12 GB available space

User reviews & Ratings

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

Oct. 2025
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.
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Sept. 2025
An Almost Perfect Game (Note: I have not played co-op yet, so I cannot comment on that mode.) The Bad There are only two things holding this game back from being a perfect 10/10 in my opinion: 1. Crashes In nearly 50 hours of playtime, I’ve had the game crash many times, not minor freezes, but full-on blue screens . I’ve seen others in the community report similar issues. Late game also struggles with performance when too many things happen on screen. 2. No Practice Range This isn’t necessarily a flaw, but it’s a shame there’s no practice range to test abilities and experiment with interactions. It feels like a missing feature that would add even more depth. The Good 1. The Developers (Lizard Smoothie) They are phenomenal. I’ve never seen such quick responses and genuine interaction with the community. The first hotfix, for a minor QoL issue was delivered within hours of launch. That level of care is rare these days when so many devs treat games like cash grabs. Massive respect. Because of this, I’m confident the negatives will be fixed. In fact, there’s already a hotfix coming to address performance issues. If it fixes the crashes, I’ll update my review. (Since the review and the update, Ive played around 10-15 hours with no crashes what so ever!) 2. Roguelike Design This game takes the roguelike formula to a whole new level. You don’t just have spells, stats, and passives, everything interacts in deep, creative ways. Chaos Orbs : Standard stat upgrades (ability power, attack strength, attack speed, max HP, etc.). Memories : Your spells. Constellations : Passive perks you equip pre-game. Damage, health, economy, or Flex Perks : that fundamentally change how a character plays. Each character has a passive and 2 active abilities (plus alternate unlockable ones), making 2 passives + 4 actives total. Flex perks let you reshape characters’ playstyles entirely, which keeps things fresh. 3. Essences The most brilliant mechanic. Each memory (spell) can be socketed with up to 3 essences, found during runs. These don’t just add minor bonuses, they can completely redefine your build. For example: I was playing Mist . She has an ability called Fleche (3 charges, light poke damage, 12s cooldown). With the Essence of Momentum (cooldown reduction per attack) and Essence of Freezing (deal cold damage on cast), this level 1 ability became a spammable nuke . Enemies melted with zero cooldowns and insane damage. (My finger still hurts but worth it!) 4. Characters and Bosses Bosses : 9 total (including a few secrets - also idk if I might be missing some). They’re fun, challenging, and fair. The right build can let you overpower them, but a single mistake can still cost you everything. Characters : 8 total, all unique and viable. Each feels distinct, and mixing starting abilities + flex nodes creates endless replayability. Final Thoughts I’m in love with this game. So much so, I even created a few Steam guides (a first for me). I can’t wait to see what the amazing devs at Lizard Smoothie bring in future updates. Final Score (so far): 9/10 With fixes to stability, this could easily be a 10/10 masterpiece. My Initial Thoughts Review (for reference) I liked this game from the demo and had fun with it. Most of the negative reviews at launch focused on crashes or grind. Personally, I run it on max settings with no problem (mid-tier PC). ( Lol that did not age well ) As for grind, the devs immediately released patch notes to adjust it — a great sign. If mixed reviews make you hesitant, keep an eye on patches. If they keep up this pace, the game will thrive. Edit 1: Devs released a patch for a minor progression issue within days. That level of responsiveness is impressive. Edit 2: Another patch added back respecs and adjusted grind further. Devs are seriously listening to feedback. Would 100% recommend getting this game.
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Sept. 2025
People say this is similar to a MOBA but I don't want to fight, cry or break something after a match so it really isn't. It is pretty damn good tho
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Sept. 2025
This game has cured my boyfriend and I of our League of Legends addiction. Now we are addicted to Shape of Dreams. No ragrets.
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Sept. 2025
Disclaimer: I have mostly only played Nightmare difficulty with 4 modifiers on, with only a few games on lower difficulties thanks to them boring me. Introduction: Shape of Dreams is a downright incredible game, and one of my most anticipated games of the year, ever since I played the demo that came out a few months ago. I was drawn to it by the extremely smooth MOBA controls, good animations and places for skill expression along with the high difficulty of it, which really sets it apart from its competitors in the Action Roguelike genre. While it is obvious that most of the characters and memories in the game are almost 1:1 copies of League of Legends characters or a mishmash of them, from Mist being Fiora, with the Lunge, Parry and vital procs as her memories and passive to Lacerta having the Lucian passive and Graves ult, Singed's poison trail being a memory in the game, and so on, so forth, that doesn't detract from the gameplay. I'd even say that the above contributes heavily to the gameplay. The main downside of League of Legends is having to deal with the toxic player base, having to play a PvP game, and having to sit in queue, and Shape of Dreams solves all of that with a bunch of extremely inspired Korean/Chinese developers who clearly know what they're doing. Pros: - Extremely tight and difficult gameplay The game can be considered quite difficult, to the point where it can get harder than Hades and Ravenswatch easily, providing a good challenge for players whilst remaining customisable. Modifiers are in the game to either make your journey easier or harder, or to just put a twist on it, from Healing Shrines only granting Dream Dust, every enemy being a Hunter, so on, so forth. - Engaging Bossfights The bosses are genuinely enjoyable to fight, with interesting mechanics that really stand out whilst providing a tough challenge. Getting killed by a boss is normally a case where the player can clearly see where they messed up, instead of having it be through bad luck. For the final boss, the developers clearly took some inspiration from bullet hell games/the infamous Terraria Calamity mod with one of his phases, making for a difficult challenge to end your loop. - Good Customisation The new rune system that came out with the main game is extremely good, allowing you to build every character exactly how you like them, from ensuring that you're able to snowball your run with Gold and Dream Dust generation to being able to scale well as you level up to changing how your characters play by modifying their abilities! Cons: - Stardust Grind This downside has been addressed to be more manageable through a hot-fix, but it is still a decent problem. Even if you're optimising Stardust gain and playing with a ton of Lucid Dreams(modifiers), it's still only about 200-300 Stardust a run with the 1-2 quests that you'll complete along the way. That's not sufficient to max out a basic skill, so you'll be at it for quite awhile, especially since the game introduced the Deja Vu feature after beating a run that allows you to take a memory/essence into your next run, costing a whopping 180 Stardust for a Epic memory or essence. I feel that this encourages you to stick to a character and 'main' them instead of being able to branch out much, as you'll be spending most of your stardust on a character's unique perks that can only be used on them instead of the common ones, due to them being oriented towards the character's strengths. - Mastery Grind and how this links to character viability Unfortunately on the highest difficulty, plenty of characters aren't viable until they have enough mastery and stardust to get upgrades, typically around level 30, which is around 10 runs after the buff to mastery gain. This holds plenty of characters back, and can cause players to drop a character after not having fun with them (E.g, Shell and Aurena are extremely weak pre-mastery, and much stronger once they get the perks that they require, such as being able to reset your dodge cooldown on a kill as Shell.) Every character has a nigh essential perk that's stuck in their higher levels, causing some frustration when it comes to being able to view the perk and just *know* that the character could be more viable in your hands if you could have it. - Lack of healing/sustain on some characters On some characters, they feel more RNG based due to not having consistent healing and/or shielding to keep up with the hoards of enemies the game sends your way on higher difficulties along with the chip damage (The fire world's enemies, the arrows in the Lotus world, etc) This can cause them to get chipped down and punished hard, especially when Nightmare difficulty punishes any healing that they *do* get by cutting it in half. When playing as a team, getting Mass Protection is almost essential with how much it helps everyone to avoid taking too much chip damage. Unfortunately, this also forces the player to prioritise certain memories. For example, as Mist, it's difficult to run the "Priorite" passive, as the default passive allows you to avoid so much chip damage with its shielding. If I wanted to run Priorite, I would have to plan out most of my build around it, taking Ice Shield, Frostbite, and so on to ensure that I could survive on Nightmare + modifiers, to the point where I would likely do more damage by just running the default passive. - Certain areas too cramped Certain zone maps are definitely too cramped, ensuring that it's very difficult to dodge enemy attacks with how many are piled up in one area. This is especially damning in the Lotus world and Naraka, where the tight corridors and single arenas almost ensure that you'll be taking some heavy hits. And when the Naraka mobs have heavy stuns and the Lotus world has heavy damage on their skillshots, it's extremely punishing in those areas, especially when the hunt is on with the meteors or the extra enemy modifier is on. This forces the player to prioritise shields even further to avoid getting one-shot due to taking damage pretty much being mandatory, especially on the first loop where you won't have a full assortment of I-Frames. Closing Comments: Overall, Lizard Smoothie has done an excellent job in bringing League of Legends to the action roguelites genre, and I'll see myself playing this game for a long time, much longer than its competitors in Ravenswatch, Risk of Rain, Hades, etc. This is especially due to the Co-Op feature which allows me to introduce the game to all my friends. While there are flaws like the hunter meteor still being overtuned and others that I have already mentioned, the core gameplay is just so compelling and addictive that I can't put it down, in all honesty. I hope that the devs are able to fix these minor issues and add more difficulty to the game along with more memories, perks and essences to further encourage experimenting with builds. More content would also be appreciated, from an alternate final boss or alternate bosses like the one that you can get for activating all the altars in the Lotus world. It's key that they don't go down the road of artificial difficulty. I would hate to see Shape of Dreams lose the charming skill-based gameplay that it has to be replaced with a "kill everything on the screen before it can kill you" simulator like some other Action Roguelites. The game is already pushing this barrier in the higher difficulties where damage and heavy shields are key over anything overly unique, and essences which can only proc every 10 seconds along with essences which rely on the enemy staying alive for more than a second are worse than the flat damage ones. A button mash simulator isn't what Shape of Dreams should become in my opinion, especially when the demo was such a tight experience of exhilarating skill-based gameplay where I no-hit all of the bosses. [url=https://store.steampowered.com/curator/45773453/] My curator group!
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Frequently Asked Questions

Shape of Dreams is currently priced at 24.50€ on Steam.

Shape of Dreams is currently not on sale. You can purchase it for 24.50€ on Steam.

Shape of Dreams received 8,792 positive votes out of a total of 10,142 achieving a rating of 8.44.
😎

Shape of Dreams was developed by Lizard Smoothie and published by NEOWIZ.

Shape of Dreams is playable and fully supported on Windows.

Shape of Dreams is not playable on MacOS.

Shape of Dreams is not playable on Linux.

Shape of Dreams offers both single-player and multi-player modes.

Shape of Dreams includes Co-op mode where you can team up with friends.

Shape of Dreams does not currently offer any DLC.

Shape of Dreams does not support mods via Steam Workshop.

Shape of Dreams does not support Steam Remote Play.

Shape of Dreams 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 Shape of Dreams.

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 23 October 2025 00:55
SteamSpy data 20 October 2025 03:32
Steam price 28 October 2025 12:17
Steam reviews 27 October 2025 20:04

If you'd like to dive deeper into the details about Shape of Dreams, 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 Shape of Dreams
  • SteamCharts - Analysis of Shape of Dreams concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Shape of Dreams compatibility
Shape of Dreams
Rating
8.4
8,792
1,350
Game modes
Multiplayer
Features
Online players
2,028
Developer
Lizard Smoothie
Publisher
NEOWIZ
Release 10 Sep 2025
Platforms
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