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 16,531 reviews of which 14,828 were positive and 1,703 were negative resulting in a rating of 8.8 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.

Dec. 2025
friend crashed after we had a god run 2+ hours in. He could rejoin and everything was saved. 10/10 game on this alone
Expand the review
Dec. 2025
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.
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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
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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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 14,828 positive votes out of a total of 16,531 achieving a rating of 8.76.
😎

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 28 January 2026 06:25
SteamSpy data 26 January 2026 10:56
Steam price 28 January 2026 20:16
Steam reviews 27 January 2026 21:50

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
8.8
14,828
1,703
Game modes
Multiplayer
Features
Online players
1,679
Developer
Lizard Smoothie
Publisher
NEOWIZ
Release 10 Sep 2025
Platforms
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