Guided by your spirit totem animal, assume the role of a young ursine brave whose fate has not yet been determined and embark on an astral journey into the dream world where the shadows of an ancient conflict are on the rise and destiny awaits.
User reviews:
Mostly Positive (28 reviews) - 75% of the 28 user reviews for this game are positive.
Release Date: Jan 24, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Developing on Early Access is a way to offset some of the challenges we face as a startup indie team, working remotely from around the world, and on such an ambitious title. To begin with, Early Access gives us the ability to break development into stages which speeds up our content delivery to players and helps us keep our targets reachable on a smaller scale/budget. It’s also a huge asset to interact with YOU, the players, to get regular suggestions/feedback, to keep our finger on the pulse of what you want to see in the game, and to help us make our game the very best rpg it can be. Perhaps most importantly, it allows you to become our benefactors and partners, potentially bringing in a new source of funding to support the continued development of the game.”

Approximately how long will this game be in Early Access?

“Witanlore: Dreamtime will be in Early Access for approximately 6-8 months to complete the core game. It is our commitment to you, our players, to maintain active development and regular content/patch updates during this period to prevent the game from ever languishing in Early Access.”

How is the full version planned to differ from the Early Access version?

“These bullet lists outline what is finished as of Day 1 on Early Access, and what features we would like to implement as we work through Early Access together over these months ahead. The majority of gameplay systems have at least some foundation in the current version at various levels of In Progress but this should give you a good idea of what’s playable and where we’d like to go next.

Early Access Feature List

  • Detailed, Realistic World to Explore - Episode One Region
  • Quick Role Play Menu - Build camps, go fishing, pass time
  • Totem System - Charm State, Level your totem for buffs & bonuses!
  • Physics based Decorator/Grab System
  • Activators - Sit, Sleep, Open Doors/Chests
  • Voiced, Lip Synched Non-linear Dialogue - WIP
  • First Five Chapters of the Main Story PLUS Side Quests
  • Rich Cultural Histories & Lore Books to Discover
  • Fauna, Flora, & Enemy Spawns
  • Basic Player Character Customization - M/F Blackclaw Race Only
  • Basic Combat - Shield/Sword, Paw to Paw, Bow/Arrow
  • Time of Day - Basic Weather
  • Equip Weapons & Armor - Multiple Types
  • Collectible Craft Materials
  • Potions & Inventory Items
  • Storage Containers
  • WIP HUD and UI Menus
  • Customize Settings Menus
  • Basic Mercantile System
  • Basic Save/Load - Functional but Still in Active Development
  • Basic Cinematics and Load Screens
  • Base Skills/Traits - WIP

Planned Features List

  • Fully Developed Open World + Dreamworld
  • Totem System - Spirit State, Summon your totem to solve puzzles & fight for you!!
  • Totem System - Companion State, Bring a companion totem into the physical world!
  • Symbiotic Magic - Use Druid technology to tap into the magic of creation!
  • Additional items, characters, and discoverable locations
  • Additional Puzzles with Totem Co-Op Solutions
  • Advanced Combat - Dual Wield, Staves, Blunts, and Archery
  • Stealth & Scouting System
  • More Weapon & Armor Types per Race
  • Advanced Player Character Customization - All Races
  • Improved Character/Creature Models
  • Recruit Companions & Allies
  • Additional Dungeons & Unique Rewards
  • Additional Save/Load Features
  • Improved Menus, HUD, and UI
  • Remappable Keys & Settings
  • Improved Optimization
  • Advanced Skill and Trait Systems
  • Improved Trading/Bartering
  • Mod Support

What is the current state of the Early Access version?

“The Early Access version of Witanlore: Dreamtime is the core game which contains the building blocks for all of the game's gameplay systems present and future. The current state of the game is beta playable. As outlined above, many features are still in development and will continue to be changed and expanded on with the collaboration of our players. The main quest is incomplete but new chapters will be regularly added in.”

Will the game be priced differently during and after Early Access?

“Yes. In Early Access, the core game will sell at a 70% reduced price which will increase to full price once the game ships in the main store.

Future DLCs will be priced based on the level of content added and will also be reduced for Early Access.”

How are you planning on involving the Community in your development process?

“As veteran modders we're quite accustomed to developing content hand in hand with the players who are as passionate about our projects as we are! This is a trend we would love to carry forward as developers on Early Access.

A Community of Creative Minds

We have an active community where players can join in discussions about Witanlore with other fans and the development team, hop in the chat to connect with other players, share their thoughts, post bug reports/questions for answers straight from the team. Because we really do care about our fans, every month, we’d like to showcase our players’ screenshots, artwork, fanfic, and content on our community as a way of giving back and showing our appreciation for the creativity and passion of our fan base which is such an inspiration for us.

A Public Roadmap

A public Trello board will provide a place where our players can more closely track our development progress, see what's planned for upcoming patches, leave notes for the team, and get an overview picture of the game’s development as a whole.

Live Development Streams

Our developers will take turns jumping onto our Twitch channel every month to share a new stream where players can tune in to watch the game develop live, offer feedback, interact with a developer in real time, and catch sneak peeks at upcoming content as it's rolled into the game.

Developer Meet Ups

Regular live chat meet-up events will continue to be scheduled every couple months to let players and developers gather together in a chatroom to get to know the team, ask questions, make suggestions, talk about all things Witanlore, and influence the direction of the game.”
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Recent updates View all (4)

April 21

[Progress Report] Engine Changes, Events, & Upcoming Updates

Hail Witanlore Fans! Wanted to post an update on how things are progressing just to keep everyone in the loop on what to expect next and what we're up to. We'll try to do these more frequently, to be honest the last few weeks have been a little crazy for the Druid team.

Engine Update

For those who followed our progress through Greenlight you may recall that updating Unreal Engine 4 tends to cause some major growing pains for Dreamtime. The game's structure, to manage all the detailed levels of data, is quite complex and whenever the engine authors make major changes the impact tends to ripple outward for us. After our last update here we upgraded the engine to the latest version 4.15 to take advantage of improvements that would reduce some of the hitching and lag issues folks have encountered. It's taken some time to set everything right again, but we're hoping this will be the last engine update for Dreamtime. Unless some major engine level bug crops up requiring a patch or update in the future we plan to stick with 4.15 moving forward to prevent any more update delays.

Coming in the Next Update

We have a lot of new content coming out across the next two updates. We have added additional locations and discovery markers, we should see the skill system rolled in and functioning so you can level up your avatars, we also have map improvements, combat improvements, along with new lighting and effects, just to name a few.

The biggest update coming soon will roll in the Dreamworld stages of the main quest which doubles the size of the playable game. It's with the Dreamworld update that Dreamtime will see it's first price increase to $9.99 USD, so if you're thinking of picking up your copy, don't wait! Grab it at the low start price of $6.99 while it lasts!

We're also really excited to be rolling out Achievements, Badges, and Trading Cards with the next update for those of you who dig the Steam social scene and want to get your Witanlore on!

Upcoming Events

In the coming weeks Druid Gameworks will be running an IndieGoGo campaign to raise some support for the team and to gain some more exposure for the project. The current sales on Early Access have not been enough to cover basic development costs, let alone pay the developers and this has left several members of our team in quite dire financial straits. We need to invigorate the project budget enough to pay the developers a minimum wage to stave off student loans and mortgage lenders for the next 6 months. Several members of the team have already been forced to take part time jobs to pay bills, and that means fewer hands working on Dreamtime. Fewer hands means longer waits between updates too so hopefully we can find some new funding to help us get the game to completion on schedule!

How can you help?

Watch for our IndieGoGo announcement and consider buying your copy of the game through the campaign page! Or if you already have a copy of the game, pledge for one of our other tier rewards! If you can't afford to pledge you can still help by sharing our page links and helping us get the word out about how much fun Witanlore Dreamtime is! Help us keep the lights on long enough to get Dreamtime's core game completed and on the marketplace!

We'll make the announcement here when the campaign is live!

OrlandoiX 2017 is coming up at the end of the summer and we'll be returning! This time we'll be showcasing the core game so if you live in the Orlando area or plan to be in town that weekend stop by and say hey, meet members of the dev team, and pick up some swag you can only get from our event table!

That's it for this update! We should be updating next around the time of the IndieGoGo launch so keep following and checking back for news on new content. If you encounter bugs please keep reporting, those of you taking the time to hit the forums, your help has been invaluable. We love reading your comments and listening to your critiques and ideas to make Dreamtime the best she can be so please keep sharing!

If you have applied for a press key please be patient, we were quite flooded with requests and it's taking some time to vet and respond to all of them, but keys are coming!

Till Next Time, Happy Gaming!

7 comments Read more

February 13

[Update] Build 15 Release Notes

With each update, the notes in this section will offer some need to know notes for the current build.

  • Optimization in WIP- We have improved frame rates in this build, however, you should not expect finished optimization yet. Proper optimizing tools are new to the latest engine build and we're still working to reverse optimize the game. Performance will continue to improve with every build.
  • Main Quest Incomplete-You will not be able to reach the Dreamworld yet, the MQ will end after the Dreaming Ritual chapter. This is due to finishing AI in the Dreamworld so progression will be available soon.
  • Existing Saves Will Break- We're working really hard to make sure save data doesn't break between updates, but in this first update to Build 15, saves are expected to break and will require players to start a New Game.
  • Control/Setting Oddities- We're in the process of remapping some of the controls so the schematics in the main menu have a couple keys that are out of date, we'll get them update by the next build. Some settings may also be displaying incorrectly but should be resolved by the next build.
  • Clothing Clipping- Due to an engine bug causing crashes we had to temporarily disable APEX cloth which may result in some clipping of clothing/cloth assets, this is temporary
  • Hitching/Lag- There is a hitching/lagging issue being caused by the engine's level streaming tech, this should resolve when Epic updates the engine to 4.15
  • Shadow Oddities- On higher shadow levels there may be some visual oddities, these will resolve with lighting tweaks in the next build

The current build for Early Access is EAC 0.0.15

  • Directional Lights CSM edits (Contact Shadow: 0.02, Dyn Dist: 8000, Dyn Num: 2).
  • Fix to Tuala Anim
  • Changed a thing in the main menu (save settings) trying to fix the loading bug Kevin reported
  • Level streaming fixes in Raghvale (distances is now back to 5K)
  • Removed a giant lodgepole from the outside of the Cave Ruin.
  • Improved the PPV transition for the Cave Ruin.
  • LOD improvements.
  • Detailing and improvements.
  • Probably fixed the crashes (set navigation data gathering mode back to instant).
  • Climbing workaround to resolve the cameral issue.
  • Bed and Chair updates
  • Temporary Orbit sky changes
  • Changed logo EA video
  • Bug fixes for vsync not working
  • Updated Character Bios
  • Improvements to Seer cinematics
  • Fix to Kitke cinematic
  • Raghvale detailing and fixes.
  • Optimized level loading in Raghvale.
  • Decreased the darkness level in the grotto.
  • Fixed weird texture glitch near Seer's hut
  • Edited more quest items & NPCS
  • Fixed distant cave entrances.
  • Dreamworld detailing, added POI.
  • Disabled debug messages
  • Improvements to Ganchi & Tuala cinematics
  • Changes to Ganchi game start Anim
  • Created Ganchi fishing pole bp
  • Lochak now gives player coin as promised in SQ08
  • Main Menu level detailing.
  • Detailing in the area between Raghvale and Vale of Dreamers.
  • Grotto optimizations.
  • Arapel optimizations and annoyance removed.
  • LOD and collision optimizations.
  • Tweaked the transparency on the book reader UI
  • Fixed some NPC names not showing
  • Updated generic anims for NPCs in village
  • Fixed (AGAIN) the wicket cinematics
  • Added cinematics for SQ07: A Boarfish Tale
  • Moved erroneous killbox.
  • More Tick optimizations for the bp_Player
  • Fixed saving and loading for actors with a shared guid
  • More changes to chargen sliders
  • Landscape optimization.
  • Fixes to books
  • Some WIP optimizations to do with Camera Management
  • Fixed the white sheet on screen + translucency problem of 3d widgets and any other translucency weird behaviors
  • New char gen Color HSW sliders
  • New big Map (WIP)
  • Opened the waterfall area in the Dreamworld start zone, detailing, polish.
  • Removed default sword from chargen inventory.
  • Fixed full screen bug
  • Main Menu Level optimizations.
  • Improved LOD and disabled collision on the bracket fungus.
  • Added a reflection capture to all village houses and towers
  • Collision and LOD optimizations.
  • Adjusted moon distance from world (it was behind the skybox).
  • NPCs should now show the quest icon next to their names when the player can talk to them on a quest stage (still WIP, doesn't work in every situation)
  • Disabled HeightFog in the Main Menu level.
  • LOD and texture optimization of smaller objects in the world.
  • Optimizations for the HUD
  • Added support for saving cross world data
  • Made sure player pawn is still spawned after a level transition
  • Made some adjustments to widgets to do correct level loading
  • Added a background to the CharGen in the Main Menu Scene.
  • Tishak no longer stirs a cooking pot over green grass.
  • Replaced the treehouse trees (and moved some houses slightly to fit the new trees).
  • Added temporary collision to the treehouse trees (complex, needs replacement).
  • Added Region_BPs to the towers and the Chieftain's Hut.
  • Changed default lvl start to mainmenu
  • Reduced Shield size
  • Fixed chargen stretched images
  • Added confirmation to quit game
  • Slight tweak to Orbit's Ambient Lighting.
  • Made it impossible to enter the Exile's Refuge from the east.
  • Added a path from the Warden's House to the east.
  • Made sure all cave PPVs are correct.
  • Added tattoos for all NPCs, & tweaked many appearances
  • Fixed the lodgepole missing material error.
  • NavMesh improvements and optimizations.
  • Improved positioning of ladders in the houses.
  • Added the low-detail ferns.
  • Added new star thistle meshes to quest bp
  • Reduced cloud speed by 2/3.
  • Tweaked the rock materials again.
  • Tuala now has her weapon again
  • Further optimization of the Culling Volume.
  • Set Day Length to 96.
  • Improved collision for the Treehouse Porches.
  • Optimized the far-off Landscape Collision.
  • Replaced all foliage fern with better-performing ones.
  • Render Performance Optimization.
  • Cleaned up more Material Override warnings.
  • Cleaned up the dungeons (hidden actors, wrong collisions, materials, etc.)
  • Added player actor to Lochak cinematic
  • Added pop
  • up message when player reaches current end of main quest in Early Access, and updated objectives to make it clear the dreamworld is not yet in EA
  • Fixed wicket sequences in training grounds
  • Renaming the discovery stingers, and replacing them with new versions (discover_location_cue)
  • Updated Totem Detection to also look for Unara, and DigSites but limited to Enemy detection only while we implement new skills.
  • Some tidying and optimization ABP_Blackclaw_Base.
  • Detailing on the coast.
  • General optimizations.
  • Changing music_explore overall volume
  • Changed some settings in skeletal meshes of npcs
  • Changed some tick stuff in aim bps
  • Additions, fixes to the main menu and settings save
  • Addition of the Star Thistle quest item
  • Various text & bug fixes
  • Fixed dialogue error in A Boarfish Tale
  • Updated quest map markers dt
  • Added fade in to Kit'ke village cinematic
  • Improvements to SQ09

Here is a list of some of the changes coming ahead in Build 16
  • Menu/UI System Updates
  • Map Updates
  • New Totem Functions
  • WIP Skill System
  • XP System
  • WIP Crafting System
  • Updates to Save/Load System
  • New Side Quest
  • Rabbits & Deer
  • Sky/Lighting Improvements

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About This Game

In Witanlore: Dreamtime, you assume the role of a young Ursine brave whose destiny has not yet been determined. Guided by a spirit totem animal, you embark on an astral journey into the spirit world to stand before your patron deity and receive divine messages about your destiny. However, there is something far less benevolent than a goddess waiting for you in the mists...

Find yourself swept up in the chaos of an ancient battle for power, the outcome of which hinges on your decisions and a weapon that could lead us all to salvation or ruin. The path you take and the choices you make will determine the story’s outcome and alter the very fabric of the world.

Witanlore: Dreamtime is a single player, story-driven, Adventure RPG for Windows PC, being developed on Unreal Engine 4.

  • Detailed, Realistic Open World to Explore
  • Story-driven, Role-playing Focus
  • Totem System - Level Up Your Spirit Guide for Buffs & Bonuses!
  • Choices & Consequences - What Players Say & Do Matters!
  • Voiced, Non-linear Dialogue
  • Extensive Main Quest & Numerous Side Quests
  • Rich Cultural Histories & Lore to Discover
  • In-depth Player Character Customization
  • Recruit Companions & Allies
  • Unique Dungeon Diving & Rewards - No Pointless Loot Dungeons!
  • Multiple Weapon Styles with Tribal Bonuses

Please see the Early Access section for detailed lists of current game features!

Our pledge is to always be honest, transparent, and respectful to our growing community as we navigate the inevitable hurdles we’ll encounter on the road to completion together. We will listen to your comments, with an open and willing spirit, and keep communication at the forefront of our development so that each of you feels your voice is heard and that you are part of something awesome.

System Requirements

    • OS: 64-Bit Windows 7 Service Pack 1, Windows 8, or Windows 10
    • Processor: Quad-core Intel or AMD, 2.5 GHz or faster 64-bit CPU
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series or higher with 1 GB Video RAM
    • DirectX: Version 11
    • Storage: 10000 MB available space
    • OS: 64-Bit Windows 7 Service Pack 1, Windows 8, or Windows 10
    • Processor: Quad-core Intel or AMD, 2.5 GHz or faster 64-bit CPU
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series or higher with 2 GB Video RAM
    • DirectX: Version 11
    • Storage: 40000 MB available space
    • Additional Notes: Subject to Changes
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Mostly Positive (28 reviews)
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