The Dream Machine is an award-winning adventure game about dreams and voyeurism. It's built by hand using materials such as clay, cardboard and broccoli.
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Udgivelsesdato: 11. maj 2012

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Køb The Dream Machine (Chapter 1 and 2)

Pakker, der indeholder dette spil

Køb The Dream Machine Bundle

This Dream Machine Bundle will give you access to Chapters 1-6 as they are released.


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2. maj

May Update


Since last month, we made a Steam page for Chapter 6. It contains some new screenshots that you might not have seen yet. Obviously, if you're spoiler-sensitive you might want to stay away.

Since the last update we've been busy working on the last puzzle sequence in the game. It has a lot of moving parts and I expect us to be working on it for a few more months. We don't have a date for Chapter 6 yet, but we'll tell you as soon as we know. While you're waiting, you'll be happy to know that we done another polishing pass on the already released chapters. That's how we roll.

Some players have reported problems entering the door to the right of the void between Martin's and Selma's dream. I've tried to fix it, but since I can't replicate the bug myself I have no idea if it worked or not. If you were having problems, this update might fix it. If it doesn't, I added a temporary quick & dirty solution to help you out: click the right entrance 3 times. That should hopefully force the transportation.

Check out the full update details below:

• Engine: Added some debug features
• Game: Fixed dialogue being drawn too high on screen
• Game: Swapped menu sound assets
• Game: Tweaked UI
• Chapter 1: Added dialogue
• Chapter 1: Removed Mr Morton's smoke FX temporarily
• Chapter 2, 4 & 5: Tweaked asset loading in Morton's office
• Chapter 2, 4 & 5: Tweaked dialogue
• Chapter 3: Tweaked blackmail letter graphics
• Chapter 3: Fixed some dialogue bugs
• Chapter 3: Swapped sound stingers
• Chapter 4 & 5: Fixed depth sorting issue at tea party
• Chapter 4: Added tea party dialogue
• Chapter 4: Tweaked tea party dialogue
• Chapter 4: Fixed typos
• Chapter 5: Fixed knight's verb not changing correctly
• Chapter 5: Tweaked creature close-up graphics
• Chapter 5: Tweaked grave interaction
• Chapter 5: Fixed helmet-related bug
• Chapter 5: Attempted to fix void crossing bug

As always: shout out in the comments below if you encounter anything strange/buggy in the game. Thanks to everyone who's taken the time to report an issue!


- a

3 kommentarer Læs mere

6. april

April Update


After a rather drab winter full of cold, rain, slush, snow, introversion, self-destructive drinking habits, fever dreams, hot soups, cozy family holidays, revisits to old games, binge watching of TV-series, book reading, layer dressing, extra radiators, long johns, casual spooning and frantic mistletoe make-out sessions, we're slowly approaching the end of Chapter 6.

Right now we're about knee deep in the last puzzle sequence. It's pretty extensive as you might imagine. Once that's done we also have a few closing sections to work on, before we push this bad boy into earnest testing. So the release of Chapter 6 is still some ways off.

While taking a break from Chapter 6, I decided to push a fairly meaty update live to ensure the game is running smoothly for y'all. It fixes and improves a lot of things, but I think my favorite is that the safe door now displays correctly when you look at it through the basement window. For no good reason, that's always bothered me and I finally did something about it.

So cheers for me, for being useful.

And cheers for you, for being patient and awesome.

Check out the details below:

• Game: Fixed UI bug
• Game: Added profile blinks to Victor
• Chapter 1: Tweaked item descriptions
• Chapter 1: Tweaked living room graphics
• Chapter 1: Reduced compression on Victor's wake up animation
• Chapter 2: Fixed sleeping Morton-related visual glitch
• Chapter 2, 4 & 5: Fixed safe-related visual glitch
• Chapter 2, 4 & 5: Reduced blur in basement window
• Chapter 2, 4 & 5: Tweaked basement graphics
• Chapter 2, 4 & 5: Tweaked lobby navigation button
• Chapter 3: Added hints for radio puzzle
• Chapter 3: Tweaked hints for radio puzzle
• Chapter 3: Added dialogue
• Chapter 3: Replaced sound assets
• Chapter 3: Added hints for Victor Nine puzzle
• Chapter 4: Added hint for tea puzzle
• Chapter 4: Fixed tea pot visual bug
• Chapter 4: Tweaked graphics in Edie's dream
• Chapter 4: Attempted to improve drag & drop functionality on photo wall
• Chapter 4 & 5: Tweaked dialogue
• Chapter 5: Fixed door bug in Willard's dream
• Chapter 5: Tweaked knight's dialogue
• Chapter 5: Added knight's grave interaction
• Chapter 5: Added auto save point before stomach sequence

As always: shout out in the comments below if you encounter anything strange/buggy in the game. Thanks to everyone who's taken the time to report an issue!


- a

12 kommentarer Læs mere


"To play something like The Dream Machine, so exquisitely constructed, so smartly designed, and so atmospherically unique, is a singular pleasure." - Rock, Paper, Shotgun

"It's so confidently strung together, both in terms of narrative and gameplay, that it's easy to forget that it's the work of just two indie developers."
8/10 - Eurogamer

"A series filled with mystery and charm, elevated to lofty heights by its whimsical clay and cardboard design, surreal storyline, and heartfelt attention to detail."
4/5 - Adventure Gamers

"The Dream Machine is the best adventure game that I've played in the last decade – and maybe in my entire life."
9.5/10 - CD-Action

Om dette spil

The Dream Machine is an award-winning adventure game about dreams and voyeurism. It's built by hand using materials such as clay, cardboard and broccoli. Five out of six chapters have been released so far.

In Chapter 1 you play as Victor Neff, the husband in a young couple who've just moved into a new apartment. While trying to get settled in you discover that all is not as it seems in the quiet, unassuming apartment building...

In Chapter 2, Victor goes to confront the landlord, Mr. Morton, only to find his apartment empty. Can Victor find the elusive landlord in time and is there more to Mr. Morton than meets the eye?

Key Features

  • World: Explore a creepy apartment complex and uncover the mysteries within. Get to know your neighbors and discover their secrets.
  • Story: Delve into the minds of strangers and loved ones as you’re trying to save them from The Dream Machine.
  • Graphics: Wander around beautifully detailed environments built using physical clay models and hand-crafted sets.
  • Puzzles: In order to progress you have to solve puzzles ranging from simple pushovers to fiendish brainteasers.
  • Music: A haunting original soundtrack weaves through the narrative, emphasizing the surreal atmosphere of the game.


Mac OS X
    OS: Windows XP or later
    Processor: 1.8 GHz processor
    Memory: 1 GB RAM
    Hard Drive: 800 MB HD space
    Additional Notes: Mouse recommended
    OS: OSX Leopard 10.5.8, Snow Leopard 10.6.3, or later
    Processor: Intel Mac 1.8 GHz processor
    Memory: 1 GB RAM
    Hard Drive: 800 MB HD space
    Additional Notes: Mouse recommended
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23 af 25 brugere (92%) fandt denne anmeldelse brugbar
5 personer fandt denne anmeldelse sjov
8.5 timer bogført
Indsendt: 16. november 2015
I'll start this review by saying that I've only played the first four chapters of this game thus far...that's four outta six, and the sixth isn't even done yet, but having completed two-thirds surely earns me my two cents. Secondly, and simply, I'll just say that this is absolutely, positively, hands-down one of the best point-and-click games that will ever be made, probably in the annals of human history, and unless the devs drop dead in the meantime you can rest at least 99% assured that they WILL finish the darned thing, even if they're taking a bit longer than they initially intended to.

But hey, which would you prefer...a really, really good point-and-click game a year ago, or a truly classic point-and-click game in, say, a couple of years from now? Cockroach Inc ain't dumb...they're in this one for the history books and the betterment of mankind, nuthin' less. And you'd better BELIEVE it, buddy-boy.

Point-and-click games and myself, we don't exactly have a history of getting along that well, but this may well emerge as my all-time personal favourite of the genre. Sure, I've required a few walkthrough consultations to date, but such is be expected with a semi-vegetative brain such as mine. Whatever you do, don't go holding my confirmed stoopidity against the game, a'ight? I'm the idiot, it's the savant. Clever mother-♥♥♥♥ers, them Cockroaches...

Verdict: 9.5/10.

(PS How many games reference - whether deliberately or inadvertently - the sheer brilliance that is David Cronenberg's VIDEODROME? Maybe a bit of EXistenZ thrown in for good measure?! Talk about taste!! Gorgeous ♥♥♥♥ing claymation, too, I might add...)
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17 af 17 brugere (100%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
42.6 timer bogført
Indsendt: 2. december 2015
First off all: Do you know how trailers play up games and make it seem like it's going be awesome, and then it sort of sucks?
This game is the opposite. The trailer is underwhelming, the game itself is ♥♥♥♥ing incredible. The music, art design, writing, and creativity of this point-and-click, is just lovely. It doesn't get enough publicity, and every chance I get I recommend this game to people.
Aside from slight glitches in the game at times, I don't really have anything to complain about with this game. The puzzles are really unique and satisfying, the music is haunting and ambient, and the character design is creepy, but seriously grows on you. I really love Victor as a character. But if you really need a reason to play this game other than the fact that it's engrossing and downright beautiful, then just know you can be the king of some talking pumpkins.
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11 af 11 brugere (100%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
11.9 timer bogført
Indsendt: 29. januar
Note: This review is only for Chapters 1-5 so far (6 isn't out yet).

This game was collecting dust in my library for quite a while. I figured it was just another standard P&C to slog through when I had nothing better to do. On a whim I started playing though, and boy, was I wrong.

I don't think I've been this impressed by a P&C in a very long time. It has its flaws of course, but I can unwaveringly and wholeheartedly recommend it to any lover of P&C puzzle games, especially experienced players looking for more thoughtful challenges (some of which put even Daedalic's better puzzles to shame).

If you're already intrigued, do buy and play this game. If you're still on the fence or want to know more of what you're getting yourself into, keep reading. Skip to the end for a sum-up.

The Good Stuff
General Format
From the very start, The Dream Machine sharply breaks from the by-now-expected P&C conventions: long cut-scene intros, expositional voice-overs, difficulty modes, Captain Obvious tutorials, sparkly "active zones/items", and recharging hint systems will not be found here. (There's a vague "hint mode", but it's off by default.) There is no hand-holding. You are thrown directly into the water (somewhat literally) and expected to figure it out for yourself. Yes, the first short section does function a little like a tutorial, but it's still one you must navigate on your own. While this kind of no-HUD, no-hints style may seem potentially difficult or off-putting to some people, it's actually nice to see a game that doesn't patronize the player. In other words, it "speaks to you like an adult", and duly expects you to think like one. That's incredibly refreshing.

It also does not follow the cliché format of "random female protagonist solving a mystery she's only vaguely connected with". I'm all for female protagonists, but it's still nice to see variety once in a while, as well as a protagonist more invested in their own storyline.

I've always loved games that take advantage of more unique graphic styles, particularly stop-motion. In this case, some aspects of the clay and cardboard style take a bit of getting used to (the characters don't really have facial expressions, for example, or even eyeballs), but it still creates a very pleasant and memorable feel. Anyone out there who remembers the 1996 game "The Neverhood" will definitely notice a similar charm. A more contemporary example would be something like Plastiland. There are no animated sequences or cut-scenes breaking up the flow or art style, like you'll find in a lot of modern games. Clay and cardboard is the omnipresent playing field, and apart from a couple of longer dialogues to click through, the player has control of the protagonist from start to finish - even while transitioning from one chapter to the next.

This has to be one of the most in-depth and convoluted (in a good way) storylines I've encountered in a P&C in years. Physically delving into the "collective unconscious" or "dreamscape" is not a new idea, but the reasons you venture through them are unique. In addition, the decisions Victor is presented with throughout, whether straightforward, questionable, or bizarre, are ultimately what shape his character and slowly allow the player to sympathize with his personal situation. Victor/the player has very clear emotional and realistic reasons for being proactive in the story, as opposed to the passive "outsider" feeling one gets from games with a nonchalant and uninvolved protagonist.

Victor and the other characters may not be very deep as far as personality, but interactions are scripted quite well, essentially turning each character into an archetype anyone can relate to - which is significant, considering the lack of facial expressions.

I was also impressed with the number of times situations or aspects of the story genuinely shocked or touched me. Without giving anything away, the slow realization that occurs at the end of Chapter 5 literally made me gasp. That level of emotional immersion is very rare in my experience.

The puzzles are where Dream Machine sets itself apart. They involve in-depth thinking and down-to-earth, "realistic" logic, instead of "try every item in your inventory and hope something works". One of the better initial examples that illustrate that stark difference is the second puzzle involving the hammer and anvil. Yes, it requires a bit of real-world knowledge, but the sense of accomplishment once you pick up on that is extremely satisfying. Some puzzles (like the hammer one) have an obscure hint within the dialogue to point you in the right direction, but most of the time solutions simply require exploration of the environment and good 'ol brain grease. Young Edie's advice in Chapter 4 is a particularly tricky dialogue hint, but pretty darn clever in the end. Another example of "realistic" thinking involves the second cube in Willard's dream in Chapter 5. It's such a simple solution, but players these days are so accustomed to overthinking puzzles that it's easy to miss the obvious round-peg-goes-in-round-hole stuff.

Each chapter takes a good amount of time to complete. Even taking idling into account, it took me over 9-10 hours to complete all 5 chapters, which is really good compared to the 2.5 to 3 hours you can squeeze out of many cookie-cutter P&Cs. It's more on par with the length of the better Daedalic games, like The Whispered World or The Dark Eye series.

The Not So Good Stuff
My main gripe is with a handful of puzzles. Their common aspect is that you must return to a specific location you previously visited at least once, because something there will have changed that significantly furthers the gameplay (a visual cue or new interactive object), but you are given no indication that you need to revisit that location. You're left to randomly search areas and play "spot the difference" from memory. That isn't fun. One of the worst offenders is the near-unreadable cipher that appears in the front office after you complete Morton's chapter. Solving that puzzle also requires knowledge about another room you probably forgot about, because you used it once already. It's a lot of needless running around unless you keep notes. And don't even get me started on the recipe book and door code in Chapter 3. Clever mechanics, yes, but waay too obscure. I don't like resorting to LPs when the rest of the game is so satisfying to solve on my own. (Note that following a walkthrough can spoil a lot of the "surprise/realization" aspects of the story, so a decent amount of patience for the majority of puzzles is recommended.)

The fusebox puzzle in the apartment was also one I had to look up. I may be in a minority here, but that wire layout made no sense to me (and I've played many similar puzzles before).

For such a polished game, it was a tad strange to see some obvious spelling errors. But they don't disrupt gameplay/immersion.

The Dream Machine is leagues above its competitors in the genre as far as depth of story and intelligent puzzle design. Solutions are smart, realistic/logical, and very satisfying to figure out. A few puzzles are too obscure or provide few/no clues for progression, but as annoying as those can be in the moment, they don't detract from the quality of the game as a whole.

As a seasoned P&C player, I wholly recommend this title to anyone looking for more intellectual challenge from a clever game that not only does not hand-hold, but treats the player like the smart person they are instead of assuming they need a tutorial on how to pick up a shovel.
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4 af 4 brugere (100%) fandt denne anmeldelse brugbar
15.2 timer bogført
Indsendt: 28. marts
The Dream Machine is one of the best point and click games I've played in years. The stop motion style clay graphics add a great charm, the story is whimsical and fun, and the game is completely engaging. It's unique, beautiful, and fun. I hesitate to provide any of the story as exploring the game and experiencing it as you play is very rewarding. I've had the game since before Chapter 4 was completed and have anxiously looked forward to the final chapter being released so I can play the game through, from the beginnning, in its entirety.

Highly recommended for point and click adventure fans, fans of games with great aesthetics, fans of Will Vinton Claymation studio, and those who enjoy a fun fantasy adventure done well.
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2 af 2 brugere (100%) fandt denne anmeldelse brugbar
26.0 timer bogført
Indsendt: 3. december 2015
Probably my favorite point and click of all time. It's one thing to have hand drawn art in a point and click, but it's another to have these beautifully crafted real-life hand built scenes. There is detail in there all the way to 1920x1080 (maybe more?) and truly a pleasure to look at. Also, the puzzles all make sense and at no point do you "rub every item in your inventory on every interactable object" like you end up doing in some adventure games. The story is genuinely interesting and isn't just silly, overblown, and played for gags like many other adventure games (not that that's a bad thing, just that since many other games do that it's nice to see something different). The tutorial segment is extremely cleverly put together and really sets the tone for the whole game. The puzzles are unique, interesting, and most importantly seamlessly integrate into the world instead of feeling a bit forced and unrelated to the world like other adventure games do (yet another towers of hanoi mini-game anyone?).
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