We are thrilled to confirm that the Tormented Souls demo is now available in English, French, Russian, German and Spanish.
When Caroline journeys to the Winterlake Mansion and knocked unconscious, she finds herself wandering the corridors trying to understand what and why everything is happening to her. To help her uncover the terrible truth, you will encounter...
Scavenge essential resources and tools
Search every inch of the Mansion to help you escape this terrible place, from wrenches to an old tape for a magnetophon to let you record your progress.
Decipher clues from long-forgotten journals
Make sure you investigate every item you collect, you never know what small and simple detail can help you progress, get you through a locked door or solve that fiendish puzzle you'll be stuck on for hours.
Unravel the secrets of the mansion-turned-hospital
Journey through the dark halls, look down every corridor, and always watch your back because nothing is as it seems...
Tormented Souls will be coming soon...
How many terrible things will happen to Caroline? Find out!
We took some time to review all the questions you've asked about this game over the months since we announced it, and we've compiled a list of common questions and answers for you. With this, you should have a better understanding about what the game is like and what our plans are for the future.
In the next few days we'll also publish our Roadmap for the Early Access phase. If you have any more questions, please join our Discord server
What is this game exactly? What other games is it like?
Dream Engines: Nomad Cities is a survival city-building game with a player-controlled avatar. It combines some base-building and automation mechanics from games like Factorio, survival base-defense elements from games like They are Billions, and simplified action-RPG style exploration and combat. All this with our own unique twist of entire cities lifting into the air and flying.
Does having a player avatar make this an action game?
It is primarily a city building and management game. However, due to the unique twist of having your city fly from area to area, there is also plenty of exploration, searching for resources, and action-RPG style fighting to be done. The fighting is fairly simple and more reliant on equipment than skill in action games, but it's still an integral part of the game.
How similar is this to Factorio and They are Billions?
There are similarities to both, but it's also very different. Resource production does use automation and transport-line mechanics similar to Factorio, but their level of complexity is much lower. It's also similar to They are Billions in that you have to build defenses and keep your city safe, but it's not an RTS game, you don't control any units. You defend your city using Tiny, your steam-bot avatar and by building defenses.
Can I play it as an RTS without the player-controlled character?
There's no way to play the game as a pure RTS. There are no units under your control, and so exploring, finding resources, and changing the camera view are all done by controlling Tiny, your steam-bot avatar.
Can you pause and move the camera freely?
In short - yes. Originally you had to move Tiny in order to see different parts of the map, but in one of the early access updates, due to popular demand, we added a way to switch from character control to overseer mode, which lets you pause the game, speed it up, and move the camera freely when managing your city. For those up to the challenge, some difficulty settings disable these features and then you really feel the pressure of the Dream Plagues breathing down your spine.
Can you upgrade or replace Tiny?
Tiny is the only Avatar, but you can upgrade him through a skill-tree like mechanic and also craft new equipment. Making Tiny stronger as you progress is crucial for surviving in the later parts of the game.
How does the flying part work?
The main game takes place with your city landed, where you can build within it, expand it, build on the land around it, and explore your surroundings to find and exploit resources. As long as the city is landed, enemies will raid it in increasing numbers. Eventually, their numbers will be more than you can handle, at which point you will have no choice but to fly away, or risk being destroyed.
Once you fly away, you will choose a new area to land in, each one procedurally generated, where you will begin anew but everything you built within the city before will still be with you, as well as all your construction materials, research progress, equipment, and other upgrades. The game spans over many landing zones until you either manage to win the game by completing the story missions, or your city is destroyed.
Are all the maps the same?
Not at all. Each landing zone is procedurally generated, and there are several different biomes that affect the visual appearance, the available resources, and other gameplay elements. In addition, each one of the landing zones that you can choose from has different random traits that can have a variety of effects on your next landing, and which can significantly affect your strategy for the next map. All these make each playthrough a whole different challenge.
Can I just relax and play creatively?
We have many difficulty customization options, including modes that completely disable raids on your city or the world difficulty increasing over time - which allows for more relaxed and creative gameplay. Keep in mind, however, that the game was primarily designed as a survival experience.
How long does the game take?
A single playthrough can take upwards of twenty hours before you can beat the game, and that is assuming you already know what you're doing. Difficulty customization and unlocking additional tribes to play with allow for even more replay value.
Are there any other game modes?
You can also unlock new tribes to play with, that differ from one another in ways that can significantly change your strategy. Other than that we are not currently planning any other game modes.
What kind of cool things can we find when exploring the area around the city?
Other than lots of Dream Plagues trying to devour you and your city, you'll find resource nodes to exploit, debris that you can scavenge, and ancient ruins that you can interact with to craft unique equipment or scavenge for even more loot.
Is there modding?
Yes, Dream Engines supports modding. Check out this post for more information.
Will there be multiplayer?
There are no plans to add multiplayer support at the moment.
What languages does the game support?
The official version supports English, German, Chinese (simplified & traditional), Japanese, Russian and French. Some other languages have community-created mods that add a translation to those languages, but these mods are not created or updated by us.
I have more questions. Where can I find out more?
Join our discord, we and others from our player community will be happy to help you out. We're also monitoring the Steam forums.
We just uploaded our first bi-weekly devlog (yes, we'll make these regularly now). It talks about the state of development and gives an overview of the game (some info that's not on Steam). Have a watch. Enjoy.
v1.2.0 -Added control instructions! (Took long enough...) -Added 2 more levels. -Added colour blind accessibility. -Fixed a bug with pausing. -Added particle effects reminiscent of old-school comic books.
unfortunately I have some bad news concerning the french localization. Due to unforseen events I have to skip the french language pack for the release of Luminyte. I will add it later to the game as soon as possible. I'm really sorry for that!
The good news is, I have some keys for BETA-testing left, which I will give out for free to the first ones who will write an email to info@baerenbytes.de with the subject: "me first gimme gimme" :)
Entry deadline is the 9th of july 2021.
I really could use some more input to make Luminyte a better gaming experience.
v1.3.2 update content 1. UI optimization 2. Fixed bug in character resource box 3. Add component drag and drop function 4. Added character drag and drop function
Hello there, Tamers! The second content update of the Cipanku cycle is here to put a bow on the weeb era, so here’s a more detailed look at some of the new features and content added in this update! Be aware that it will contain spoilers about the patch, so read at your own discretion.
While this update, lovingly called CU2, doesn’t uncover any new Temtem or island, it does add some spicy content to the roster: you’ll get to unlock a new building in Cipanku, experience new Quests and gears, a lot of QoL changes and features such as Tournaments and playable musical instruments. Let’s dig in!
Welcome to our offices!
You’ll be able to walk into Crema Corp in this update, and meet some of us working there. In fact you will help out in various stages of game development, starting from the simplest of tasks and going all the way up to the CEO. But don’t worry, you’ll be compensated for your work in the shape of gears (everyone knows game devs don’t actually get paid, duh). We’ve carefully recreated the actual Crema offices, and the same goes for our characters, who’ve been hand-made to resemble each one of us. Please take lots of selfies and show us! As you can imagine, this bit is really emotional for the team and we hope you’ll enjoy this opportunity and get to know us better.
Tournaments: time to prove your competitive worth
You read that right! We’re deploying in-game Tournaments now, and they’re quite important so take a seat. Tournaments will be a weekly occurrence, initially on Sundays. There will be three tournaments each Sunday, spread across different time zones so our Tamers can choose the one that suits them best (or, you know, enlist in all three, who are we to tell you how to live your life). Each tournament will have infinite brackets of 32 players each. These brackets get created as people join in and can be infinite. Brackets will factor in the TMR of the Tamers inscribed, and will designate leagues based on the average TMR in the bracket. There are currently four leagues, and rewards get better as the league gets higher. Joining a Tournament is completely free of charge, too! All Tamers who win at least one match will get a Pansun reward, more or less juicy depending on their performance. But this is about winning. We’ve tried to make the winning prizes appealing and worthy, so the winner of each tournament will get an exclusive in-game title that is unique to each month, and a winner medal that can be displayed on the Tamer Info. We’ll be holding our first in-game tournament tomorrow, Wednesday July 7th at 12 am PST / 7 am UTC. The whole Crema team will be watching, so consider it a grand event! We’ll also hold the 3 usual Tournaments on Sunday, but this one’s special. We encourage everyone to give it a try, and wish you all the best of luck!🏅
Competitive improvements
To match the sparkly new Tournaments, we’ve also made some improvements to competitive playing. To begin with we’ve tweaked some timers, and we’ve changed the way Gears were placed in PvP squads: from now on, you’ll place the Gears in slots instead of on Temtem. This allows you to have different Gears on the same tem depending on what Competitive Squad you’re using. This was a long-time request from the competitive community, and it involved changing a lot of the original system of competitive squads, gears, etc. Apart from competitive in itself, we’ve added a couple things to Spectating to really breathe some life into it: your spectators will actually be in the very Battlezone with you, and you will see and hear their emotes in real time (you can disable the emoting if it gets too distracting). We believe this will make tournaments more exciting and give it an actual sense of unicity and eventfulness. Also, the Spectate button now changes in real time so you never miss your favorite people’s matches. We’re very eager to see how these changes impact the competitive and tournament scene, and as usual, we hope you’ll like them and will be watching out for your reactions!
Get ready to rrrrumble!
Are you feeling it, Mr. Krabs? We’ve put a lot of care and attention into vibration and Haptic feedback so our players can feel Temtem on a different level. Haptic feedback was uncharted territory for us, and it gave us a lot of room to play around, and we’ve tried our best to include it seamlessly so PS5 players will feel right at home in Temtem. I promise you will feel Techniques on a new level now. Of course, we’ve added vibration to a whole lot of features, so you should experience it for yourselves. And, because we know rumbling and vibrating can be overwhelming at times, both Haptic and vibrations can be turned off from Settings. Also, while we’re on the topic of control, we’ve made Temtem entirely playable with a mouse! We understand Temtem sessions can get long, we understand some people work better with a mouse or have conditions preventing them from using a controller or a keyboard for a long time, and we understand some MMOs feel better with a mouse. All in all, we believed that giving our players this choice was well worth the resources and will provide everyone some quality of life and comfort.
Let’s get musical 🎶
We’ve added a functioning musical instrument as a reward for a very musical quest. It even has scales and a very focused piano face. While this might come off as surprising, one of our focuses in Temtem is, and has always been, social elements, and we highly value what they add to the game, even if it’s not traditional gameplay per se. It’s finally time to talk to Damián and finish the Musical Crystals quest! We’re jumping into the club of games who have playable musical instruments, and as such, and for the arts, we believe this requires an exception in one of our usual policies. This is why, using macros to play the Toy Piano, and only that, will be allowed. Please don’t attempt to use macros for anything outside of the Toy Piano, as it’s a bannable offense. Of course, we’re super eager to listen to your creations, covers and reinterpretations, so please make sure to post them where we can see them!
Smoother running
Temtem will run smoother and perform better on most machines from this update onwards! For those interested, here’s why: Up until now, the game would load mostly anything it could use at some point, regardless of whether Tamers were going to see it or not. One of our long-planned, pending tasks (scheduled for version 1.0, in fact), was to redo this so only the essential would initially load, and everything else would only load when needed, dynamically. We wanted to wait until 1.0 to tackle this because it’s infinitely easier to design and implement when the game is already “finished” and everything is laid out, instead of adding and retouching it with each update. To top this off, Unity has historically had a lot of issues with systems like these, so we wanted to wait as much as we could to ensure our engine version would be well prepared for the change. But this was the cause for both the long initial loading time and some of the black screens that happened when changing scenes (including the Co-op ones!). Due to how much Temtem has changed and grown from our initial standpoint, this situation has escalated to a point where we simply couldn’t wait until 1.0 to introduce these changes, so we’ve gotten down to it. We started internally implementing this change in recent patches, and we tested it out with Technique animations even as far back as PS5 launch. With this patch today we’ve applied this change to many more areas in the game, so it should be fairly noticeable and we’ll continue adding improvements and bettering performance in future patches. Tl;dr: Temtem go brrrr.
Of course, this isn’t everything! Read the full patch notes here to check out the full list of bugs we’ve fixed, the (few) balance changes, and all the other stuff in this patch, like the split of Telomere Hacks or the changes to PvP timers.