

DMT: Dream Dealer Trip
Eternity Studios · 2016 · Action, Indie, Casual, Simulation, Adventure
PC
Mixed52% · 159 📉 Recent reviews down 35%
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About DMT: Dream Dealer Trip
✦ AI summary
Explore surreal dreamscapes in first-person while your inner thoughts guide you through a blurred reality where nothing is quite what it seems. This experimental journey blends existential storytelling with mind-bending visuals inspired by narrative games like The Stanley Parable, designed to challenge your perception of what's real.
DMT: Dream Dealer is a first person exploration game were you enter your dreams and start a long journey between worlds.
You'll never know if what you see is real, or if you are in trance.
An experimental game made to delight your sensory system.
Surreal game inspirate in titles like: The Stanley Parable, Dear Esther... were the principal objective is to show what mind isn't able to imagine.
The story is explained by inner thoughts that will guide you through your dreams.
Sometimes they will try to confuse and deceive you...
You'll never know if what you see is real, or if you are in trance.
An experimental game made to delight your sensory system.
Surreal game inspirate in titles like: The Stanley Parable, Dear Esther... were the principal objective is to show what mind isn't able to imagine.
The story is explained by inner thoughts that will guide you through your dreams.
Sometimes they will try to confuse and deceive you...
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
You can't even call this crap a game. Those who praise it probably haven't played anything except VKontakte games. The controls are disgusting, the blurry textures of the planets look completely ridiculous. 24/7 chill-radio instead of sound. Some schoolboy just threw assets into Unity, added bright colors, and now it's a "deep psychedelic runner game." Chewed molehill of this gamedev, strand. 0 out of 10, fell for the beautiful (and expensive) background.1 found this helpful
This ♥♥♥♥ can't even be called a game. Those who praise it probably haven't played anything other than VKontakte games. The controls are disgusting, the blurry planet textures look ridiculously awful. 24/7 chill radio instead of sound. Some schoolkid just threw assets into Unity, added bright colors, and now it's a "deep psychedelic runner game." Chewed mole of this gamedev, strand. 0 out of 10, fell for the beautiful (and expensive) background.1 found this helpful
This crap shouldn't even be called a game. Those who praise it probably haven't played anything beyond VKontakte games. The controls are disgusting, the blurry planet textures look utterly ridiculous. 24/7 chill radio instead of sound. Some schoolkid just threw assets into Unity, added bright colors, and now it's a "deep psychedelic runner game." Chewed mole of this gamedev, strand. 0 out of 10, baited by the beautiful (and expensive) background.1 found this helpful
This ♥♥♥♥ can't even be called a game. Those who praise it probably haven't played anything other than VKontakte games. The controls are disgusting, the blurry planet textures look ridiculously awful. 24/7 chill-radio instead of sound. Some schoolkid just threw assets into Unity, added bright colors, and now it's a "deep psychedelic runner game." Chewed mole of this gamedev, strand. 0 out of 10, fell for the beautiful (and expensive) background.
Stanley Parable at Home
Dream Dealer is an experimental first-person exploration experience developed and published by Eternity Studios, designed less as a traditional game and more as an interactive, surreal journey. Rather than guiding players through structured objectives, defined missions, or narrative checkpoints, it invites them into a shifting dreamscape where meaning is suggested rather than explained. The title positions itself as an atmospheric exploration piece, emphasizing mood, symbolism, and introspection over mechanical challenge. From the outset, Dream Dealer establishes an unusual tone. Players awaken in environments that feel both familiar and alien, with landscapes that subtly distort expectations. Structures appear out of place, pathways loop in unexpected ways, and transitions between areas often occur without clear explanation. The experience leans heavily into the sensation of wandering through a dream, where logic is secondary to emotional impression. There are no enemies to defeat, puzzles to solve, or explicit story beats to follow. Instead, progression is defined by movement itself—walking forward, observing surroundings, and allowing the environment to shape your interpretatio…
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