Dream Tactics

Dream Tactics is a GBA-styled strategy RPG with cunning card combos and deep character customization. Pick your party, manage cards to create unique playstyles, and outsmart hordes of pillows in turn-based combat to save the Dream World from its inevitable collapse.

Dream Tactics is a tactical rpg, card battler and strategy rpg game developed by Spectra Entertainment Inc. and published by indie.io.
Released on April 15th 2024 is available only on Windows in 3 languages: English, Japanese and Simplified Chinese.

It has received 396 reviews of which 366 were positive and 30 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 12.74€ on Steam and has a 25% discount.


The Steam community has classified Dream Tactics into these genres:

Media & Screenshots

Get an in-depth look at Dream Tactics through various videos and screenshots.

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 7
  • Processor: Intel Core i3 processor
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.1+ Support

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2024
7.5/10 Surprisingly good even though I don't usually like anime artstyle or rated G subject matter. The good reviews are definitely deserved here. It's a tactical/strategy RPG with a card/deck system instead of just having abilities. Revolves around card combos, redrawing cards, etc. Pros: - Good music, if slightly repetitive at times. Most noticeable in longer fights - A good balance between "cute" and fun, with some subtle jokes for adults ("Pillow Enlargement Pills", lol). In other words, it's not saccharine - Incredibly good controls using keyboard/mouse even though game recommends a controller. I am baffled as to why other games can be so terrible at this when it's so intuitive and straightforward here - You can reroll some cards to try for a better combo - Fantastic info system for learning icons and card mechanics. Again, I'm just baffled that other games make it so difficult to get basic information when it's so intuitive and straightforward here - While cards "belong" to a specific player, you can equip them on someone else too (for a cost), creating unique hybrid decks - Unique gear changes card functionality and enables really cool combos - Great boss fights Cons: - Many card mechanics within a character's list are awkward. Like debuffing allies, requiring multiple buff swaps, or summons that are always considered hostile. Luna often wants to put down a carrot from a card, move to carrot, play another card, gather carrot, and maybe play yet another card - that's just awkward and a lot of going back and forth between menu buttons for one turn - Not enough synergy between character card lists. Allies all kind of do their own thing in combat for most of the game. Gets better later, but takes too long to do so - Color palette is a bit dull considering the subject matter and tone of the game - Sprites are a little small and therefore a bit over-pixelated - Too easy. Halfway through the game, I oneshot everything on "Hard". This will likely happen shortly after you get a 4th party member - No sort function (yet). Supposedly going to be added, but without it, getting new gear/cards later on is a huge chore
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May 2024
A fun and unique deckbuilder that plays like a cross between Library of Ruina and Fire Emblem The Good + The art and visuals are very nice and well put together. The different worlds all have their own distinct themes and visual styles. The characters have very cute miniature sprites for on the battle and larger portraits for cutscenes and dialog, all of which look clean and appealing. + Phenomenal soundtrack, does a great job of establishing tone. The game has a substantial 23 tracks to its name, and they are all pleasant to listen to whilst fitting the themes of their respective areas. My personal favorites are "Crystal Caverns" (Crystal Cavern overworld theme) and "Beware the Ghouls" (Ashguard battle theme). + The writing is solid. The plot isn't very complex, but instead serves as simple and effective dressing for introducing the characters and getting them towards the next fight. The game's also got a charming sense of humor, it doesn't take itself too seriously without being very in your face about it, which complements the relaxed vibe that the game is going for. Made me crack a smile without ever making me cringe, which is more than I can say than for a lot of other comedy games. + The build system is VERY customizable and flexible, any unit can equip any item and almost any card. This is the biggest draw of the game for me, constantly getting a new item that enables you to try out an entirely new style of build. So many unique ideas too, like doubling range but capping move at 0, forcing you to use cads for mobility, or giving you 50 mana at battle start but not being able to regen any at turn end. It feels like every item in this game synergizes with something, so you can make a build out of just about anything. + Even with unit customizability so high, units are still able to maintain a strong identity due to their unique stat spreads and ultimate cards, as well as setting a limit on how many cards can be transferred at a time. + Difficulty feels well balanced throughout the entire campaign. There are many powerful builds that you can make, but never to the extent that it completely trivializes the game. Has a bit of an inverse difficulty curve as your units get much more versatile as your available items increase, but even at its hardest it is still very manageable. + Built in randomizer for repeat playthroughs. I haven't done a randomized run yet, as I only just finished the game normally, but always nice to have the option to replay the game with a fresh coat of paint. + The game is still being updated. Granted, at the time of review, it has been only a month and a half since the game's release, but it's still proof that the devs are still actively trying to make this game as good as it can be. The Bad - Interacting with the UI and inventory management is an absolute chore. Items and cards don't show up when equipped on another character, so if you forgot where you last used any of the 100+ items then you need to check 7 different inventory screens. Additionally, unequipped cards are all stored in one giant list, in an arbitrary character order. Finding the specific card for your builds requires a lot of scrolling and memorization as to what cards there are, as well as who that card belongs to. Would be greatly improved with some kind of search feature. - Somewhat confused design with random growths and (optional) permadeath. In Fire Emblem both of these functions serve a point as to making units disposable, and it makes sure to always give you way more units than you could deploy so you have replacements in case some of them get unlucky and die. In this game, I am unsure of what purpose they serve, given that each unit has a distinct role and builds that can't just be used by other characters, so if a unit overextends and dies that's an instant restart. Especially since you only get a total of 7, so that's only 4 mistakes before you are unable to fill the max deployment slots of 4. Granted the permadeath thing is only optional, but I feel like it's design conflicting with the rest of the game to the point that it shouldn't be included in the first place. Plus it's also a requirement for 100% achievements, so it's only optional if you aren't going for that. Personally, I think it would have been better to just game over on character death, because even though that would be "harder" it would prevent you from softlocking your save file if you run out of characters. - Random growths cannot be disabled. This is more of a personal thing for me, but I don't like having my units permanent stats be determined by random chance. Would much rather fixed growths every level up or at least an option to switch between the two. - No option to repeat battles for missing chests. Again, this goes back to my earlier point about how I dislike how overly punishing this game is for mistakes, and I feel like permanently missing out on items that enable unique builds is too strong a punishment and removes fun options for an already struggling player. However, the chest requirements are often very lenient because of this, especially since worlds can be tackled in any order, meaning that all chests need to be reachable regardless of your equipment. Also it would just be nice to have the option to repeat the same battle with different equipment to test out different builds and to see how far your characters have grown. - Repetitive map objectives. 95% of the battles in the game are all rout objectives. The only chapters that differ are the boss battles of each chapter which are where the objective is instead to "defeat boss" and a singular escape objective found in Crystal Caverns. - Overworld walk speed is painfully slow, especially when retreading areas looking for missed collectibles. So much so that I'd recommend downloading Cheat Engine to use its speed up function. - Missing ending cut scene. After you beat the final battle, it just cuts to credits with no resolution whatsoever. Literally all of the other worlds bosses had post fight cutscenes, so why are they missing on the final boss, where it's most important? Feels really jarring, and gives no closure, leaving a bad taste in your mouth wondering "That's it?" after an otherwise climactic battle. + Edit: This has been changed in the most recent patch, which added a cutscene after the final battle. Makes the ending a lot less abrupt, also shows the devs are receptive to feedback. Concluding Thoughts Overall it's a great game and I'd strongly recommend to anyone who is a fan of these highly customizable deck-builders like Library of Ruina. Even though I had a few small gripes with the game, they by no means ruin the experience, and I had a blast playing it all the way through. Looking forward to seeing how this game will change in the future and what the developers next project will be.
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April 2024
It's fun. Fire emblem+library of ruina is probably the simplest way I can describe it. Builds seem diverse so far from my 5 hour playtime, with equipment impacting how you form each character's decks. There used to be a demo, sad to see they removed it. edit: After more than doubling my hours I have some more thoughts I would like to put forth. (keep in mind that I am a little under halfway through on a first time hard play through.) The combat still remains fun, with well thought out builds being able to pull their weight on the battlefield. However there are a few gripes I have. Over world speed feels a little slow, especially when re-exploring areas to find treasure you missed after clearing it. I understand that it is most likely due to the traps in the levels, but it is a slight annoyance. A bigger annoyance that a friend brought to my attention is a lack of turn rewind such as those featured in newer fire emblem games (three houses and engage). I understand for some this is a positive, but even an optional qol version of this would be nice. Overall though my extremely positive opinion of the game still stands, this game perfectly embodies an extremely fun twist on fire emblem-esque combat. The maps are fun, and the boss fights so far have been extremely good.
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April 2024
The indie scene - especially on the RPG side - is jammed with mediocre releases that tend to lack much originality. Yet I'm a sucker in trying them out, especially the party-based RPGs; I chase the dragon for that old school Fire Emblem/FF Tactics high. The issue, I think, is that so many independent devs try to copy something they love, but lack the manpower to reach the same level of what they are trying to emulate, while failing to put their own spin to make something unique. I've bought many games like this one, and typically get a few hours in before abandoning them, or end up refunding them. All that is to say that I'm a hard person to please for this style of game, and I've tried many. This is one of those rare gems that just materialises on the store page out of nothing. It is the finest indie RPG that has been released on Steam in a long time. It is worth trying. I had my hesitations based on the art style and theme; I was half-expecting an intrusive hokey storyline that took itself too seriously, but picked it up because it promised to be a GBA-styled strategy. I was wrong on my judgement. It's story is mostly a parody on the genre, the dialogue tends to service the game to put some legitimately humorous moments into it, and otherwise takes the backseat. This game does not waste your time. Front and centre is instead turn based combat and character management systems, and the devs did a hell of a job on the latter, which is incredibly important for this style of game, as it elevates the former into something you look forward to. There's a level of depth that can be explored to the extent you want to - you can make broken combos with the 'multiclassing' the game provides for, and min/max your character's decks for consistency like it's MTG. Or you can just cram in the newest cards you got for a character and hope for the best. If it was released on the GBA, it would have been one of the GOATs. Try it. You get two hours to refund it, but you'll likely have fallen for it by then.
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April 2024
The name is rather apt. Like a dream, the game is at once familiar and not, with the familiar and unfamiliar merging into something uniquely pleasing. It has familiar elements of other games and genres, but they're not quite the same. It has elements of a JRPG, but it isn't exactly like any JRPG I know. There's elements of deckbuilding and card collecting, but it isn't another tired Spire-like. It has tactical grid-based turn-based combat with no random encounters or grinding, but it isn't quite a Fire-Emblem-like. I've played literally thousands of games in my life, and I can safely say this is both like, and unlike anything I've ever played before, in all the best ways. The sprites were perhaps, initially, my least favorite aspect of this game, initially. They're kinda small and at first glance seem low-detail and low-effort. They're actually incredibly well done, and perfectly showcase what words like "minimalist" or "retro pixel art" should mean. In their own way, they have a very dreamy quality themselves. The music is, like the rest of the game, dreamy. Not sleep inducing, but dreamlike. Lo-fi might be a good word for it, or it might not. Dreamwave is a word that comes to mind when I try to describe it. It is at once relaxing and engaging. The characters are, again...dreamlike...familiar and well defined, but not quite exactly anyone you've met in other games. The controls are intuitive, as are the various systems involved in the game. At least for me...everything works about how I think it should, if that makes any sense... ...and while I've no idea the actual playtime of this game, I am already certain that I won't wanna wake up from this one! Or, if all that ain't enough...thus far the game seems to be about a couple of girls and a bunny having a pillow fight. Or rather, fighting against pillows, but that's more or less the same thing right? This is an adorable game that delivers an engaging and satisfyingly deep experience. It has enough uniqueness to not feel like "yet another"-like, but enough familiarity to not feel like some avante-garde art-house experimentalist nonsense. If you're on the fence enough about buying this game to be reading reviews, just go ahead and get it, you won't be sorry!
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Last Updates

Steam data 22 November 2024 00:52
SteamSpy data 20 December 2024 13:52
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 15:58
Dream Tactics
8.5
366
30
Online players
10
Developer
Spectra Entertainment Inc.
Publisher
indie.io
Release 15 Apr 2024
Platforms
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