Compara los precios de Labyrinthine Dreams en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Solest Games. Publicado por KOMODO. Lanzado el 26/5/2015. Disponible en PC. Géneros: Adventure, Casual, Indie.

Two hours with Beth, a young woman facing death, and a set of mazes that genuinely earn the right to mean something. Quiet, handcrafted, and easy to overlook, don't.

I want to be upfront: Labyrinthine Dreams is the kind of small, slightly obscure release that gets buried under everything louder and shinier on any given Steam browsing session. That obscurity is undeserved. Solest Games built this out of RPG Maker VX Ace, raised a modest Kickstarter budget to upgrade it, and delivered something that treats its tools not as limitations but as a canvas. The result is a narrative puzzle game that clocks in around two hours and knows, with quiet confidence, exactly when to end. The premise is Beth: a young woman who is seriously ill, drifting through a dreamscape made of mazes while fragments of her life surface around her. Each maze chapter has its own movement rule-set, and those rules are not arbitrary. An early forest section restricts Beth to moving only forward and right, no going back, no turning left. A later car-ride sequence has you following road arrows to progress. Invisible paths, slippery floors, grid tiles with per-cell directional restrictions: every mechanic introduced feels like it is doing double duty, reinforcing what the story is actually saying about being trapped, about the shapes our choices carve out for us. The TV Tropes page calls this "gameplay and story segregation: absolutely averted," and that observation is correct. The design has a coherence that larger games with ten times the budget fail to achieve. At the end of each chapter, a monster that inhabits Beth's dream chases her. You cannot outrun it physically, it moves faster. You have to outwit it by understanding its movement algorithm and exploiting the space of the maze against it. It is tense, and it is metaphorically on-point. The soundtrack, composed by Joel Steudler, shifts between serene and quietly mournful and then surges when the monster arrives. For a game this short, the score has real range. Voice acting is present and carries the emotional weight of Beth's relationships with her father, and with Artie, the free-spirited figure who draws her out of her shell. Where it falls short is equally honest: some of Beth's relationships feel underdeveloped given that they are the emotional load-bearing pillars of the whole thing. A few players also report screen resolution issues tied to the RPG Maker engine. And the game is unambiguous that if mazes bore you on principle, there is not much else here to hold you. The story's mellow, restrained register, which is genuinely unusual in games, can read as slight to players expecting dramatic peaks. I'd argue the restraint is intentional and correct, but that is a taste call. For anyone who cares about intentional design, a score that earns its mood, and a story that respects both its subject matter (illness, grief, the will to keep going) and its player's time, Labyrinthine Dreams is worth a quiet afternoon. Steam's community sits at 80 percent positive across over two hundred reviews, which feels right. It is not a showcase game. It is a handmade thing that knows what it is. Kai, Scout Team

Labyrinthine Dreams

Labyrinthine Dreams

26 may 2015Solest GamesKOMODO
GamerScout opina

Two hours with Beth, a young woman facing death, and a set of mazes that genuinely earn the right to mean something. Quiet, handcrafted, and easy to overlook, don't.

PC
ProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.26

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I want to be upfront: Labyrinthine Dreams is the kind of small, slightly obscure release that gets buried under everything louder and shinier on any given Steam browsing session. That obscurity is undeserved. Solest Games built this out of RPG Maker VX Ace, raised a modest Kickstarter budget to upgrade it, and delivered something that treats its tools not as limitations but as a canvas. The result is a narrative puzzle game that clocks in around two hours and knows, with quiet confidence, exactly when to end. The premise is Beth: a young woman who is seriously ill, drifting through a dreamscape made of mazes while fragments of her life surface around her. Each maze chapter has its own movement rule-set, and those rules are not arbitrary. An early forest section restricts Beth to moving only forward and right, no going back, no turning left. A later car-ride sequence has you following road arrows to progress. Invisible paths, slippery floors, grid tiles with per-cell directional restrictions: every mechanic introduced feels like it is doing double duty, reinforcing what the story is actually saying about being trapped, about the shapes our choices carve out for us. The TV Tropes page calls this "gameplay and story segregation: absolutely averted," and that observation is correct. The design has a coherence that larger games with ten times the budget fail to achieve. At the end of each chapter, a monster that inhabits Beth's dream chases her. You cannot outrun it physically, it moves faster. You have to outwit it by understanding its movement algorithm and exploiting the space of the maze against it. It is tense, and it is metaphorically on-point. The soundtrack, composed by Joel Steudler, shifts between serene and quietly mournful and then surges when the monster arrives. For a game this short, the score has real range. Voice acting is present and carries the emotional weight of Beth's relationships with her father, and with Artie, the free-spirited figure who draws her out of her shell. Where it falls short is equally honest: some of Beth's relationships feel underdeveloped given that they are the emotional load-bearing pillars of the whole thing. A few players also report screen resolution issues tied to the RPG Maker engine. And the game is unambiguous that if mazes bore you on principle, there is not much else here to hold you. The story's mellow, restrained register, which is genuinely unusual in games, can read as slight to players expecting dramatic peaks. I'd argue the restraint is intentional and correct, but that is a taste call. For anyone who cares about intentional design, a score that earns its mood, and a story that respects both its subject matter (illness, grief, the will to keep going) and its player's time, Labyrinthine Dreams is worth a quiet afternoon. Steam's community sits at 80 percent positive across over two hundred reviews, which feels right. It is not a showcase game. It is a handmade thing that knows what it is.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Narrative PuzzleMaze MechanicsRule-Based MovementEmotional StoryRPG MakerFemale ProtagonistVoice ActingOriginal SoundtrackUnder 3 Hours

Requisitos del sistema

Mínimos

OS
Microsoft Windows XP/Vista/7 (32 bit or 64 bit)
Memory
256 MB RAM
Storage
250 MB available space
Graphics
1024x768 or better video resolution in High Color mode
Processor
Intel® Pentium® 4 2.0 GHz equivalent or faster processor
Sound Card
DirectSound-compatible sound card

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Información del juego

Desarrolladora
Solest Games
Distribuidora
KOMODO
Fecha de lanzamiento
26 may 2015

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¿En qué plataformas está disponible Labyrinthine Dreams?

Labyrinthine Dreams está disponible en PC.

¿Cuándo se lanzó Labyrinthine Dreams?

Labyrinthine Dreams se lanzó el 26 de mayo de 2015.

¿Quién desarrolló Labyrinthine Dreams?

Labyrinthine Dreams fue desarrollado por Solest Games y publicado por KOMODO.