
Almightree: The Last Dreamer
One clever block-teleportation trick stretched across 20 timed levels. Satisfying in short bursts, but the PC port's sluggish controls and thin story mean the asking price matters a lot.
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About Almightree: The Last Dreamer
I keep a mental spreadsheet of puzzle games that nail their one core mechanic versus those that let it carry the whole weight of the experience until it buckles. Almightree: The Last Dreamer lands squarely in the second column, and knowing that upfront is the most useful thing I can tell you before you hand over any money. The central idea is genuinely interesting. You control the Last Dreamer across floating, cube-built levels that are literally crumbling away beneath you on a countdown timer. Your only tool is "plantsportation," a teleportation ability where you designate an empty grid space, then snap an existing nature block into it to build bridges, staircases, or bypass obstacles. Thorn blocks, electrified flowers, immovable metal blocks, and garlic blocks that neutralize thorns when placed nearby add wrinkles level by level. The early game tutorial is clean and unobtrusive, contextual pop-ups rather than a separate tutorial mode, which is the right call. The tension of routing your path before the floor disappears behind you creates real urgency, and for the first several levels the formula clicks. The problem is that the formula does not evolve much past that. There are 20 levels and the whole single-player run clocks in around two hours at medium difficulty. Difficulty scaling works by compressing the timer only, not by redesigning the puzzles themselves, so hard mode is really just speed mode, not a smarter challenge. The limited undo function is a pain point worth flagging: you can lock yourself into an unwinnable state by misplacing blocks, and if you burned past the undo window you are restarting the whole level. Controller input on PC compounds this, with the character frequently overshooting tiles by one or two spaces after you release the stick. That is a meaningful problem in a game built on exact grid movement. The animations carry the game's mobile origins visibly, and the story, strong opening cutscene aside, simply stops being told after the first few minutes. On the upside, the visual style holds up. Vibrant floating platforms with hand-drawn backdrop illustrations contrast well against the blocky cube geometry, and the ambient soundtrack is genuinely calming when the crumbling rumble is not interrupting it. A local split-screen speed race mode and cross-platform online race between PC and Mac players add some legs if you have a puzzle-minded friend to drag in, though the multiplayer shares the same 20 levels rather than offering new content. Steam achievements and trading cards are present for completionists. The PC version sits at 77% positive from around 150 Steam user reviews, which roughly matches my read: decent but not destination software. As a strategy-and-puzzle specialist I respect the decision space plantsportation creates on paper, but two hours of content with a single expanding mechanic and no mod support means the depth ceiling is hit fast. This is a fine lunch-break puzzler for someone who wants a low-friction, visually pleasant wind-down session. It is not the game for a player who wants to spend a weekend in a system with real teeth. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 1 GB RAM
- Storage
- 300 MB available space
- Graphics
- DirectX 9.0c compatible
- Processor
- 2 GHz
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Game Info
- Developer
- Chocoarts
- Publisher
- Digital Tribe
- Release Date
- Sep 7, 2015