
Balthazar's Dream
A two-hour pixel platformer about a dog's loyalty that hits harder emotionally than its modest budget has any right to, if you can forgive some floaty jumps and a SHMUP detour into space.
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About Balthazar's Dream
My soft spot for tiny Kickstarter projects that nobody at the big outlets covers made me sit with Balthazar's Dream longer than I might have otherwise, and I'm glad it did. The premise is quietly devastating: a boy named Dustin slips into a coma, and his dog Balthazar falls asleep at his hospital bedside and dreams a pixelated dream where the two of them must fight off whatever dark presence is trying to carry Dustin away for good. That framing, love expressed through stubbornness, through not leaving, is the game's real engine, and Psilocybe Games, a micro-team of an artist, a programmer, and a composer, pulls it off with surprising grace. On a mechanical level, the game is a side-scrolling puzzle platformer spread across ten levels grouped into three distinct areas, each separated by a boss fight. What makes it feel less like a generic 2D platformer and more like a dog simulator with existential stakes is the bone-bar system. The bar tracks Balthazar's composure: it drains when he climbs ropes, and it plummets the moment he gets near something a dog would actually fear, vacuum cleaners, wild boars. When the bar bottoms out, fear takes over and he bolts sideways at speed. That panic mechanic is also a traversal tool; the game actively asks you to weaponize Balthazar's terror to clear long gaps. It's strange, canine logic built into the control scheme, and it works far better than it sounds. You can also throw objects like balls and branches to interact with enemies and distant switches, and save points are fire hydrants you mark in classic dog fashion, which is a detail that should delight anyone paying attention. The bosses each demand a different approach: the first pits you against a cat horde where tossed balls are your ammunition, while a later encounter asks you to use a frisbee toss and enlist forest creatures as backup. The game genre-hops a little in the final stretch, dropping a short-hop SHMUP segment where bone missiles are involved, and that tonal whiplash bothers some players more than others. My honest read is that the variety keeps a short game from feeling repetitive, even if the space section pushes the dream-logic a stretch too far. What never wavers is the art: lush, multi-layered pixel backgrounds that pan as you move, lighting and dust particles that give each area a specific texture, and a color palette that shifts convincingly from bedroom dreamscape to forest to outer space. The soundtrack, built on simple piano medleys that layer strings and bells, is quietly one of the best arguments for the game, it settles into your head like an actual half-remembered dream. The criticisms are real and worth naming. Jump physics run floaty, which is a compounding problem in a game about precision platforming. The wide horizontal profile of a running dog makes it genuinely harder to judge pixel gaps than a standard humanoid sprite would. Moving platforms occasionally fail to reset properly on death, which can strand you in an unwinnable position until you die again intentionally. And the story, while emotionally effective in its setup and payoff, keeps its middle sections light on narrative. For a two-to-three-hour run, none of that is fatal, but players expecting tight feel and polished level design will hit friction. The five selectable dog breeds are cosmetic, not mechanical, so don't go in expecting build variety. Balthazar's Dream is the kind of small game that earns its emotional climax because it stayed honest about what it was trying to do. It's not here to compete with precision platformers or sprawling indie adventures. It's here to tell you something quiet about loyalty, and the pixel art and the piano do most of the heavy lifting. If the idea of a dog refusing to leave his boy's side can find its way past your defenses, this will too. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7/8/10/Vista
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- DirectX 10 capable graphics card
- Processor
- Dual Core
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Game Info
- Developer
- Psilocybe Games
- Publisher
- Psilocybe Games
- Release Date
- May 30, 2017