Compare Going Nowhere: The Dream prices across 50+ stores and find the best deal. Developed by Nowhere Town. Published by Nowhere Town. Released on 11/22/2017. Available on PC, Mac, Linux. Genres: Adventure, Indie.

A first-person parkour platformer built like a lucid dream you half-remember: short, strange, and packed with secrets that could change everything you thought you understood about the ending.

I have a soft spot for the kind of game that lives entirely in its own frequency, and Going Nowhere: The Dream is exactly that. It is a first-person, parkour-inspired platformer set inside the layered dreams and memories of a young woman named Loren, who is searching for her long-lost friend Violet. The movement draws clear inspiration from Mirror's Edge, but the emphasis here sits firmly on navigational problem-solving rather than breakneck speed. You are reading an environment, working out the geometry of a dreamscape that shifts between surreal urban spaces and something softer and more personal. The pixel-art aesthetic bleeds into the 3D world in an unexpected way, and the 12-track original soundtrack carries the mood more than any single visual moment does. What surprised me most is how deliberately the developer, Nowhere Town, layered the secrets. These are not collectibles scattered on visible ledges. The game invites you to break its own rules: glitch through walls, escape the intended level boundaries, piece together a story that the main path alone will not fully explain. Multiple endings exist, and reaching them asks you to think sideways, not just forward. All 15 Steam achievements function the same way: nearly every one is a genuinely hard-to-find hidden moment. For a certain kind of player, that design philosophy is the entire point. The honest caveat is that this is a small, rough-edged release from a solo or micro-team. Some players in the Steam community have noted level-entry errors and occasional performance hitches that the developer has not fully patched out. Controls have reportedly frustrated some, particularly around Y-axis inversion options. If you are the type who bounces off anything that feels unpolished in its first two minutes, that friction will read as a flaw rather than character. The game does not hold your hand through its technical quirks. Who is this for, then? It is for the player who treated that one weird freeware game from 2009 as a foundational text. It is for anyone who wants a short, atmospheric first-person platformer that knows exactly what it is trying to feel like, even when the execution shows the seams. The story of Loren and Violet is understated in the way that small indie work often does best: not explained, accumulated. The world is dreamlike by design, and the pacing earns its slower stretches because what waits at the edge of each level boundary is genuinely surprising. Kai, Scout Team

Going Nowhere: The Dream
AdventureIndie

Going Nowhere: The Dream

Nov 22, 2017Nowhere Town
GamerScout Says

A first-person parkour platformer built like a lucid dream you half-remember: short, strange, and packed with secrets that could change everything you thought you understood about the ending.

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About Going Nowhere: The Dream

I have a soft spot for the kind of game that lives entirely in its own frequency, and Going Nowhere: The Dream is exactly that. It is a first-person, parkour-inspired platformer set inside the layered dreams and memories of a young woman named Loren, who is searching for her long-lost friend Violet. The movement draws clear inspiration from Mirror's Edge, but the emphasis here sits firmly on navigational problem-solving rather than breakneck speed. You are reading an environment, working out the geometry of a dreamscape that shifts between surreal urban spaces and something softer and more personal. The pixel-art aesthetic bleeds into the 3D world in an unexpected way, and the 12-track original soundtrack carries the mood more than any single visual moment does. What surprised me most is how deliberately the developer, Nowhere Town, layered the secrets. These are not collectibles scattered on visible ledges. The game invites you to break its own rules: glitch through walls, escape the intended level boundaries, piece together a story that the main path alone will not fully explain. Multiple endings exist, and reaching them asks you to think sideways, not just forward. All 15 Steam achievements function the same way: nearly every one is a genuinely hard-to-find hidden moment. For a certain kind of player, that design philosophy is the entire point. The honest caveat is that this is a small, rough-edged release from a solo or micro-team. Some players in the Steam community have noted level-entry errors and occasional performance hitches that the developer has not fully patched out. Controls have reportedly frustrated some, particularly around Y-axis inversion options. If you are the type who bounces off anything that feels unpolished in its first two minutes, that friction will read as a flaw rather than character. The game does not hold your hand through its technical quirks. Who is this for, then? It is for the player who treated that one weird freeware game from 2009 as a foundational text. It is for anyone who wants a short, atmospheric first-person platformer that knows exactly what it is trying to feel like, even when the execution shows the seams. The story of Loren and Violet is understated in the way that small indie work often does best: not explained, accumulated. The world is dreamlike by design, and the pacing earns its slower stretches because what waits at the edge of each level boundary is genuinely surprising. Kai, Scout Team

Tags

singleplayerachievementstier:indieFirst-Person PlatformerParkour-NavigationMultiple EndingsSecret-HuntingFemale ProtagonistAtmosphericPixel-3D HybridSpeedrun Friendly

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
NVIDIA GeForce 200 Series
Processor
Intel Core 2 Duo

Recommended

OS
Windows 8/10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
NVIDIA GeForce 400 Series or better
Processor
Intel Core i5 or better

Reviews & Ratings

No ratings available

Game Info

Developer
Nowhere Town
Publisher
Nowhere Town
Release Date
Nov 22, 2017

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