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Dreamcore News

Final Chapter "Dead Mall" Reveal

[p]I've been waiting for this moment for a long time. The final chapter, "Dead Mall," is already in development.[/p][p]With this upcoming chapter, we want to return to the roots of the game and create large, expansive environments again, since that’s what made Dreamcore unique in the first place.[/p][p]Shopping malls give us a great opportunity to do exactly that.[/p][p]Over the next few weeks, we’ll also be sharing more news and updates about Dreamcore.[/p][p][/p][p][/p][p][/p]

Liminal Hotel Updated! (and many other changes)

[p]First, my sincere apologies for the delay. We have had some issues that delayed the update.[/p][p][/p][p]We've just updated Dreamcore with a massive overhaul for Liminal Hotel. We hope you like it![/p][p]Here are the complete patch notes!:[/p][p][/p][p]\[Dreampools][/p][p]- Fixed some missing walls (Thanks @BigCGaming).[/p][p]- Fixed a song loop problem on Dreampools (thanks @fatpound).[/p][p]- Fixed a void in basement (Thanks @blåhaj).[/p][p]- Fixed a missing rail.[/p][p][/p][p]\[Eternal Suburbia][/p][p]- Fixed some wrong location models in Neighborhood (Thanks @BigCGaming).[/p][p]- Fixed a void in Guest House (Thanks @BigCGaming).[/p][p]- Fixed a break lens bug in the opening cinematic.[/p][p][/p][p]\[Playrooms][/p][p]- Removed color-coded keys in Pastel Room and replaced them with a pink generator to power the garage door, matching the rest of the sections.[/p][p]- Adjusted Maze Room layout to slightly reduce difficulty.[/p][p]- Added lights in dark areas from Maze Room (Thanks @BigCGaming).[/p][p]- Fixed a problem with the light on the final section.[/p][p]- Fixed missing texture on fences in Toys_Room. (Thanks @AndraxDev).[/p][p][/p][p]\[Liminal Hotel][/p][p]- Overall map updated by 35% with major layout adjustments.[/p][p]- Floors 3 and 2 were completely rebuilt.[/p][p]- Updated elevator floor signage with a new visual design.[/p][p]- Added 2 new floors and renumbered all existing ones. (now there's 8 total).[/p][p]- Added reverb of footsteps on big section.[/p][p]- Added new soundtrack.[/p][p]- Adjusted elevators pair spacing to bring both units closer together.[/p][p]- Blocked several paths to increase navigation difficulty.[/p][p]- Fixed a problem with Fren balloon achievement.[/p][p]- Fixed a problem with the achievement of the 4th floor.[/p][p]- Fixed a problem with some lights that disappeared.[/p][p]- Fixed some models with missing textures (Thanks @AndraxDev and @therealgeox).[/p][p][/p][p]\[UI][/p][p]- Updated final map slot to display a preview image.[/p][p]- Added main menu background selector (map-based or last played).[/p][p]- Added brightness option.[/p][p]- Added Greek and Dutch languages.[/p][p][/p][p]\[VHS][/p][p]- Reduced VHS blur intensity.[/p][p][/p][p]\[General][/p][p]- Added Ambient Occlusion.[/p][p]- Increased a 5% the sound of the VHS.[/p][p]- Fixed some texture doors.[/p]

Dreamcore — 1 Year Anniversary

[h2]Message from the developer — Dreamcore 1 Year Anniversary[/h2][p][/p][p]Today marks one year since Dreamcore launched.[/p][p]I originally planned to release a new update to celebrate this milestone. It won’t be ready in time — but instead of rushing it, I decided to give it the time it needs.[/p][p][/p][p]This upcoming update focuses on the Liminal Hotel expansion, along with several new features and improvements across the game. It’s currently planned to release in mid February.[/p][p]Even beyond this update, I just want to say how grateful I am for everything that has formed around Dreamcore during this first year: the feedback, the discussions, the theories, the screenshots, and the community that slowly built itself around this strange project.[/p][p]Once the Liminal Hotel expansion is out, development will move fully into the final Dreamcore map, which will mark the last major chapter of the game.[/p][p][/p][p]There’s still a lot ahead, and I’m genuinely excited about what’s coming next.[/p][p][/p][p]Thank you for being part of this journey.[/p][p][/p][p]Valentín Iribarren
Dreamcore Game Director
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Welcome to the Latin American Games Showcase

[p]Streaming Playrooms at the Latin American Games Showcase[/p]

Nominate Us for Best Visual Style

[p]As Dreamcore keeps growing, one of the things I’m most grateful for is how many of you notice the small visual details—those odd color palettes, the uncomfortable symmetry, the lighting that feels both familiar and wrong, and the way each map tries to look like a memory you’re not sure you ever had.[/p][p]Dreamcore isn’t a game with big effects or explosions. Everything relies on atmosphere: light, space, architecture, and those quiet visuals that slowly get under your skin.
So if you believe Dreamcore deserves a place in the Best Visual Style category this year, it would mean a lot.[/p][p]I never expected this project to reach so many people, especially considering how unusual its visual identity is. But seeing players recognize and connect with it makes all the late-night experiments with colors, fog, post-processing and architecture feel worthwhile.[/p][p]Thank you so much!![/p]