A downloadable game for Windows

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Today you start your new job doing data entry for Data Portal Inc. It's not the most exciting job, but it pays the bills. Each night, you go home, go to sleep, and have vivid dreams that let you escape your mundane life. However, sometimes the line between dreams and real life  start to get a bit blurred. Will you work hard and keep your job, or will you get out of touch with reality?

Move with either WASD or the arrow keys, and interact with objects likes doors and beds with SPACE. If you ever want to wake, press Q. The game auto-saves at the start of a new day.

The game was heavily inspired by Yume Nikki, and it was created for Dream Diary Jam 4. So like Yume Nikki, the game is mostly just about walking around and exploring dreams. However, there are a few significant changes in how this plays compared to Yume Nikki and most fan games.

  • There's a little bit more going on in the waking world, since you have to go to work each day.
  • You do not collect effects. Instead, you progress the story by finding different beds in the dream world. Each time you find a new bed, you can begin the next day. There are 10 days, so you must find 9 beds to get to the finale.
  • The nexus eventually has five doors, but initially there will be fewer.
  • While there are many areas, most of them are somewhat small, so you are less likely to get lost within a single area.

If you get stuck, there is a complete walkthrough guide here: https://yumenikkifg.fandom.com/wiki/Dream_Data/guide

Rated 5.0 out of 5 stars
(1 total ratings)
Made withBlender, Krita, Unity, GIMP
Tags2D, Dreams, Exploration, Fangame, Surreal, Unity, Walking simulator, weird, yume-nikki
Average sessionA few minutes
InputsKeyboard, Mouse


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Click download now to get access to the following files:

DreamData.zip 26 MB

Development log


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Hello Dream Data Dev. I'm making a Yume Nikki fan project in Unity as well, and I was wondering how you made the looping worlds. Hope this isn't too much of a hassle!

I just make sure both sides look identical, and then teleport the player and camera to the other side when they leave bounds. To make sure it doesn't look like it stutters, I add the position offset back on instead of just jumping to set coordinates. For example, I might set the horizontal boundaries as -50 and 50. I continuously check if the player character leaves those bounds. If he does, like if his x position is now 50.4, I get the offset from 50, which is 0.4, and I add that to the left bound. -50 + 0.4 = -49.6. So I change the player x position to -49.6. 

As for the parallax background, I have a tessellating texture plane as a child to the camera. I adjust the offset of its material by multiplying the camera's position by some factor.