Isle of Reveries

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Take control of an owl named Lief as they make a pilgrimage skybound to the forsaken Isle of Reveries, where it's said that any wish can be granted. Players will traverse a Metroidvania-style world, fight through six puzzlebox dungeons, each with their own unique themes and mechanics, and meet charming anthropomorphic characters along the way in this Zelda-inspired adventure.

Use your fairy companion’s magic to duplicate and spawn a variety of objects in the world, and discover how they interact with your robust set of items to solve head-scratching puzzles.

EXPLORE A VAST OVERWORLD & CONQUER DUNGEONS

Eight different biomes in the overworld. Seven different dungeons, each with their own unique theme, mechanics, and key item.

COPY & SPAWN OBJECTS

Use Lief's fairy companion to copy and spawn a myriad of objects, using them to solve puzzles and fight terrifying enemies.

FORGE A COMMUNITY

Construct various buildings and forge a township. Characters that Lief saves throughout the game will move to the township, offering new quests and stories.

DUNGEON CRAWL WITH A FRIEND

Play through TWO separate multiplayer stages with a friend, either in local co-op or online via Steam Remote Play Together.

Ролевые игрыПриключенческие игрыИнди

Системные требования

Минимальные

  • ОС: Windows 10 64-bit
  • Процессор: Intel Core i5-2300 / AMD Ryzen 3 1200
  • Оперативная память: 4 ГБ ОЗУ
  • Видеокарта: Dedicated GPU or integrated graphics with WebGL 2 support
  • Место на диске: 200 МБ свободного места

Рекомендуемые

Данные пока не загружены

Отзывы

Steam · Very Positive

Все отзывы в Steam

188 положительных из 196 отзывов

67

Игрок 9467Рекомендует21 ч в игре

This is honestly what I wanted Mina the Hollower to be. This is a genuine attempt to recreate the soul of the GBC Zelda games (specifically the Oracle games judging from things like the trinkets and goddess seeds) that mostly gets it right. Mostly good puzzles, fantastic music, and a world that's really fun to explore with a surprising amount of content. Biggest issue is that it is a bit on the buggy side. There are some dungeons where it's very easy to get softlocked. Luckily, it's not that big of a deal since the game is very forgiving and autosaves pretty frequently, but it still got frustrating getting stuck due to poor level design or weird glitches. Regardless, those moments were few and far between and I still had a ton of fun with this. Really hope this gets a bit more traction because I do think it deserves it.

63

Игрок 4563Рекомендует27 ч в игре

【8.9★】类塞游戏的制作普遍比类银和肉鸽都要穷,宣发更是少得可怜,在steam上连自己的“类塞尔达”分类标签都没有,只能将其标注为“类银河恶魔城”来增加曝光度。这个类型的游戏在独游里一直处于很边缘化的存在。 然而近两年,类塞尔达游戏佳作频出,现在连二三档穷经费低成本制作的类塞都能有神作出现了,这个类型的游戏正在百花齐放,玩法越来越丰富出彩,创意越来越大胆新颖。 而隔壁类银正在固步自封吃老本,在经历24年的巅峰期后开始陷入低迷,同质化严重,有创新的好作品少得可怜,不免让人唏嘘。

81

Игрок 5581Рекомендует16 ч в игре

This game is for you if: you long for the days of the Gameboy Zelda games, or you thought Mina the Hollower focused too much on combat and not enough on exploration and puzzles. --- Wow what a game! Truly inspired by the Gameboy Zeldas, and feels like they belong right next to them in both world design, dungeon design, and equipment. The world is structured just like GB Zelda - every screen is a 10x9 grid and when you go to the next screen the whole things shifts over, keeping everything at the same 10x9. The map is similar - just a big series of grids. This creates really rigid sections that are easy to identify and travel to and from, which is important in an adventure game. It can be easy to get lost by traversing a lot of screens at once, but knowing that everything is grid-based, you can eventually find your way back because your movement is so structured. If there was one smart thing to take from the GB games, it was this. The world itself has varied designs, from hidden lore to music. Each area is distinctive enough that the moment you enter into a new area you KNOW you are in a new area. This adds flavor to the world but also helps keep in your mind where you are. Filling the world is side characters and side quests of varying personalities. A lot of these also take from the GB games - characters with strong personalities that you don't tend to spend a lot of time with. They are there to serve plot devices or just a few jokes. While I don't think a lot of them are memorable, they keep the world from feeling empty, as they are scattered about the whole world. They do however facilitate the sidequests - one of the better parts of the game. Exploration is well and alive in this title, and you will constantly be finding things that *clearly* are tied to something (bugs, statues, houses, the list goes on and on). The game rewards you for keeping in mind all these things you come across, either for the main quest later or a sidequest from an NPC. That said, even if you do forget, the map plus the structured screen system makes backtracking a real breeze. Dungeons are also a big grab from the GB games and the developer has definitely done them justice. This is Zelda as you know it - locked rooms, finding small keys, getting a new piece of equipment that unlocks the rest of the dungeon, miniboss with a warp, big boss at the end requiring mastery of the new equipment you received. The game doesn't do anything necessarily new in this regard, but in my opinion, it doesn't need to. What the game DOES introduce is a puzzle system - being able to copy and block and put it down anywhere else. This is a basic function received early, and the game makes wide use of it throughout its full runtime - to great effect. Puzzles are not too difficult, definitely on the typical Zelda standard, but they do ask you to think of solutions you might not be accustomed to playing these kind of games (not just block pushing). Lastly the equipment, which is your standard Zelda fare - hookshot, hammer, leaf the blows a giant gust of wind, sword, shield. What Isle of Reveries does well is not make any of these feel redundant and each piece of equipment serves a specific function. There isn't anything truly innovative here - but instead takes the usual tropes and perfects them. One minor nitpick - the opening area to the game is *visually* a bit overstimulating, in that it takes a moment to become accustomed to what tiles are able to be stepped on and which aren't. This is a minor inconvenience though, as after an hour or so of gametime, it becomes perfectly clear and moving around becomes seamless. --- Overall, this game is a real treat. Nostalgia for the hands, ears, and eyes. I love indie games that take direct influence from something, and its immediately apparent that the developer knows what makes those influences great. This is a perfect example of that. If you like those old-school Zelda games, you will love Isle of Reveries.

43

Игрок 8743Рекомендует13 ч в игре

It hits all of my nostalgia for the GBC Zeldas, but never quite reaches their heights. Exploration was fun and rewarding, your tools are varied and some dungeons were the highlights of the game. I did not, however, like all of the dungeons, as some felt like they included a lot of needless backtracking between rooms to copy the items you needed to solve the puzzles, and sometimes jumping along the edges of platforms felt a little bit janky, but other than that I have no real complaints. While I bought the game at launch I did wait a bit to play it, because there were nearly daily hotfixess and changes. The dev implemented a lot of QoL changes from community feedback (like a map screen overhaul) which is great. I would still definitely recommend this game!

71

Игрок 7871Рекомендует19 ч в игре

It's Legend of Zelda: Oracle of Ages/Seasons Kickstarter backer here! The game is everything we were promised, which includes both the good AND the bad of this game's inspirations. + (Not game related?) Kickstarter goals were met and implemented properly in-game, including cameos and custom dungeon + Graphics are faithful and fairly simple, easy to read most hitboxes + Each dungeon faithfully follows the Zelda approach of introducing a mechanic that changes how you approach both the puzzles in the area and how you navigate the overworld (especially after the 4th dungeon/level) + Dungeon tools are generally intuitive and the game's overworld clearly telegraphs what items correspond to what areas can be accessed + Puzzles are generally intuitive and easy to understand at first glance, more about figuring out how things work together than pure logic + As of this review, Dev has been releasing QoL and bugfix updates 1-2 times a week since launch, greatly appreciated + Writing is straight and to the point, occasionally funny but strives to get as much across with as few words as possible + Demo provides a fairly accurate idea of what the general gameplay is like for the full game + The dev created a video walkthrough for every major dungeon, and uploaded them to Youtube if you get stuck + Puzzles are tied to a single room most of the time and reset if you leave/re-enter a room + Game autosaves frequently, which allows you to pick up quickly if you need to quit + Passive badge system that allows you to slightly change how you approach situations (nothing major, but passives like normal controls on ice, making rocks explode when thrown, faster stamina recovery, etc) + Title screen changes upon completing the game ~ Story is fairly light after it gets going, cutscenes are fairly short and snappy ~ Music gets rather repetitive with Level 4 being particularly grating for me personally, thankfully music & SFX have separate volume controls ~ Save system is deliberately antiquated and requires manual saving at designated points, and the save option on the pause menu just lets you resume from any room but follows the GB free-game logic instead of a traditional save ~ Dungeon design is intuitive for the most part ~ A large amount of optional content, but no way to track most of it (no quest screen on the pause menu) ~ You are given exactly 1 hint where to go next after completing a major dungeon, and told to write it down. ~ I somehow completely missed where Level/Dungeon 4 was and needed a guide to find it (found the building early on and forgot it existed), a bigger hint might be necessary by the dev (dev has added more hints in updates on where to go next, these help tremendously without giving away puzzle solutions) ~ There is no universal currency like in Zelda, you need to either find chests with items or get item drops from foes ~ There are healing potions, but you need to use an inventory slot to bring something to exchange for a potion; you can't replenish potions quickly, but it's easy ~ Defeating the final boss doesn't make everything better for free, dev captures the melancholy from most Zelda stories ~ Significant backtracking in most dungeons; this might be more of a personal thing ~ Gear from dungeon/Level 1 is cool but it isn't always clear what can be copied and what cannot; it's used throughout the entire game and I got stuck a few times when ~ The world map is extremely labyrinthine and it's easy to get lost at any point, fast travel is also tied to a hidden item ~ Boss of dungeon/level 3 had a weird weakness that I needed to check the guide for bc it didn't use the dungeon's item or your sword, I thought this was unintuitive ~ No accessibility/difficulty options or hints if you get stuck, which follows its inspiration(s) ~ The game has a bestiary but it ONLY tells you what enemies drop, not the enemy's name or location ~ I completed the main story in around ~18 hours with some side content, but as walkthroughs show you can breeze through most of the game if you know the solutions/routes ahead of time - You are NOT fully healed when respawning after death; you can equip a specific item that grants you this bonus, but be prepared to enter a losing streak if you don't have it - Late-game enemies deal massive damage, which doesn't feel fair considering they move quickly and if you don't know what these foes do, they're basically guaranteed to kill you on your first encounter (ex. Final boss can hit you for 5 hearts) - HEAVY reliance on a specific type of puzzle where you need to step on each colored tile in a room exactly once, I think it shows up once in every major dungeon and it felt more frustrating to plan your movement since in most cases it forces you to stop everything to map out a route. - There's a necessary quest to collect 7 of something and the game doesn't easily allow you to track which ones you've collected despite their being a designated map symbol for it - The map marks collectible locations but doesn't update after you collect them (at least for me), which made it so I needed to manually track collectibles. It made me give up on a bunch of quests - Not much replay value, puzzles/boss fights have exactly 1 solution. Badge system doesn't affect enough to change gameplay

36

Игрок 8836Рекомендует30 ч в игре

A very respectable attempt at capturing the magic of 90's-00's 2D Zelda games Puzzle difficulty: ★★★☆☆ Playtime: 20-30 hrs The inspiration is obvious here, and they did a very good job. The artstyle and music is on point. The story and worldbuilding is quite nice and generally well done. The first 5-8ish hours might feel a bit too suffocating, as in the early game you are put on rails to follow a more or less linear path. But don't worry, the game REALLY opens up after you complete the 2nd main dungeon. You will get equipment and upgrades to navigate every kind of terrain, opening up new paths and shortcuts, you even get to have your own base to build stuff in and gather friends and other characters you meet along the way. There is an overworld for exploration, and 6 main puzzle dungeons, that are the highlight of the game. The puzzle dungeons are mostly excellently designed, they offer some decent challenge, while still staying within the manageable diff range. Each has a boss or two, they are okay, but nothing too challenging. If you learn their 1-2 gimmick, they are pretty easy to defeat. Combat in general is NOT the main focus, but you still have many fun options with lots of interesting weapons and trinkets to augment your fighting style. Dying is not overly punishing. BUT he game is not without flaws. As of this writing, there are quite a lot or smaller annoying bugs and glitches, but fortunately noting gamebreaking. The map can be a bit confusing near the endgame, as you can't stamp or write on the map UI, which is a problem because the overworld is pretty huge, and remembering where you found what can result in serious backtracking and extensive scouring. So your only option is physically taking notes and screenshots if you want to keep things organized in your head.

96

Игрок 9996Рекомендует21 ч в игре

A lovely, meticulously crafted game. Everyone who loves traditional, old-school Zelda owes it to themselves to play it. I write this review after beating the game and having done probably 95%+ of the optional content, aside from a few collectibles I couldn't be bothered to comb the map for. The easiest way to describe this game is if Nintendo had made a secret fourth Zelda on the Game Boy Color after Link's Awakening, Oracle of Seasons, and Oracle of Ages. There are no Soulslike elements, no open world that gives you all the tools at the start, no choosing which dungeons you want to do in which order. It is only trying to be a faithful Zelda experience, and in that regard it succeeds admirably. Maybe this strict adherence to well-trodden ground would be a knock against the game if the Zeldalike subgenre were as crowded as Metroidvanias and Soulslikes, but there are so few pure Zeldalikes that I love the commitment to the traditional experience. It fulfills a desire for a type of experience that even Nintendo themselves have left by the wayside. If you've played any of its inspirations, you know what to expect here: A linear progression of puzzle box dungeons, each containing a new tool that is required to complete the current dungeon and open up the next piece of the overworld that will lead to the next dungeon. Most tools serve both a combat function and an exploration/puzzle solving function. The overworld is full of secrets, NPC sidequests, and collectibles. There is a town that acts as a bit of a hub area and forms the locus of most quests with some very light town-building elements. The difficulty is about on par with Zelda, with the dungeon's puzzles being somewhat more difficult and requiring some degree of lateral thinking. I only had to resort to walkthroughs maybe 2-3 times, and they were all solutions I could have figured out with a bit more patience and experimentation. The combat is, again, exactly like Zelda. I can't think of any real negatives here, assuming you're on board with a classic Zelda experience that isn't trying to push the genre forward. I had a few nitpicks about quality of life stuff and some minor bugs, but the dev has already addressed those with patches. This is a lovingly made game that the dev clearly poured their heart and soul into, and there were even a few heartwarming moments. An easy recommendation to any genre fan. One final note that the game runs perfectly on Steam Deck (as expected) and this is the best way to play the game for the full nostalgia blast GBC experience. Kudos, desertcucco. I hope this game finds success and you're able to continue catering to this underfilled niche with future games.

38

Игрок 4638Рекомендует21 ч в игре

这个游戏简直是独游中的一块埋在土里瑰宝!你很难想象在2026还能有一款仅72MB的游戏能带来二十多个小时的畅快开放世界探索。作为一个类2D塞尔达,这款游戏带给我的体验可以说甚至超过了众神三角。 首先迷宫设计非常有水平,每个迷宫都有独特的机制并且不让人觉得老套,谜题难度也到位并且层层递进。在我打完第四个大迷宫逐渐解锁一堆强力道具,以为可以大杀四方的时候,第五个迷宫居然没收全部道具把我打回原形,连基础攻击都没有,并给出一套新的解密机制。带来的结果就是第五个迷宫难度很大,解题过程也很痛苦,但是解通迷宫返还所有道具之后将迎来无与伦比的畅快感和成就感。 开放世界方面,诸如巧妙相连的各个区域,随能力解锁的捷径等优点就不用说了。整个地图散布了比较密集的支线道具收集和任务,有的甚至奖励一整个额外的迷宫探索,NPC都有几十个,每个都有各自的支线或是游戏上的作用。整个过程不依靠任何任务系统,全凭吸引玩家的兴趣来引导探索。现如今的罐头游戏大厂真该向复古游戏学一下什么才叫开放世界和支线探索。