Dream Quest
GameBy Peter Whalen
2 documents in the library are about Dream Quest, from writers such as Extra Credits and How To Market A Game. Each has a summary and key insights with the page they come from.
Connections
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On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $101K
- Units sold
- 15K
- Last 12 months
- $6K
- 693 units
- Price
- $9.99
- Positive reviews
- 90%
- of 336 reviews
- Peak players
- 31
- at the same time
- Followers
- 1,532
- Average playtime
- 12 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2019 | $9K | 1,440 | |
| 2020 | $13K | 2,079 | |
| 2021 | $7K | 1,122 | |
| 2022 | $4K | 594 | |
| 2023 | $3K | 330 | |
| 2024 | $4K | 693 | |
| 2025 | $6K | 759 | |
| 2026 so far | $4K | 528 |
On Steam since Dec 9, 2016 · Developer Peter WhalenSteam store page
Documents about Dream Quest
The Cycle of a Hit Genre
The lifecycle of a hit game genre follows a predictable four-phase pattern that dictates market opportunity for independent developers.
- Hit genres follow a predictable four-phase lifecycle: a proto-game launch, a genre-defining breakout hit, a 'second wave' of rapid-iteration variants by small teams, and a final 'Phase 4' consolidation where large studios dominate with high-polish, licensed, or premium-priced titles.
- The 'second wave' phase offers the highest opportunity for indie developers, as players remain highly curious and willing to switch between games, often pushing the original genre-defining hit below 25% market share.
- Market saturation occurs when a few dominant titles form an oligopoly; for example, by May 2025, three games (Vampire Survivors, Brotato, and Deep Rock Galactic: Survivor) controlled over 75% of the Vampire Survivor-like market.
The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits
The evolution of card-based gaming traces a path from traditional playing cards to the modern roguelike deckbuilder genre.
- Slay the Spire served as the critical inflection point for the roguelike deckbuilder genre, refining procedural dungeon exploration and strategic card progression into a commercially successful and highly accessible format.
- The 2014 title Dream Quest was the first to successfully integrate roguelike procedural generation with deck-building mechanics.
- The 2008 release of Dominion revolutionized card gaming by shifting deck-building from a pre-game meta activity into a core, real-time gameplay loop.