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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.

Documents
2
newest 12 Nov 2025
Steam revenue
$101K
estimate, to date

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
Revenue by year
YearShare of the best yearRevenueUnits
2019$9K1,440
2020$13K2,079
2021$7K1,122
2022$4K594
2023$3K330
2024$4K693
2025$6K759
2026 so far$4K528

On Steam since Dec 9, 2016 · Developer Peter WhalenSteam store page

Documents about Dream Quest

Article

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.
How To Market A GameNov 2025
Cover of The History of Roguelike Deckbuilders - From Playing Cards to CCGs and Beyond - Extra Credits
10 min
Extra Credits10 min

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.
Extra CreditsJun 2019