
DreamCore House
You have found yourself in the Backrooms, and your only goal is to escape.
During the day, the levels are safe, but at night, monsters arrive, and you need to prepare for their arrival by placing cameras, barricading doors, and planning escape routes.
The game revolves around controlling the house through cameras that you'll need to place throughout it.
It's impossible to escape the monsters, and the only way to survive is to plan your camera placement and monitor their position, while simultaneously hiding from them and distracting them with objects.

The game features three types of monsters, each requiring a different approach.
Some can be distracted by the sound of an alarm clock.

Others need to be given apples to keep them from going on the hunt.

And some require you to barricade yourself in and make absolutely no noise.

Controls:
WASD - movement.
E - interaction (open doors, pick up items, use objects)
F - Activate an item in your hands
Q - Drop an item
Shift - Sneak
Credits:
Programming - ahhVasa
Music & sound - Prjx
2d Art - ImaDuckMahDude
| Updated | 2 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Authors | ahhVasa, Prjx |
| Genre | Survival, Action |
| Made with | Unity |
| Tags | Casual, Cute, dreamcore, Horror, Liminal space, Stealth, Tactical, Top-Down, uncanny-valley |
| Average session | About a half-hour |
| Languages | English, Russian |
| Inputs | Keyboard, Mouse |
| Content | No generative AI was used |
Download
Install instructions
Unzip the archive, Run the .exe file and play
Development log
- Nest monster view update4 days ago
- Big update! New level & Items!5 days ago








Comments
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Ello! I don’t usually play this genre since I’m terrible with horror games, so my feedback will mainly focus on mechanics and usability instead.
Fullscreen Issue When the game is set to Fullscreen, it lags heavily to the point of being unplayable. I had to stick to the small, windowed mode to continue testing. [I play through the Web, didn't download]
Start Map
First Level
Second Level
Other Feedback
Thank you very much for the feedback!
Regarding the lag — some players have complained about something similar in the past, but it turned out that they had some incorrect settings in their browser. Personally, I don't experience any lag at all. I'm playing in Chrome.
So I'm not really sure how to solve this problem. I've already optimized the game as much as I can. For the most part, I think the cause is still on the user's side.
Regarding the camera orientation, I'm honestly not quite sure what exactly you mean.
Are you referring to the fact that the player can see farther upward than downward, and therefore it's harder to spot a monster below you than one in a room above you?
If so, yes, that's a problem I'll fix. I think I'll simply add the ability to rotate around your own axis.
Regarding the different footsteps — yes, I completely forgot about that somehow. I'll add them.
Regarding the inventory — the fact that you can switch the item you're holding is actually pretty important. The thing is, in order to pick up a box, you have to temporarily put down your tablet.
If you're in a hurry and trying to grab everything, you can leave your tablet behind and then end up running around the house in a panic without being able to see anything. (If you pick up an item while already holding something, you'll drop the current item and pick up the new one.)
So I'm not sure about this one. I wouldn't simplify the game to the point where the player just has a box counter and the entire inventory is removed.
And making it so that pressing F automatically activates the flashlight — no. The whole point is that you need to actually hold the flashlight in your hands to use it.
Plus, there are some other items in the game, such as the alarm clock. There is also a regular floor lamp that you can pick up and turn on and off. It's completely pointless, but it's a small detail I wanted to have in the game.
Sneak Toggle - yes, I think that's a good idea. I'll add that.
Regarding the alarm clock — I think I'll leave it as it is. Adding a separate alarm-clock settings menu seems unnecessary to me. The game is meant to be casual, and everything is designed in this simple way — you just press F and add +1 second to the timer.
I understand that your game takes a fundamentally different approach, but this is how I want mine to work.
Anyway, thanks again for the feedback!