About the Game
· The Adventure Never Stops
Daydream Cat: DreamSpirits Idle Adventure is a desktop idle RPG built around three-member teams, collecting, progression, and automatic combat.
Let your Dreamspirits keep adventuring in a corner of your desktop. Focus on work, browse the web, or watch a video, then return to make the decisions that matter: adjust your lineup, equip new gear, unlock talents, and send the journey onward.
The demo launches on October 6—your progress will carry over to the full game.
· Three Dreamspirits, Countless Combinations
Choose three members from 451 collectible Dreamspirits and build a team of your own.
Roles, races, elements, skills, innate affixes, and synergies all interact. Protect your main damage dealer, combine skill effects, or build an entire lineup around a favorite Dreamspirit—every adjustment can take your team farther.
· Step Away. The Battle Continues.
Your team automatically fights enemies, uses skills, and advances through stages. Even while you are away, it continues earning offline rewards.
There is no need to click endlessly. Decide how to develop your members, allocate resources, and refine your setup. Leave the fighting to your Dreamspirits and keep your time for yourself.
· A Collection Begins with a Dream Egg
Find Dream Eggs, hatch new companions, and discover Dreamspirits of different rarities—including rare Shiny variants.
Use fusion and evolution to raise the members you love, expand your Codex, and find the missing piece for your next team.
· Grow Through Equipment, Crafting, and Talents
Defeated enemies drop equipment, materials, and loot chests. Enhance equipment, socket bonuses, craft resources in the workshop, and plan your path through 132 talent nodes covering combat, collection, economy, and idle progression.
Every reward and every choice changes where your team goes next.
· Journey Deeper into the Dream
Challenge 5 map floors, 4 difficulty levels, and 200 stage combinations. Hunt for better equipment, hatch rarer Dreamspirits, and keep perfecting your three-member team.
Build your team. Adventure automatically. Keep dreaming.
Screenshots
5 imagesVersion Information
Steam Patch Notes
Official update history
- Added independent team storage: start with one team and unlock up to six, with up to three Dreamspirits each. The five unlocks cost 500,000 / 5 million / 50 million / 100 million / 150 million gold. Reserve teams hold complete individuals without using bag or storage slots. Up/down navigation only previews a team; Deploy switches the whole team. Deployment restarts the current stage, retains the six-second swap cooldown and does not spend extra Boss keys or Trial charges.
- Added the 5-million-gold Level Attunement talent. Once a team is active, all deployed members' HP, attack and equipped gear scale using at least the player's level in the four regular map difficulties and Boss battles. Higher real levels are retained. Real EXP, prefix unlocks and equipment eligibility still follow their original rules; Trials and Savage do not use this bonus.
- The Study Device now provides EXP catch-up: a studying Dreamspirit receives 200% EXP while its level is no more than half the deployed team's average, 150% below that average, and 100% at or above it. Online EXP fully includes talents, synergies, mentors and Human study support bonuses. Offline settlement also grants study EXP, reassesses the multiplier as both sides level up and shows study EXP separately.
- Each application of damage over time is now retained independently and expires separately. Repeated casts of the same skill, different casters, Multicast, Echo and keyword damage-over-time effects can resolve separately instead of being overwritten by a same-source refresh. Healing over time retains its previous refresh rules.
- Improved special-prefix inheritance and matching-prefix selection for eggs. Each parent has a 15% priority inheritance share; if neither share triggers, the base roll applies. If that base stage rolls a special prefix, each eligible parent's matching prefix has a 25% selection share. Role and other eligibility restrictions still apply.
- Added chest-content probability details to the Codex and encyclopedia. Tuning items, Level Synchronizers, incense, socketing materials, equipment and keys show approximate per-chest odds for four chest types. Drop explanations now use percentages and distinguish level/key requirements from garrison quantity bonuses.
- Improved synergy explanations and team previews. Physical, elemental, chaos and all-damage/all-resistance categories are explicit, with matching colors for element and race synergies. Browsing reserve teams previews their synergies; actual battle bonuses still come from the deployed team. Long hover descriptions wrap automatically.
- Improved attuned-stat comparisons. Equipment details and side-by-side cards fade between effective values and original pre-sync values, with level notices switching in step. Level Attunement uses red numbers; status and hover details always show both attuned and real levels. Also fixed misaligned baselines in two-color level numbers.
- Expanded abbreviated-number display to player EXP bars, Dreamspirit EXP, offline player/team/study EXP, and status-panel HP, attack, armor and HP regeneration. Hover details retain full numbers and attribute breakdowns.
- Added an auto-lock-after-successful-sacrifice setting, off by default. When enabled, the subject is locked after a successful tier upgrade or evolution and can still be manually unlocked or sacrificed again. Also fixed rarity-border refreshes covering lock badges.
- Continuous processing now remembers separate target tiers for equipment crafting, material crafting and Dreamspirit fusion. Choices return after canceling, reopening or restarting; restoring a choice does not start processing automatically. Pending-result notices now use the standard border and decorations, while retaining the temporary-result and return-to-selection flow.
- Improved team navigation and multilingual main-menu layout. Team numbers and up/down controls are vertical, and Active/Deploy aligns with Auto Equip. Tighter spacing on multilingual bottom tabs preserves complete labels and reduces long-text expansion of the main panel.
Level Attunement, Study Device catch-up, special prefixes and continuous processing are full-game features. The Demo follows its available trial content and currently supports unlocking up to three teams.
- Added Shiny Collection: purchase the 100,000-gold talent on the management route to store one complete shiny Dreamspirit per species without using bag or storage slots. The Codex supports placing, replacing and retrieving them, with collection-status filters.
- Shiny Collection shortcuts: Shift + left-click a shiny Dreamspirit in your bag or storage, or drag it directly onto the Codex button. A new auto-collection option is off by default and available in the Codex and settings. When enabled, newly acquired shinies fill empty slots for their species before automatic fusion, without replacing existing collections.
- Reduced automatic equipment processing and automatic Dreamspirit fusion talent costs. Both branches now cost 5 million / 20 million / 50 million / 100 million / 200 million / 300 million gold across their six tiers. Attunement now costs 7 million instead of 12 million gold.
- Raised minimum rolls for equipment substats and socketed attributes. The minimum is 50% of the tier's maximum at T1, rising with rarity to 62.5% at T7 and 75% at T13. This applies to ordinary and Savage equipment substats, and to attributes actually applied by decorations, carvings and enchantments.
- Expanded ordinary equipment substat pools. Items with 3 and 5 substats unlock additional candidates in stages, including basic attack damage, skill power, physical block, dodge, healing power and duration bonuses. Available attributes depend on the equipment slot.
- Improved high-tier armor and movement speed socketing. Maximum values rise progressively from T7, reaching 42–56 armor and 9%–12% movement speed per socket at T13. Attribute maximums at T1–T6 remain unchanged.
- Fixed low-level Dreamspirits gaining abnormally high damage reduction from flat armor. Armor reduction now uses the higher of the Dreamspirit's own level and the stage reference level, preventing unreasonable advantages in high-level stages.
- Faster Trial charge recovery and larger reserves: at player levels 30 / 60 / 90 / 120 / 150, recover one charge every 8 / 6 / 4 / 3 / 2 hours and store up to 15 / 20 / 30 / 40 / 60 charges. At level 150, this restores 12 charges per 24 hours. First clears are free; repeat attempts still spend a charge only after a successful clear.
- Updated Savage assessments and production rates. After reassessment, the base draw interval is 8 hours, with a minimum of 2 hours. Each stage can generate up to 12 new draws per 24 hours online and still stores up to 20 draws. Existing scores, intervals and progress are retained; the new rates apply only after reassessment.
- The Mysterious Merchant now offers random discounts and variable buyback prices. New goods are sold at 15% / 10% / 5% off, with discount labels beside their prices. New buyback requests offer 70% / 85% / 100% / 115% of the base valuation. Each quote is fixed when generated and does not reroll when the interface is reopened.
- Improved result selection for socket rerolls, tuning and random natures. If you have not chosen between the old and new result, hiding the workshop, switching to the map or closing the main menu temporarily retains it and shows a notice. Return to continue choosing. Pending results last only for the current game session and do not survive a game restart.
- Improved number display and settings. Talent costs, flat gold and EXP bonuses, and expected and measured map income now use abbreviated numbers. Hover over talent costs to see exact values. Added Keep screen awake, enabled by default and optional to turn off.
Automatic equipment processing, automatic Dreamspirit fusion, Attunement and Savage are full-game features. The Demo remains limited to its available trial content.
- Offline chests now attempt to open directly and collect their contents. Existing queues are processed first, followed by new normal and elite chests along the offline timeline. Chests that cannot fit stay in their respective queues, keeping their initially rolled contents so retrying after freeing space does not reroll them. The reward screen now shows opened-chest counts and capacity notices.
- Added the “Dream Brood” offline egg-production talents on the management route. They require “Long Dream”, level 20 and an existing paired breeding slot. Each tier adds 10 percentage points of efficiency, up to 80% in the full game and 20% in the Demo, subject to the offline time limit. Eggs go to the Dreamspirit bag, then storage. A clutch that cannot fit remains in its slot; further clutches do not accumulate, and eggs are not automatically hatched.
- Increased EXP and gold rewards in Nightmare and Daydream, improving income progression between high difficulties without reducing existing rewards. Normal, Hard and Hell stage rewards retain their previous values.
- Hovering a map stage now previews expected EXP and gold for the current team. After actual attempts, you can view per-minute income from the latest 5 samples and the average successful challenge cycle. Battle statistics always show Dreamspirit EXP/min and gold/min, with player EXP, samples and cycle details on hover. Team or build changes restart sampling. Measurements include kill rewards only, excluding chests, sales and alchemy.
- New decorations, carvings, scrolls, tuning items and incense first top up existing matching, unlocked storage stacks below 99, then place the remainder in bags. Without a mergeable storage stack, the previous collection flow applies; this does not create new storage stacks.
- Added result selection for rerolling filled equipment slots and Continue Socketing: Keep Old on the left, Save New on the right. Each roll consumes one material, while the old stats remain active until you choose. Continuing is disabled until selection; you can still choose after using the last material. Closing, switching materials or changing pages discards an unselected candidate and keeps the old stats. Consumed materials are not refunded.
- Skip Fusion Animations is now “Skip Workshop Animations”. When enabled, crafting, fusion, hatching, sacrifice, socketing, removal, tuning, synchronization and alchemy settle without waiting for station animations, which still play independently. Repeat Crafting settles step by step and can be stopped at any time. Cost confirmations, material checks and result selection remain.
- Workshop and automatic-processing windows now show short summaries by default. Use “Read more” at the end to expand the full text, scroll within a limited height, or collapse it. Talent cards have shorter descriptions and fixes for overflowing long text. French automatic-processing names now distinguish the feature from Auto Equip.
- Gold displays now use the same abbreviation rules as merchants, with exact amounts on hover. Talent purchase details retain precise costs. This covers the main balance, processing costs, offline rewards, logs and floating gold text.
- Fixed Study Device cast-spread support omitting the source Dreamspirit’s stat base and skill growth. Support now uses the slotted Dreamspirit’s actual permanent stats and refreshes for the team after leveling, equipment changes or evolution; removing it withdraws the support. The corresponding block bonus no longer depends on the recipient’s own armor.
- Added an “Evolvable” indicator to Dreamspirit hover cards to identify individuals that can still evolve.
- Storage search now sorts matches first while keeping other items visible and dimmed. “Save order and exit” preserves the whole storage arrangement and restores brightness. Closing normally or pressing Esc discards the temporary sort. Saving the arrangement does not increase capacity or change drag permissions.
Nightmare, Daydream and Repeat Crafting are exclusive to the full game. The Demo retains its own available content.
- Added offline chest collection. After unlocking “Long Dream”, the “Dream Treasure” talent series increases offline normal and elite chest acquisition by 10 percentage points per level, up to 80% in the full game and 30% in the Demo. Boss and trial chests are excluded. Offline time, queue and bag capacity limits still apply.
- Offline rewards are now revealed and counted individually, with background chest opening paused during the reveal. Unfinished reveals resume on your next entry. Chests that do not fit in the bag remain queued; rewards exceeding the queue limit are noted in the reward summary.
- Added a dedicated fullscreen layout. Toggle it with F11 or Graphics settings, and use Tab to collapse or expand the management area. Status, storage, the main menu and map/workshop occupy separate sections, with logs at the lower left and battle at the lower right. Drag dividers to resize, double-click to reset, and return to the desktop layout when leaving fullscreen.
- Mysterious merchants are now available in the full game, unlocked in the workshop at level 75. Each 24-hour cycle brings 4–5 random visits lasting 12 hours each. Seller and buyer visit weights are 60% and 40%. Sellers offer 2–3 gold-priced goods, each purchasable once. Brief tutorials and encyclopedia entries explain messages, trading and visits.
- In the full game, Dreamspirit merchants can sell ordinary or randomized ready-to-use Dreamspirits and related eggs. Random individuals generate appearance independently of species, element, skills, keywords and associated growth, and retain their random traits through evolution. They cannot breed. A setting can automatically lock newly acquired random individuals.
- Added a manual Continue Tuning button to tuning results. It uses the same item stack and retains the chosen affix for targeted tuning, consuming one item per click. Choose the old or new result before continuing. It stops when the stack runs out, further upgrading is unavailable or you switch operations, without automatically using another stack.
- The “Auto Equip” talent has moved near the start of the management route and becomes available after “Scavenging”. Its price is now 5000 gold. Players who already unlocked it retain access; previously spent gold is not refunded.
- Storage search now offers “Keep filters and exit”. Exiting restores normal storage, while reopening search reuses the filters. Only matches are shown during search, starting on the first page, with marked search tabs. Closing normally or pressing Esc still clears the filters.
- Improved storage category paging. Even with free arrangement disabled, Dreamspirits/eggs, equipment and items are kept on separate pages where possible, preserving category layouts more reliably after changing arrangement settings, receiving items or reopening the interface.
- The Status panel’s up/down arrows now support click-to-page and smooth scrolling. Mouse-wheel input, switching Dreamspirits or closing the page promptly ends the paging animation.
- Locked Dreamspirit codex previews now show animated silhouettes running in place, attacking and idling. Added a per-species “Use original colors” toggle to the shiny codex. It synchronizes colors across battle, portraits, the codex and evolution displays without changing shiny identity or stats.
- Fixed a bug where synergies gave keyword effects to Dreamspirits that did not possess the corresponding keyword. Synergies now only enhance an existing matching primary keyword, without granting new keywords or duplicating their individual stat bonuses. Team auras are activated by members who actually hold that primary keyword.
- Shield explosions and damage over time now check block by damage type: physical damage uses physical block, and other elements use magic block. Shield explosions check each target separately, and damage over time checks each tick.
- Fixed missing sheen on equipped Savage gear, flickering long item tooltips and clipping when opening logs later. Fixed merchant egg hover details, integrated purchase confirmation into the workshop, and improved rarity, price and time-remaining displays. Fixed incorrect zero buyback quotes for older Dreamspirits whose stats fall below current generation ranges, preserving their original stats and valuing the assessable parts normally.
- Added Dreamspirit Buyers and Goods Buyers to the full game. Each visit requests 1–2 individual items. Drag an item in, or click “+” to choose eligible items from bags and storage, then confirm the sale for 70% of the equivalent retail value. Requested tiers use rarity colors, with the full range shown on hover. Locked, in-use and equipped items cannot be sold; stacks lose only one item per sale.
- Random Dreamspirits now receive a jointly allocated combination of HP, attack, attack speed and movement speed. Attack and attack speed increases cost more of the shared budget, giving individuals different trade-offs. Evolution retains this combination.
- Added tier-based rarity frames and optional T-tier badges, with independent Graphics settings. Improved rarity displays in bags, storage, equipped slots and related portraits, and prevented badge/lock-marker overlap. Appearance options are now grouped at the bottom of Graphics settings.
Mysterious merchants and their random Dreamspirits are exclusive to the full game and are not included in the Demo.
- The full version gains two endgame talent branches after continuous crafting: Auto Gear and Auto Fusion. Each has six independent nodes, costing 5/50/350/700/1,800/2,200 million gold respectively, with material caps from T1 to T6. They turn on upon purchase. You can adjust their switches, modes and material rarity caps.
- Auto Gear defaults to alchemy using equipment from the equipment bag only. You can switch to equipment crafting using bag and warehouse materials, always at the highest unlocked level bracket. Auto Fusion uses both inventories and skips shiny spirits, those above level 30, and existing protected targets. Savage and socketed equipment receive no extra protection: lock them first. While the game is running, each line processes at most one batch per second. Outputs go only to the bag. Insufficient space pauses the entire batch. Offline reward calculations do not run these lines.
- Added “Auto-lock special-prefix DreamSpirits”, off by default. It applies only to individuals acquired after enabling it.
- Added individual Dreamspirit nicknames. Click the pencil beside the name on the Status page to edit it. All languages allow up to 16 Unicode characters. Clearing the nickname restores the default name. Codex species names stay unchanged.
- Fusion materials or sacrificial offerings containing Dreamspirits of level 31 or higher now require confirmation before consumption, showing their count and highest level. Continuous fusion checks every batch. Canceling consumes no materials.
- Added the Auto Equip talent, unlocked with a single purchase of 5 million gold. It selects from the bag, warehouse and current equipment by effective main-stat score, then rarity and level. Secondary stats and socket effects are not scored. Replaced gear returns to the incoming gear’s source slot.
- The workshop now uses Spirit, Craft and Expedition categories, each with its own feature dropdown and selection remembered during the current menu session. The level bracket appears only when crafting equipment.
- All three Dreamspirit incense types can now be used in alchemy for a fixed 30,000 gold per unit, unaffected by gold or alchemy-income talents. Auto Add selects incense after equipment and materials.
- Improved warehouse organization. With free arrangement enabled and enough pages available, spirits, equipment and items get separate pages while the fixed first page stays untouched. With free arrangement off, new crafted or fused products appear after retained items.
- Added 300% UI scaling and proportional free resizing of the menu window. Both use the Smooth font style. Offline reward popups are now centered on the battle area.
- Menus, maps and the Codex now use loading on demand and spread work across frames to reduce opening stutter. Recorded Dreamspirits appear centered in the Codex with running, basic attack and idle animations.
- The fusion setting is now “Don't Wait for Fusion Animation”. Enabling it grants results immediately while the animation keeps playing. Continuous fusion no longer repeatedly restarts the animation.
- The three-Beast synergy now adds 1 to the Rend stack cap and retains 1 stack after resolution. The retained stack still expires normally. Corrected the outer Resonance talent price to start at 500,000 gold, retaining its existing growth multiplier.
- Improved status effect icons and descriptions in the encyclopedia, and fixed Dreamspirit attack animations repeating.
- Increased the drop chance of the Level Synchronizer.
- Added detailed Dreamspirit combat statistics showing damage, healing and damage taken by source, plus current buffs and debuffs, their sources and remaining durations.
- Added a customizable global boss key for Windows, defaulting to Ctrl+H. It mutes and minimizes the game even while another app has focus, with idle progress continuing. Audio stays muted after restoring the window until you adjust it.
- Shared Trial charges now recover faster and have higher caps as player level increases. At levels 30/60/90/120/150, one charge recovers every 12/10/8/7/6 hours, with caps of 10/12/15/18/20 charges respectively.
- In the full version, continuous crafting and fusion now take about 0.5 seconds per batch. Added the “Skip Dreamspirit Fusion Animation” option, off by default. Continuous operations still require their corresponding talents.
- After successful socketing, you can manually continue working on the same slot. Each result remains visible long enough to review, and remaining materials are not consumed automatically.
- When swapping team members, equipment, or occupants of Study, breeding and incense slots, the replaced object now returns to the original inventory slot of the incoming object.
- Reduced the Study Nook character-swap cooldown to 3 seconds. Added tooltips showing the skills actually being shared and racial support effects.
- Added all-species Codex search and unlocked markers for evolution targets. Improved long names, rarity abbreviations and full-text hover tooltips.
- Corrected some equipment names to match their appearance, retaining existing material prefixes.
- Moved the costly Resonance talent farther out in the talent tree. Added Sacrifice Compatibility, which lets you choose higher-rarity offerings after unlocking it, with confirmation before they are consumed.
- Adjusted boss chest reward distribution. At player level 60 and above, when the relevant drop requirements are met, equipment and Dreamspirits each have a 29% share, incense has 5%, and the remainder goes to socketing materials and Attunement items.
- Revised encyclopedia entries, tutorials and skill descriptions across all 17 languages. Improved Codex and talent panel alignment in the top-and-bottom layout.
- Fixed incorrect return locations after repeatedly fighting bosses across difficulty levels, along with the resulting automatic challenge issues.
- Added warehouse search with combined filters for Dreamspirits, items and equipment, including innate affix filters for Dreamspirits. Matches appear first. Exiting search clears the filters and restores the original slot layout.
- Added Dreamspirit death logs showing the fatal damage source, skill or basic attack, physical/elemental/chaos category, and the damage of the individual hit that caused death.
- Added 75% and 125% UI scaling. These settings automatically use the Smooth font style. Switching to another scale restores your saved font preference, with a safe fallback when the screen has insufficient space.
- Fixed kill and healing interactions. Kills caused by counterattacks, detonations and similar effects now correctly trigger Killer Instinct and Grace. Healing from Grace can trigger related healing effects. Also fixed duplicate death resolution and follow-up effects targeting defeated units.
- Fixed the hits-taken counter and copied effect resolution for Retribution, ensuring correct support for Echo and Multicast.
- Adjusted summon visuals to prioritize keeping melee, ranged and healing summons clear of their summoner. Logical positions, range and combat values are unchanged.
- Corrected skill descriptions for stat conversions, skill power, shield enhancement, affected targets, hits taken, multiplier precision and minus signs, with corresponding localization updates.
- Codex previews now use a fixed neutral nature so the same skill's preview description no longer changes randomly.
Bags and Storage
- Improved free slot movement, category sorting, and the fixed first storage page, preserving item positions, empty slots, and lock states.
- Fixed an issue where some freely placed items could move back into earlier empty slots after loading a save.
- Improved capacity and talent-level validation for older saves, preserving legitimate past rewards and preventing repeated tutorial capacity rewards.
- Fixed bags and storage not refreshing promptly after Codex rewards were granted.
Repeat Crafting and Fusion
Repeat crafting and repeat fusion are available only in the full game, after unlocking the required talent. They are not included in the Demo.
- Added a management-branch talent that unlocks Repeat crafting for materials and equipment, and Repeat fusion for Dreamspirits.
- Choose a target tier to process eligible full batches, starting with lower-tier inputs. Results that reach the target tier are kept.
- Existing storage selection, item locks, and individual protection rules still apply. A batch consumes no inputs if its result cannot fit.
- You can stop repeat operations at any time and keep all completed results.
- Repeat operations do not change tier-skipping chances or automatically reroll items at the maximum tier.
Combat and Progression
- Archer active skills now charge through basic attacks or basic-attack critical hits. Cooldown reduction lowers the required count; charged skills still perform their casting actions. Damage skills triggered by basic-attack critical-hit counts are guaranteed to critically hit. Shared boss skills retain their original cooldown mechanics.
- Skill casting actions now speed up with cooldown reduction; Archers instead scale with attack speed. Animations and visual effects stay in sync.
- Boxing King: each distinct unlocked active skill adds 15 percentage points to the normal basic-attack damage bonus. Active skills remain disabled.
- Archmage: non-basic-attack damage and outgoing healing gain a 30% bonus. Normal and extra basic attacks remain disabled.
- Fixed Dreamspirits with high base rarity not receiving their full skill-value scaling, and aligned the character panel, combat, and encyclopedia descriptions.
- Tanks without counterattack or reflected-damage active skills gain team protection: 15% damage reduction for 6 seconds, with identical effects not stacking. The base health-to-armor coefficient of Sand is now 0.5% of maximum health.
- Ready skills now prioritize those that have waited longer, fixing later skill slots being starved of casts at high cooldown reduction.
- War God now grants 30% to equipment's own stats, and Divine Envy grants 125% to level-based stat growth. Reduced Deadeye's attack-speed-to-damage coefficient and recoil distance.
- Lone Wolf: with no active team synergies, the bearer gains 40% final damage and adds 100% to the normal elemental bonus pool for damage of exactly its own element. The additional bonus based on the number of bearers has been removed.
- Fixed interactions between Deadeye follow-up attacks and recoil. Follow-up attacks resolve promptly, and basic attacks already started are no longer lost to recoil.
- Fixed Chill's freezing reaction incorrectly responding to other fully stacked marks and immobilizing its owner.
Interface, Saves, and Descriptions
- Updated the startup screen and game logo while keeping the pixel art crisp.
- Fixed an issue where menus that moved off-screen could become impossible to drag back.
- Corrected Demo Codex reward inheritance and completion records to prevent incorrect grants or duplicate records when carrying progress over.
- Clarified encyclopedia mechanics, progression rules, and special-prefix descriptions across all 17 supported languages.
- Improved Steam startup compatibility and reduced extra launch steps. The Windows game executable now carries a trusted digital signature.
This update does not reset your save.
1. Full game: added 18 Special Prefixes, inheritance, tuning, Dragon & Phoenix twin eggs, and Handbook entries. Eligible starter Dreamspirits in existing saves receive Companion once, without replacing existing prefixes.
2. Grit now grants the whole team armor stacks when a team member is hit, scaling with each recipient's level. Its secondary keyword effects deal extra damage at full stacks. Three-member Earth synergy uses the highest current armor among living allies for Grit damage.
3. Adjusted three-member synergy effects for Sunder, Chill, and Curse.
4. T13 equipment/material crafting and Dreamspirit fusion now allow same-tier rerolls, with confirmation before consuming ingredients. Added animated rainbow text for the Dream God rarity.
5. Adjusted egg-production times above T6. Clutches already in progress keep their timers. Shiny affix-budget caps now scale by rarity tier, without rerolling existing affixes.
6. Fixed delayed study support stat updates and workshop page-switching issues. Updated related descriptions.
Special Prefixes and Companion are exclusive to the full game and are not available in the Demo. This update does not reset saves.
1. Added the final Daydream difficulty, improved progression between difficulties after a first full clear, and completed Daydream boss-key icons and late-game key visuals.
2. Added level 120–150 and fixed level 150 equipment crafting bands. Adjusted late-tier sacrifice costs, with T13 costing 1 billion gold per use.
3. Fixed synergy-adjusted stat-stack caps and shared primary/secondary keyword rules so the intended bonuses apply correctly.
4. Healing-over-time no longer has a per-tick HP percentage cap. Kill gold varies slightly, and popups show the amount actually awarded.
5. Autosaves now write in the background, with local backups and recovery. Save failures offer a notice and retry, and quitting checks the save status.
6. If the current save and local backups are unusable, the game stops writing and exits with an error instead of overwriting them or reverting to an outdated migration backup.
7. Added gold overflow and large-balance save precision protection. Fixed retained battle references to reduce memory buildup across repeated stage changes.
8. Added click-mode settings for quick equipping and bag/warehouse transfers: off, single-click, or double-click. Sorting now groups matching equipment, Dreamspirit species, and item types more closely.
9. Improved Windows drag-release layouts, top-edge placement, and bottom-panel positioning. Improved true scaling on narrow screens, horizontal scrolling for oversized layouts, and comparison-card and action-notice placement.
10. Stat Details now show full names and values, with a downward scroll hint. Improved talent branch layouts and Simplified/Traditional Chinese Handbook explanations of stats, rarity, and summons.
11. Codex refreshes preserve scroll positions. Added separate Esc-close and Tab-toggle settings. Fixed tutorial right-click transfers, autofill, disappearing materials, and shortcut interruptions.
12. Integrated the Windows Steam compatibility launcher and corrected launch-argument forwarding to the game.
This roundup covers the full game. Endgame additions do not expand Demo limits. Existing saves remain compatible and need no reset. The Windows compatibility launcher still awaits validation on the originally affected devices.
[img src="{STEAM_CLAN_IMAGE}/46281818/9b4ace78a9794a5025569d82370d579685a84ab2.gif"]
1. Added bag sorting, optional free slot arrangement, and a fixed first warehouse page. Fixed equipment retrieval, unequipping by dragging, and empty-slot compaction.
2. Added stat source and passive requirement details. Fixed initial stats panel layout and flickering after kills.
3. Added live skill cooldown indicators and cast animations. Clicking the large portrait now plays an attack animation and sounds, without affecting combat.
4. Fixed floating tooltips being clipped outside the desktop mini-window.
5. Improved item Codex layouts and long-text wrapping. Dreamspirit entries now display and sort by base rarity, keeping their positions stable after upgrades.
6. Corrected item sources and usage descriptions, with matching Handbook and tutorial updates.
7. Corrected some Dreamspirit passive assignments to match their damage-over-time, shield, healing, and summon effects.
8. Reduced the drop chance of Level Synchronizers.
[img src="{STEAM_CLAN_IMAGE}/46281818/811000686e2cd68783e876182f82bf0bdecb9f7f.gif"]
1. Added a smooth font option in Settings; you can switch back to pixel fonts anytime.
2. Improved talent name layouts and fixed lock and keyword markers.
3. Improved auto-fill when switching to fusion, hatching, or another crafting source. Closing the workshop now clears staged inputs and releases reserved items.
4. Fixed repeated material clicks switching tabs or clearing crafting and alchemy inputs.
5. Improved Chinese text wrapping and unsocketing hints.
6. Added innate affix ranges and effect descriptions to the Handbook.
7. Fixed achievement checks, Demo save transfer, and Steam achievement syncing.
[img src="{STEAM_CLAN_IMAGE}/46281818/811000686e2cd68783e876182f82bf0bdecb9f7f.gif"]
Current Release
Build 26471348
Uploaded Nov 06, 2026
System Requirements
How to Install
DaydreamCat.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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