SPSTEAMPULSELIVE ANALYTICS
The Dream of Shadowlands Episode 1

The Dream of Shadowlands Episode 1 Steam news

Catalina Zavaleta | Dec 28, 2020 | game

Released

0players observed · 14 October 2026 - 04:57:22 UTC

RPGSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak3
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score91% positive

The Dream of Shadowlands Episode 1 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak3
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score91% positive
  • Total reviews45
  • Release dateDec 28, 2020
  • DeveloperCatalina Zavaleta
  • PublisherCatalina Zavaleta

Genres: RPG

Company pages: Developer: Catalina ZavaletaPublisher: Catalina Zavaleta

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The Dream of Shadowlands Episode 1 Steam news

The Dream of Shadowlands Episode 1 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • TDoS Episode 2 Released - 25 June 2022

    ​Hey everyone! I'm still catching up on all the things I need to do this week pertaining to game development, but Episode 2 has officially been released! I wanted to thank everyone for their patience between the two episodes, I know it was a hefty wait. I anticipate the development for Episode 3 could take even longer as I switch my art closer to 100% traditional, but I think it'll be worth the effort. Hope you all continue to play the series, and enjoy Episode 2! https://store.steampowered.com/app/1514730/The_Dream_of_Shadowlands_Episode_2/

  • Small quality of life updates - 25 January 2022

    Heya, long time no update for Episode 1. Just wanted to share that I added a bit of polish (mostly features from Episode 2) to the game, as well as slightly improved controller support. Here's the changelog: -Added left stick axis support for player movement when controller is connected, alongside D-Pad and keyboard controls. -Changed controls onscreen for tutorials to default to gamepad controls when controller is connected, switches to keyboard when disconnected. -Added cooldown meters for dashing and Jyl's block. -Added on screen prompt for when a dialogue is available for an object to interact with. -Fixed some quirks with room persistence in some sections.

  • Kickstarter Now Live! - 1 May 2021

    https://www.kickstarter.com/projects/1380866287/the-dream-of-shadowlands Thank you so much to everyone for all the support I've been given so far. I can't wait to see how this campaign ends, crossing my fingers!

  • Recent Patches - 27 April 2021

    So in my very clearly flawed programmer brain, I will make some dire mistakes sometimes. I just fixed a few with the numerous patches I've put out over the past day or so, because I couldn't even manage to catch them all at once lmao. Here's what I caught and fixed: -I accidentally had it so even if you did not have the Cipher Wheel, if you selected where it belongs it would open either way. Oops! -I accidentally forgot to fix a dev cheat where the door in the statue room was open any time the game was loaded, rather than just when it was supposed to be opened. Oops! -Clarified that you need to attack in close combat, not just hit the aim keys. To everyone whose experience was affected by these issues, I apologize! I tried to reset the statue room error as best I could, so hopefully it reverts the save as much as possible.

  • Update 4/19/21 - 19 April 2021

    This is hopefully the final update of the game save for patches! As always, please let me know if there are bugs because I have been juggling a LOT of code combining this build with the previous build I set live. Here's what's different: -This build has been optimized by another programmer, and so far on the computers we tested, it runs a lot better! The build that was optimized did not include content made for the 4/4/21 update, so I re-added all the changes I made in that update. -New hit sounds for a few enemies. -Resolution in full screen now clearer instead of appearing pixelated on many monitors, as well as mouse hidden in full screen now. -Skip now enabled for both the Talk dialogues as well as the Bad End dialogue. And with that we should be done! Now I'll be throwing myself completely back into Episode 2!

  • Update 4/4/2021 - 4 April 2021

    Happy Easter! Here is (mostly) the update I had planned that I discussed in my last update announcement. Long story short, all the new content is in the game now, but the optimizations have not been added yet. The deadline for me getting the build back has unfortunately been pushed back a couple weeks, so when I am given the project file I will re-implement the content added in this build and then update again. So here's what's in this update: -Improved combat balancing: The difference in Will consumption + damage dealt is now more noticeable in close combat versus normal combat; tutorial textbox explaining close combat added; Will hitbox a bit more precise; Enemies slightly healthier and faster (only faster in close combat); Jyl block slightly stronger. -Talk feature: Talk to Jyl in order to get clues on where to go/what to do. Because the relevant conversations are now saved/loaded wi…

  • Update on the Update (Which is Still Very Much Coming) - 5 March 2021

    Hey all! I apologize for the silence on my end after promising a final update to the game. I have gotten new content ready for said update, but having my code optimized by another person with more experience has been taking longer than I originally expected, and I apologize for not planning for that when establishing the original update timeline. However, after touching base with the programmer, we have set March 31st as our solid deadline to have the new code returned to me. Now, I don't expect that I'll be able to update on that day, as there is stuff I need to implement myself into this new version of the game project file, but it does mean that it shouldn't be long after that, that I am able to finally release it. So, as a recap, here's what to expect: -Better optimization: Overall we are trying to target frame rate and the random crashes. While I'm not sure how this will affect the…

  • Episode 1 Performance Survey - 16 January 2021

    Optimization is on track! However, in order to best ensure the big issues are being tackled, I would appreciate if every player considered taking this survey about their experiences running the game! https://forms.gle/UGzXQvQC2Yq3bJQp9 Basically, this is to track down what issues are happening at what points in the game, and what hardware is experiencing those issues. Whether or not your experience was buggy, please take the time to fill out this survey! It will allow the final update to this game to come out quicker and be more effective. Thank you!

  • Upcoming support: What to expect - 14 January 2021

    I am planning to make one final major update to this episode, hopefully to be rolled out within a month or less. I am currently talking to programmers in order to see what can be further optimized to make the game as accessible as it can possibly be before I proceed to complete the series. In addition to optimizations, I also plan to make some tweaks to the combat system in order to better balance everything. The changes I plan to make in regards to that include: -Adding a tutorial window to explain the difference between close combat and regular overworld combat (in the same vein as the tutorials explaining the Will bar and Jyl's block). -Make close combat use slightly less Will and regular combat use slightly more Will to make a more significant difference between approaches. -Make close combat inflict more damage on enemies and Rina when one party is hit. -Make enemies move up more q…

  • Optimization Update 12/31/20 - 1 January 2021

    Hey all, after being notified about some random game closures and performance issues, I dropped what I was doing to set up Episode 2 and spent hours upon hours optimizing the game where I could. Final product? Still not as optimized as I want but definitely better. Those on the border between proper performance and issues may have the game run better now at least! The two remaining biggest issues are the depth system, which was one of the things I tried the longest to fix but could not change as much as I wanted for now, and the dialogue system, which I trimmed a lot of unused code out of but it could still be a lot better. The problem is that neither of these systems were my original code, so I have to be a lot more careful changing too much or else it could break. Because I have changed a decent amount, please let me know if new bugs have sprung up since! Changes I made include: -Putt…

Patch notes and updates

S.noRelease datePatch nameGID number
125 January 2022Small quality of life updates4237325463688051376
227 April 2021Recent Patches4074045244022395884
31 January 2021Optimization Update 12/31/203917534300100466425

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