Jun 4, 2025

ONEiRA and the Purchase of Dreams

Get your dreams here! Dreams for sale!

ONEiRA does not ask you to fight monsters. Instead, it invites you to explore, to observe, and to empathize. All of this unfolds in a surreal dreamscape where memory becomes fragmented in the darkest tresses of the mind.

Developed by a small team of independent creators, ONEiRA began during the LSD Dream Emulator Game Jam in 2023. Since then, it has grown into a narrative-rich puzzle platformer that blends emotional depth with surreal design, atmospheric music, and a commitment to rewarding players curiosity.

I spoke with John and Max, two of the game's developers, about how the project began, how the team formed, and what players can expect from this dreamlike and emotionally layered experience. Additional story context and development insight were provided after the interview by Fred, ONEiRA’s narrative lead.

What is ONEiRA?

ONEiRA is a narrative-focused puzzle platformer with a strong emphasis on atmosphere and emotional storytelling. You play as a Dreamwalker, an “emotional maintenance worker” employed by a futuristic corporation. Your job is to enter the dreams of other workers and help them resolve deep-seated psychological traumas that are affecting their productivity.

These dreams are not straightforward. They are filled with surreal imagery, offbeat characters, and symbolic puzzles. Players will have to explore carefully and draw connections between what they see and what they learn. Empathy is your most important tool, and understanding the emotional state of each dreamer is the key to helping them move forward.

Fred described the gameplay as something close to “speedrunning therapy,” but with layers of ambiguity and moral tension. Players will need to decide how far they are willing to go, and what ethical lines they are willing to cross, to complete their mission.

A Team Formed Through Shared Vibes

The ONEiRA team came together gradually, through creative projects and overlapping interests. John and Max both described the early days as collaborative and a bit chaotic in the best way. Members met through game jams and online communities, learning how to work together by showing up for one another’s projects and sharing creative space.

Roles on the team are flexible, and leadership is shared. John and Max both emphasized the importance of trust and open communication. Fred, the narrative lead, later shared that writing for the game is not just about dialogue or story beats. It is about shaping the entire emotional arc of the experience through design choices, character behavior, and the way players interact with the world.

More Than Cozy

At first glance, ONEiRA might appear soft or comforting. It avoids combat, it features hand-crafted worlds, and its characters are often strange in a whimsical way. But the game is not meant to be cozy in the traditional sense.

ONEiRA explores heavy themes, including grief, fear, and vulnerability. These topics are handled with care and balanced by moments of humor, lightness, and connection. The team does not shy away from tension, but they do approach it with compassion.

And beyond this, items in the game are used primarily to progress puzzles or to deepen the narrative. The goal is to understand.

Music and Mood

ONEiRAs unique tone owes much to its soundtrack. John Martini-Stolzle, the composer, not only scored the game but also led the jam where the original prototype was born. From the beginning, music has been a central part of the creative process.

Each dream world features its own musical identity. Tracks are built to enhance the emotional tone of each scene, guiding players through moments of wonder, dread, or release. The music is ambient and textural, often subtle, but always purposeful. John brings elements from his personal life into the soundtrack as artifacts from his personal life, meant to help enhance the exploration of the player too.

In a game where players are asked to feel their way through abstract ideas and symbolic spaces, the score acts as a kind of emotional compass. It reinforces themes without overpowering the experience, and it helps create the reflective, immersive quality that defines ONEiRA.

What Comes Next

The team behind ONEiRA is preparing a demo but no dates are sure. There is no exact release date, and that is intentional. The team's priority is making sure the experience feels complete.

ONEiRA is not trying to chase trends or imitate other games. It is trying to tell the truth about difficult emotions and how we live with them. And in doing so, it has the potential to become something rare.

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Links and Team

Find ONEiRA on Steam! https://store.steampowered.com/app/3521080/ONEiRA/

John Martini-Stolzle (Studio Director; Interactive Sound Designer) - https://ambientartstyles.com/
Max (Lead Programmer, Game Designer) - https://mharris382.github.io/
Isabella Piechota (3D Artist, Team Leader) - https://www.artstation.com/bellapix
Forgotten Dawn (Composer & Character Designer) - https://www.youtube.com/@ForgottenDawn
Fred H. (Narrative Specialist, Team Leader) - https://fredomato.itch.io/
Habu (3D Artist) - https://www.artstation.com/habukatu
Stephanie H. (Unreal Generalist, Programmer) - https://github.com/sljeandell
Jöel van Doorn (Marketing Manager, Team Leader) - https://www.linkedin.com/in/joel-van-doorn/
Stephanie Terrero (UI Artist, Voice Actor) - https://www.stephanieterrero.com/
Pam (Level Designer, Team Leader) - https://blueagate.vercel.app/
Adam (Level Designer) - https://www.adamvillareal.com/
Daniel (Level Designer) - https://www.danieltvete.com/
Gabe (Environmental Artist) - https://www.artstation.com/gabekabam
Cody Schroeder (Concept Artist) - https://codyschroeder.myportfolio.com/
Ashe (Community Discord Manager) - linktr.ee/ashe_xo

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