Game Mechanics

Master the core mechanics of DreamShift to dominate your runs. Understanding these systems is key to victory.

๐ŸŒŸ The Three Visions

Each Vision represents a distinct playstyle with unique cards, heroes, and mechanics.

Fire

Aggressive Offense

Fire excels at dealing massive burst damage and applying burn effects. Burn both damages enemies AND reduces their damage output.

Strengths

  • + High burst damage
  • + Burn = DoT + damage reduction
  • + Strong Combustion finishers

Weaknesses

  • - Limited healing
  • - Burn stacks decay over time
  • - Relies on aggressive plays

Key Mechanics

  • โ€ข Burn stacking (2 dmg + 10% debuff/stack)
  • โ€ข Combustion (consume burn for burst)
  • โ€ข AoE damage

Ice

Control & Disruption

Ice focuses on controlling the battlefield through freeze and chill effects. Ideal for strategic players who plan ahead.

Strengths

  • + Strong crowd control
  • + Excellent survivability
  • + Disrupts enemy patterns

Weaknesses

  • - Lower raw damage
  • - Slow buildup
  • - Relies on combos

Key Mechanics

  • โ€ข Freeze chains
  • โ€ข Shatter (bonus damage to frozen)
  • โ€ข Chill stacking

Nature

Attrition & Sustain

Nature wins through outlasting enemies with healing, poison, and powerful Seeds that grow stronger over time.

Strengths

  • + Excellent sustain
  • + Poison stacks permanently
  • + Seeds provide passive benefits

Weaknesses

  • - Slow damage
  • - Weak to burst
  • - Seeds need time to grow

Key Mechanics

  • โ€ข Poison stacking
  • โ€ข Nature Seeds (grow through lifecycle)
  • โ€ข Replant cost scaling

๐ŸŽด Card Types

Cards are categorized into four types, each serving a different purpose in combat.

โš”๏ธ

Attack

Deal direct damage to enemies. Most efficient way to eliminate threats.

๐Ÿ’š

Heal

Restore HP to heroes. Essential for sustain in longer fights.

โœจ

Spell

Magical abilities with various effects. Often apply status effects or deal special damage.

๐Ÿ”ง

Utility

Defensive and utility abilities. Provide buffs, draw cards, or protection.

๐Ÿ’Ž Mana System

Mana is your primary resource for playing cards each turn. Managing it wisely is key to victory.

Basic Mana

3
Mana per Turn

You start each turn with 3 mana. Mana refreshes completely at the start of your turn.

Card Costs

Most cards cost 1-3 mana. Plan your turns to maximize value from your available mana.

Mana Burn

-1
Next Turn Penalty

Powerful cards with Mana Burn reduce your mana on the next turn.

How It Works

A card with cost 3 and Mana Burn 1 plays for 3 mana now, but your next turn starts with only 2 mana instead of 3.

Mana Burn Strategy

  • ๐Ÿ”ฅ Use Mana Burn cards when you can afford a weaker next turn (e.g., finishing off enemies)
  • ๐Ÿ”ฅ Cards with Mana Burn 2 are extremely powerful but leave you with only 1 mana next turn
  • ๐Ÿ”ฅ Multiple Mana Burn effects stack - be careful not to burn yourself out completely!

๐Ÿƒ Deck Building

Your starting deck contains multiple copies of basic cards and unique powerful cards.

Starting Deck (32 cards)

Strike, Defend, Heal x3 each
Sprint x2
All other cards x1

Why Multiple Copies?

  • โ€ข Makes powerful cards feel special when drawn
  • โ€ข Creates strategic depth in upgrade decisions
  • โ€ข Each copy upgrades independently
  • โ€ข Deck thinning becomes valuable (future feature)

Self-Damage Cards

Some powerful cards deal damage to a random hero as a cost. This creates interesting risk/reward decisions.

  • ๐Ÿ’€ Sprint - Draw 2 cards, a random hero takes 2 damage. Free but risky!
  • ๐Ÿ’€ Blood Pact (Sprint Evo A) - Draw 3 cards, take 3 damage. Maximum draw power.
  • ๐Ÿ’€ Upgrades add armor to mitigate the self-damage, making them safer at higher levels.

โšก Status Effects

Status effects modify combat behavior. Understanding them is crucial for advanced strategies.

๐Ÿ”ฅ

Burn

fire

Deals 2 damage per stack at end of turn. Enemies deal 10% less damage per stack (max 50%). Stacks decrease by 1 each turn.

โ„๏ธ

Freeze

ice

Skip the next action. Frozen units cannot attack or use abilities. Each application has a 33% chance to fail, then Control Resistance applies.

๐Ÿฅถ

Chill

ice

Deals 33% less damage for the duration. Ice-themed debuff.

โ˜ ๏ธ

Poison

nature

Deals 1 damage per stack at end of turn. Stacks do NOT decrease over time.

๐Ÿ’š

Regen

nature

Heals HP at the start of each turn for the duration.

๐ŸŒฟ

Root

nature

Immobilizes the target, causing them to skip their attack. Applied by Nature Seeds.

๐Ÿ’ค

Sleep

nature

Target is asleep and skips actions. Wakes up when damaged. Applied by Nature Seeds.

โฌ‡๏ธ

Weak

Reduces attack damage dealt by 25%.

๐ŸŽฏ

Vulnerable

Increases damage taken by 50%.

๐Ÿ›ก๏ธ

Armor

Absorbs incoming damage before HP is affected. Resets at end of turn.

๐ŸŽฎ Game Flow

A typical run follows this progression through the dungeon.

1

Run Start

Choose your Vision. Begin with a deck of 32 cards (basic cards x3, common x2, unique x1).

2

Floor Navigation

Progress through 30 floors across 3 stages. Each floor presents combat, events, or shops.

3

Combat

Turn-based card battles. Play cards from your hand, manage mana, defeat all enemies.

4

Rewards

After combat, choose card rewards, gold, or healing. Upgrade cards at key moments.

5

Boss Fights

Face stage bosses at floors 10, 20, and 30. Multi-phase fights that test everything.

๐Ÿ’ฐ Gold System

Gold is earned after each combat victory. The amount depends on the enemies you defeat and the stage you're in.

Dynamic Rewards

Formula

Gold = Stage Base + Enemy Values (with 20% variance)

Enemy Gold Values
Soldier3g
Acolyte5g
Brute6g
Reaver6g
Hybrids10g

Stage Scaling

Stage Base Gold
Stage 1 (Floors 1-10) +5g base
Stage 2 (Floors 11-20) +8g base
Stage 3 (Floors 21-30) +12g base
Boss Rewards (Fixed)
Floor 10 Boss40-60g
Floor 20 Boss52-78g
Floor 30 Boss64-96g

Spending Gold

  • ๐Ÿ—๏ธ Build Structures - Construct vision-specific buildings that provide passive combat benefits
  • โฌ†๏ธ Upgrade Structures - Enhance structures to unlock more powerful effects (with success chance)
  • ๐ŸŒฑ Plant Seeds (Nature) - Seeds have dynamic pricing based on how many you've planted

๐Ÿ’ฐ Bribe System

Spend gold to bribe enemies before combat, removing them from the encounter.

How It Works

When

Pre-combat phase, after viewing enemy composition

Limit

Maximum 1 bribe attempt per combat

Risk

Gold is spent regardless of success or failure

Bribe Costs by Archetype

Soldier
10-30g 15-55%
Acolyte
15-40g 12-45%
Reaver
20-50g 10-40%
Brute
25-60g 8-35%
Hybrids
35-80g 5-25%
Bosses Incorruptible

Smoothstep Probability Curve

Success chance follows a smoothstep curve, rewarding medium bids:

Low Bid

Minimal chance increase - inefficient

Medium Bid

Rapid chance growth - sweet spot!

High Bid

Diminishing returns - less efficient

๐Ÿงช Consumables

Single-use items found during your run. Use them wisely to turn the tide of battle.

Inventory

3
Max Capacity

You can carry at most 3 consumables at a time. Must use or discard when full.

Sources

Found as combat rewards, in chests, or through events.

Usage

1
Per Phase

Use 1 consumable per phase (between combats). Choose carefully!

When to Use

Use consumables in the reward phase after combat, before the next fight.

Effect Timing

Immediate Effect applies right away when used (healing, gold, upgrades)
Next Combat Effect triggers at the start of your next combat (armor, mana, debuffs)

Consumable Tiers

Fragment - Common, basic effects
Echo - Enhanced, stronger effects
Vision - Powerful, often party-wide

Drop Rates by Encounter

Normal Combat
Fragment70%
Echo25%
Vision5%
Elite Combat
Fragment40%
Echo45%
Vision15%
Boss Combat
Fragment10%
Echo50%
Vision40%
๐Ÿ”’

Vision-Restricted Consumables

Some consumables are locked to specific Visions (Fire, Ice, or Nature). These provide vision-specific benefits like structure upgrades or status effect application. You can only find these when playing that Vision.

โœจ Foil Cards

Foil cards are special cosmetic variants with stunning holographic visual effects.

What are Foil Cards?

Visual Effects

Foil cards feature holographic shimmer, rainbow refractions, sparkle particles, and a 3D tilt effect that responds to your mouse movement.

Persistence

Once unlocked, a foil version persists across all runs. Every copy of that card in your deck will have the foil effect.

How to Obtain

Victory Rewards

Complete a full run to earn a random foil card unlock. The harder the victory, the better your chances!

Coming Soon

Additional unlock methods will be added in future updates.

Storm defenses and shell damage

The Frost Tyrantโ€™s storm deals 32 fixed damage to every living hero before incoming modifiers. Armor and Frost Shield absorb it. Taunt and Evade do not protect the party. Chill, Weak and normal-hit reductions do not reduce it; Vulnerable increases the damage received.

Direct damage can exhaust Armor and break the shell, cancelling the storm. Damage over time can pass through Armor without breaking the shell. A due storm replaces the normal burst. Freeze or Sleep may skip the action, but the public clock still advances; Root does not stop the storm.

Read a multi-hit profile as damage per hit: each normal hit resolves defense and reactions separately. The same hero can be hit repeatedly. A burst resolves together; control applied during it stops the next action, while a form change or the attackerโ€™s death ends the current burst.