Dream Engines: Nomad Cities cover
Dream Engines: Nomad Cities screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Indie

Dream Engines: Nomad Cities

Dream Engines 1.0 Patch 5

Overseers, this update fixes of several issues that were accumulated since the 1.0 release of Dream Engines. Please let us know of any other issues you may have encountered when playing the game.

Here's what was fixed:

  • Fixed a UI problem where the weight of buildings not being displayed correctly.
  • Damage modifiers will now affect abilities such as remote surge, as intended.
  • Tiny can no longer deal damage with abilities when under the effect of the chameleon ability.
  • In the rare case that an expedition reward offers an option that you already own (could happen if you bought the item from ruins after an expedition has started) - selecting that item will now show an error message so you won't waste the reward by mistake.
  • Fixed an issue where you could accidentally closed the archeology unlock window and loose the selection.
  • Loading mods will now also load files within Subfolders if a game mode with that subfolder name is active (namely, this lets you mod tribes and add tribe-specific configurations).
  • Added a new font that supports some characters that were not supported by the old font, to allow better translation mods. Specifically some cyrillic characters were missing in the original fonts.


As always, I welcome you to join our discord and chat with me and other overseers: https://discord.gg/invite/dreamengines

Tomer @ Suncrash

Version 1.0 Patch 4

Another patch fixing some issues, including a fix for a rare and elusive bug that managed to survive since the early days of the Early Access. Thank you all for reporting these issues and for your patience in waiting for their fixes.


  • Fixed a very old and elusive map generation bug in which sometimes ruins or other resources failed to spawn because the area they were intended for was too small. Huge thanks to all the players who sent me save files to help reproduce and solve this issue once and for all.
  • Added Korean fonts so translation mods into Korean display properly. Note: Korean is not officially supported and keeping translation mods up to date depends on the mod author and are not guaranteed.
  • Tweaked the green research and green refining city core modules so their bonuses are a bit more worthwhile.
  • Fixed bug with overachiever achievement that required a "Challenging" difficulty level in contrast to the achievement description that did not specify this. The achievement no longer has a difficulty requirement and can be acquired at any difficulty level.
  • Fixed turret range display when hovering them or when moving turrets, so they take into account upgrades and installed modules that change the attack range.
  • Turret vision range increased for turrets with high attack range, and upgrades/modules that increase attack range also increase the vision range now.
  • Fixed a bug when the setting to enable free camera in management mode by default was enabled, in which switching to management mode by pressing the F shortcut directly from combat mode would switch to management mode without enabling free camera.
  • Fixed a translation issue for the "Can't land here" indicator that only appeared in English regardless of the selected language.

Version 1.0 Patch 3

Patch 3 has a few more bug fixes for issues reported by players:


  • Fixed issue in campaign when playing with raids disabled where you couldn't take off after the raid story mission.
  • Fixed description of the Overachiever hidden achievement to more accurately explain that achievement.
  • Fixed missing story line in the opening sequence.
  • Having more than 6 different items in the passive income will no longer break the UI of the building receiving said items.
  • Fixed confusing typo in last story dialog.

Update 1.0 Patch 2

A few fixes for issues that players encountered:


  • Items you can't take with you now have a no-fly icon like they were supposed to.
  • Fixed a bug with defense story missions when playing with raids disabled in the difficulty settings. These missions will now immediately be marked as complete.
  • Removed redundant dialogue text that reminds the player about flying away, that appeared twice in two story missions.

Update 1.0 Patch 1

Fixed a couple of issues that were reported since launch yesterday. Thank you to all the players who reported these issues.


  • Sulfuric Acidstone production recipe was incorrectly assigned to the Wood Warper and was not usable because it needed an add-on that only existed in the Stone Worker. It's now producable in the Stone Worker as intended.
  • Fixed a bug when moving the Archeologist building that made all archeology projects free until saving and reloading (there was no upkeep when performing a project).
  • Fixed a bug when moving the scout tower that cancelled the bonus free destination reroll until the game was saved and reloaded.
  • Fixed destination generation that generated more than 6 types of resources in some scenarios. There's no room to display more than 6 in the destination cards.
  • Fixed a display issue in the destination selection window when there was a free reroll that only happened in some languages.


Dream Engines 1.0 has been released!

Citizens and overseers,

After a very long journey, the nomad cities are ready to spread their wings (so to speak) and fly! Six years in the making, out of which 3 years were in Early Access, the full release of Dream Engines: Nomad Cities is now available to everyone.

The full version comes with the largerst update that Dream Engines received to date. The update includes plenty of new content, mechanics, a narrative that explores some of the game world's lore, and several other improvements.

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Read on below about some of the larger changes in the 1.0 update. You can find the full list of changes on the patch notes page.

Story-based campaign


Dream Engines now has a campaign. As you advance in the game and complete the campaign missions, the story will unfold and you will learn about some of the lore and history of Twyst.

For the most part, the story is presented in the form of a dialogue with three city officials - your advisor, the archeologist and the chief scientist.

Please keep in mind that Dream Engines is not a story heavy game, the campaign was added to make the game a bit more interesting as you pursue greatness for your city. You can continue playing after you complete the campaign, and you can also ignore the story missions and just play the game like a sandbox if you prefer.

Steam achievements


I've added about 60 achievements that you can obtain. Some achievements are simple enough, and some will really challenge your skills. Will you try to get them all?

In these achievements I implemented lessons learned from the achievements in our previous game and made sure there are no achievements that required unique circumstances that depended too much on random number generators and that are very rare.



Archeologist


The Archeologist is a new building that you can build, and then use it to complete archeology projects. These projects, that can be unlocked by scavenging ancient ruins in the game map, will provide you with significant bonuses once completed. Completing these projects, however, will require a substantial amount of time and resources.



New tribes - Lore Keepers & The Doomed Tribe


Two new tribes were added that you can unlock and play with.

The Lore Keepers are historians, experts in anything related ot the old-world. As such, they are more nomadic than other tribes as they travel often in search for new ruins and places of interest. They perfected more efficient travel and can easily locate ancient ruins. Their frequent meddling with ancient Dreamtek devices causes them to attract more Dream Plagues.



The Doomed Tribe is very different from all other tribes. Usually, I try to make new tribes somewhat unique but overall balanced, so they don't make the game much easier or harder than normal (that's what the difficulty settings are for). The Doomed Tribe, however, are considered as an "expert" tribe.

They are a cursed people, that more often find themselves in locations that are more hostile, with less resources, and generally with more negative traits than positive ones. The early game is especially hard, since they start with a global infestation rating of 2 (but the time it takes to reach 3 is more or less like it would take if they started from 1). They do have a bonus to the scoring in the end of the game.

Will you be up to the challenge? Will you be able to lead these poor, cursed people to peace and prosperity?



The Toxic Moors


A new biome was added - the Toxic Moors. This toxic environment filled with poison mushrooms and noxious fog is the only place you can find the rare Candyshroom resource.

This is a tier 5 biome, and it requires a special upgrade to the city core before you can fly to it (I also added such a requirement to the Ashfall Range - the ash biome). Explore these beautiful and dangerous landscapes at your own peril.



Plenty of new content


The new content resolves for the most part around the late-game era. Two new map-resources (Sulfur and Candyshroom) can be found in 4-skull and 5-skull maps. New weapons and armor were added, and all of them now have an "Elite" variant which is stronger than anything we had in the game before this update.

New enemies that will challenge even the most well defended city, as well as new stronger walls and a new "Trumpet" turret that emits powerful sonic-based attacks were added to the game. There are new types of ranged weapon for Tiny that fire piercing projectiles that can hit many enemies at once.



There are also lots of new produced resources, alternative recipes, equipment, traps, and much more, some of which are also available earlier in the game.

More ruin types


Additional types of ancient ruins were added. Some ruins will now let you convert between different resources, so you can boost your supply of specific resources that you are missing at the expense of others. Some will let you produce resources from Flux. Others will grant you passive income of specific resources that will be regularly deposited in your storage.

There are now 8 different types of ruins, and you can see which ones will spawn in each map when you choose your next destination.

Balancing, bugfixes, performance and UX improvements


As in every update, there's also a multitude of smaller changes that include fixing bugs, tweaking and balancing different game elements, performance improvements and user experience improvements to make the game more seamless and intuitive to play.

Saves from previous builds


With considerable effort, I did manage to make sure that this new build is able to load older saves from the last EA build. That said, I highly recommend starting a new game, or if you prefer to finish your old game, then opt in to download the latest EA version using Steam's beta branches feature.

While the 1.0 build will be able to load and continue old games, a lot of things might get messed up. This was only tested for basic compatibility, and I may not be able to support issues that arise from playing these games. There won't be any story missions, which means that you will not be able to win the game, and a lot of the balancing changes may make the game too easy or too hard when continuing one that started during the EA.

Future Plans


It's been more than 3 years since Dream Engines released in Early Access. Over this time, Dream Engines received 13 major updates as well as some smaller ones.

So now, after the 1.0 release, I'll spend the next few weeks monitoring Steam forums and our support email as well as the in-game "leave feedback" forms, to support the game and fix any issues as necessary. After that I'll probably get some much needed rest, and then start planning Suncrash's next project (Sign up here to get updates).

Perhaps when I need a break from that new project, I'll release a new content update for Dream Engines like I recently did with our first game, Judgment: Apocalypse Survival Simulation's 5th anniversary.

Here's a small reminder of some of the major changes and additions to Dream Engines during the Early Access phase.



This is a big moment for me. I hope you all enjoy the full version of Dream Engines. I've said it before, but now more than ever, I want to thank everyone who supported Dream Engines and Suncrash during the development, alpha and Early Access phases of the game, thank you for all your support and feedback. I couldn't have done it without your support.

If you want to chat, you can find me in our discord server. I'll probably be swamped in the next few days, but I try to make time for it whenever I can.

Tomer @ Suncrash

Dream Engines will leave early access on May 9th

Hey everyone,

I have exciting news! We have a release date for Dream Engines 1.0. On May 9th we'll release the full version of the game. The release will include a big update with lots of new content, new mechanics and other changes. You can also expect a launch discount.

Once again, a big thank you to all our Early Access players for your patience and support over the years.

Tomer @ Suncrash

Announcement: the next update will be Dream Engines 1.0

Hey everyone,

I'm writing this to let you know that after releasing 12 updates during the alpha & early access phases, Dream Engines is almost reade for its full release - the next version will be 1.0, marking the end of the Early Access phase. I'm planning for this update to be larger than normal with plenty of new content, and wanted to let you know that it will take longer to complete compared to my usual updates. There's a lot of work to be done on the game itself, and also a lot of extra logistics around the 1.0 launch including extra work on marketing and PR.

The release is planned for the first half of 2024. I can't give a more accurate estimation at the moment because I still haven't decided on the exact scope of the update, and there are also other considerations such as finding a time that is not too busy with other events and game launches and finding a time that works both for us at Suncrash and our publishing partners in Asia - GameraGame.

Thank you all for your patience and your support during the long Early Access period.

Tomer @ Suncrash

Update 12 patch 1

Build 496 - fixed a major issue and a smaller bug


  • Fixed a game-breaking bug that happened when disabling the take-off / landing animation displays, after loading a new map it wouldn't create enemy spawners which in turn broke the construction feature making the game unplayable. The fix is retroactive, so if you have a save that was broken because of this issue, it should automatically repair the save when you load it.
  • Fixed a bug that prevented the connections between tesla towers to be displayed after showing the landing animation.

Update 12 - City Council Update

Hey everyone, major update #12 is now live. The City Council update adds a few new mechanics, some of which are random in nature to increase replayability and add some more interest to the game. It's been longer than usual since update #11, and as you know, that's mainly because I released a new update and free DLC to Suncrash's 5-year-old debut title - Judgment: Apocalypse Survival Simulation.

Read on below about some of the larger changes in this update. You can find the full list of changes on the patch notes page.

City Council


Once your population is high enough, your people will start electing a city council. Every time an election takes place, you, as overseer, will get the chance to select a Head of Council from within the councilmen that were elected by your people. In terms of gameplay, this means that whenever elections take place you will be able to choose one out of several randomly generated options to head your council, and every option has different bonuses and penalties.

These bonuses and penalties will often have a significant impact on our choices, economy and military, so choose wisely. The bonuses, however, only last until the next elections, so even if you regret your choice it's not forever.



Political Factions


Three political factions were added to the game. Your interaction with these factions is through the council elections. When you select a head of council, your options will include members of different factions, and your choice will influence your relationships with these factions.

If your relationship with a faction becomes high enough, or low enough, you will start enjoying (or suffering) bonuses/penalties specific to that faction. This adds another variable, that will have a longer-lasting impact, to your choice of councilmen.

Traps & Mines


You can now defend your city by building traps & mines! Once you unlock the relevant research, there are three types of traps - high damage / low area of effect, low damage / higher area of effect, and a slowing trap.

Mixing up traps with your regular defenses can make a big difference. You can place them inside or outside your city (within your construction area), and they only activate when enemies are nearby, neither Tiny nor your resource carts take any damage from these traps.

For me, balancing these traps can be a tricky thing because they don't have any upkeep costs. You can theoretically fill the whole map with traps which will turn the defense game to something too easy. Finding the correct sweet point of price to build them vs their impact may take some tweaking, so please do let me know if you have any feedback.



New Tribe - Plague Hunters


A new tribe option was added when starting a new game. The Plague Hunters are an ancient military organization, from when civilization was at it's peak, and the dream plagues just started appearing in the world. Today, they live a lowly nomadic life just like the other tribes, except that they maintain the old traditions of hunting and exploiting the Dream Plagues.

This tribe excels at fighting with Tiny, they get more drops from enemies they kill, and they have some unique crafting recipes to generate resources from Drep remains. Their industry, however, is somewhat lacking.



Status effects on enemies


I've implemented the ability to apply status effects (such as slow, reduced damage, etc) on enemy units. These open up some interesting possibilities for the future. At the moment, this is only being used by the slow trap, but more content around this like consumables and abilities are in the works.

Those of you who enjoy playing around with mods can already use this new system to create interesting new content.

Landing Sequence


I've added a new landing sequence animation that will take place after you make your daring escape and choose a new safe zone to land in. No more teleporting directly to the ground.



New Content


While this is not primarily a content update, I did add some new equipment (a sniper weapon, advanced version of the snipe bow), and some new alternative recipes such as producing Acidstone without actually needing access to acid shards.

Saves from previous builds


Saves from the previous version are supported and should work without any issues. If your population is high enough, you can expect to see an elections as soon as you load your game.

Future Plans


Here's our latest roadmap as work continues towards Dream Engines 1.0. There's not a lot left before 1.0, I'll share more information about this when I know for sure.



As always, I'm listening to all feedback channels, and your feedback is very much appreciated. A lot of the changes in this update originated from your suggestions. I invite you to hop onto our discord server and chat with us directly, leave your feedback in the Steam discussion forums, or in-game feedback form.

Lastly, a reminder to check out my previous game, if you enjoy Dream Engines you may enjoy it as well and it recently got a new update.
https://store.steampowered.com/app/455980/Judgment_Apocalypse_Survival_Simulation/

I hope you enjoy all these latest changes, and once again thank you all for your support. I couldn't have done any of this without you all.

Tomer @ Suncrash