Oneiro cover
Oneiro screenshot
Genre: Strategy, Indie

Oneiro

Oneiro is Three Years Old. Here's some hidden details.

Three years!

Not much more to say on this milestone. I appreciate each and every person who've taken their time to play and those who've been part of the community. It's crazy to think I hit the "Release Game" button all that time ago.

https://youtu.be/PF0Vcoybxk4

Thanks,
-Ryan

Oneiro 1.3.1.1

Okay as it turns out, to some people's surprise, the shield wasn't the overpowered thing in 1.3.1.
Turns out to be the Knife Holster. So this update is here to balance that more. I've had to do serious nerfs to this to make it not as powerful, hopefully it's still just as fun to use.


Changelog

  • Knife Holster has been nerfed. It no longer boosts the chance of you finding knives. It was incredibly overpowered, but I've messed with it a bit.

    • It will now only consume 1 knife when using it. This can actually make using duplicators on Knives worth it, since each knife is worth how ever many Holsters you have.
    • Each follow up knife will now suffer from inaccuracy, as well as a 50% damage reduction.
    • An Ideal Throwing Knife build may want to focus on Luck, as the chance for pots dropping knives is no longer influenced.
    • The description has changed to fit more accurately to the changes.

  • Headband item is now considered a Rare tier. This results in an increased price at Living Walls among a few other balancing aspects.
    • Headband has been slightly nerfed from 15% down to 10%.

  • Throwing Knife base damage has been reduced from 45 to 42.
  • Slightly Adjusted the quantity you get from Throwing Knife drops
  • Mimics will no longer always drop 2 mimics. Instead, it'll drop 1, and then roll a check on your luck stat; if it succeeds it'll drop 2.
  • Wall textures have been adjusted so you can't as easily see the seams between vertical walls.
  • Rewrote the description for a couple items to better reflect their effects.
  • There's an additional option in the Extra Controls menu to inverse your vertical look direction.
  • Readjusted how Living Walls determines their stock. They will now make more of an attempt to not sell identical items that other walls sell in the layer.


Thanks everyone,
-Ryan

Oneiro 1.3.1 - New Weapon!

Yo! Hope you're ready for somethin' different.
Been a while, but I'm proud to (finally) publish Version 1.3.1.



1.) Major



  • For the first time since the Karambit (Version 0.7.2), an entire new weapon type has been added! Suggested by a couple of members on the discord: Shields! They mainly focus on defensive play; Mainly built around the idea to make on-hurt builds like Echo Barrier more viable. The weapon isn't too great by itself, however.


    • There's 3 shields; in order of tiers: Wooden Shield, Rusty Shield, and Demonic Shield. The funny stop sign one is found in NREM 2.
    • Primary Combo of 3 hits, split into 2 attacks. Each successful attack with the shield will be accompanied with a wooden/metallic slam sound. Should feel good to bash enemies with.
    • Holding the alternative attack will initiate a blocking stance, which makes you move slower, but reduces damage you take by 50%.
    • Releasing the alternative attack will cause the shield to perform a shield bash/parry. This will deal minimal damage, but will paralyze any foe it hits.
    • If released with good timing, it will completely nullify damage that the player will take.
    • Even if the attack is parried successfully, any On Hurt items will activate. This applies to simply blocking as well.

  • New Item: Knife Holster - When using Throwing Knives, automatically follow it up with an additional knife. Throwing Knives are more likely to drop from pots. They will also sometimes drop from enemies.
  • New Item: Dream Catcher - Taking damage gives you 2 essence.
  • New Item: Divine Bracelet - Allows you to move at full speed while blocking, and increases blocking effectiveness by 25%. (For a total of 75% damage reduction)
  • Dread has been buffed for the millionth time. But the fight is actually cool this time. His fight has been exploitable to hell and back and the fight wasn't all too fun. I felt he deserved better, so it's actually a difficult fight now. Just be careful and don't stand in the middle too much.


2.) Minor



  • At long last, the outer side of walls will move downwards and look less jarring.
  • The code for spawning weapons has been changed around to make less repetitive spawning.
  • Activating engravings on the walls will now grant you essence.
  • Tier 2 weapons will now appear slightly closer towards the center.
  • Some minor changes to current songs.
  • Minor changes to various UI elements


3.) Item/Gear Changes



  • Echo Barrier has been reworked. It's now a guarantee to activate, but now only deals 10% of your health. This now makes it much more reliable, and even better than before if you get enough of these. The projectile will also move quicker the more duplicates owned.
  • Bag of Sand has been changed to be an On Hurt item. It'll no longer clutter the screen as badly and should compliment the new weapons well. It will only raise your attack, defense, or speed now.
  • Spiked Boots have been nerfed slightly and no longer descend the player quite as fast when holding the jump button.
  • Rabbits Foot will now have a chance to increase the speed stat.
  • Pocket Bonfire will now add more distance to the roll with more speed stat.
  • You can no longer find the Gauntlet, Emerald Ring, or Vulture Skull for the first time after the first layer.
  • You can no longer find the Rabbit's Foot for the first time after the second layer.
  • Using a Mimic on a weapon to change it will no longer allow it to transform into a weapon you are currently holding. Use this to skew the chances to get the weapon you actually want.


4.) Bug Fixes



  • Handful of issues regarding Dread have been fixed.
  • Fixed issue where your total dreams would not be counted. Whoops.
  • Handful of typos have been fixed.
  • Arachnids will push things around a little bit less; including the player.
  • Lava in NREM 3 will now be considered an attack from Dread.
  • An issue with the Weighted Die and Duplication has been fixed.
  • Fixed a bug where mouse movement felt wacky when a controller was connected to the computer.
  • Some audio balancing.
  • Potential fix for a rare occurrence where the Shadow Beast AI breaks.


5.) Steam Related



  • Many art assets were updated. I think I speak for everybody when I say these are all objectively better. Let me know what you think. If you don't like the new Library Capsule, I made a google drive folder with 24 other ones that you can find here.
  • Achievement - Acrobat (While airborne, kill 2 enemies with throwable gear.)
  • Achievement - Running in the 9.0m/s (Roll sideways with the pocket bonfire with at least 9.0m/s as your final speed stat.)
  • Achievement - Defensive Measures (Parry an attack that would have otherwise killed you.)


Enjoy it.
-Ryan

Oneiro Version 1.3

Yo, Steam, how's it going. Here's Version 1.3 bringing to you a revamped scoring system, a new gear, and a new item, among some other nifty additions!

1.) Major Changes


<*> There's a Steam Leaderboard! Scores are automatically submitted upon completing a dream, and once they're submitted, you can find yourself on the leaderboard. I'm thinking of adding more to it eventually. You can find it on the pause menu, or at the end of a run.
<*> The entire game over/victory screen has been overhauled. More info is displayed, and it's just objectively better all around.
These are displayed on notebook paper, with each paper focusing on a different part of your run.
These can also be found in your journal in the real world. Do note that your journal will not display them until you get a new highscore in this version.
<*> Scoring has changed a little bit. Finding weapons are now worth twice as much than before. Minibosses are no longer considered Elite, and now give out 5000 points when killed. Normal enemies are worth less, 350 now instead of 750. Elites are worth more at 2,000 instead of 1,250
<*> New Gear: Boomerang
Found in pots. A throwable that flies outwards and eventually back towards you. These can be used as flying platforms if you jump on it during it's flight back.
<*> New Item: Weighted Die
These are a very niche item that you get through a very niche way. Keep using Dice, and you'll may spawn a new item to pick up. The Weighted Die gives a chance for Dice to grant an extra effect upon rolling.
<*> New Hammer Weapon. The Golem Arm can now drop from Golems. These are similar to the Waraxe found in NREM 2, but a little weaker.

2.) Minor Changes


<*> There will now be a guaranteed 2 living walls that will sell a Unique tier item in place of a rare. This is no longer up to chance entirely.
<*> The Living Walls will now keep the rarity between inventory shuffles. If a wall is selling a unique item, and you throw a mimic at it, it's guaranteed to not replace the previous unique tier with a rare tier.
<*> The code for choosing random gear to drop has been changed around. Mostly in benefit of the player.
<*> Shadow Beast now has more audio for his actions.
<*> Enemy dropped weapons will now hover in place as opposed to having any kind of physics applied.

3.) Bug Fixes


<*> Slimes should have less chance to get "buried" in Terrors Arena after the Labyrinth is Disturbed.
<*> Potential fix regarding Dread sometimes pushing the player into the ground.
<*> Spider AI should be improved in a couple areas.
<*> You can no longer grab ladders while charging an alternative attack.
<*> Shadow Beast has had a couple issues fixed regarding his ability to move the labyrinth.

4.) Balance Changes


<*> [Medicinal Pack] Nerfed from 25% extra healing down to 10%.
<*> [Spider Egg] The quantity of this item will now increase the lifetime of the hatchlings. Starts at 2.75 seconds, and increases by half a second each egg you collect.
<*> [Branch] projectiles have a wider spread.
<*> [Dice] have more choices to choose from, and now include things like a shockwave, impale, launching upwards and more.


Alrighty. So that's that for Version 1.3. If anyone remembers, I had previously stated a harder difficulty would be introduced in this, but that'll be coming in a future update. I'm not saying an explicit version number though.

As another little thing to mention, at the time of writing this, Oneiro has 30 user reviews on Steam; each review helps a ton, so if you're reading this and haven't done so, please consider leaving a quick review so the algorithm can show the game to more players.

Thanks for playing Oneiro you all, See ya
-Ryan

Oneiro Version 1.2.1

Yo. It's been a while. Lotta things have happened both with Oneiro and IRL, sorry for the long delay on this one.


1. New Additions/Notable Changes



  • The engine has been upgraded in order to use the improved Input System. Controller support should be more widely accepted among many controller types. You may notice some slight visual changes, which are byproducts of upgrading the engine.
  • Various UI elements have been tweaked a little. ESPECIALLY the main menu.
  • New Gear: The Mimic. Yeah- just a mimic. Mimic is a gear that drops from- well- Mimics. It's the actual specimen that took over the treasure chest in the first place. Mimic is an interesting gear; the effect of it changes based on what it hits. For example, hitting land causes it to break the land, you can shuffle a shops inventory, transform an item, and much much more.
  • New Enemy: Nature Mimic. Funnily enough I made this enemy before the games release and just never checked a certain checkbox. He's in the game now. He's stationary, but his attacks focus on dragging in everything in intervals- almost like a black hole. If you get too close, it'll teleport you somewhere random with it.
  • New Item: Energetic Core of the Labyrinth. Speed +30%, Max Life -15%
  • New Generation Pattern: Double Bridge
  • New Generation Pattern: Spine



2. Labyrinth Tweaks



  • The "duplication" action can now be cancelled by pressing the pause button.
  • Duplicators will no longer be wasted if you accidentally use them without anything to dupe.
  • Torch Weapons can be placed back on walls. Good for score hunting.
  • "Minimal Hud" option has turned into a multiple choice with Maximum/Minimum/None Hud options
  • Living Walls will now awaken when attacked.
  • "Shrine"/"Midair Stairs" generation now spawns 1 less stair section. Now can spawn a flat section of platforms prior to the stairs; enemies can spawn here.
  • NREM 2 Mushrooms have a less strict check to cause an object to bounce. Should be more responsive. They also have a sound for getting hit now.
  • REM Layer can now spawn pots. Just for that extra bit of hope/clutch.
  • Mimics are a little more common.



3. Balance Changes



  • Branch gear now shoots out 4 additional roots. Total of 10. Nature Giant now drops Branches in 2-3 as opposed to a singular drop.
  • Throwing Knife gear now travel faster and deal 5 more damage.
  • The hitbox for the Sword Alt attack comes out slightly faster, and the hitbox has been improved



4. Audio Changes



  • Main Menu confirmation beep has been edited a bit to be less painful to listen to.
  • Environmental mushrooms in NREM 2 now have a sound play when they're attacked directly.
  • Sound plays now when you jump and climb a ladder.



5. Bug Fixes



  • Some bugs regarding the boss healthbar have been fixed.
  • NREM 3 Mimics will no longer keep moving while flattened via Vulture Skull
  • Treasures/Pots should now break upon falling onto an enemy. Before this version they just vanished, but now they should drop items/gear upon impact.
  • Weapon hitboxes will no longer prohibit you from interacting.
  • The core can now be pulled more consistently with the grapple hook.
  • NREM 2 bogs are scaled slightly differently and shouldn't "bleed" through the walls anymore.
  • Ceilings can no longer deal damage to multiple hurtboxes at once.
  • Prevented rare occurrence where NREM 3 wouldn't start off on an island
  • Essence will no longer be collected after dying.
  • Spider Eggs will now properly break when hit by Fiery Essence explosions.
  • Pocket Bonfire can no longer be exploited to stay awake past the sleep timer.



6. Steam



  • Updated the steam page with some new images.
  • New Achievement - Rule Breaker: Acquire 2 of a one of a kind item. It's possible as of this version.
  • New Achievement - Drunken Brawl: Defeat an enemy with your right hand while using a drinkable gear with your left hand.


That's it. I'm expecting some bugs to be found, so expect a hotfix in the next few days. The next update should hopefully improve the scoring system.

Let me know how you enjoy the new gear/item in the comments here or the discord. Enjoy.
-Ryan

V 1.2.1 Beta Release

Yo Steam Community, got a little somethin' for you all.

[previewyoutube="BCVOf4Y7X2I;full"]

There’s no official update quite yet here, but instead the next best thing!

The Beta for Version 1.2.1 is now available! So if you’d like to test it before it’s official release, by all means, please do and let me know any issues you come across! It should allow for better controller support, as well as add a few new things.




I’m not gonna go into depth about what’s all new here quite yet, but the code behind spawning mimics has changed now, they drop a new gear, and you can find a new Core of the Labyrinth. There’s a handful of other things along with a plethora of bug fixes, but I’ll save the changelog for now.

I'm gonna try to stick to the 19th being the deadline for when I publish the full version. Thanks for sticking around, and let me know what y'all think if you play it!

Oneiro Version 1.2

Hey everyone, felt like it was time to get yet another update out there for this game. This update is a rather important one for any newcomers, introducing a whole tutorial teaching some of the most important mechanics to the player.

For those who've played the game already, this update acts more as polishing/bug fixing, as well as adding two new steam achievements.

Version 1.2 Changelog


Major Additions



  • Tutorial was added. This is a couch in the players house; should be the very first thing they see. This is a predetermined area that is meant to teach the player the basics of the game.

Audio



  • Minotaur has stomping sounds as he's charging now.
  • Karambit Counter has a prep sound now.
  • Terror has some sound play when he crashes into the land


Bug Fixes



  • Fix to a softlock that could occur after defeating a boss.
  • Fix to a softlock regarding a weird interaction between the Pocket Bonfire and Spike Traps
  • Fix to a softlock occurring when summoning the Shadow Beast.
  • Prevented tedious exploit that would allow you to get infinite time in the labyrinth.
  • Weapons are more responsive to single mouse clicks to attack.
  • Spiders have been patched a little.
  • They'll attack more accurately now.
  • They will only detect you when you're grounded. Felt a little more accurate to spiders, as they can feel vibrations.
  • Spiders shouldn't move in circles now.
  • Minotaur should no longer have a chance to run out of the arena if the player teleports.
  • Pitfalls trigger accurately on pieces that the Shadow Beast hauls downwards.
  • Sleep Medication now has a chance to drop from all enemies. Whoops. Silly mistake on the code end of things that prevented it from dropping from enemies that didn't have other gear drop from them.
  • There's been a lot of tweaking for the Shadow Beast's land movement, and should be more consistent. Also fixed a bug that happened when he moved pitfalls.
  • Pause button will act more responsive.


Misc.



  • Adjusted the default keybinding for Gear Switch. Changed it from "D-Pad Up" to the "Y" button for Xbox controllers.
  • Imps will now have a better visual indicator for when they appear behind the player. They now light up a larger radius when appearing.
  • The "Landless Hallway" chunk will now have a chance to spawn with all spikes. This feels very cool to use a grapple hook to go through.


Steam



  • Added the "Hearty" Achievement. Acquire 300 or more max health.
  • Added the "Porcupine" Achievement. Impale a single enemy with 3 or more spears.


If you read about the last update, you'll notice there's no Night Terror difficulty in this version; I decided to release the tutorial early since it was finished. No reason in keeping it to myself. Night Terror plans have been moved to Version 1.3.

Enjoy.
-Ryan

Version 1.2.0.1 - December 21st, 2021


Small patch was put out to address couple minor issues that bugged me.

  • No longer possible to get stuck in the loading screen by pausing.
  • A typo was fixed in the Tutorial labyrinth.

Oneiro Version 1.1.2

Heyo Steam. Take an update.
Few bugs have been discovered, and I felt like I had to put this update out.

And- due to my bad tendencies regarding version control- you guys also get a couple extra features I was initially going to add in Version 1.2.


All Changes


New Additions/Notable Tweaks



  • Add FoV slider in the "Extra Controls" menu.
  • Font changes with Inspection Boxes and inventory.
  • Aerial structure can now spawn at either higher or lower altitude. Just for a little more variety.
  • Your primary attack button can now be used to purchase from Living Walls.
  • Slimes have a better animation for telling you when they're going to attack. Their attacking SFX has an increased radius to further prevent "cheap shots"(ie. you can hear their shots from further away now)
  • The menu's "Reset Data" has been renamed to "Reset Island" to more accurately reflect what it actually does.
  • When you are defeated, the gameplay tip shown on the results screen will change based on which layer you died on.
  • ▼ NREM 3 Item Rework Spoiler ▼
    Cerberus Paw has been reworked and given a new ability entirely. Before, it was unoriginal and very powerful granting 5% attack and speed bonus. This has been changed to increasing damage done to enemies via status effects (ie. Burn and Poison). Each Cerberus Paw gives you +50% extra damage. This should hopefully encourage some to hold on to the Ashes gear for the extra damage.


Balance Changes



  • Glaive's Damage has increased (34 -> 40)
  • Demon Tridents Damage has decreased (34 -> 30)
  • Molten Spetum Damage has decreased (43 -> 40)
  • Price of Unique Tier Items has been increased at Living Walls
  • Lesson of Biology now increases base health by 15 (increase from previous 10)
  • Amount of essence has been increased; Normal enemies now drop 6-8 (increase from 5-7). Elites now drop 10-15 (increase from 9-14). Minibosses drop 75 essence now as opposed 50.
  • Items from Living Walls will now increase in price after buying them (common: 20, Uncommon: 30, Rare/Unique: 50) (Lessons unaffected. Will remain 150)
  • The Medicinal Pack item can no longer be discovered in the NREM 3(It can still be found if you found one in NREM 2, just not discovered for the first time)
  • Increased the minimum amount of distance a Chest has to be from the center to have Unique tier item. Shouldn't affect too much, but will make "Rare" items a little easier to obtain by making Unique less common. It's a balancing act.

  • ▼ NREM 2 Boss Balance Changes ▼
    Panic has been buffed. Defense Increased (30 -> 33). Thunderclouds have changed slightly. They move to their target slower and have a larger hitbox. One cloud will follow the player, so long as you keep moving you won't get hit.

  • ▼ NREM 3 Layer Balance Changes ▼
    • Flame Golem defense increased (55 -> 60), and health was decreased (345 -> 300)
    • Skull's Attack increased (32 -> 43), and defense was increased (20 -> 25). Skulls track better and attack quicker after reappearing.
    • Bats Attack was increased (38 -> 45), and defense increased (20 -> 30). Bats track the player better and are more aggressive.
    • Dreads stats increased (Defense 18 -> 27, Health 2900 -> 3000)

  • ▼ Final Layer (REM) Balance Changes ▼
    • Fear's defense increased (21 -> 36).
    • Reduced time it takes for Fear to teleport after attacking in the 3rd phase.
    • Fear's body slam attack in the first phase has been sped up.
    • The time between Fears Spinning Dashes have been increased from 0.25 seconds to 0.4 seconds; slightly longer to get an extra hit in.
    • Increased the amount of time Fear waits before regrowing the crystals after the spinning dash attack in the 2nd phase.
    • In regards to the spinning dash attack, the second dash will always return Fear to his starting position before the dashing started. This is done to make it slightly more predictable.



Bug fixes



  • Fixed bug where the journal would display the incorrect day(ie. for the first day on the island, the journal would call it the 2nd day).
  • Issue with sensitivity displaying incorrectly has been fixed
  • Fixed bug where the Golem shockwaves would sometimes hit some enemies twice.
  • Fixed issue where mimic bombs would trigger Terror's boss fight prematurely.
  • Fixed the Minotaur Arena a little more. Add couple extra checks, you shouldn't be able to get locked in there anymore.
  • Bug fixed with Minotaur and vulture skull interaction while he's killed during a charge.
  • Fixed visual bug where the Minotaur Horn wouldn't flash the Minotaur on screen when using it sometimes
  • Fixed a bug where you couldn't counter a certain attack from the 2nd Layer Boss.
  • Bug fixed with Fear not having the correct stats in the third phase.
  • Fixed a bug where Fear could push the player below the arena with one of his attacks.
  • Burn + Poison Status Effect deals the correct damage now.


Misc



  • The sensitivity for the controller has been increased in general. If you were playing with a controller, make sure to check on the setting after updating, because if it's above 100%, it's probably way way too fast.
  • "E to Consume" has been changed to "E to Feast" to fit the Vulture Skull's Description more accurately
  • Final Layer spoiler You now have your Magical Lamp midair jumps at the start of the REM. This was put in to make it easier to check shops as you're falling.



What's Next?


I'll be working on the next major update soon after this update goes live. Version 1.2 will have 2 or 3 main features.

  • A pre-determined tutorial that new players will be able to use to understand the bare basics and learn how the game works.
  • A "Night Terror Mode" for those who are experienced and find the game a little easy. This mode will not only increase some stats, but will edit/add onto existing AI, as well as changing some values to make it feel like a more difficult experience.
  • If I have time for it and find motivation, it'll contain some extra achievements for those who like to get into that. I have multiple ideas for this, and if you all have any extra ideas, let me know.

Currently, I've got both of the top two bullets working. I need more polishing for the Tutorial, and plenty of work ahead of myself to make a "good" hard mode. If you wanna stay up to date, check out my twitter, join the discord, and whatnot.


Enjoy the update.

-Ryan

Oneiro Version 1.1.1

Heyo Steam,

Here's a small update that focuses on fixing some random bugs; some of which you may have found yourself, but most of which probably not. Ultimately this should just help the overall experience.

Changelog



  • [Potential] fix to a glitch that would cause pots to not vanish upon being broken.
  • Fixed some buggy movement that would occur when trying to jump from a slanted ceiling
  • Vulture Skull flattening death animation has been improved and more consistent between enemies.
  • Nearby enemies hit by Aurablast will now have their hurt sound volume reduced
  • NREM 2 boss spoiler The hitbox for Panic's Whirlpool no longer lasts a millennia. And by that I mean I decreased it from 3.3 seconds to 2.5. Makes a world of difference.
  • Charging Alt sound will now stop playing if you pause during it
  • Tweaked the code regarding what gear dropped from pot. Gear dropped from pots should be more balanced.
  • Fix regarding a rare glitch where the gate to the Minotaur Arena wouldn't shut.
  • Duplicator softlock glitch fix
  • A fix regarding Terror's second phase attack while pausing the game


If you find some bugs to report, you can feel free to let me know in the comments, or join the discord and talk to me there about them!

Enjoy,

-Ryan