Overview:
A lewd dreamworld filled with strange monsters and surreal situations.
Changes within dreams slowly sip into reality, altering and warping the main characters and the world at large.
Our hapless protagonist wakes from a strange dream to find himself gradually transforming into a mysterious girl he met in that same dream.
To avoid the changes becoming permanent, he assumes a fake identity, blending in as a new girl at school while searching for a way to undo these changes.
Leaning on his friends Yuri, Kari, and Nanami for support, uncovers their own tangled relationships with reality and the dream world. Yuri suffers from perpetual nightmares and believes his presence in her dreams might provide rare moments of peace. Nanami sees the dream world as a fantastical escape from the hardships of her life. Kari hides a dark fractured psyche…

Forced male to female transformation of the MC
Inspired by Yume Nikki, .flow, LSD Dream Emulator and some others.

Thread Updated: 2025-06-13
Release Date: 2025-06-12
Developer: unnie PixivSubscribeStarPatreon
Censored: No
Version: 20250608v7
OS: Windows
Language: English
Length: 8 hours
Genre:
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2D Game, Animated, Female Protagonist, Male Protagonist, Ahegao, Corruption, Futa/Trans, Multiple Penetration, Pregnancy, Rape, Tentacles, Transformation, Trap, Monster Girl, Monster, Horror, Puzzle, Adventure, Internal view
Installation:
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1. Extract and run.
Changelog:
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Version: 20250608
Story
New story event – Dream Home Introduction. (Requirements: CatCat Introduction, Sleepover)
Scattered 13 journal pages across the Manor. They serve as subtle hints and, occasionally, red herrings or just lore snippets.
Added one dialogue topics for Rin in the Dream Home.
Changed a few lines with and about Nanami throughout the early story. This is to make her getting shoved into the plot slightly more consistent.
Can spend Coherence in the hub to unlock a few dialogue topics. Not sure if I should warn that these are potentially spoilers. But I have to start easing into the meta narrative at some point. They’re not that easy to unlock, so I guess it’s fine.
Permanent size adjustments are now perks with fluff text that can be checked at the dream library. I’m happy how these have turned out and will likely do the same for Coherence and Dissonance flags later.
GUI
Added GUI grid for currently held orbs.
Redone how the mouse is tracked for interactable objects with choices: when you move your mouse away from the choices, the selected choice doesn’t reset.
Some interactables have text descriptions built in.
Options in interactables now have dynamic number of rows and mouse detection area depending on how many choices are present.
You can now see the numeric value of how much stats and time units interactions cost.
Visuals
Male hips are now less curvy. Previous male version is now used as the smallest female variant.
Gameplay
-Dream Home and interaction added: Change body sizes, colors, face, hair. Summon creatures and nightmares. Functions like a gallery with in-game currency.
-Cohesion – Dissonance formula has been retired.
-Void penalties restructured. Rather than having to go through a maze, the Gatekeeper will release you for a memory.
-Basically, you get to choose which dream flags the game erases. After you’ve gone through all of them, the list resets.
-Hunger and Thirst no longer drain stats over the day. But having either in the red lowers stat gain from consumables.
-Going to bed drains Body by 15 if Hunger is red and a further 15 if Thirst is red.
-Going to bed in the Evening restores Body by 10 and sends you to the Dream Home instead of the regular dream selection map (After Dream Home introductions in the story).
-The bed has expanded time manipulation (skip to afternoon, etc). Can masturbate as male, but there’s no animation – just fade to black.
-The bed has a sleep in current clothes and a sleep in sleepwear option.
-Jessica TF is now temporary for the current dream, but is accessible by visiting the corridor mirror each time after getting it once.
-All changes that happen to Jessica form don’t carry over to MC.
-You can now manually save during the intro sequences at the computer desk.
-Diary wording has been adjusted further. Hopefully it’s clearer on what needs to be done to progress the story.
-Stamina a reduction limit in dreams capped at 100. What this means is that you won’t be able to abuse using 50 medkits from the real world or other such exploits.
-A reminder that the puzzles are designed the way they are for a reason, so if something needs x3 the stamina, it’s probably not the actual solution.
-More aggressive Body consumption. Mostly from monsters.
Colored Orbs
-Talking to the girls and selecting colored choices produces Colored Orbs (blue, green or red). Limited to 3 per girl per day.
-All main colors (red, green, blue, yellow) can be found hidden (or in plain sight) across various locations in dreams.
-Colored Orbs respawn every 3 days.
-Storage capacity is at 30 orbs total. If collected Orbs exceed the limit, they’re discarded.
-Used in various interactions in the Dream Home as material. (change appearance, swap palette etc).
Coherence
-Represented by White Orbs
-These are meant to be semi permanent flags that add up as you progress the game.
-Coherence is acquired from completing story events and dialogue choices, exploring the world and solving puzzles.
-Currently, Coherence is only used to unlock some dialogue options. In future it will be used to expand the Dream Home.
Dissonance
-Represented by Purple Orbs
-These are meant to be semi permanent flags that add up as you progress the game.
-Almost all Dissonance is acquired through conversations and choices, optional or mandatory.
-Dissonance takes up space. If more than can be held is collected it goes into debt and fills Orb inventory when there’s free space.
-Dissonance can be discarded by purchasing breast/hip size threshold increases at the Dream Home’s mirror.
-If more than 4 Dissonance is held, you are forced to discard it while passing the Home mirror.
-Not farmable. (i.e you will get one Dissonance by completing Kari’s Drama club conversation with Blue Choices. Subsequent attempts won’t produce more Dissonance.)
Corruption
-Represented by Black Orbs.
-Gained from monsters, some lewd activities and by walking through some “traps”.
-It infects existing Orbs(except Purple) and replaces them.
-Can be “shed” by performing certain activities in the Dream Home.
-Degrades Mind every night at 10 + quantity x 5, capped at 60 per night.
-When discarded, turns into a random colored Orb.
-Corruption has a 25% chance of spreading to another random orb(except purple) upon waking up.
-Corruption is halved after a nightmare.
How body changes happen now
-After waking up, appearance resets to real appearance with all body stats moving 1 point towards the dream body version.
-After falling asleep, dream appearance resets completely to match real appearance. Then modifiers happen (i.e squidrabbit forces minimum hip size)
-Dream appearance doesn’t have a maximum or permanent size increase. Real appearance does.
-Dream appearance can be changed by using Colored Orbs, which will persist upon leaving the Dream Home, but not upon waking up.
-Maximum size threshold supersedes Permanent Sizes.
-Permanent Size Increases are like perks that you acquire by performing certain activities in game. Documented in the Dream Home’s Library.
-Maximum size thresholds are acquired by spending Dissonance in the Dream Home or when passing the Real Home’s mirror with +4 Dissonance.
Previous Version
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v3
-Changed a few visual effects in the dream.
-Fixed crash when brewing Axiom Paint in the Manor
v2
-Removed incomplete Yuri conversation. It was crashing anyway when initiated.
-Fixed crash when interacting with the computer desk in the mirror nightmare.
-Fixed Kari’s dialogue looping blank lines when talking about weather
-Fixed a few instances where text didn’t parse the player’s name correctly
Added more story: Yuri’s Birthday
Requirements: Talk to Kari about her birthday to initiate after completing the nightmare with Yuri.
You can press F1 to preset the flag.
v2
– Fixed player portrait crash, when configured to appear on left side. Recommend playing on default, as it’s untested.
– Recompiled in native code. Should improve performance.
Dialog, writing, story:
– Adds a new event focused on Nanami.
– Added Nanami to the list of interactable NPCs. You can talk to her when free as you do with Yuri and Kari. She appears after clearing the Sleepover and working once at Cat-Cat, but her dialogue is limited until you complete her story segment.
– Added location based topics to discuss with Kari(park, cafe, school, home), Nanami(park, cafe, school) and Yuri(school). These vary greatly in length and quality. (i.e Kari at school has over 300 lines with a male and female variant, Kari at the cafe has just 30)
– Shuffled around the locations a bit. Nanami will now be in Kari’s usual spots, Kari will be in the newly repurposed classroom in the afternoon and the WC after class(if you’ve found her in the lab) or near the exit(if you didn’t).
– You now trigger Nanami’s backstory through a dialog option, rather than just talking to her. She also won’t go with you anywhere at dusk until you finish her event.
Notable fixes and adjustments:
– The needle doesn’t count as an item for the purpose of leaving the void forest.
– Increased cohesion gain cap to 3 per character per day.
– c-alpha now removes all parasites, decontamination spray removes only Squidrabbit.
– Added c-alpha recipe to the console accessed through the Woods.
– The cards in the Void Forest and Jessica’s room are now 3 level.
– Fixed a crash caused by petting the cat. Might not be the crash that everyone experiences.
– Fixed missing collision in the mall
– Changed  freeform dialog layout a bit: Grouped all topics that are about the main cast into the “About…” option.
Developer Notes:
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The game is in an incomplete state and some mechanics or story segments might not yet make sense.
The purpose of these releases is to showcase content and test mechanics. Any aspect is subject to change as development progresses.
A reminder and warning:
-The game auto-saves every time a location changes. The saves rotate through 3 files. You can make manual saves at the computer desk in your room.
-The puzzles are obtuse and cryptic. The mechanics are vague by design. While there are some standards and patterns you may start to recognize, do not presume that if an object doesn’t bring up a familiar gui, it’s not interactable. Experiment.
-If you’ve found a solutions to a puzzle, that does not mean it’s the only solution, or that it’s even a good solution. There are red herrings.
-The Dream World physically resets every day, but the knowledge the player character has attained remains. Some puzzles are designed to be solved after multiple attempts even if you know what you’re doing.
-There are no rewards to solving complicated puzzles other than lore and more puzzles. Most of the current story can be accessed with minimum interaction with the dreamworld.
-You can review what can be done to advance the story at the computer desk in your room. The story segments are nonlinear. Some choices have major affects on the plot.
-This game is a work-in-progress. Neither the narrative, nor the gameplay are in a complete state.
Themes
Physical changes by means of body swap, parasites, magic or pseudo science.
Feminization/TSF/TG/Gender bending, if you play the story. Female MC in freeplay.
Pregnancy: human, monster, eggs, parasite.
Premise:
A lewd dreamworld filled with creepy monsters and surreal situations. Changes within dreams slowly sip into reality, altering and warping the main characters and the world at large.
Narrative:
This is a slow-burn story, focused on forced feminization, gender swap and several other transformations.
The tone ranges from slice of life comedy to existential horror. Or so I’m told.
The narrative is told through dialog and visual story telling. No prose. Player choices range from superficial to story altering.
While the protagonist exhibits agency and participates in conversations, the narrative is largely carried by NPCs.
Gameplay:
The gameplay consists of 2 phases:
1. A life sim. During the day the protagonist attempts to maintain his life by interacting with this world’s characters and engaging in activities in order to manage a stat system. Closest comparison is Persona.
2. The dream world. At night the protagonist attempts to solve esoteric puzzles while navigating a monster filled dream world. Closest comparison is Yume Nikki.
The game has no traditional loss condition, although there are nuisances and annoyances that encourage the player to engage in its mechanics.
Visuals:
Scenes and characters are depicted through animated pixelart at world scale, in real time. There are no CG images.
A humanoid characters consists of many interchangeable hand-drawn sprites that layer on top each other. I.e the head alone consists of interchangeable irises, eye shapes, front hair, back hair, mouth, eyebrows, special effects, with swappable palettes.
Environments are a mix of my own sprite-work and various asset packs rescaled, edited or redrawn to better fit character proportions.
The target resolution is 1280×720. This can be rescaled, but the area view won’t increase.
The target framerate is 60fps. Increasing the framerate increases the speed of the animations by design.
Audio:
Ambiance, music and sound effects.
Controls:
The default scheme aims to simulate typical RPG maker controls as well as WASD standards. Otherwise controls can be remapped as you wish.
There is limited mouse support: Movement, some in game menu navigation.
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