UNITRES Dreams is a free, experimental pixel 2D platformer created by Unlimited Trees with inspirations from games on the Megadrive/Mega CD. It involves a group of friends going on a wacky adventure to get home, having to traverse bright, colorful environments in a strange dimension. The game's soundtrack was composed by RRThiel, A-S-H, Scooblee, CosmicGem, Mr.Sauceman, [c], MiniMacro, Crash, littlelamp100, Woofle,  Lange, MegaBaZ, SoundCirclet (dante) and R3tronaut. However please note that most of the sound effects and a certain music track do not belong to us.

Originally, the game started life as a tech demo for a future project. This game was made in Construct 2 and is completely free to download. 

The game includes 3 separate campaigns with their own levels and story, which include:
-The "Dream Campaign", the main campaign with 4 levels, each split into 2 sections.
-The Original Campaign, which contains the first ever level made for the original tech demo.
-The "ULTRAMEGA Campaign", a new story containing multiple challenging levels.

I hope you enjoy this game I have spent the past year and a half creating. It was definitely a great learning experience for me, and I hope you'll continue to support my work when I begin creating my next big project.

(The current version is v3.0.2. Please let me know any issues you may have with the game)

PlatformsWindows, macOS, Linux, HTML5
Release date Jul 09, 2020
Rated 4.7 out of 5 stars
(32 total ratings)
AuthorUnlimited Trees
GenrePlatformer, Action, Adventure
Made, Construct, Audacity, Aseprite
Tags16-bit, 2D, Arcade, Colorful, Fast-Paced, Pixel Art, Retro, Singleplayer
Average sessionA few hours
InputsKeyboard, Gamepad (any)
AccessibilityInteractive tutorial


UNITRES Dreams v3.0.2 - Windows 163 MB
UNITRES Dreams v3.0.2 - Windows 159 MB
UNITRES Dreams v3.0.2 - OSX 177 MB
UNITRES Dreams v3.0.2 - Linux 167 MB
UNITRES Dreams v3.0.2 - Linux 171 MB
UNITRES - Soundtrack (mp3).zip 101 MB
UNITRES - Soundtrack (ogg).zip 70 MB

Install instructions

Unzip the .zip file, and then open up the folder.

Then run "UNITRES Dreams.exe". Make sure to read the "README.txt" file for controls and other information.

Development log


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I fucking love this game

This bops


to me this looks like sonic but way better xd this just popped up in my recommended and i dont plan on playing it so i guess take this as "what some random guy who hasnt even played it thinks it looks like" and for all i know it could be anything

I gave the Mac version a try, but it looks like there's a packaging error - I couldn't get it to run without manually fixing a file permission.

idont have a mac so i have no idea if any of the mac releases ive done even work, i just include them anyways since construct 2 exported them, so if ur able to get the game to run at all i will be amazed

Any way you could post the source code on GitHub or something like that? I wanna try something cool.

Absolutely fantastic game. However, there's a bug with the boss of Ultra Mega's greenhouse frenzy second section. The boss always fire its pizza attack to the left... even when standing on the left side of the screen.

this game is really cool

Is there a way to play it in fullscreen instead of windowed

Are the sound effects stock or is it from Petscop


I did a video of me trying one of the modes in this game.

I tried to do videos of a run of the main story but I keep having video issues but the game itself I love it.
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I don't see a zip file just the folder. (I have the chromebook version of linux)


debug code?

Really love this! Ran into a bug during the "burger survey" where I couldn't progress and upon reloading my save the survey would stay stuck in the foreground.

this game is wonderful u should be very proud :-)

also r u british

+The game is VERY pretty in its level design and almost has a bit of a vaporwave vibe to the aesthetics which fit well for the style its going for.

+The game itself DOES feel pretty good. Attacks are quick and snappy, movement is responsive. Your main attacks have secondary functions like getting you more speed and adjusting your midair momentum.
+The soundtrack slaps.

-This game is kinda TOO visually busy and you can get going so fast that you LITERALLY have no idea where you are or what your doing.

-Hey did you like Sonic CD? Did you like Wacky Workbench? What if the whole game was like that but worse. This level design never gives you a SECOND to orient yourself. Your always being bounced or launched or flung wherever the game feels like. I spent most of my time in the damn air. You have practically NO sense of control.

-So one thing thats kind of a joke but also kinda annoying is your health doesnt have a cap. It kinda just...keeps going up as you pick up health items and there are SO MANY. Your health bar will literally wrap around the screen. So you cant really die via damage. Instead the game does what I "love". Instant death pits that are poorly marked. :D

So while I think its kind of a lot of dumb fun at first thats kinda all it is and eventually just devolves into frustration when you have no idea where to go. It embraces some of the wrong ideas from Sonic.

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There's a bug in the newest version where you get stuck off-screen at the start of the boss fight in Subconcious Scenery (see firewall37's comment for a video demonstration). Other than that nice game, the movement is fast and smooth the graphics and music are great and the dialogue is funny.


This game is great, Movement feels fluid (if a little slippery at times) and it's fun to just blast through levels with the near flight capability of the characters. This is raw "go fast" in it's purest form. And the art for some of these levels is amazing, the Vaporwave asthetic adding to the dream-like feel of the game. 

I also love the "Minigames" that break up the action, especially early game levels, like the polycar or the times when Unlimited Trees stops everything for the spagettii episode or quiz. they break up the the platforming very well and kept the gameplay feeling fresh. I was actually kinda missing them for the last two levels as it felt like they went on forever, making me just wish for a good stopping point. 

That said, I do have a few issues with the game. With the vertical Swing bars, it feels like I have no control over whether I launch up or down with them, often flinging myself into danger for no reason because they're all over the place. 

Second it's rough to see bullets and parsing what's "real" and what's "part of the background/foreground" several times I was hit with a slow White projectile against a very light pastel pink background, halting all momentum. Maybe take a cue from Cuphead and make all projectiles one or two distinct colors that stands out against the majority of backgrounds?  

Finally, this physics system just does not like precision platforming. like at all. Trees always feels like they're on ice, and trying to get them to stop on a dime to advoid deathpits, (or poison pits). is an effort in futility. This is the worst in the boss fights, as the later fights start to edge into danmaku territory, and making "little" movements is a bit tricky with Trees. 

Still, great game I give it a Hamburger/10

The game crashes on loading for me both on the dowload and on Newgrounds

This is an absolutely FABULOUS game. The style is fantastic and the gameplay's genuinely smooth. Good job on this one dude!

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So i ended getting stuck right after i had defeat the second to the last boss. on the next area the character started for what i can assume to be the down side of the map and if i move to the right the last boss start but i'm nowhere to been seen. i watched a gameplay and i can see that there was supossed to be a whole level here, so i assume that the game threw me in a random spot. this keeps happening even if i restart.

i am having this exact same problem on v3.0.2 Windows 64 bit and also on 32 bit. i cant beat the game because of it

Tried to play this game on NG, My chrome suffers


Oh yes foxman game go brrrrr


The Sonic Mania look is very great



simply rad game, well i do have one or two complaints fist the sections where you start going forward in the air feel sorta unfair cos you dont have much control over the character and two, the bosses feel a bit unfit for the fast gameplay the characters have, i still did love this game despite its flaws and for some reason this is one of my top 10 favourite games so keep on doing what ever your doing i loved this game.

I just loved the game, I can simply say that it is so good that I want to play it non-stop, but ... I would like to share this feeling with my brother, maybe in a future update, could you put the option for two players?


Sadly, I don't have the time to implement multiplayer into this game, as it would require a ton of work. It's something I would like to do for a future project, however. When that will happen though, I am unsure.

As for this game in particular, I may have to make a new update soon however it will only be a bug fix update due to some major issues that have popped up recently.


I see, there is no problem anyway, now I am looking forward to the new update ;3

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The updates are a blessing and they made the game much more enjoyable. I started on a new save and I was actually able to fully beat the main campaign with few little deaths. I'm so glad that you toned down the spammy bosses... In the main campaign.  Made the experience way less rage-inducing. The "challenging" levels tho still have some unfair spammy boss design. It sucks when you have to get through these big af levels, get to the boss, die, and then have to start all the way at the beginning again because they spam so much and you barely get any room to attack(not to mention you tank hits because again, little-to-no invincibility frames). Couldn't get past the second level(or third if you count the intro level with the colored orbs at the end). Maybe add a checkpoint for when you're about to encounter these "challenging" bosses? Or just tone down the attack spam. Overall, a much more tolerable release, but it still has its flaws. 7/10.


the game is good but the ghastian boss is hard can you please make it easier


If it's the one i'm thinking, you just need to spam attack with the blue person and you will be invincible forever.


thank you

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Ok, so i think the humor is on point... but the game isn't.

It's kind of a shitposty humor, and i had a couple laughs but...

The colors and the chaos in this game really confuse me, to the point i just gave up and held DOWN and FORWARD repeadly mashing Z and X.

I didn't like how it handles bosses, pretty sure it's part of the humor but... mashing X with infinite HP isn't really fun.(also, if u use blue guy you can literally be invincible attacking all the time)

I give it a solid 5/10 for now, i hope it gets better.



this game looks incredible, great job!


this game is poggers


I really liked the game, has a lot of charm to it, so many neat touches in the game to the dialogue and the large assortment of effects its really high quality, it's a game that's worth full price. 

u can test the mac and linux version Read this:,to%20preview%20your%20game%20on.

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The Mac Port & Linux Port will be the same thing as the windows port , Right? or will it be different

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can u release the game for mac?

its a great for a game that was made in construct 2


I'm considering releasing versions for Mac and Linux for the next release of the game (which I'm planning to include minor fixes and some extra content) but I have no way of testing it, so I don't know if I will.


This entire game is just a shitpost down from enemy explosion, to the abysmal dialogue. If you can even call it dialogue. First off, why is there such a difficulty curve after the first level and boss? And also, why did you not add invincibility frames? It's hard when enemies are endlessly throwing out projectiles, and you get hit multiple times. You can't even move out of the way because your controls get locked when being hit. That's stupid coding. Oh, and about the bosses. Most of them can boil down to them spamming projectiles with little-to-no room for safe spots, and hitting them when they're done spamming. That's shit boss design and it's shit coding. Speaking of coding, that's SO MANY bugs to find with the latest 1.0.1 build, mainly being weird or out-of-place enemy hitboxes and collision issues. Also, I hate how you set up the controls for the player. Why do I have to use the attack button to run, instead of adding a run button? This could lead into situations where either I launch myself into projectiles, or down a bottomless pit. Speaking of bottomless pits, there's a shitload of them too, and near the end of the Dreams campaign. This is worse level design than Dimps and the Sonic Advance series, and people love hating on Dimps. The level design was obvious made for a Sonic fangame, but the physics just doesn't compliment it. I'm stuck at the boss with Lover, and there doesn't seem to be a way to defeat him. He doesn't spawn in the arena, and all I'm left to do is just keep avoiding his attacks. I'm still in the Dreams campaign. I can't wait to see what the other two campaigns have to offer. I may need to edit this post with those criticisms. With all that being said, good graphics(aside from the dialogue portraits) and music isn't going to save a poorly-coded game. 


to be fair it's a FREE game that was mostly made by one person,


True, but have you seen this guy's background? He's very popular amongst the Sonic rom-hacking community. He's made a lot more games than this one. He's also a really great pixel artist in general. 

(2 edits) (+4)(-1)

Visually impressive, but the level design reeks of "where the fuck do I go". The Dream Campaign's gameplay doesn't encourage much outside of finding the path forward, and there's little incentive to fight any enemies as they pose no threat besides sucker punching you as you get bounced around like a pinball all over the place. This made it difficult for me to bother taking in what's going on, as there's usually too much happening on-screen to process any of it. Also the shoot'em up sections were monotonous and felt wholly unnecessary. I noticed a gift box that required 3 keys to unlock in the second level, but why would I want to waste my time bouncing all over a level with no clear landmarks to find these keys so I can see what's inside? To me it feels like a wasted secret, whatever it may be.

I made it to the second boss, LooneyMan, and stopped after dying to him thrice. Boss fights in general simply felt like it boiled down to slapping them constantly while avoiding their attacks until they die. LooneyToon seemed to do it the best since I wasn't able to properly process what was going on around me to effectively defeat him.

The Original Campaign fares no better. The criticisms regarding the enemies in the Dream Campaign carry over, except instead of sucker punching you they do...absolutely nothing, if you keep moving. On top of that, though, I don't get why your horizontal movement would be reversed when you switch gravity. The first and second bosses have a wide gap in difficulty: the first was piss easy while the second boss threw so many things at you I gave up trying to figure out how to properly fight it. It also killed me in one shot with an attack so that helped soured my desire to defeat it.

I decided I saw enough of what the game offered and didn't bother with the ULTRAMEGA campaign.

The writing is middle school level stuff where it tries its hardest to be "haha random fourth-wall breaking funny" and as a result comes off as overtly obnoxious. The mugshots here also look more like placeholders than proper visuals. This belies the rest of the game since it seemed to be a more serious thing. Maybe this is the intent, and if that's the case, it's most definitely not my style.

If I had to describe the game as a whole, I'd call it a shitpost. Its levels shit bumpers and springs to confuse your sense of direction, the bosses shit projectiles everywhere that it's hard to determine where it's safe to stand/jump, there's a lot of shit to collect that effectively only bolsters your limitless healthbar, and the character dialogue and story scenes feel like one.

At least the visuals (mugshots notwithstanding) and music is nice.


i like the art but the gameplay can be very rough and stinky. sometimes things happen too fast that my undeveloped brain cant even process what is going on in the world of my pc screen. it feels like the levels are designed like a sonic game but your character's moveset does not mix with it well. maybe the levels should be slower and linear. however i only played the game for 15 minutes because the 2nd boss is too difficult for me. i think what i played was okay, but it was just overall extremely crusty and janky. also please fix the character going offscreen in the trees boss i beg thee

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