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Embark on a quest in that liminal place between waking and sleeping.

Diedream is a one-page (front and back) solo TTRPG that you play in your head. 

Within two sides of A5 is an elegant game system that allows a player to go on adventures in the comfort of their bed with nothing more than their brain and their fingers.

Alfred's work pokes at the edges of human consciousness

— Will Jobst, Good Luck Press

Designed to be played before falling asleep, the game uses a diceless randomiser and easy-to-remember oracles to take the player on unexpected journeys. It is equal parts game, bedtime ritual and creative procedure.

Diedream was submitted as part of the One-Page RPG Jam 2023.

Physical edition

Physical copies are available on my store.

Free adventure module

Wild of Eye is a one-page starting adventure for Diedream. It's available to download on its own page.

Adventure module template

Fancy making your own module? In the downloads there's an InDesign template and a copy of the Diedream logo.

You are welcome to publish modules for Diedream (with or without this template). The following text should be included somewhere visible in the publication and on the product page:

[Product name] is an independent production by [Author or Publisher] adapted from Diedream and is not affiliated with Alfred Valley. Diedream is copyright Alfred Valley.

Translations

Diedream has so far been translated into Polish, Spanish, Italian and Brazilian Portuguese (available in the downloads).

The Polish version was translated by Maciej Matuszewski (Twitter) of the K20 Podcast.

The Spanish version was translated by Quidec Pacheco (Twitter) of ReRoll with help from Maldito Máster.

The Italian version was translated by Alex Gavatta.

The Brazilian Portuguese version was translated by Marcelo Abdalla.

Ratings & Comments

If you have enjoyed this game, please consider leaving a rating and a comment. I'd love to hear about the adventures you have gone on.

Due to the way itch.io handles comments (it’s a bit broken), if you want to leave one please consider posting it with your rating AND also separately on the page itself

That way, other users who come to this page will be able to see it. Thanks!

StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(56 total ratings)
AuthorAlfred Valley
TagsLiminal space, oracle, sleep, Solo RPG, solo-ttrpg

Download

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Click download now to get access to the following files:

Alfred Valley - Diedream v1.3.pdf 323 kB
Alfred Valley - Diedream v1.3 printer friendly.pdf 322 kB
Alfred Valley - Diedream v1.3 plaintext.txt 4.1 kB
Alfred Valley - Diedream module template v1.0.zip 1.2 MB
Alfred Valley - Diedream logo v1.0.png 16 kB
Diedream (Brazilian Portuguese).zip 1.9 MB
Diedream (German).zip 1.9 MB
Diedream (Italian).zip 1.9 MB
Diedream (Polish).zip 2 MB
Diedream (Spanish).zip 2 MB

Development log

Comments

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(+1)

I’ve recently discovered Diedream and I’m absolutely in love with this game! Huge props to Alfred Valley for crafting something so simple, yet so engaging. It’s perfect for those late-night solo sessions when you’re too tired for anything complicated but still crave a bit of adventure.

What I love most is how easy it is to customize. You can tweak the game to your liking, and the random number generator is a genius stroke! I will admit, though, that after playing a lot, my math brain sometimes tries to recalculate odds and guide the totals when there are important rolls. To counter this, I’ve started using numbers with 3 or 4 digits for the summing process, but that can take a bit more time.

I’ve been on the lookout for a less conspicuous way to generate random numbers, and I’ve explored quite a few alternatives, always keeping it within the mind. But I have to say, the method used in Diedream is the most elegant I’ve found. It reminds me of some classic randomness concepts, like those discussed by Marsaglia—such a neat implementation! (For the curious, check out this fascinating post on randomness: https://www.hillelwayne.com/post/randomness/)

In fact, I was so inspired that I decided to make an Apple Watch app! Yes, I know there are tons of random number generators out there, but most of them require some attention. With this app, you don’t need to look at your watch at all. I’ve even introduced haptic feedback to communicate the generated number—just tap the screen and feel the series of taps that represent your new number. Plus, there’s a night mode, so the screen stays really dim and doesn’t disturb anyone sleeping nearby… or give away that you’re sneaking in a game session. 😉

So, what do you think? Any suggestions for improving this little project (codenamed RandomDie)?

I’d love to hear your thoughts! If there’s interest, I might even create a TestFlight version of the app for others to try out. Now that I think about it, this app could potentially be useful for other mind games too—who knows what it could evolve into!

(+1)

Thank you for your comment and the kind words!

The app sounds great; making using of the haptic feedback is an inspired idea. I’m not too familiar with the capabilities of the Apple Watch, can you do something like: double tap to add a point to a counter (i.e. harm) and triple tap to get the current value of the counter (via pulses)?

That Marsaglia article sent me down a fascinating rabbit hole.

(+1)

I’m glad you enjoyed the Marsaglia link! It really offers some valuable insights into the nature of “true” randomness and highlights how well-thought-out solutions like yours can achieve “good enough” randomness for gaming purposes.

Thanks for the suggestions on the app! Adding functionality to track things like harm could definitely be useful, though I agree that harm is typically easy to track with fingers. The main challenge I see is that there aren’t many intuitive ways to interact with the watch screen without looking at it, especially since the current UX requires the full screen for touch input.

I’m considering using the digital crown (the side wheel on the watch) as a potential solution. Here’s what I’m thinking:

    •    Rotate clockwise: Add harm

    •    Rotate counterclockwise: Remove harm

After each rotation, the app could provide haptic feedback to indicate the current harm count, similar to the random number haptics. Once the harm count reaches 5, the watch could deliver a stronger buzz to signal the limit.

I’ll need to explore the feasibility of this, but it seems like a promising approach. What do you think?

(+1)

Just went on and implemented the idea you suggested, using the digital crown. 

The interaction feels smooth, and the functionality is almost exactly what I envisioned. There’s still a bit of tweaking needed for the haptic feedback to make it just right, but overall, it’s coming together nicely.

I recorded a quick video of the app running in the simulator. Keep in mind that the digital crown interaction is a bit finicky in the simulator because I’m using the mouse scroll wheel—on the actual device, the sensitivity and feel are much better. Unfortunately, the video doesn’t capture the sound or haptics, which really add to the experience, but it should still give you a good idea of how it’s working.

https://a.dropoverapp.com/cloud/download/2074a242-5cdc-480a-98b3-eacfd78cbb76/0b...

(+1)

This is really cool - I'm impressed! Thank you for sharing with me. Have you tested it out in bed? Ha

(+1)

Yep, it works great and need very few attention to the clock itself. 

Now I just need a better way to summon the settings page (interaction points are quite finished since I need to keep the main screen free to prevent unwanted touches).

(1 edit)

Hi there, got another idea, this time to make combat a bit more easy for my brain, that may already be implied by the game. All combat rolls are player facing(obviously) with no and no but being negative consequences for the action, yes but and yes being positive, in degree, and a tie being the same mechanically. That way it still feels like a "combat/attack" roll while just being the oracle. This is really just a recontextualization but it helps my brain.

(+1)

Nice! Are you using this like, “No but - I take damage but I see an opportunity,” “Yes but - I inflict damage but suffer a setback”?

(1 edit)

Essentially, yes, as well as a lesser amount of damage on a no but and damage dealt on a yes but. Both narrative and mechanical effects. The but being a complication, as in the text itself. Kind of adapting a 1d6 system I made and transefrring some of it's principles over.

(+2)

Gonna use this on nights I can't sleep. Awesome concept

Awesome! Hope it does the trick.

(+2)

A light but smart game.It help me to Fight against insomnia.Thanks for your beautiful works.

(1 edit) (+2)

Off my old comment, I came up with a way to do this more "campaign" style. It requires writing or recording at least a basic recap, or just full on journalling or rp on tape if you want. You replace the more gamey harm with diagetic conditions, and at the end of a session jot down your conditions and spark words and phrases for the session, or again just journal/rp. That's all. Just wanted to share my approach.

(+1)

Nice, thanks for sharing! Have you been using this over an extended period of time?

I just recently put 2 anad 2 together on this end, gonna try it for a revenge tale and a trench fantasy game

(+3)

Diedream is a truly remarkable system. I can't believe how elegant and intuitive it is. I am grateful that, with your rules committed to memory, I always have a game engine to play with in dull moments.

Your work has inspired me to make a few modules of my own:

If ever you host a Diedream jam, please let me know. I will come running!

(+2)

Thank you for your kind words and for sharing these modules! They're wonderful; great starting points for dreamy adventures, written with style.

I like the idea of a jam. Maybe one day!

(+4)

I've played this dozens of times already. It has become a sort of ritual, something that guides me over into sleep. Thank you so much for this Alfred!

It inspired me to make my own module "memoria animalis".
I just released it: https://sleepy-badger-games.itch.io/memoria-animalis

Thank you for making the template available. What a great help!
I hope "memoria animalis" is in the spirit of your original design.

Thanks for the inspiration!

(+3)

That’s awesome, thank you for sharing with me! Really glad you enjoy it.

(+5)

Pretty cool, I combined it with the Key-Lock-style adventure from https://thenwdm.itch.io/alone-together-1 and have a lot of fun.

Just a side remark that the root of the sum of the 2-digit numbers is the same as just summing all the digits (and taking the root). I think it is still unpredictable enough for me that way but it makes it a bit easier to calculate to my mind.

(+3)

A-ha! I had not clocked that. Certainly will be a lot easier for some folks to calculate. Thank you for your comment.

(+2)

Brilliant! Congratulations, Alfred :) I've played it yesterday night and it was an interesting experience.

(+1)

Thank you!

(+3)

this bangs

❤️

(1 edit) (+6)

[repost of my review] Great shit, all the benfits and flexability of oracle-only solo play, except now, all in your head, anywhere, any time. I know it's labelled with the "just before sleeep thing", but this is a perfect car ride(not driving lol), waiting in line, walking, at the beach, eating out and your family is annoying, or yes, before bed game, where it will likely influence your dreams, I assume. The die system is genius, and the oracle and all that is truly fully memorizable. You always have it on you. I guess my question is, what are the limits of a fast action focused setting before it becomes clunky? Could you play something like a more adventury Quake with it? I've yet to try pushing that. But for general adventuring, this is stellar beyond measure.

(+1)

Amazing review, thanks for sharing!

(2 edits) (+4)

Hey Alfred! Have you checked out DayDreamer/DayDreamUniversal? It’s very similar to this!  In Daydreamer/DDU you create “tags” for you PC and those act as your “rolls”


“Games You Can Play In Your Head By Yourself” is also worth a look. 

(+2)

Thanks for your comment! Yes, I’m familiar with those (and I love my GYCPIYHBY book!), but for whatever reason they don’t completely click with me.

(+1)

I really loved this idea. I liked it so much I made my own version of it. Thank you for the inspiration!

(+1)

Awesome, thanks for letting me know. LMNL reminds me a bit of BABS. Interesting stuff!

(+1)

The game is amazing. Is it ok if I'd translate it into Polish so you can add PL file here as well?

(+1)

If you don't have it already, I'd be glad to translate it into Spanish also :D

(+1)

…and yes!

(+1)

Yes!

amazing! any way of contacting you outside of itch? so we can discuss this? :)

If you drop me a line here we can discuss over email https://www.hausofvalley.com/contact. Cheers!

done!

(1 edit) (+3)

Hey! We really enjoyed Diedream. We made a module (it's in spanish, but we're translating this weekend). Great work.

Edit: Translation is done. Enjoy!

https://reroll.itch.io/oxxosanado

(+1)

Awesome, that was quick! Looking forward to checking it out.

(1 edit) (+3)

super-insteresting shit! stunningly creative,  indisputably the winner of the One-Page RPG Jam. great, great work!

Cheers!

(+3)

As usual, a trip into the Valley of Alfred leaves my brain whirling. 

Diedream -- like Lay on Hands before it -- is exciting and strange and inspiring.

(+3)

Hi Alfred,

I think i understand the concept of Tie-5, but the Harm-and-hand picture confuses me. Can you give some explanations, please? Thank you!

John

(+2)

So with yes/no questions, a 5: Tie indicates something inconclusive about the question or outlook, and worsens your character’s situation somehow.

Harm is a separate, abstracted thing. (Also it’s possibly hard to see the words in this section). Essentially if bad stuff happens to your character and it makes sense in context, you can decide they suffer a point harm. Or you can ask a yes/no question to decide if they suffer harm.

If they get to 5 points of harm, they perish. Your fingers on one hand are a good way to keep track of this.

(+2)

Thank you so much!

I tried yesterday and had a very interesting and horror adventure! I will introduce your game to others.

(+1)

Love to hear it, thanks for me letting me know!

(+3)

the most innovative and weird designer in ttrpgs today strikes again

🙃

(+2)

Alfred's always making things that make my brain buzz. This really interesting stuff, lite and functional. I hope there's a jam for it, I fully intend to write a module for this.
Is there any way to get a printer-friendly version without the yellow background? It'd be nice to print ON yellow paper and keep a copy beside the bed for reference.

(+1)

Of course! That should now be available.

(+6)

This is awesome! I just tried this out - the mental die rolling method is genius.


I was in an earthern cave. I don't remember how I got there. There was an exit to my north and one far above me, but the north exit was blocked by rubble. I clear a bit of it only to notice a green gas seeping out from the room. I rush in, and find it's emanating from a broken tank. While trying to find something to cover the hole, a large porcupine-like creature wiggles out, with its long ant-eater mouth spewing the gas.


Definitely continuing this tonight as I fall asleep! Alfred Valley knocks it out of the park again.

(+2)

This is awesome. I love where it took you.