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SWEET DREAM (Dreamcore)

SWEET DREAM (Dreamcore)

A Roblox experience owned by Oyasumii group.

RoleplayENdreamcoreyume-nikki-inspiredmultiplayer

SWEET DREAM (Dreamcore) is a roleplay experience created on 2022-08-09. The game has accumulated 577,690 lifetime visits and 31,005 favorites. It maintains a 93% like percentage. Currently, zero users are playing. The experience is categorized under the roleplay genre within the Roblox platform index.

Description (written by the developer; not a statement by this register)

Live a unique adventure while crossing your dreams. it's a Dreamcore style game It's a multiplayer game! in the dream world you will be able to see your friends but in the non-dream worlds you will not see anyone It is recommended to turn the sound and graphics to maximum If you like our project, please leave us a review to let us know (game inspired by Yume Nikki) Game by Oyasumii Group

Last updated by the developer 26 Aug 2025, 16:06 UTC.

0
playing (measured 11 Aug 2026, 01:51 UTC)
577,690
lifetime visits
93%
liked (3,565 👍 / 257 👎)
31,004
favourites (53.7 per 1k visits)
9 August 2022
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
11 Aug 2026, 01:510first reading

Concurrent players at each of our measurements (insert-on-change).

Monetization — game passes

DLC MOON ( not available )
999,999,999 R$
DLC SUN
250 R$

Game passes for sale and their prices, measured from the Roblox passes API. Developer products bought inside the game aren’t publicly listable.

Badge funnel

Good night · other249,174 · 100.0% win
ITEM #5 · collection38,800 · 40.0% win
ITEM #3 · collection20,757 · 40.0% win
ITEM #4 · collection16,786 · 20.0% win
ITEM #1 · other10,031 · 0.00% win
ITEM #2 · collection6,694 · 0.00% win
ITEM #7 · other6,355 · 40.0% win
ENDING 3 · progression6,012 · 0.00% win
Memory #4 · other4,266 · 0.00% win
ITEM #8 · collection2,916 · 0.00% win
ENDING 4 · progression2,812 · 0.00% win
Memory #2 · other2,566 · 0.00% win
Memory #1 · other2,463 · 0.00% win
ITEM #6 · collection2,331 · 0.00% win
ENDING 1 · progression2,215 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.

Like ratio over time

Growth

9314 August 2026 — 93 % liked24 August 2026 — 93 % liked3 September 2026 — 93 % liked14 August 20263 September 2026
3 measurements spanning 20 days. Dots are measurements; the straight line between them is drawn to join them, not to claim we know the path taken in between — snapshots are recorded only when a count changes, so gaps mean “no change observed”, never “interpolated”. The vertical axis spans 92–94 and does not start at zero.
Measurement log — every % liked count we have recorded
Measured (UTC)% likedChange
3 Sept 2026, 21:5393no change
24 Aug 2026, 20:0393no change
14 Aug 2026, 20:0193first reading

Percentage of votes that are likes, at each of our measurements. A falling line is a game losing its crowd’s goodwill.