
The Deep Sleep Trilogy, developed by scriptwelder, consists of three Survival Horror games, named Deep Sleep, Deeper Sleep, and The Deepest Sleep. You, the Featureless Protagonistnote , are trapped in a lucid nightmare, which you have to wake up from before something else does it for you.
The games rely on Nothing Is Scarier, Primal Fears and creepy music to create a very scary atmosphere.
The first game won first place in 10th Casual Gameplay Design Competition.
On October 25, 2019, Deep Sleep Trilogy was released. Like the Don't Escape games before them, the three games are bundled together, and receive Steam achievements.
Afterwards, scriptwelder began working on a fourth game
, called Deep Sleep: Labyrinth of the Forsaken. Again like Don't Escape before, this fourth game will update the formula in a traditional Point-and-Click Game, but will also add Roguelike elements. Labyrinth of the Forsaken was released on August 21, 2025.
The examples may contain unmarked spoilers for the first three games.
Deep Sleep provides examples of:
- All Just a Dream: Well, not just a dream.
- And Then John Was a Zombie: The third game reveals those who have their bodies stolen by Shadow People become Shadow People themselves. Like Thomas.
- Arc Words: "You have to wake up."
- Awakening at the End:
- The first game ends with the protagonist finally waking up from the lucid dream they had been trapped in after killing one of the Shadow People that were chasing him.
- The fourth game, Deep Sleep: Labyrinth of the Forsaken, protagonist Amy visits dreams every night, with her seemingly waking up again in her late brothers' apartment at the end of each dream. Then, at two thirds of the game, it is revealed she underwent a false awakening and the apartment scenes were also dreams. Only at the very end of the game, after she has either saved or mercy killed the dream version of her brother, does her ally Tutu guarantee her that she will wake up for real this time. The awakening is not show however as the game cuts to the end credits once Amy enters the portal back to the waking world.
- Big Bad: The Shadow People are the main antagonists of the series.
- Black Eyes of Evil:
- At the end of the third game, in an aversion to the usual glowing white eyes, Thomas sports these if you choose to capture the traveler.
- Witness reports of the lead-up to Thomas' death in Labyrinth of the Forsaken describe his eyes as jet-black when he's possessed by one of the Shadow People, in contrast to the blue eyes he's shown with in the photo and autopsy report.
- The Darkness Gazes Back: The Shadow People are entirely black, vaguely human-shaped, and have large, glowing white eyes. Since most of the game's corridors are also extremely dark, this is the effect that occurs whenever one shows up.
- Dream Land: The setting of the series.
- Fate Worse than Death: A traveler you encounter in the second game would rather stay in the Deeper Sleep than in the waking world. Being a Shadow Person in itself also qualifies for this trope, being stuck in the bleak deep sleep for eternity unless they capture and convert an unlucky traveler into one.
- Grand Theft Me: The Modus Operandi of the Shadow People. The people whose bodies they take become new Shadow People themselves.
- Ignorance Is Bliss: The Shadow People ignore regular dreamers. When you become aware that it is a dream, however, then they target you, and knowing of them just makes it more likely they'll continue attacking you.
- Nothing Is Scarier: Throughout the series, the monsters only make sporadic appearances. This doesn't make their presence feel any less ominous when they do appear.
- Primal Fear:
- The Shadow People by definition attack you when you are asleep.
- The third game opens with you waking up, unable to move and finding a monster in your bedroom. This is a real-life phenomenon known as sleep paralysis
.
- Vicious Cycle: If a person loses their body to the Shadow People, they are left in the deep sleep as a Shadow Person trying to possess someone else's body. Thomas in the third game can choose to break this cycle at the cost of never returning to human form, or perpetuate the cycle by possessing a dream-traveller's body.
- Would Hurt a Child: Some of the Shadow People include children, such as the one you have the option to save, and one in Deepest Sleep that appears for a split second. The "hurt" part of this trope comes in the Grand Theft Me/Fate Worse than Death flavor of this trope.
- And I Must Scream: The third game starts with Thomas waking up under sleep paralysis.
- Bag of Spilling:
- Because you wake up at the end of the first game, all items found in your dream aren't retained in the second game.
- While the third game starts in the same place where the second game ends, the only item you keep from the second game is the flashlight. Because your inventory disappears at the end of the second game, one could assume Thomas simply dropped the items outside the well. It may also be an early hint you've been turned in a Shadow Person.
- Bait-and-Switch: A spooky one. In Deeper Sleep you enter a dark room and immediately notice a pair of shiny spots. After examining it with your flashlight it is revealed, it's just a deer trophy hanging on a wall.
- Being Good Sucks: In the last game, you have a choice: perpetuate the cycle of the Shadow People, or be stuck in the Deepest Sleep for all time. There is no Golden Ending.
- Bookends:
- The last passage from the last game is the one a Shadow Person chased you down in the first game, which you also revisit in the second, though that time it's empty.
- The passage in the last game is worth mentioning because the roles are reversed; this time you are the one chasing another person.
- Dangerous Key Fumble: In the second game, while you are stuck in the attic and Felicity is closing in on you, you have to quickly unscrew a metal plate so you can reach the button for opening the elevator. But when you start, you drop the screwdriver and quickly have to pick it up again.
- Downer Ending: Neither of the endings of the third game are particularly good.
- In one ending, Thomas lets the traveler go, not willing to allow the cycle to repeat itself, as he stays in the deepest sleep for eternity.
- The other ending has Thomas instead capture the traveler to use their body to awake into and trapping them in the dark world, at the cost of their remaining humanity and become what they were actively trying to avoid to begin with.
- Dream Tells You to Wake Up: The phone message from the first game implores you to wake up and escape. There's also one room with the words "WAKE UP" written on the wall.
- Face–Heel Turn: If you choose to capture the traveler, stealing his body for your own benefit.
- Featureless Protagonist: For this trilogy, at least. Labyrinth of the Forsaken eventually clarify that you're playing as Thomas, the brother of that game's protagonist, Amy.
- Foreshadowing:
- The first game opens with the Nietzsche quote: "When you look into an abyss, the abyss also looks into you." Which turns out to be quite the apt description for Thomas' fate.
- In the third game, you find a note near a winch that begins with "Dear Bert" and ends with "Signed Yourself". Later in the game, you come across Bert's body in the sewers. This hints at the ending, when it is revealed that you have become a Shadow Person. Assuming that you are Bert, your old self has "died" in order to become a host for the Shadow People.
- In the first game, there is a room with several newspaper articles about people dying or changing personality in their sleep, followed by a note that says "YOU ARE NEXT". In the next game, you learn more about the Shadow People and their tendency to possess the bodies of sleeping humans. And you are their next victim.
- Guide Dang It!: The path from the forest to the well isn't outright conspicuous but at least possible to make out. The path towards the wheat field where you only find one crucial item is nigh-impossible to spot as it doesn't even look like a passage in the first place.
- Heroic Sacrifice: If you choose to let the traveler escape, the Player Character breaks the Vicious Cycle of the Shadow People at the cost of stranding themself forever in the Deepest Sleep.
- He Who Fights Monsters: The first game opens with the paragraph that leads up to the Trope Namer. This trope is played straight in one of the endings, where you become the monster you've been trying to avoid by condemning an innocent traveler into being a Shadow Person.
- I Am a Monster: Almost said word-for-word by Thomas upon realizing they've become a Shadow Person if you examine the mirror a second time.
- Jump Scare: Most of them can be missed. A particularly notable example happens at the end of the second game, where a Shadow Person's eyes suddenly appear before you as you enter a pitch-black corridor.
- Living Motion Detector: The bottom feeders can detect others based on sound. On the first appearance, it reacts to quick mouse movements, especially in the first sighting where you need to open a door using a timed switch on the opposite side of the corridor. Move too fast and it catches you, too slow and the door slams shut before you can use it.
- Low-Speed Chase: The dramatic variant, made so by the need to secure your escape by time consuming means.
- Madwoman in the Attic: Felicity in the second game. She went mad when her mind lost contact with her body.
- Mirror Reveal: In Deepest Sleep, how Thomas realizes they have become a Shadow Person.
- Monster Clown: Bert appears on a poster on the wall of the second game — while first only seeming garish, his poster becomes more and more nightmarish until he vanishes entirely. He appears in the third game as a hanged corpse.
- Plucky Comic Relief: The cinnamon toast's flavor text.
- Plot Twist: In the third game, it is revealed that your body had been taken by a shadow person, so you've become one yourself!
- The Reveal: Thomas didn't escape the Shadow People at the end of Deeper Sleep - they were caught, and transformed into a Shadow Person.
- The Scream: Thomas lets out one when he finds that they had been a Shadow Person all along. It's rather inhuman sounding.
- Sequel Hook: The second game ends when you descend to the deepest sleep, and a Shadow Person's eyes light up in front of you. The next game doesn't take place immediately after this until The Reveal comes that you did not manage to get away from them.
- Shout-Out:
- The first game has a golden statue that you can pick up; it bears a strong resemblance to Stephano.
- One of the notes in the second game is pinned to a tree… in a dark forest… only visible from a flashlight…
- Felicity's appearance and the well you eventually have to go down bear heavy similarities to The Ring.
- The Bottom Feeders in the third game resemble giant earthworms that can see via vibrations, much like the Rock Worms in Penumbra.
- In the third game, you can find a Cinnamon Toast
on one of the shelves in the kitchen.
- Stringy-Haired Ghost Girl: This is Felicity's general appearance. According to the traveller, she lost her humanity after spending years trapped inside the dream.
- Throwing the Distraction: One of the bottom feeders needs to be attracted by throwing a hammer at fragile plates, giving enough time to get a puzzle component.
- Tomato in the Mirror: With a literal mirror in the end of The Deepest Sleep. Turns out that you've been a Shadow Person ever since the ending of Deeper Sleep.
- Video Game Caring Potential: There is the potential, following a hint from the first game and using an item in the second game, to free a comatose child from the Deeper Sleep without any ill effects.
- The Walls Are Closing In: The bloody spikes in the third game that quickly close in and out. Thomas makes the (probably wise) decision not to try to run through it if prompted.
- Weakened by the Light: In the first game, the Shadow People can be dispelled using the light from the lighthouse. Unfortunately, they only let you get away with this once.
- What You Are in the Dark: At the end of the third game Thomas is left alone with a traveller in the Deepest Sleep, with the option to remain in the Deepest Sleep forever or perpetuate the cycle of the Shadow People.
- Absent-Minded Professor: Dr. Shulzer, an employee of Sidereal Plexus that Amy meets in several dreams, and (reportedly) gave her the tech she uses to traverse the dream-world. He tends to focus on the wrong thread of conversation, doesn't remember what the various antennas around his van are for, and has lost track of his adjunct Barnaby.
- Action Girl: Amy gradually grows into one as the game progresses, with her venturing into nightmarish places such as the Forest of the Lost and the Imaginary Prisons, and fighting monsters like giant spiders, ghouls, tormented souls, and living mannequins.
- Actionized Sequel: In Labyrinth of the Forsaken, Amy can fight against the monsters roaming in the Deep Sleep. Thomas, the trilogy's Player Character, except for one specific moment (the climax of the first game), could only run away from them. Downplayed in the sense that the monsters Amy fights aren't the Shadow People, but someone else.
- Ambiguous Situation: Did anything in Thomas' apartment actually happen? Amy can point out several factors that suggest it was All Just a Dream, but Tutu points out that they can all occur in the real world as well. Since the game ends without showing Amy waking up, it's impossible to know for certain.
- Apocalyptic Log: Several of the notes you find lying around, including but not limited to:
- The hotel lost and found contains the journal of someone staying at the hotel who starts hearing strange noises at night and getting lost in the corridors as though the layout changed overnight, begins running out of food, and claims the paintings are watching them, all the while slowly losing their mind.
- In the sewer underneath the hotel, there's a tape recorder in an abandoned experiment setup. The tape inside starts as a recording of Dr. R. Banks from Sidereal Plexus attempting to interview a young Dreamer they captured who is heavily implied to be Cody, only for the conversation to be interrupted by an "Entity" (implied to be a Shadow Person) showing up, at which point Dr. Banks runs to safety and closes the door behind them, trapping their assistant outside. The last thing we hear is emergency sirens and the assistant begging to be let in before the tape cuts out.
- Barnaby's journal can be found in Imaginary Prisons, detailing how the field lab he was at was overrun by Shadow People.
- Arbitrary Skepticism: If Amy meets Joshua after killing the mannequin version of him in The Dollhouse level, she can ask him about it. He tells her she must've dreamt it.Joshua: Anything sounds more realistic than what you said.
- Bag of Spilling: The only item that Amy keeps with her between dreams or replays of the same dream is the flashlight. Otherwise, any items she still has when ending a dream are lost after waking up and she has to start from scratch in the next dream.
- Big Good: Tutu, an Egyptian sphinx and Guardian (a god-like being that protects dreamers).
- Big Sister Instinct: Amy, the protagonist of Labyrinth of the Forsaken, braves the Deep Sleep in the hopes of rescuing her brother Thomas, the protagonist of the trilogy. Inverted in that she is actually Thomas' younger sister by two years.
- Bittersweet Ending: There are three possible endings, but no purely happy ones.
- Blonde, Brunette, Redhead: The Trio de Sirènes members follow this patern; Thelxipea is the blonde, Peisinoe has black hair and Aglaope is the redhead.
- Cast from Hit Points: The Sidereal Plexus machine run by the Doctor takes two health, but in return, heals three focus and grants three more Max Focus. You can use it two more times, but with diminishing returns (three health for two Max Focus, then five health for one Max Focus).
- Chittering Arthropods: both giant spiders and the smaller spiderlings as recurring enemies. Both are capable of making sounds such as chitter of shrieks of pain.
- Continuity Cameo: David, Cate, and Cody serve as cameos: David can talk to Amy and showcases how the world works for non-lucid dreamers, Cate is an Optional Boss, and Cody is thematic for solving puzzles in the attic.
- Continuity Nod: Some of the places you'll explore will be very familiar if you're a veteran of the trilogy...
- The first rooms you explore in the Hotel are the exact same as in the first game: a bedroom, stairs, and a hotel lobby. Justified: You're going through the dream Thomas, Amy's brother and the protagonist of the original trilogy, left behind him.
- The Forest of Lost Souls is the forest Thomas explored in the second game. The well, the water mill and the fountain are still here, and the riddle tied to them is almost the same.
- Amy's goals in The Lighthouse level are the same text as the phone message in the first game.
- The newspaper article about the lunar explosion turns up in the Somnolent Wells City level.
- Converse with the Unconscious: Possibly. Alex's final voicemail to Amy reads as though they're talking to someone in a coma. Because we never find out if Amy was awake for any of the scenes in Thomas' apartment, it's impossible to know for sure whether or not this is the case.
- Crazy Sane: The blind prisoner in the Imaginary Prisons. He's not all there, but considering what he's been through, he's surprisingly coherent.
- Cruelty Is the Only Option: In the Imaginary Prisons level, Amy encounters two puzzles involving someone trapped by a torture device. Both individuals have an item she'll need to progress, but saving them requires a specific item — matches to burn the rope, giving Amy enough time to pull the lever to retract the spikes, and a crowbar with at least three charges to pry open the safety hatch on the mechanical bull. If you can't work out which item you need, don't have enough Focus to generate it, or never unlocked it in the first place, the only other option is to kill them. Of course, killing them is also easier and faster than saving them, and doesn't require you to use up any valuable Focus, so...
- Death of Personality: The Puppet Master's victims undergo this.
- Distressed Dude: On multiple occasions in the dream world, Amy encounters Joshua, a reporter for the Sunrise Telegram. He's always in some kind of trouble, whether in need of batteries for his flashlight or trapped in a swamp with monsters.
- Dream Reality Check: Tutu discusses this with Amy if she asks. They comment that most do not lucid dream, and, when informed of this, they often wake up. David will do this if you say it to him. Moreover, the lack of awareness of lucid dreaming actually protects a person from the Shadow People; they cannot attack people who dream normally as these people are too close to the surface of the dreaming. However, they eventually make an exception for Amy.
- Dream Within a Dream: For most of the game, Amy wakes up after each dream, spends a day in Thomas' apartment, and then next night goes to bed for the next dream. And then, suddenly, Tutu shows up at the apartment's door, revealing that Amy did not actually wake up and the apartment scenes (at least from this point onwards) are also dreams.
- Emotion Eater: The Trio de Sirènes. They especially love desperation and the Despair Event Horizon, which is why they hang around the Lucky Casino.
- Evil All Along: Upon meeting the Prisoner, it's revealed he was the one who gave Thomas advice in the second game — advice that he knew would lead to a Shadow Person stealing his body, and ultimately resulted in Tutu killing Thomas.
- Faux Affably Evil: The Prisoner acts the part of the gracious host while casually revealing Tutu killed Amy's brother, something that deeply upsets them both and disrupts their friendship, and later that he effectively sent Thomas to his death to make things easier for himself. He also keeps an injured Guardian locked in his house in order to use their light for his own benefit.
- Fauxshadowing: Early on, Amy meets Dr. Shulzer, and learns about his missing adjunct Barnaby, and offers to keep an eye out for him. While you find Barnaby's note in the safe room in the Imaginary Prisons level, indicating that he survived whatever attack happened, he isn't there, and you never encounter him directly. Unless he's the unknown individual trapped in the metallic bull, but even then, Amy either kills him or he vanishes once she gets it open.
- Foreshadowing:
- At the start of the game, Amy jokingly asks her reflection if it wants to swap places, and quickly follows it up with "Wait, just kidding. Don't actually come here". Later in the game, there's an Optional Boss in the form of Amy's reflection, who breaks out of the mirror to attack her and threatens to replace her.
- In his dream journal, Thomas writes about wanting to experience a lucid dream so he can do stuff like fly around and save people. If Amy defeats The Prisoner and Mercy Kills the Guardian, the light the latter gives her in gratitude can be used to turn a corrupted Thomas into a Guardian himself — effectively making him a dream superhero.
- Three of the pictures hanging in the hotel are of people you will meet in later dreams: Joshua, one of the Trio de Sirènes, and The Prisoner.
- Giant Spider: Several of the enemies throughout the game.
- A God Am I: The Prisoner openly declares himself a God when his true colors are revealed.
- Golden Ending: If Amy chooses to break into The Prisoner's locked room, and defeat him and the trapped Guardian, she will be given part of the Guardian's light, which she can use at the end of the game to save the corrupted Thomas, turning him into a Guardian. He's still dead in the real world, but now he finally gets a chance to be a "dream superhero" like he wanted, and he and Amy will be able to see each other again when she dreams.
- Great Big Library of Everything: The second last dream, The Library, is set in a supernatural library called "The Library of Everything", which has a copy of every book ever written across the entire multiverse, or as Tutu puts it "the entire knowledge written, the entire knowledge that is yet to be written, and the knowledge that will never be written".
- Happy Ending Override: Inverted; the previous game had a Downer Ending with Thomas being given two choices, neither of them a happy one. This game gives players the chance to give Thomas a happier ending, with Amy turning him into a dream guardian.
- Hypocrite: When Amy attempts to call the Prisoner a "son of a bitch", he tells her not to swear in his house, even though he himself said "bullshit" earlier.
- Identical Stranger: The conductor on the train in the opening is identical to the porter in the hotel, the manager in the casino, and one of Thomas' neighbors. Amy and Tutu discuss whether this means the apartment was All Just a Dream, or if, after passing the neighbor in the hallway, Amy's subconscious simply used his appearance to fill those roles.
- Intrepid Reporter: Joshua, a reporter for the Sunrise Telegram who ventures into the dangerous world of lucid dreaming for his job. He's not very good at it.
- Kill and Replace: Mirrored Amy threatens to do this to Amy.
- Late-Arrival Spoiler: Given the game serves as a follow-up to the original trilogy, it doesn't bother to hide the grim fate of the previous protagonist, which is established to be Thomas and becomes the driving force for Amy, his sister to find him within the lucid dream realms, despite already long passed away.
- Mad Scientist: Downplayed. While he is working for Sidereal Plexus, Dr. Shulzer doesn't seem evil himself, and he helps Amy out with his chair, and a puzzle in the Casino. That said, some of his dialogue can be a little... concerning.Dr. Shulzer: Most upsetting. How can I find enough test subjects in a city without any people?Amy: I thought you were waiting for patients.Dr. Shulzer: Patients, test subjects. What's the difference!
- Make Some Noise: The Trio de Sirens attack with their voices, sending powerful sound waves at Amy.
- Mana Meter: Amy uses Focus to power her ability to create items.
- Mercy Kill: Nothing can be done for the injured Guardian kept locked up by The Prisoner, except to kill them at their request. Arguably this is also what Tutu did for Thomas, once he became a Shadow Person. They can also do it to Thomas again, more finally this time, at Amy's request in one of the endings.
- Merging the Branches: The Deepest Sleep could end in two ways, with the protagonist-turned-Shadow Person either taking over the body of another traveler and continue the vicious cycle, or choose to let the other traveler go. In this game, when Amy and Tutu discuss Thomas' fate, Tutu mentions she saw Thomas and the other traveler, and asks Amy what she thinks Thomas did, effectively giving the player the exact same choice again. And regardless what Amy answers, the conversation ends with the conclusion that Thomas had to be mercy killed, rendering both options canon.
- Mistaken for Junkie: Thomas' growing obsession with his dream world encounter, which got to the point where he lost his job because of it, and the actions of the Shadow Person possessing him, led several people to conclude that he was a drug addict.
- Moving Beyond Bereavement: At its core, the game is about Amy coming to terms with her brother's sudden death.
- Murderous Mannequin: The attic is crawling with mannequins, some of which are alive and hostile.
- Must Have Caffeine: Amy loves coffee. Drinking it in a dream restores Focus — more if you upgrade it — and you can have her drink coffee in Thomas' apartment during the day.
- Non-Human Non-Binary: Tutu is a sphinx and Dream Guardian who's only ever referred to with they/them pronouns. Same with the angel-like Guardian in the Prisoner's house.
- Optional Boss: Four. Three of them provide a special weapon, and the fourth is necessary for the Golden Ending.
- Going back to the Hotel allows Amy to fight Cate, who is equipped with her revolver and takes place in the attic of the stronghold from Don't Escape 4. Beating her grants her Revolver.
- Unlocking the room with mirrors in the Attic allows Amy to fight a mirrored version of herself. Beating this boss unlocks the Sledgehammer.
- The Cave holds a sarcophagus covered in chains and padlocks. Unlocking it (you'll need a bolt cutter) allows Amy to fight a Stock Slasher. Beating this boss unlocks the Chainsaw.
- Opening the locked room in The Prisoner's house leads to a battle with The Prisoner and a chained-up Guardian. Beating them both results in Amy giving the Guardian a Mercy Kill, and in gratitude they give Amy part of their light..
- Order Is Not Good: The Puppet Master believes people with interesting personalities are too dangerous, and thus turns them into grey, boring people by making them puppets in the dream world.
- Our Sirens Are Different: The Trio de Sirènes are sirens who look like human women, and under the guise of being popstars use their Compelling Voice to keep people trapped in their casino.
- Parting-Words Regret: Amy feels guilty for being less-than-understanding about Thomas' experiences in the Deep Sleep trilogy.
- Playing with Fire: The Prisoner's main form of attack is throwing fireballs at Amy.
- Power Gives You Wings: Guardians, the creatures that protect dreamers, have angel-like wings. Tutu has brown wings like hawk feathers, another guardian has traditional white-like angel feathers. Thomas, if he becomes a guardian, has deep purple wings.
- Pungeon Master: According to Amy, Thomas is one.
- Roguelike: Labyrinth of the Forsaken has roguelike elements in addition to the usual formula. While the puzzles are the same, where the components are found and the layout of the levels changes from run to run, and Amy can upgrade to either give herself more abilities or be able to make items in the game real.
- Shout-Out:
- The Hotel resembles a certain mansion. The room Amy wakes up in also has a printer, missing its ribbon.
- In Somnolent Wells City, Amelia asks Joshua if he thinks everyone disappeared to play Bingo.
- Before fighting your reflection, Amy says "it's still me, despite everything".
- When Amy wakes up on the deepest level of the dream, she does so on a beach, with the waves washing up onto her.
- The unseen monster in the water in The Hotel might remind you of something.
- Unsurprisingly, the Trio de Sirénes have names from the sirens in Greek mythology.
- Shut Up, Hannibal!: The Prisoner tries to guilt trip Amy about Mercy-Killing the guardian he kept locked up. She's not having it.Amy: *I* am cruel?! Are you hearing yourself?! You kept a Guardian chained up to a damn wall in your basement. But now it's over. You're done.
- Spider People: the Spider Queen is a human/spider hybrid creature.
- Stalked by the Bell: in the "Tutu's Shrine" dream, Amy is chased by a Shadow Person that she cannot fight, so she has to keep moving.
- Uncertain Doom:
- In the Imaginary Prisons level, Amy finds a destroyed Sidereal Plexus research site, along with a pair of crushed glasses and a bloodstained labcoat — much like the ones Dr. Shulzer wears. According to Barnaby's journal, he thinks the doctor escaped, but is unsure. Either way, Amy never sees him again.
- If Amy defeats the Prisoner, she doesn't kill him, since as a Dreamer, he'll only wake up back in the real world. Instead, she leaves him in his house sans barrier, meaning that the crazed and angry tortured souls of the Imaginary Prisons can finally make their way in. It's unclear whether the Prisoner wakes up before they catch him, or if they get to him first, but neither possibility is good for him, as even if he escapes, his safe place is ruined, and dreaming will probably always be a risk.
- Video Game Cruelty Potential:
- Two puzzles in the Imaginary Prisons level require specific tools to save two individuals. If you'd rather save your Focus for your own benefit, 'solving' the puzzle by killing them is much easier.
- After Tutu's return, they will explain more detail why they killed Thomas, and ask for Amy's forgiveness. You can say "no".
- The Voice: Amy's co-worker Alex and Thomas' old landlord both leave her messages on Thomas' answering machine, but never show up in person.
- Wham Shot: After Amy returns from the Prisoner's house, the apartment doorbell rings. When you open it, Tutu is on the other side, revealing that Amy never actually woke up.
- Your Mind Makes It Real: Amy's lucid dreaming allows her to make copies of items she finds by spending focus. This is described as making her thoughts real in the dream world, as it's her dream. Amy can replicate any item she finds in the dream, or an upgrade on the roguelike will allow her to make something permanent if she found the item in the dream, and then solves the dream.
