Eriksholm: The Stolen Dream

Eriksholm: The Stolen Dream
 

Gaslight, cobblestones, and the weight of a lie

Eriksholm: The Stolen Dream is a narrative stealth thriller set in an alternate early‑1900s Nordic port. Three unlikely allies move through canals and factories, reading light and lines like scripture. Every footstep has an echo, every mistake a witness—subtle, tense, and wonderfully human.

How it plays

The camera sits above diorama‑like districts. You scout patrols, study sight lines, and pick the right tool for each gap. Hanna crawls vents and slips through service space; Alva climbs facades and bridges rooftops; Sebastian handles force and watery shortcuts. The loop is elegant: plan, execute, rewind a few seconds if spotted, then refine. Iteration is quick, friction is low, and mastery feels earned.

Levels are compact yet layered. Alleys hide blinds, catwalks stitch routes, and reflections betray possibilities. Optional objectives tempt greed—bonus evidence, alternate exits, ghost‑run constraints. Story and stealth mesh: motive guides risk, and consequences land in a city built on secrets and memory.

Key features

  • Tri‑protagonist design: Swap between three distinct playstyles to open routes and solve space.
  • Readable stealth: Clear sight cones, sound cues, and lighting logic reward calm planning.
  • Instant retries: Short back‑steps on detection keep iteration sharp and downtime low.
  • Diorama levels: Hand‑crafted districts with multiple paths, shortcuts, and quiet storytelling.
  • Optional challenges: Ghost/no‑kill paths and evidence hunts for mastery chasers.
  • Grounded narrative: Family, labor, and power—told with restraint, not soap.

Quick facts

  • Release Date: 15 July 2025
  • Developer: River End Games
  • Genre: Adventure game, Action game, Adventure, Strategy
  • Setting: Alternative early‑1900s Scandinavian port city
  • Features: Three playable characters, multi‑path levels, stealth tools, optional objectives
  • Special Features: Short rewind on detection, diorama presentation, multi‑solution design
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