The dream begins with an absence
A ginger cat falls asleep and finds itself in a much larger world. Its human family is missing. The search for them gives the journey its emotional center.
The player enters this strange place from a small creature’s perspective. Everyday architecture becomes something to investigate at a different scale: beneath the furniture, around a stair, or through the machinery of a clocktower.

A destination beyond the next doorway
Somewhere at the center of the dream worlds stands the Tower. The cat believes that its family can be found there. That belief gives exploration a direction even when the spaces along the way feel unfamiliar.
A local route and a larger goal do different work. A room offers something to discover now; the Tower keeps the wider journey in view.
Growing into the dream
The design develops the cat as a dream wizard. Cards, spells, and lucidity bring strategic choices into a journey whose starting point is the search for home.
The campaign, progression, and story are still being joined into a complete experience. The world atlas and films show existing development material; the dream-magic chapter explains the RPG design.
