When Disney Dreamlight Valley was announced, I found the Disney crossover, farm life genre sim, and free-to-play model interesting. With economy and fair game play that keeps fans of the genre coming back, an Animal Crossing-like game could be able to become a hit with players of all ages — but this subtle diversion question has been looming large. After spending an hour with the Gameloft development team and checking out a demo, I’m pleased to see a payment model without uncomfortable caveats, making me even more confident that Dreamlight Valley will be well populated by fans of the genre and brand alike.
On the surface, Dreamlight Valley appears to be your typical farm sim – even its name seems determined to recall the visuals of Stardew Valley, one of the most beloved games in the genre. I got to my demo wanting to know if this is or not else The valley can offer a similar blend of relaxing gameplay mechanics such as farming, mining, and socializing. It does all of those things, but to my surprise, it also does a lot more—things that seem uniquely suited to what Disney could be in the genre.
Aside from farming, Gameloft says that a whole part of this game is inspired by the adventure genre. The world of Dreamlight Valley is very large – I’m not given a size but it looks a lot bigger than Animal Crossing City. There are also entire other “worlds” you travel to helping your beloved Disney and Pixar characters with missions. In an example I saw, the player went to visit WALL-E and helped the eco-friendly robot clean up trash, plant trees, and beautify a world inspired by a planet’s trash heap.
The scale of this world seemed small, but I found it to be a clever extra touch, and the team has plans to constantly add new Disney characters to the game over time. Early Access will begin this summer, and even before version 1.0 launches about a year later, Gameloft says players can expect more worlds to be added for free on a routine basis. Dotted with doors into the world of WALL-E and other worlds of the future, the house was the size of a palace, with each door decorated with tantalizing symbols alluding to characters and series to come later.
For experienced players, these tasks will most likely seem simple. Gameloft designed them to offer fewer hints than you’d expect, seemingly seeking a hard-to-find compromise for players of all ages and skill levels who would be drawn to this kind of experience. What I love about these worlds is that they work as hiring assignments. Skip my demo to a later time where WALL-E is no longer in his own kingdom, but instead is a neighbor.
As in Animal Crossing, people often move into town, but unlike the Nintendo juggernaut, Gameloft says the sandbox world and its many biomes will provide enough space to house all the characters that move into it, at least for the long haul. Instead of driving people out of the city to land your dream neighbor, players will get real estate available to all the heroes and villains that have been recruited into the world. The team anticipates that this will not be the case in the end, but adds that the global expansions are planned as ways to accommodate an increasing number of likable characters.
The “meta-narrative” of the game, as Gameloft describes it, is that the townspeople have fallen victim to something called The Forgetting, which causes widespread amnesia among the characters and gives you a puzzle that you can solve between spells of mastering recipes, fishing and harvesting. On a basic gameplay level, this forgetfulness is displayed in the form of storm clouds and spiky purple vines, which players can dig around like weeds in similar games. Your job is to beautify the world to its former glory, but since you invite new characters into town often and unlock new furniture, clothes, and more, you’ll make it your own too.
These customization options seemed huge in number. A quick look at the set menu suggested there were close to 1,100 furnishings in the game, along with over 150 crafting blueprints, over 160 meals, and nearly 700 clothing items. Not only will new characters be introduced to the world, but related cosmetics will come with them, including an in-game shop run by Tom Nook’s Scrooge McDuck, which offers a regular selection of styles inspired by heroes and villains.
You can also layer your own clothing by layer just like in Animal Crossing. A late-game multi-level house I toured that included Monsters Inc themed rooms. and Tangled and more. Collectively, Gameloft appears to have covered all the basic game genres that fans could hope for, while adding more story content than they might expect.
While the dialogue isn’t fully voiced, each character does output some vocal lines as they swipe. They also each have their own AI schedules and behaviors, which means a walk around town might see Goofy fishing in a nearby pond, Ariel sunbathing on the beach, and Scar resting his treacherous feet in the Lion King-inspired biome. It’s funny to see that the characters are made on a large scale, which means they’re not the Buzz Lightyear and Prince Eric mascots you’ll see about town; It really is them – and the funny height difference that comes with them. Each character distributes rewards while also increasing your friendship level with them, adding extra time to a campaign that Gameloft says will take players over 40 hours to complete even if you don’t maximize your relationships with everyone.
With everyday things to do and new friends to make all the time, this is a live service. Gameloft says co-op plans are in the works, though the game will launch as a single-player experience. While the first iterations of Dreamlight Valley were only intended for Disney and Pixar characters, the team says the door isn’t closed for adding other Disney properties like Marvel and Star Wars. Time will tell if all the promises will be fulfilled and all the potential will be fulfilled, but in theory it seems designed for post-launch support, as Animal Crossing fans have been starved.
The laissez-faire previews come with baked-in warnings, including the simple fact that I haven’t played it myself yet, but I’ve seen the game from many angles and am excited to see more. The art direction is nice, you might agree based on the screenshots, and it seems designed to reward both long and short sessions as it does the best in the genre.

The only major question I had – what would the in-game economy look like? – He came up with an encouraging answer. In Disney Dreamlight Valley, there are no timers or things like that. You cannot spend money to speed up the growth of your crops or revitalize your character. These mechanics are often seen in mobile games, a space that Gameloft is no stranger to, but the team assured me they wouldn’t be in attendance here.
In their place will be optional customization options, such as clothing and furniture. The new worlds will be free for all players, and while some cosmetics will be paid for with real money, others use currency that you can only earn by playing the game, clearly splitting free and paid items. The team also has plans for a seasonal bonus series similar to battle passes, and paid expansions are in the works, although the team isn’t ready to talk about what they include yet – perhaps Planet Hoth?
This begs the question of what kind of ratio between free and paid items is, not to mention what those prices will look like, but at least for now, it doesn’t seem like the catch I’ve been waiting for regarding the current Disney Dreamlike Valley. As long as this real money system is reasonably priced and doesn’t mask all of the best rewards behind the cash register, the rest of Dreamlike Valley has all the hallmarks of a future favorite, and many Disney fans are likely to be a gateway into play.
Disney Dreamlight Valley launches in Early Access on Steam and consoles this summer, with the Founder’s Pack available for purchase or included with Xbox Game Pass.
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