Why Eriksholm: The Stolen Dream Could Be 2025âs Standout Stealth Experience
Stealth games are proliferated by special forces protagonists, stone-cold spies, and ninjas. Highly trained, powerful, emotionally stoic specialists in espionage. Their missions often centre on counter-terrorism, entrenching them behind enemy lines, in warzones, stalking mysterious countries via subterfuge. An arsenal of tactical gizmos usually in tow, these elite operatives out-manoeuvre their prey, remorselessly killing before retreating to the shadowâs sanctuary.
In Eriksholm: The Stolen Dream you are none of these things. Youâre not a specialist agent of darkness; you are Hanna, a young woman driven to a life of escape and evasion in pursuit of her brother Hermannâs whereabouts, out-foxing her cityâs police force whoâre also on the hunt. Her skills? A back-of-her-hand knowledge of Scandi-like city Eriksholmâs layout, and a trusting relationship with its agnostic inhabitants. Her motivations? An emotional reconnection with her brother, and an attempt to reunite her family.
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In her effort to uncover the mystery surrounding Hermannâs disappearance, Hanna ignites a chain of events catastrophic enough to potentially derail her cityâs destiny. As she peels back Eriksholmâs elegance she provokes forces darker than she ever imagined. Unravelling the eponymous cityâs secrets lights a fire, a bright beacon casting long, dark shadows; sanctuaries in which she â much like stealth gamesâ typically elite operatives â can seek respite.
Eriksholm: The Stolen Dream is stealth cooked to a different recipe. Hanna isnât cut out for combat, let alone killing. Sheâs brushed with authority before, but invariably sheâs vulnerable. However, her intricate understanding of the city and its people is her greatest weapon, far more powerful than the incapacitating dart gun she acquires later during her quest. Skulking dimly lit alleyways, accessing subterranean networks, squeezing through tight spaces, she can reach points of interest and importance more efficiently than her pursuers.
The citizens she encounters behave naturally, greeting her with good grace, supporting her mission by offering direction through casual chat. Whilst Eriksholm: The Stolen Dreamâs moment-to-moment gameplay resembles what youâve learned to expect from the genre â observing patrol patterns, chucking noisy distracting objects, crouching in long grass, et cetera â itâs Hanna as itâs leading protagonist who sets the game apart.
Hanna isnât the gameâs only player controllable character though, her ally Alva also tags along â trailed by Sebastian much later on â with control freely switchable between all protagonists throughout. Each brings individual skills to the table too; Hanna crawls through vents, Alva climbs drain pipes, Sebastian can swim, and so on. The gameâs environmental puzzles require players to use each of their party collaboratively in order to progress together. This design choice veers away from stealth titan Shadow Tactics: Blades of the Shogunâs multi-character approach whereby, as distinct as each operative was, any obstacles could usually be tackled solo; firing a cannon to blast a throughway previously inaccessible for their accomplice, for instance.
In devising Eriksholm: The Stolen Dreamâs puzzles, the Gothenburg-based team at River End Games have taken a leaf out of fellow Swedes Hazelight Studiosâ co-operative playbook whereby hurdles in Split Fiction, for example, are overcome through player-character collaboration; one canât progress without working with their opposite number, combining their distinct skill sets simultaneously. Eriksholm offers single player comparisons, of course, but similar design ethoses all the same, situations where assessing environmental cues and obstacles in lieu of character skills encourages players to pick apart any given scene before deciding on its most optimal route.

River End Gamesâ Game Director Anders Hejdenberg describes Eriksholm: The Stolen Dream as a narrative-led, stealth-puzzle game, and itâs the gameâs emphasis on story which drives many of the decisions taken during development by Hejdenberg to reinforce the titleâs strong narrative beats.
The city of Eriksholm is inspired by turn-of-the-century Nordic cities. Having grown up and lived in Sweden, numerous of the seventeen-strong team at River End Games were aware of the regionâs universal appeal so they worked hard to craft an environment which is both gorgeous and authentic, yet exaggerated by socio-economic and political strife. Each of the cityâs districts is distinct, exuding culture, architecture, and social order thatâre recognisably unique from one another.
Overall, its aesthetic borrows a little from Dishonoredâs Dunwall with a little more from Disco Elysiumâs Revachol, filtered through shades of dreamlike Studio Ghibli quality, most notably from Scandi-inspired Kikiâs Delivery Service. Much like Revachol of Disco Elysium, underlying Eriksholm is class conflict, with unrestrained industrialisation and capitalismâs looming annihilation further thematic integrations. Again, akin to Disco Elysium, Eriksholm: The Stolen Dream utilises its themes to provide multiple perspectives for the player to absorb and reflect on. The team have been very clear not to slip into cliché by defining rich suburbs as inhabited by evil doers, for example. Instead, the cityâs atmosphere feels grounded in believable reality. As a platform intended for emotional storytelling, a city designed any other way simply wouldnât be as effective.

Itâs no surprise to learn that the city itself was the first stage of the gameâs construction which River End Games focused on. An environment steeped in history yet on the precipice of a new age of technological opulence is a deeply interesting place to exist in. The gameâs puzzles, its characters, patrolling enemies, and ambling pedestrians, all share the same beating heart. Narrative informs everything; everyone and everything has a story to tell.
Story-first implies Eriksholm: The Stolen Dream is a more tightly curated, linear-by-design experience, more so than any of its stealth action-adventure contemporaries. We see this in its Limbo and Inside-style instafail restarts. When a guard spots a character, for instance, the screen fades to black and the failure rewinds back to the encounterâs onset. Each encounter, as stated by Hejdenberg, is hand-crafted, with reactions from enemies and NPC behaviour alike tailored to specific situations. If the option was present for players to revert back to the shadows until a guard loses interest and returns to their post, then narrative propulsion would be lost.
Itâs debatable whether this mechanic fosters enveloping stealth gameplay to its greatest potential, but going into Eriksholm: The Stolen Dream with the mindset this is a story to experience through the aesthetic of stealth should help alleviate any immersion-breaking concerns. Furthermore, puzzlesâ solutions are frequently telegraphed to players via diegetic means, for instance: enemy dialogue could clue you into the fact a guard is afraid of birds, so maybe, youâd think, disrupting a flock resting nearby could provide effective distraction. âAhaâ moments such as this broaden linear designâs sometimes penned in nature. The guard afraid of birds could probably still be incapacitated by a dart, but contextual solutions integrated into the environment ensures player agency isnât lost. Eriksholm isnât a sandbox. However, choice in how to solve problems whilst experiencing an engrossing story that chugs along at a hand-crafted pace is an enticing prospect, and one which should make Eriksholm: The Stolen Dream the stealth game to look forward to.
Its isometric viewpoint might give the impression Eriksholm: The Stolen Dream is closely aligned to Commandos, Desperados, or the aforementioned Shadow Tactics, but this is in perspective only. This debut title from River End Games is more akin to emotionally charged narrative-led games like A Plague Tale (Eriksholmâs inhabitants even suffer under the cloud of a debilitating disease dubbed Heartpox) but with novel stealth-based gameplay providing a vehicle in which to mobilise its story.
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