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As you deduced, all choices are in the dreams, and the days (which are comparatively shorter) play out based on stats alone, without player decisions. For example: You'll wake up to a health status update, to let you know if you're recovering or worsening, then your girlfriend will talk to you and your character will talk back. Depending on your Stress, you may lash out in a way that hurts a random stat. After the conversation, your relationship Stat will move based on your Care.

I definitely want the good ending to be doable without a guide, but it may take a couple playthroughs to learn which stats are needed most at which times, and what kind of actions will give those stats. I want to be consistent enough that the player can learn that self-preservation decisions (like running away) tend to give Drive (aka will to live) but reduce Care (aka compassion), for example.

Thanks for the comment!