Collectibles are the things you pick up from fallen enemies, bosses and containers. Three of them drive almost every run, and each has its own page.
| Collectible | What it is | Where it comes from | What it is for |
|---|---|---|---|
| Hearts | Health pickups, in a small and a big size | Almost every enemy, and more from bosses | Restoring health while you explore |
| Gold | Currency | Enemies, pots and some rooms | Shop items and the golden altar that opens the Gilded Halls |
| Dream Spheres (sometimes called dream orbs) | Permanent-upgrade currency | Bosses, and occasionally ordinary enemies | Statue upgrades and the sword reforge in The Hub |
How drops work
Every enemy page lists what it drops. Weak enemies leave 1 gold and 1 heart, tougher ones leave 5 of each, and a few leave nothing. Bosses leave a larger bundle and are the main source of Dream Spheres. Potions and rings can raise or lower the amounts: see Potions, the Gold Ring, the Simple Ring and the Sun Ring.
Known problems
Players have reported loot that spawns inside floor geometry or half-submerged, including Dream Spheres in the Frog World boss area, and the developer has acknowledged the loot system needs work.
Community-sourced (added October 2026, not yet verified in-game). Sources: Steam thread: Boss related question; Rogueliker: Dungeons of Blood and Dream exits Early Access; Potions Guide by Earphones (via Cyberly).
From the official manual
- The manual groups exactly these pickups together: coins and hearts dropped by defeated foes, with hearts restoring lifeblood and coins buying artifacts, plus Dream Spheres as offerings to the gods of Blood Magic.
- It also describes brains, which are consumed for the knowledge inside them (see Concepts).
From the game's official manual. Unlike the rest of the notes on this page, this is a primary source: it is the developer's own documentation, not community research.