Upon closer inspection of the Elden Ring network test build, a dataminer has uncovered a unique dream-collecting system that almost made its way into the game. FromSoftware's brutally difficult and immensely popular open-world is nearly overflowing with content, even incorporating unused elements from the Dark Souls franchise.

Just like with many FromSoftware releases, Elden Ring's gameplay and various features are smoothly integrated into its fantasy lore. The death and respawn system of the game, for instance, is canonized by the world-building aspects of the Erdtree, which is a mystical force that enforces a strict cycle of life and death. Much of Elden Ring's lore, which was constructed with the help of renowned fantasy writer George R.R. Martin, is divulged through the descriptions for in-game objects. As much, many details of the world can be gleaned upon the discovery of a new weapon, key item, consumable, spell, or piece of armor. This is especially true for vital quest items and full armor sets in Elden Ring, as these will typically give the player information that expands their understanding of The Lands Between.

Related: Elden Ring's Canon Ending Explained

YouTuber Lance McDonald recently published a video in which he dissects a portion of the Elden Ring network test build, uncovering a quest line related to a cut dream-stealing system. McDonald first points out that the network test version of Elden Ring featured sleeping animals that would not awake unless attacked, which is different to how sleeping animals function in the final game. Then, McDonald visits the Scavenger's Shack (which would ultimately be renamed Stormhill Shack) and interacts with an NPC who reveals the existence of a magical beverage called Dreambrew, who then bestows upon the character an item called St. Trina's crystal ball. From there, players would have explored Elden Ring's massive sandbox world in search of animals in a state of deep sleep, steal their "slumber fog" and trade it for Dreambrew, which can subsequently be given to NPCs for additional dialog options.

Anyone who has played FromSoftware's Sekiro: Shadows Die Twice may think that this mechanic sounds awfully similar to how alcohol worked in that game. In Sekiro, players would trade servings of sake to NPCs to reveal new information about their backgrounds and personalities. It seems like this same approach to NPC development was planned for Elden Ring.

Of course, Elden Ring is significantly less linear and more expansive than Sekiro, so it may have been difficult to implement such a widespread mechanic. However, this doesn't mean that this feature won't be added as part of future DLCs for the game. In any case, Elden Ring has numerous NPC stories to explore, even without the inclusion of this cut mechanic.

Next: Elden Ring: Radahn Boss' Worst Attack Can Instantly Kill Him

Source: Lance McDonald/YouTube