Park
Introduction
The Dream Park is your shared theme park in hololive Dreams. You place attractions on a grid, assign holomem with matching tags, and earn passive XP and currency rewards. Park placement matters: adjacent attractions unlock combo bonuses, and matching holomem tags boost earnings further. Visitors arrive in waves during the daily visitor rush, and upgrading attractions on time keeps your passive income flowing. This section covers the core park-building loop, attraction tier list, holomem tag matching, and the best XP-per-minute layouts for early, mid, and late game, so use it as your reference whenever you unlock a new attraction or hit a park-level breakpoint that shifts your optimal layout and the recommended placement order.
Park Attraction Tier Reference
| Attraction | XP / Minute | Currency / Minute | Best Holomem Tag |
|---|---|---|---|
| Stage | High | Medium | Music / Performance |
| Café | Medium | High | Food / Idol |
| Photo Spot | Medium | Medium | Fashion / Streaming |
| Arcade | Low | Low | Gaming / Streaming |
| Garden | Low (but stacking) | Medium | Nature / Relaxation |
Park Layouts
Beginner Layout
Three-attraction starter build
Mid-Game Layout
Five-attraction balanced build
Late-Game Layout
Nine-attraction maxed grid
Visitor Rush Layout
Daily bonus event build
Merch Shop Layout
Currency-focused single-attraction build
Core Mechanics
The park grid is a fixed 6x8 layout, and attractions can be placed on any tile once unlocked. Adjacent attractions of compatible types unlock combo bonuses that scale with park level rather than attraction tier, so a low-tier attraction in the right slot can outperform a high-tier attraction placed alone. Holomem tags add an extra multiplier when assigned to attractions that match their tag, and the visitor-rush event runs every 22 hours from first login. Park level is gated by total attraction XP, not by a single attraction tier, so spreading upgrades across 3-4 attractions is more efficient than maxing one. The park-level breakpoints that shift your optimal layout are clearly marked in the Park category so you can re-plan when you cross them, and adjacency bonuses apply horizontally and vertically.
Advantages
The park provides a steady stream of passive XP and currency that scales with park level, so it pays back the time investment within the first month for most players. The visitor-rush event multiplies park income by 2-3x during a 30-minute window, so timing your park upgrades and holomem assignments to align with the rush is a free income boost. Combo bonuses are independent of attraction tier, so you can experiment with layouts without burning rare upgrade materials, and the holomem tag matching gives you another reason to build a varied roster. The Park category covers both the early-game three adjacent starter attractions loop and the late-game six-attraction combo grid layouts that unlock at higher park levels.
Challenges
Park income depends on active holomem assignments — an attraction without an assigned holomem earns at a reduced rate, and unassigned slots slowly accumulate idle XP penalties. Park-level breakpoints shift your optimal layout, so a layout that worked at level 5 will need re-planning at level 12. The visitor-rush window is short, so missing it costs you a meaningful chunk of daily income. Some attractions are gated behind story chapter completion, so plan your park upgrade order around your story progression rather than only chasing the highest-tier attractions. The Park category flags every story-gated attraction and the chapter that unlocks it so you can plan ahead and re-plan your layout at each park-level breakpoint.
Frequently Asked Questions
What is the best park layout for early game?+
How does the visitor rush work?+
Should I upgrade or expand first?+
Quick Tips
Place your three starter attractions in adjacent tiles for the combo bonus before upgrading anything — the early XP multiplier is worth more than a higher-tier single attraction, and the adjacency bonus scales with park level rather than attraction tier, so this advice stays valid even after several balance patches shift the upgrade curves. Re-plan the layout at each park-level breakpoint, not before, and pair the placement with the recommended-holomem tags for the early XP boost.
Assign holomem whose tags match the attraction — pop tags boost Music attractions, dance tags boost Stage attractions, gaming tags boost Arcade attractions. The tag matchup gives a 1.5x-2x income multiplier on top of the adjacency bonus, so a well-tagged holomem on the right attraction is worth more than a higher-tier holomem with the wrong tag. The Holomem category tag column makes it easy to map your roster to your park layout without spreadsheet math, and the Park category attraction-tier column maps the tag matchup.
Time park upgrades for the visitor-rush window — upgrading during the rush multiplies the XP gain and shortens the upgrade timer, so a 4-hour upgrade placed during rush finishes in about 2.5 hours. Plan your gem spending on attractions so the upgrade timer aligns with the rush rather than finishing in the middle of the off-peak window. The Park category visitor-rush tracker makes the timing obvious once you start tracking it, and the General category daily-reset card lists the exact 22-hour cycle.
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