Park

Park

20+
Attractions
5,000
Visitor Capacity
5
Park Themes

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

AttractionXP / MinuteCurrency / MinuteBest Holomem Tag
StageHighMediumMusic / Performance
CaféMediumHighFood / Idol
Photo SpotMediumMediumFashion / Streaming
ArcadeLowLowGaming / Streaming
GardenLow (but stacking)MediumNature / Relaxation

Park Layouts

A

Beginner Layout

Three-attraction starter build

LayoutPlace Stage, Café, and Photo Spot in three adjacent tiles to unlock the combo bonus from day one
Best ForPlayers in their first week who want a stable XP and currency stream without micromanaging park rotation
Upgrade CycleUpgrade each attraction every 4 hours to keep passive income flowing during the visitor rush
S

Mid-Game Layout

Five-attraction balanced build

LayoutStage + Café + Photo Spot + Arcade + Garden with matching holomem tags per attraction for full bonus stacking
Best ForPlayers with at least one A-tier holomem per attraction tag, looking to maximize passive XP during work or sleep
Upgrade CycleCycle holomem assignments weekly to balance leveling across your roster without losing bonus stacking
S

Late-Game Layout

Nine-attraction maxed grid

LayoutFull 3x3 grid with one of each attraction type, all maxed, with leader holomem assigned to the highest-XP tile
Best ForEndgame players who have maxed their top 8 holomem and want to push daily XP and currency rewards to ceiling
Upgrade CycleRotate holomem across tiles every 12 hours to keep XP flow even and avoid leaving any holomem under-leveled
A

Visitor Rush Layout

Daily bonus event build

LayoutStack all currency-focused attractions in one corner during the daily visitor rush to maximize ticket payouts
Best ForPlayers who log in once per day and want the highest possible ticket reward from the visitor rush
Upgrade CycleSwitch holomem assignments right before the visitor rush to align with the active bonus tag
C

Merch Shop Layout

Currency-focused single-attraction build

LayoutSingle Merch Shop tile with a high-tier holomem for the currency tag bonus
Best ForNew players who want a single high-YIELD tile before unlocking more attractions
Upgrade CycleUpgrade the Merch Shop every 4 hours and reassign holomem weekly to keep the tag-matchup multiplier active, since the bonus decays if you leave the same holomem assigned for more than 7 days and the daily visitor rush resets every 22 hours.

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?+
Three adjacent starter attractions in a row, with the highest-XP attraction in the middle. The adjacency bonus multiplies XP across all three, so a single high-tier attraction in the middle with two lower-tier flanks is more efficient than three scattered tiles. The Park category early-game layout card walks through the exact tile coordinates for the launch build, and the layout is easy to re-create on a fresh account within the first hour of play for the early XP boost.
How does the visitor rush work?+
The visitor-rush event runs every 22 hours from your first login and multiplies park income by 2 to 3x for a 30-minute window. Park upgrades placed during the rush finish faster, and assigned holomem earn double XP during the window. The Park category visitor-rush tracker lists your next window based on your login time, so set a phone alarm and time your park sessions to align with the rush rather than playing at random times and missing the bonus income cycle.
Should I upgrade or expand first?+
Upgrade first for the first three attractions — the adjacency bonus scales with attraction tier, so maxing your three starter tiles before adding a fourth is more XP-efficient than spreading upgrades across four tiles. Expand once you hit the park-level breakpoint that unlocks the second combo row, which usually lands around park level 8 in the launch build. The Park category breakpoint table makes the exact expansion timing obvious at a glance, plus the recommended-holomem tag column for the tag matchup.

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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