The Doll in the Hunter’s Dream is the player’s primary source of level progression — levelling occurs by speaking to her, not through any mechanic or character the main game treats as significant. She is the only constant in a game of chaos. Her dialogue, across forty or more interactions, is the most complete portrait of any character in the game.
She does not know whether she is real. Her first dialogue tree explores the possibility of her consciousness with a specific honesty: she was made to be a doll, she has thoughts and feelings that seem real to her, she cannot determine whether seeming real and being real are different. The question is not resolved. The game does not resolve it.
If the player attacks the Doll, she stops moving and speaks differently until the next rest — not in fear, but in grief. She asks you to stop. She does not fight back. The tonal choice here is deliberate: the game that specialises in punishment through combat made the one character who matters unarmed, unresistant, and asking for kindness.
The child’s skull behind the Doll’s chair — discoverable by walking around the back of the Dream’s workshop — is never referenced by any character. Its presence implies a history for the Dream that predates the current Hunter. The Doll has been in this place before, for someone else, or for many others. She continues because that is what she was made to do, and she finds meaning in the continuation.

The amount of craft that went into hiding this detail is remarkable. Pure game design artistry.
The level of craft hidden in the background of this game is genuinely moving. They made it for someone.