
A paradise lost; an island full of memory. Those who forget the horrors of the past will pay the price... Relics of war are now living, breathing creatures, out for revenge for memories forgotten... Can you escape?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.19−80% | 85reviews | 80% | — | $1.6K |
| $1.49 | 138ratings | 58% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
This atmospheric puzzle game challenges players to solve intricate riddles by manipulating memories. Explore surreal environments, piece together clues, and unravel a mysterious story. Its immersive design and clever puzzles create a captivating experience.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
MEMENTO, developed by CreateLab and published by PLAYISM, is a compact indie horror adventure that blends survival mechanics with a narrative centered on memory, loss, and the lingering scars of conflict. Built using RPG Maker, it presents a deceptively simple exterior that gradually gives way to a more somber and introspective experience. The game follows a young girl who becomes trapped in a distorted version of reality on an island shaped by the aftermath of war, where fragments of the past manifest as hostile entities and haunting environments. From the outset, the tone is subdued and melancholic, favoring quiet unease over overt terror. The narrative is driven by the concept of memory—how it shapes identity, how it fades, and how it can persist in unexpected ways. As players explore the island, they uncover pieces of its history through environmental storytelling and brief narrative sequences. These fragments slowly build a picture of what has happened, inviting players to interpret events rather than presenting them in a straightforward manner. This approach gives the story a reflective quality, but it also means that much of its meaning is implied rather than explicitly stated. While this can be engaging for those who enjoy piecing together a narrative, it also results in certain elements feeling underdeveloped or incomplete. Gameplay focuses on exploration and survival, with an emphasis on avoiding danger rather than confronting it directly. The island is populated by strange, often unsettling enemies that must be evaded, creating a constant sense of vulnerability. Limited resources and restrictive mechanics, such as sparse save points and careful health management, add tension to each encounter. These systems are effective at maintaining a sense of unease, but they can also lead to frustration, particularly when mistakes force players to repeat sections. The balance between challenge and accessibility is uneven, occasionally interrupting the flow of the experience. The pacing is relatively tight, with the game designed to be completed in a short amount of time. This brevity helps maintain focus and prevents the mechanics from becoming overly repetitive, but it also limits the depth of both the story and the gameplay. Just as the narrative begins to expand and hint at deeper ideas, it moves toward its conclusion, leaving some threads feeling unresolved. Multiple endings provide some incentive for replay, offering different perspectives on the story’s themes, though the variations may not be substantial enough to satisfy all players. Visually, MEMENTO makes effective use of its minimalist framework to create a distinct atmosphere. The pixel art varies in detail, with certain environments standing out through careful use of lighting and composition. Outdoor areas often feel more visually engaging, while interior spaces rely on shadow and contrast to build tension. Enemy designs are particularly notable, blending mechanical and organic elements in a way that reinforces the game’s underlying themes. While the presentation is modest, it succeeds in establishing a cohesive and unsettling aesthetic. Sound design plays a subtle but important role in shaping the experience. Much of the game is intentionally quiet, using silence to create a sense of isolation and unease. When music or sound effects are introduced, they are used sparingly, often during moments of tension or narrative significance. This restrained approach can enhance immersion, though it may also make certain sections feel sparse or lacking in energy depending on the player’s expectations. Despite its limitations, MEMENTO leaves a lasting impression through its atmosphere and thematic focus. It is a game that prioritizes mood and reflection over complexity, offering a short but emotionally resonant journey that lingers in its quieter moments. While its gameplay can be inconsistent and its narrative may feel incomplete, there is a clear sense of intent behind its design, resulting in an experience that feels personal and deliberate. In the end, MEMENTO stands as a thoughtful but imperfect entry in the indie horror genre. It succeeds in creating a distinctive tone and exploring meaningful ideas, even if it does not fully realize its potential. For players who appreciate atmospheric storytelling and are willing to accept its rough edges, it offers a brief yet memorable experience. Rating: 7/10
+ 긍정적 1. 크고 작은 메타포가 훌륭합니다. 2. 음향(현실적인 효과음) 및 스크립트 연출에 군더더기가 하나도 없네요. 3. 전체적으로 현실적인 색채와 빛의 방향, 물결의 질감 등이 현장감을 가져다줍니다. 때문에 이입이 깨지지 않고 게임의 인물로서 잘 녹아들 수 있었습니다. - 부정적 1. 시각적, 청각적으로 주어지는 단서를 조합해 능동적으로 풀어가는 퍼즐이 저는 도전적이면서도 보람되었지만 결과적으로 게임의 난이도가 상승하게 된 원인 중 하나가 되었다는 데에는 동의할 수 밖에 없는 것 같습니다. 2. 빠듯한 컨트롤을 요하는 구간도 그 원인 중 하나였고요. 3. 자동으로 진행되는 이벤트 연출이 처음 볼 때는 나쁘지 않았지만 대체로 세이브 구간이 따로 지정되어 있는 편이라 리트라이 시 강제로 다시 보는 상황이 생기는 것이 불편했습니다. = 총평 리뷰를 작성하는 시간 기준으로 긍정적인 평이 70%인데 개인적인 견해로는 긍정적, 부정적인 측면을 모두 감안해서도 이 게임은 더욱 높은 평을 받을 가치가 있는 것 같습니다. * 사족 [spoiler]기도로 세이브를 할 때 위쪽 방향키를 누르는 것이 마치 신을 올려다보는 것 같더군요. '십자가'는 제아무리 절망적인 상황 속에서도 다시 한 번 일어설 수 있는 생명이 되었습니다. 선생님이 십자가를 되찾았을 때, 외전에서는 또 다시 과거로부터 일어설 수 있는 힘이 되었죠. 인상 깊었습니다.[/spoiler] 쯔꾸르에서 이러한 연출로는 이 제작자분이 독보적인 듯합니다. 좋은 작품 내주셔서 감사합니다.
Looking past the difficult gameplay at certain events and the lacking option of saving during the early segments, there's a great story wrapped with beautiful landscapes portrayed in a unique style. Between this and Shintaro's other game [i]UTOPIA[/i], their style is one that I haven't really seen in the RPG Maker scene that stands out very well. The story and environment are what really sell the experience though. It starts off somewhat lost, with Shizuru avoiding insects, but it really takes off once a certain character is introduced and the environments begin portraying the aftermath of war. If you can overcome the two aforementioned pain points of difficulty and saving, then this game is worth a shot.
Te acuerdas de esa sensación de tener 15 años y jugar a tu primer juego de RPG Maker, durante un fin de semana o unas vacaciones, y pensar: "Vaya, no había jugado antes algo así nunca"? Pues si te acuerdas de esa sensación, te gustará MEMENTO
8/10 KINDA SHORT STORY, VERY COOL OVERALL BUT THE DIFFICULTY IS KINDA WACKY AND IN CERTAIN PARTS YOU NEED TO BE VERY PRECISE WITH YOUR MOVEMENT OR YOU'LL BE BONES OVER AND OVER AGAIN
emm终于终于我打出good end了,但我不确定游戏中的选项是否会造成影响,我是遇到那个人后回头可以把原来拉不开的B1门拉开,然后在这里使用开局我们获得的古老钥匙,经过一个比较有难度的解密,就可以继续进行游戏了,这样打出来后面的剧情就会有变化。 再说几个不确定的事,开局我们到博物馆背后能捡到硬币,用这个可以使用望远镜,可以看到学校里有两个人。再就是goodend的时候我是让骷髅鬼去抓了队友,不知道抓自己会不会有什么改变。
buena suerte tratando de completarlo cuando ciertas acciones o inacciones literalmente te condenan el progreso irremediablemente y los checkpoints estan colocados de forma horrible (mas encima solo hay 4 espacios para guardados). no me alcanza la paciencia para esto
Pros: - This game does horror well: it will have you running away from bloody machine monsters on a time limit. It's tense and frightening - Gameplay can be challenging (especially at the start, expect to die a lot)! - Element of mystery to the story Cons: - Not enough save points, or the save points are inconveniently located
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 1.9K | 75% | $19.99 | |
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| $56.6K | 189 | 65% | $19.99 | |
| $26.9K | 1.3K | 93% | $1.49 | |
| $2.1K | 31 | 87% | $3.99 | |
| $149 | 2 | 100% | $3.99 |
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| $1.6K | 59 | 66% | $2.09 | |
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| $1.6K | 81 | 67% | $0.99 | |
| $1.6K | 81 | 37% | $0.99 |