
Traverse a chaotic and crumbling realm of dreams composed of liminal spaces. Adapt to the world’s odd rules as a Dreamer, and defy others like you to escape the strange and eclectic subconscious landscape.
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About
In Memoirium, everything is but sand and stars.
DREAM, DEFY, DECORATE

The realm of dreams throws all reason to the wayside. In one moment, you will find yourself in a simple 21st-century school, and in the next, your eyes will fall upon a castle held together by wax.

Equipment can alter abilities and the entities you can encounter. One armor set may influence how long negative statuses last, while a mask can change how enemies approach you in combat. All items serve a purpose.

Items replenish at certain points in your journey instead of disappearing when consumed, so put them to good use. Collect the same item multiple times to upgrade it, but be warned: even equipment found in the realm of dreams has its limits.

There also appears to be a mysterious location that you have control of in the dream world. Decorate this area of quiet reflection using mementos found throughout your journey across the realm of dreams.
A fully interconnected world with multiple paths
Personal room to decorate and write in
8 unique dungeons with their own mobs, mini-bosses, and bosses
14 game-changing armors, masks, and off-hand items
25 Keepsakes (consumable items that are replenishable and provide passives)
31 distinct weapons
67 powerful Lullabies (spells)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 91 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I could give a Neutral review I would, but the best I can give is a negative and a tepid recommendation to those who like this style of game. Memoirium looks and feels like a classic Dark Souls on the surface, but with a twist of being in a surreal hallucinated dreamland that can and will murder you for standing too close. The world is quite well crafted, the music is great, and the general moment to moment experience isn't bad. Weapons, Armor, and Masks are neat, but kind of plain and the noticeable downsides on masks make some worthless. You also unlock the ability to decorate a room as you go deeper, like a little oasis in the nightmare, It's just for show though and conveys no gameplay benefit. However, as much as I liked parts of the game this one really soured hard after a point due to three things; the additive combat mechanics, unavoidable area effects, and a pair of bosses I'd like to highlight. To start, some of the additive mechanics are a bit...annoying. To explain a bit, the game has four different attack types to deal with from enemies, all with the an appropriate tell which is fine. Purple requires you to jump over the attack. Blue requires a reflect, which is basically this games parry. White actually stumped me at first, but you just need to dodge through the attack. Finally there's, Red requires a charged attack to break. Pretty straight forward, but this also extends to targeted spells (a.k.a Lullabies) from enemies as well. This causes it's own problems as some attacks are physically impossible avoid when you have to input a jump to dodge an enemy attack then a reflect a targeted ground attack all within seconds of each other. Additionally, this is where the frustration starts as these additions both convolute the melee of the game and can be completely ignored with the right items or equipment. However, there are some things you can't ignore. Secondly, There's one area I'd like to mention after the Library, it is akin to the South Thunder Plains from Final Fantasy X but instead called the "Dismal Depths". Yes, there will be lightning. Yes, it chunks your health. No, you can't dodge it because it's completely unavoidable. Only way to mitigate it is by sitting in a pillar of light which kills the momentum of the game a bit, as they are quite few and far between. Thus Traversal and Platforming is the name of the game, but throw enemies into the mix and you got pain and the antithesis of fun. The combination of the unavoidable lightning pressing on you, the enemies that hurl crap or block your path, and the janky platforming that will slide you off the tower to your death will make getting to the boss of the area a chore in a half. Speaking of Boss fights, after the First Boss of the game (The Grave Warden) the game opens up and you get to explore a bit if you so choose. You get the options of going into the Library, School, or Streets. However, if you take the games advice, the next boss you'll encounter is Tobb, the Deacon of Dreams in the School. Sadly his fight is a great showcase of the more annoying parts of this game, as his attacks are pretty quick with decent range and most of his move set incorporates the additive combat mechanics mentioned above. However, he also has some obnoxious homing ranged attacks he tends to spam if you're just outside his melee range. It doesn't get any better when he enters phase two the arena's pillar hazards activate which render you immobile every so often if you fail the dodge check and he gets a new set of ranged attacks. Overall, just an absolutely terrible experience for a potential second fight without proper equipment. I'd recommend skipping him and wander a bit to find more tools and gain some levels, taking the Streets route leads you to the City of Pain and Rain, which dumps you out either in the Giant House or Fort Valor. Both of those options are better than taking him on without tools and even if you do defeat him, the fight plonks you down right in the sewers to Fort Valor anyway so it's best to get there via another route. And all the way at the end there's the optional "Secret Boss". It's the equivalent of fighting a Warframe while you're knee-deep in mud. Oh, did you not know he has phases where he recovers all his life? I sure didn't and I only managed to get to phase 2 of his fight where he goes ballistic and starts hurling homing projectiles. This is the only boss that is phased like this, where its death is only the beginning and you don't have the luxury of replenishment. So GRIND HARD before this fight, equip the shields that reflect projectiles and replenish keepsakes. Just maybe you might have enough to subsist, or just skip it and go to NG+ because you just want done with it. In closing, the game is fun for a while but it really declines due to the above weighing heavily on the experience. If you can look past the issues I've stated, all the power to you. I managed to get to cusp of NG+, satisfied that I put in the effort, and then put it down.
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Languages: English, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 92 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Saw this game during the indie spot light, and I am blow away by the creativity shoved into this game. I read the developer's soliloquy about his late mother, and her inspirations as a loving parental figure that he manifested into Memoirium. The inclusion of our character having a room in which we are able to transcribe our thoughts and emotions was fun and definitely a new/sparse addition I personally don't see much in games
Excellent souls-like that does interesting stuff with its magic system, weapon arts, and overall progression. Also mimics perhaps my favorite underutilized aspect of the original Dark Souls - the shortcuts and interconnections. There's also an interesting mechanic where you cand ecorate your own room and read either developer-written descriptions or write your own, giving you a little space to reflect on feelings and memories. Very good, highly recommended.
Absolutely fantastic Souls-like with combat that feels fresh to the genre, a fantastic art style, and incredibly satisfying bosses. I seriously can't recommend it enough if you like Souls-likes. My only issue so far has been hit-or-miss controller detection; if I touch my mouse it sometimes takes a couple tries for it to auto-switch back to controller. But it runs great, I haven't ran into any bugs or glitches (that I know of, at least), but I also haven't played this on lower-end hardware, so grain of salt. The bosses themselves have a steep learning curve, but the move-sets are so varied that each attempt almost always feels like you're making progress. I don't think I had a single boss death where I was just dead if I missed an input, it was all skill (or lack thereof). The levels aren't what you expect from a Souls-like; it's not dark and moody like so many games in the genre. Yet the level design has the interconnected feel that it should. There's so much variety in the spells, weapons, equipment, etc that I don't think anyone will have an identical playthrough. You can have the gigantic unga-bunga build or go the complete opposite direction and focus on magic, or just turn it into Sekiro by only parrying; it even has the mikiri counter. It doesn't have the same polish or smooth edges of something like an Elden Ring or Lies of P, but I think it holds it's own, especially against other indies. If you've read this far, just buy the game. Do it.
Must support smoll indie solo dev o/... No but really, game's great, I like how the game looks and I played the demo before... I only managed to play a bit on release day before I had to go to work but it was an insta buy for me... For one I really appreciate that the game is a fully released game rather than an early access that may or may not happen, massive respect to the dev for pulling through and making this game happen through hard work over the years! And I'm looking forward to diving into this game some more as I enjoy souls-like games and I can't wait to find all the secrets/weapons/spells this game has to offer :)... If you're on the fence about getting the game, do give the demo a go, if you like it I'm sure you'll love the full game too! :)... And if not, well, to each their own, right? (will probably update this review later on with an actual opinion of the story and the like but for now I'd like to recommend this game and help the dev get this game out there, so there's that, best of luck, dev!)
If you're reading the reviews and on the fence about buying it, I would definitely recommend giving it a try! Solid game in general, but incredibly impressive considering it was done by a solo dev!
Probably one of the Best Souls-like I have played in a long time and one that really brings back the nostalgia of playing the Real deal over a decade ago for myself. Gameplay is slow and deliberate while still being smooth to control, much like how DS1 controls might feel clunky until one get's used to them. It still differs a bit, being quite a bit more parry relient than Dark Souls ever was but that's not a bat thing. The exact nature of stats and certain Statuses is at best briefly explained, much how it was in Dark Souls but the exact details are for yourself to figure out. The worls as promised is very interconencted and very much fun to explore to find secrets in. For anyone nostalgic for the old DS1 experience playing it for the first time or someone who never got to have that experience but wants it, will probably feel right at home here.
Awesome indie souls game, interesting environments, great PSX style visuals, cryptic storyline. Highly recommend this!
absolutely solid game, mechanics are polished and inventive, visuals are incredible. Contender for one of the best indie 3d soulslikes
I might be crazy, but the climb in Onideom is the best blight town experience I've ever had
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