
A turn-based tactical RPG set in a medieval city overrun by horrific creatures, where only your wits and strategies can keep you alive. Plunge into The Dark Shroud to rescue survivors, inherit the memories of the fallen, and restore the shattered "Memolith" to reclaim the lost light.
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About
‘MEMOLITH: Forsaken by Light’ is a turn-based tactical RPG that focuses on the thrill of overcoming absurdly dangerous situations through the player’s wits.
In the apocalyptic world where dozens, sometimes hundreds, of monsters swarm at once, the player can only send out three expedition members at a time.
In this world without guns or magic, the expedition must rely solely on cold weapons and meticulous tactics to survive and restore the city's light.
Explore the Desolated City
The once exuberant medieval city of REMORE, now in ruins after being swept away by monsters, is depicted in over 80 stages using vivid pixel art, and the expedition can directly explore the city connected by winding paths.
In stages with distinct themes, such as the Pleasure District, Guild District, Military District, and Great Basilica, you must understand and adapt to the characteristics of monsters that attack with different abilities each time in order to survive.
Rescue the Survivors
The "Dark Shroud" that swept through the city after the destruction of the sacred relic 'Memolith' devoured most of the living, turning them into monsters. However, even amidst this, there are those who still burn with the will to live.
Meet characters with completely different personalities: a shield-wielding Royal Guard, a supportive Arbalist, a Barbarian who sweeps away enemies with a two-handed weapon, a Shadow Sister who moves stealthily while concealing herself, and a heretic Inquisitor who stands firm and slaughters enemies with a two-handed mace.
Carry on the Memories of the Dead
The fragments of the 'Memolith' that have been destroyed contain the memories of the dead REMORE people, and by 'binding' these memories, you can inherit the abilities they displayed in life.
Collect over 130 unique "Memolith Fragments" with unique abilities to customize your Survivors' abilities. Equip your favorite characters with weapons crafted by the "Blacksmith," creating your own unique combination of weapons, skills, and characters.
Survive the Threats of Powerful Enemies
Powerful, mutated adversaries await the expedition, offering a challenge unlike any other monster.
Only by employing the best strategy and flawless tactics will ensure victory against these grotesques menaces.
Reclaim the Lost Light
The "Dark Shroud," which has turned the REMORE people into monsters, continues to erode the expedition's Willpower, slowly consuming them. Before the Dark Shroud destroys the will of the expedition, they must illuminate the "Guiding Pillar" and return to their hideout, The Catacombs beneath the city.
With each step, with each district, overcome the pressure of the encroaching Dark Shroud and reclaim the light of Memolith to bring peace back to the land.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Korean, French, German, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Loved the combat, hated the puzzle filler Honestly, I was really into this game. The combat is genuinely good - tactical, weighty, the kind of system where positioning and timing actually matter. I enjoyed building my squad, swapping skills, trying different weapon combos. That part of MEMOLITH absolutely delivers. The crafting system, on the other hand, feels purely nominal. When you actually need it - in the early hours, when every stat point matters and you're scraping by with basic gear - it's just not there. By the time the recipes finally start unlocking, I'd already looted blue and even orange (legendary) items from the world. So crafting ends up being a feature on paper that contributes nothing in practice. It should've been front-loaded. The save system is another mess. Instead of proper saves, it`s some weird episodic thing that triggers whenever it feels like it. After a defeat, you either get thrown way back and lose huge chunk of progress, or you get dropped into a zugzwang position where the fight is already unwinnable - and there`s nothing u can do about it. Manual saves would have fixed this entirely. The bosses were already wearing me down too. They felt less like climaxes and more like roadblocks I had to grind through, and I noticed myself dreading the next encounter instead of looking forward to it. Still, I pushed on because the moment-to-moment combat was carrying me. Then I hit Chapter 3 and ran into the crystal-lighting puzzles. That was it for me. I came here for tactical battles, skill rotations, gear progression - not to wander around lighting up crystals and solving environmental gimmicks. The pacing just collapses. Every time the game forces you into this puzzle nonsense, it kills the rhythm the combat builds up. I closed the game and haven't gone back. What really kills me is that there's no way to skip this filler. If the devs let players bypass the puzzle sections, or at least made them optional, I'd still be playing. Instead, a genuinely solid combat system is buried under design choices that have nothing to do with what makes the game fun. Real shame. The good parts are really good. The bad parts made me drop it.
Played the early access, loved the story and mechanics. Played the new full release, barebones story with no proper character development for characters. Very shallow conversations that all feel lackluster. While the character initial speech are interesting and lore notes are cool. It doesn't immerse the player or make them interesting. The mechanics on the otherhand, feels weird compared to the early access. Really poor tutorial and information display of skills. I wish some of the UI told you more information. Another thing I find really annoying is that some attacks from enemies have no visible data, this includes boss attacks so its alot of trial and error. Really wanted to finish this game but just near the final fight, it got too frustrating for me to continue. Hope the devs will improve from this ngl. 4/10 - really decent base but very poor development.
You have access to multiple characters but are limited to only ever using 3 at any given time. The weapon crafting system is not fun. Runs are limited to weapon durability. This might be a game for some people, but the boxed in linear approach is boring. I do not mean the map has to be the size of a continent. Go here, do this, get this in this specific way, fight this boss in this specific way or you are dead, start again. It's a disregard to the player's time. I have paid 19.99 for beer on the off chance it would be good, and was disappointed with them also. This is just another 23pk that's going in the garage fridge to pawn off on company.
Such a great game ruined by a few horrible design choices. The dimming of the lights — I can understand the need for it, but it gives such a bad feeling to the game. It should have been handled some other way. The loot system — some loot stays on the ground forever, while some things randomly vanish if you leave the area and come back during the same expedition. The tooltip clearly says you can pick up discarded items later. The unnecessary RNG — there are a lot of small random chances that really aren’t needed in this kind of planning game. Your best plans are often destroyed by RNG rather than bad planning. I can live with the last part, but it still takes away from an otherwise awesome game.
[h2]🕯️ Review de MEMOLITH: Forsaken by Light[/h2] Um action RPG sombrio focado em exploração e combate desafiador, onde um mundo em ruínas guarda segredos antigos e criaturas corrompidas pela ausência de luz. [h3]✨ O que mais gostei[/h3] A ambientação é pesada e muito bem construída, criando uma sensação constante de isolamento e perigo. O combate exige atenção e posicionamento, tornando cada vitória satisfatória. A direção artística ajuda bastante a reforçar o clima melancólico do jogo. [h3]⚙️ Pontos de atenção[/h3] A progressão pode parecer lenta no início e algumas áreas têm pouca orientação. Certos inimigos possuem ataques difíceis de ler, o que gera momentos frustrantes. [h3]💭 Conclusão[/h3] Mémolith: Forsaken by Light entrega uma experiência sombria e imersiva, ideal para quem gosta de exploração, combate exigente e mundos decadentes cheios de mistério. ⭐ Minha nota pessoal: 8.5 / 10
好玩!不挂机的话大约25-30小时通关,有养成有战斗爽,节奏相对平衡,各个队员各有特色,搭配的解法很多,boss战也各有特点,唯一的遗憾是最终章略显赶工,不过8.5分还是随意拿捏的。 通关感想:讲了个好故事,做了个好游戏
Joguei o começo de MEMOLITH: Forsaken by Light sem saber muito o que esperar e acabei curtindo bastante. O clima é bem pesado, a direção de arte chama atenção logo de cara e cada batalha faz você pensar antes de agir. Não é aquele tipo de jogo que dá para sair clicando sem estratégia, qualquer erro pode complicar bastante. Achei muito legal a mistura de RPG tático com exploração de masmorras. A sensação de entrar em uma área nova sem saber o que vai aparecer deixa o jogo bem envolvente. Ainda estou no início, mas já deu vontade de continuar para ver o que vem pela frente. Gravei um gameplay do começo do jogo no meu canal mostrando as primeiras horas e minhas impressões. Se quiser dar uma conferida, passa lá, deixa um 👍 e, se curtir o conteúdo, se inscreve para acompanhar mais gameplays de jogos indies e outras relíquias dos games. https://youtu.be/u3qzadU1omA
처음 컨셉 왜바꿈?
After finishing the game I can not recommend it. While it has mechanics that are fun and engaging the balancing in certain acts and parts of the game is horrible. What the game does well is the costumization of abilities/weapons and character compositions, yet certain characters feel mandatory, especially with certain enemies (the most egregious being the grabler from act 2, an enemey that will dodge any and all attacks into a cardinal direction, with no limit on repetition, making aoe and or indirect grabbing/collision attacks mandatory for this type of enemy. Btw they show up in the final act with buffed hp and can utterly ruin the final boss run) The save state system can be very obnoxious at times, the checkpoint/auto save is unreliable/unpredictable at best if you want to know exactly when and where the last save/checkpoint was. Story wise the game might be finished but a lot of cutscene transitions give the feeling of being too abrupt and unpolished, (short black screen into your characters standing at a boss/event area you just entered with little introduction to what just happend) I genuinely like many of the mechanics that spice things up and a lot of the boss fights are engaging and thought provoking, though the spam of additional enemies during some of them can be quite infuriating, especially if you get bad rng on certain enemy types. I feel as if the game needs more balancing passes and some polish to make the cutscenes more tolerable, a few bug fixes are necessary, only ran into one major one that annoyed me greatly. That being when you inventory is full and you swap a two handed weapon for an off- and main-hand weapon one of the items will just despawn as there is no space in your inventory, essentially deleting the item from the game (not fun given that items and weapons are limited save game)
bug是真多啊 玩了二十几个钟 前面两章还好 后面一章每次打boos 都能遇到bug 强退都不好使 还得重新打
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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