
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.
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): 0.71/day in the week to Jul 30 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
‘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.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−30% | 248reviews | 77% | — | $117K |
| $19.99 | — | — | — | 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 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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.
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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*, Korean, French, German, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America*languages with full audio support
Hours played at review time, across 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
the first act lulls you into a false sense of security with rules and the like that seem like tactics, placement and planning will treat you fairly and the game will be challenging but fair, then you get to the 2nd act and the game hands you waves of one type of enemy that can attack through body blocks, has an infinite "no i dont get hit" ability that literally no ability conters, cleave counts as "targeting the enemy" sneak attacks the enemy has 6th sense on so just evades, all single use items count as "targeting" pierce counts as targeting, counterattacks count as targeting (so they can infinite pull loop you and just skitter away) the only options that somewhat work are shoving other enemies into them, and environmental attacks like exploding barrels (that wont be there on follow up visits) this single enemy type has removed 90% of the actual tactics from the game and pigeon holed you into "do what we want you to" which in any other game would be a "at least I'm done with it" after you finish the areas they're in, but the nature of the game means you WILL go back into these areas multiple times, cause the darkness un-purifies random maps each excursion, that you need to have purified cause progression is tied to purification. And as of act 2 you get FLOODED with unstackable, finite resources that will despawn if left on the ground, meaning you have to more frequently return to base to empty your backpack, and then lose territory that you then have to take back for 0 reward just to not get punished, meaning more fights with the enemies that only have 2 ways to damage them, and due to being swarm enemies they do little damage so it's 5 ACTUAL MINUTES of said enemies chain grabbing your characters each turn not killing them but also avoiding every counter attack. I LOVED this game in act 1, I was invested in the story, was getting interested in tactics and placement, and was getting rather good at minimizing cost of taking back over territory (which gives no real reward so you have to minimize cost) Then act 2 came along and threw enemies that just threw most of the rules out the window, tanky exploding enemies that just make using them to your advantage not a valid strat, tanky "elite" pillbug things that just make areas tedious cause they have nearly 500 points of health and only take 30 points of damage per attack max unless baited into flipping itself (which only gives you a single attack that is around 150, decent but still tedious with how long some turns are) and those GOD FORSAKEN CHAIN PULL SWARMS, that single enemy actually so horrid especially since it's a swarm enemy, that it made me alt-f4 and write this review cause I was so frustrated after the 3rd 10 minute turn of watching my characters get pulled between 40 of the bastards only to get "haha cant hit me" every counter attack, there are like 5 ways this enemy could be made less unfair/annoying and none of them were done. It's startling how bad that one enemy type is that it (almost) single handedly 180d my opinion on the 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
美术可以,UI一塌糊涂,操作非常别扭,玩起来有一种罹患脑雾症的错觉。问题都是很容易解决的小问题,但是没解决之前真的很难玩进去。
Hidden gem! it's very worth the 47 Riyal buckaroonies price tag, go into the game blind, don't look up anything you'll enjoy it more this way!
感觉游戏风格和玩法很吸引人, 但操作舒适度上令人异常难受. - 一个明明该能用鼠标解决所有操作的游戏, 有些操作却一定要用键盘, 比如当你想取消使用你背包里的某个东西, 你只能点ESC去取消动作.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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