
Rememoried is an independent video game, a virtual place where memories change to dreams and the only possible way is forgetting, which becomes a mechanism for proceeding to the next layer of dreams. The Surrealist explorative first-person adventure game.
Modeled estimate, not a reported figure. How we estimate →
About
Rememoried is an independent video game, a virtual place where memories change to dreams and the only possible way is forgetting, which becomes a mechanism for proceeding to the next layer of dreams. The Surrealist explorative first-person adventure game.
Gameplay
The basic element of gameplay is the ability to forget. Some elements in the surroundings change when the player turns away or leaves, and become more than just a direction sign: they become the way along which the player walks, flies and falls. Finding such a way to the higher levels is a matter of his aptness and intuition, rewarded by advancing higher. Failure, on the other hand, brings a return to the lower levels, which may be more or less altered then.
Story
If you fall asleep while stargazing, a gate to a new world situated in between the world of memories and the world of dreams will open for you. That intermediate world gradually turns reality to fragments and infuses the player with the desire to know the unknowable. But the most persistent can feel the unknowable.

“You count the stars above your head just like the one who pointed a finger at you from the unknown. The closer you get to infinity, the more you get lost in the numbers created to describe the real world, and your eyelids become curtains that hide unexpected discoveries beyond the borders, reached by only the strongest thoughts. This exciting play for one spectator is a reward for everyday gifts of the mind.”
Features
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Using a Kaleidoscope to the sound of Moonlight Sonata may have been one of the strangest and most beautiful things I've experienced in games. Rememoried is a peculiar walking simulator with more than 20 different levels, focused on precision jumping and enigmatic puzzles. The big different mechanic is the "memory" factor which, when walking and changing direction, completely changes the elements of each level, making the gameplay interesting. If you like games that challenge normality, explore different places and good music, you can embark on this hallucinogenic journey without any fear.
"Rememoried" ist ein surreales First-Person Exploration-Spiel mit Puzzle-Elementen. Unsere Träume. In ihnen sind wir in anderen Welten, verarbeiten wir unsere Erinnerungen und ordnen sie neu an. In Träumen können wir vergessen, neu erleben, anders denken. Der surreale Artstyle des Spiels ist faszinierend. Viel wird mit schwarz und weiß und einzelnen Farbakzenten gearbeitet, mit Sternenwiesen, Felsformationen und immer wieder mit Wiederholungen. Bilderrahmen etwa sind selten Einzelgänger. Viel eher hängen die Rahmen im Himmel und bilden die Sterne. Die Musik ist angenehm, passend zur träumerisch fantasievollen Atmosphäre. Aber was müssen wir überhaupt machen? Das Spiel besteht aus relativ kurzen Abschnitten und hat eine außergewöhnliche und grundlegende Spielmechanik: das Vergessen. Wenn wir etwas auf unserem Bildschirm sehen können wir es ändern, wenn wir kurz weg- und dann wieder hinschauen. Ein Beispiel: wir sollen zum Beispiel zu einem Baum gelangen, der auf einem hohen Felsen wächst. Um den großen Felsen gibt es einige schwebende Steine, über die wir aber auch mit Sprüngen nicht das Plateau erreichen werden. Also drehen wir unseren Blick, schauen kurz nach hinten und drehen uns dann wieder zum Fels. Dadurch "vergessen" wir die ursprüngliche Anordnung der schwebenden Steine und sie haben sich neu platziert. Wenn wir Glück haben, ist die neue Konstellation so, daß wir nun das Plateau mit Sprüngen erreichen können. Wenn wir Glück haben. Wenn wir Pech haben müssen wir uns mehrere dutzend Male umschauen, bis endlich eine sinnvolle Konstellation vorhanden ist. Denn wie sich die Objekte nach Hin- und Wegschauen positionieren ist zufällig. Dadurch kann ein Level gleich klappen oder auch nervig lange brauchen. Zu dieser an sich interessanten Gamemechanik kommen noch ein paar Variationen, die nicht immer wirklich logisch sind. Manchmal müssen wir bestimmte Dinge finden, manchmal dürfen wir auch einfach nicht stehenbleiben und dann müssen wir nach vorne laufen und uns alle paar Sekunden umschauen. Da muß man aber erstmal drauf kommen. Das Rätseldesign ist durchaus interessant, aber selten intuitiv. Dadurch wird das Spielerlebnis ein zwiespältigiges. Einerseits will man in der ungewöhnlichen und spannenden Welt versinken, andererseits ist man oft genug irritiert und weiß nicht, wie es denn nun weitergehen soll. Das zerstört dann gerne mal die eigentlich vorhandene Immersion. [h1]Wertung:[/h1] 8/10 Atmosphäre 6/10 Story 7/10 Grafik 7/10 Sound 6/10 Spielmechanik 4/10 Balancing 6/10 Spielspass [h1]Fazit:[/h1] Hab ich vergessen. [h1][b]6/10 Gesamtwertung
overall alright.
Well what can I say. Another negative review and other people have said it all already. What is it with small scale indie devs that they just flat out refuse to do playable mechanics that make for enjoyable gameplay. Especially the gameplay that is supposed to be relaxing, like a casual stroll. Imho, the "forgetting" part is the game's blessing and a curse. I got bored after roughly 20 minutes on 2nd level with black and white boulders. You're supposed to advance further up and whenever you turn away from the rocks close to you the path changes. That was really annoying as you just keep jumping around in circles. Plus the GLARE!!! From all the glistening white and the particle fx. It is pretty if it's very short, but if entire level design is based on it then it grows on you rather quickly. Even NaissanceE, the short-lived let down that it was (i blame the ending), did the whole monochrome/sepia colour scheme a whole lot better.Also, the dialogue seemed weird and out of place. There's no controls for volume. You want to ship finished product to Steam, gog or whatever whatever platform at least playtest your stuff plenty. A sore, sore disappointment. I'll just go and replay Manifold Garden all over again I guess.
Great concept, terrible game
Other people have summed up the problems with this game pretty well. It's beautiful, has great soundtrack and atmosphere, and I actually don't mind the controls in the context of the game. But this game really shoots itself in the foot. I love casual puzzle platformers with great ambiance. Gris is my baseline for what a good version of this game would look like. Rememoried seems to be true woke (as opposed to some of the fake woke sorts of personal emotional quest games out there). That is to say that it seems to have a real thoughtful point it is trying to get across, rather than being some stereotypical message wrapped up in the container of a platformer. However, it totally fails to offer compelling gameplay. The way you solve the puzzles (the rememoried mechanic) seems completely random. On the third level you have to basically spin in circles over and over until you get the right platforms to keep jumping. There's no figuring out how to use it to get better at solving puzzles. It feels like this game was going for a dreamy and intangible approach to the gameplay, where the mechanics are directly tied in with your movement. Instead they landed more on vague puzzle platformer that doesn't hold your hand in all the wrong ways. People have said it before, but the "puzzles" really do make no sense. Which might seem a little strange to say about puzzles, because generally that's the point, but if you compare this game to something like Antichamber, there is really a night and day difference. One game clearly lines out different puzzles which you approach and solve through trial and error, getting feedback about each attempt until the logic of each stage clicks. There's not really a logic to what you're supposed to do. It doesn't feel so much like you progress by learning to operate within the rules of the game, so much as the rules of the game are arbitrary to intentionally make things difficult. And this means there's not an increase in logical difficulty, so much as an increase in vagueness between levels which leaves you feeling less like you're getting better, and more like you're just an idiot for not understanding what is going on when the narrator says something vague about dreams and memories.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
https://youtube.com/watch?v=Lp7m2sApVd0&pp=ygUXdGhlIGN1cmUgbGlrZSBjb2NrYXRvb3M%3D
[도전과제 100%] 마치 꽤 멋있고 화려한 꿈을 꿨는데, 딱히 기억에 남지 않는 꿈같다. ------------------------------------------------------- It’s like having a pretty cool and flashy dream, but it’s a dream that doesn’t really stick in your memory.
Un bancal plate-formeur sous acide & kaléidoscopes déguisé en walking-simulator avec une narration vague sans réelle signification profonde avec les thèmes sur la mémoire, les rêves qui la remplace & l'espace... Juste quelques citations qui nous donne des indices pour finir chaque niveaux qui donnent lieu très régulièrement à de la plate-forme sans queue ni tête sans vraiment savoir où on doit aller... le tout en tournant sur soi même constamment pour ''oublier'' & faire apparaître/disparaître des plate-formes différentes, aléatoires & incertaines (voir parfois le cube 'spatial' où on est situé...), le tout a en devenir presque nauséeux par endroits... Un saut un peu raté & hop on recommence le niveau, voir retour au précèdent par moment.... Certains niveaux recommencent au bout de quelques secondes sans qu'on ai même le temps de faire ou comprendre quoi que ce soit... (se faire toucher par un feu follet aléatoire par exemple...) Dans l'ensemble sympathique artistiquement étant réalisé par une seule personne, avec ses graphismes en noir & blanc jonché de quelques touches de couleurs. Il est intrigant au premier abord mais le gameplay devient très rapidement laborieux & fastidieux...surtout qu'il n'apporte absolument rien côté histoire... Un concept intéressant mais c'est juste raté. On aurait pu s'attendre à quelque chose de posé & de reposant, là c'est plutôt littéralement vomitif & frustrant...
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Factory Town Idle | $45.1K | 1.2K | 91% | $1.24 |
| Garage Flipper | $45.1K | 87 | 43% | $14.99 |
| Country Girl Keiko | $45.1K | 267 | 74% | $9.59 |
| CALL OF LDPR | $45.1K | 241 | 76% | $9.99 |
| Wild Wolf | $45.1K | 145 | 45% | $9.99 |
| BAD END | $45.1K | 397 | 83% | $5.99 |