Compara los precios de Rememoried en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Vladimir Kudelka. Publicado por Hangonit. Lanzado el 31/8/2015. Disponible en PC, Mac, Linux, Xbox. Géneros: Adventure, Indie.

A one-man surrealist fever-dream where forgetting is your only tool and the landscape rearranges itself the moment you look away. Closer to waking art installation than conventional game, and divisive for exactly that reason.

I kept thinking about Rememoried for days after finishing it, which is either a sign of genuine artistry or a lingering frustration I couldn't quite shake loose. Probably both. This is a solo project born from one developer's obsession with pushing the walking-simulator format into stranger territory, and that ambition is visible in every corner of its roughly two-hour runtime. The central mechanic is genuinely unlike anything else: turning away from objects and environments causes them to shift, restructure, or materialise entirely. Boulders become staircases. Platforms appear in empty air. The path forward doesn't exist until you stop looking for it. It sounds poetic, and it is, but it also means the game communicates almost nothing to the player about what they're supposed to be doing. There are no waypoints, no map, no tutorial text beyond some cryptic narrated dialogue that floats in and out like overheard philosophy. You walk, you look, you jump, you forget. That's the entire vocabulary. For a certain kind of player, that absence of instruction feels like trust. For others, it feels like abandonment. The world itself is worth the admission. Rememoried works in a mostly monochromatic palette, stark whites and deep blacks punctuated by sudden bursts of color, a vivid green tree appearing mid-level, pink light bleeding through abstract geometry. The kaleidoscope section and the star-floating sequences are genuinely striking and feel handcrafted in a way that larger studio productions rarely manage. The soundtrack is the game's quiet ace: a mix of ambient electronica and classical compositions that together create exactly the half-asleep atmosphere the whole thing is reaching for. This is music you might want to keep on after the credits. The weaknesses are real though. The platforming, which shows up more than you'd expect, is uneven at best and punishing at worst. Missing a jump can send you back to restart an entire level, and the minimalist visual design makes spatial depth genuinely hard to read. The two-voice narration aims for profound and occasionally lands there, but just as often tips into the kind of reverb-soaked pseudo-wisdom that starts to grate. The game also sits at a mixed reception on Steam for good reason: it is awkward to recommend without heavy qualification. The community split between players who found it a rare interactive art piece and those who found it directionless and frustrating is roughly even, and both camps are right. If you've ever found Dear Esther or Proteus too passive and wished they had something to actually figure out, Rememoried is the middle ground, though the puzzles are more about perception than logic. Go in expecting a short, imperfect, genuinely original thing built by one person with real vision and tolerate-able rough edges. Go in expecting a polished experience with clear goals and you'll be out the door in twenty minutes. Kai, Scout Team

Rememoried

Rememoried

31 ago 2015Vladimir KudelkaHangonit
GamerScout opina

A one-man surrealist fever-dream where forgetting is your only tool and the landscape rearranges itself the moment you look away. Closer to waking art installation than conventional game, and divisive for exactly that reason.

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I kept thinking about Rememoried for days after finishing it, which is either a sign of genuine artistry or a lingering frustration I couldn't quite shake loose. Probably both. This is a solo project born from one developer's obsession with pushing the walking-simulator format into stranger territory, and that ambition is visible in every corner of its roughly two-hour runtime. The central mechanic is genuinely unlike anything else: turning away from objects and environments causes them to shift, restructure, or materialise entirely. Boulders become staircases. Platforms appear in empty air. The path forward doesn't exist until you stop looking for it. It sounds poetic, and it is, but it also means the game communicates almost nothing to the player about what they're supposed to be doing. There are no waypoints, no map, no tutorial text beyond some cryptic narrated dialogue that floats in and out like overheard philosophy. You walk, you look, you jump, you forget. That's the entire vocabulary. For a certain kind of player, that absence of instruction feels like trust. For others, it feels like abandonment. The world itself is worth the admission. Rememoried works in a mostly monochromatic palette, stark whites and deep blacks punctuated by sudden bursts of color, a vivid green tree appearing mid-level, pink light bleeding through abstract geometry. The kaleidoscope section and the star-floating sequences are genuinely striking and feel handcrafted in a way that larger studio productions rarely manage. The soundtrack is the game's quiet ace: a mix of ambient electronica and classical compositions that together create exactly the half-asleep atmosphere the whole thing is reaching for. This is music you might want to keep on after the credits. The weaknesses are real though. The platforming, which shows up more than you'd expect, is uneven at best and punishing at worst. Missing a jump can send you back to restart an entire level, and the minimalist visual design makes spatial depth genuinely hard to read. The two-voice narration aims for profound and occasionally lands there, but just as often tips into the kind of reverb-soaked pseudo-wisdom that starts to grate. The game also sits at a mixed reception on Steam for good reason: it is awkward to recommend without heavy qualification. The community split between players who found it a rare interactive art piece and those who found it directionless and frustrating is roughly even, and both camps are right. If you've ever found Dear Esther or Proteus too passive and wished they had something to actually figure out, Rememoried is the middle ground, though the puzzles are more about perception than logic. Go in expecting a short, imperfect, genuinely original thing built by one person with real vision and tolerate-able rough edges. Go in expecting a polished experience with clear goals and you'll be out the door in twenty minutes.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:indieSurrealist PuzzleLook-Away MechanicOne-Dev StudioClassical SoundtrackAmbient ElectronicaArt GamePrecision PlatformingNo Hand-HoldingMonochromatic Aesthetic

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7/8/10
Memory
3 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
Shader model 3.0 (1 GB VRAM)
Processor
Dual-core (2.5 GHz)

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Información del juego

Desarrolladora
Vladimir Kudelka
Distribuidora
Hangonit
Fecha de lanzamiento
31 ago 2015

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¿Cuánto cuesta Rememoried?

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¿En qué plataformas está disponible Rememoried?

Rememoried está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Rememoried?

Rememoried se lanzó el 31 de agosto de 2015.

¿Quién desarrolló Rememoried?

Rememoried fue desarrollado por Vladimir Kudelka y publicado por Hangonit.