
Forgotten, Not Lost - A Kinetic Novel
A short, zero-interactivity read about dementia told through the eyes of a medieval farmer. Pulls harder than you expect for something you can finish in under an hour.
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About Forgotten, Not Lost - A Kinetic Novel
I spend most of my time in games that reward systems mastery and long-term planning, so picking up a kinetic novel with no branching paths and no decisions whatsoever is about as far outside my wheelhouse as it gets. Forgotten, Not Lost earned about forty minutes of my evening and left a longer impression than some hundred-hour campaigns. That is the only metric that matters here, and it is worth explaining why. A kinetic novel means exactly what it sounds like: there are no choices, no stats, no build to optimize. You read, the story advances, and the only input you have is clicking to the next line. If that sounds like a dealbreaker, stop here, because this title will not convert you. For everyone else, what writer Darren Kwok has constructed is a first-person account of an elderly farmer in a medieval setting whose mind is quietly unraveling. The story unfolds across roughly two to three days of his life, and the structure itself mirrors the experience of dementia: moments that feel sharp and lucid sitting next to passages that are disorienting and temporally slippery. The writing earns that disorientation rather than just using it as a cheap stylistic trick, and that is harder to pull off than it sounds. The art is simple, closer to illustrated mood boards than polished visual novel CGs, but critics who covered the release noted that the minimalism fits the tone rather than working against it. The music received similar observations: understated and atmospheric, complementing the weight of the subject without overselling it. One community member actually asked for a standalone soundtrack release, which tells you something about how it lands emotionally. Where the presentation does show its low budget is in some name consistency issues in the text, and the auto-advance speed on Linux has caused complaints, so manual clicking is the safer experience. The subject matter is drawn from the author's real experience as a caregiver, and that personal grounding is noticeable. The story does not treat dementia as a narrative device for melodrama. It sits with the condition in a way that players who have watched a family member go through cognitive decline will recognize as honest. That authenticity is also why the Steam audience has responded positively at scale, with roughly ninety percent positive ratings across over a hundred user reviews. A minority of players found the execution somewhat fragmented and difficult to emotionally connect with, which is a fair point: the intentional confusion of the narration does occasionally blur the line between meaningful unreliability and plain murkiness. For a strategy player hunting depth of systems, this is obviously not the purchase. But I think it serves a different function in a gaming library. It is the kind of thing you load up between campaigns, or share with a partner who does not play games but might sit down for forty minutes of something quiet and affecting. No tutorial needed, no onboarding curve, zero mechanical barrier. That accessibility is genuine, not a limitation dressed up as a feature. Afterthought Studios built something small, specific, and emotionally functional, and that is harder to do than shipping a competent strategy game. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- XP
- Memory
- 512 MB RAM
- Storage
- 167 MB available space
- Graphics
- 1920x1080
- Processor
- 1Ghz
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Game Info
- Developer
- Afterthought Studios
- Publisher
- Afterthought Studios
- Release Date
- Apr 1, 2016

