Compare Rememoried prices across 50+ stores and find the best deal. Developed by Vladimir Kudelka. Published by Hangonit. Released on 8/31/2015. Available on PC, Mac, Linux, Xbox. Genres: 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
AdventureIndie

Rememoried

Aug 31, 2015Vladimir KudelkaHangonit
GamerScout Says

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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About Rememoried

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

Tags

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

System Requirements

Minimum

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)

Reviews & Ratings

No ratings available

Game Info

Developer
Vladimir Kudelka
Publisher
Hangonit
Release Date
Aug 31, 2015

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