Info about Memoirium:

Official game description:
In Memoirium, everything is but sand and stars.  
**DREAM, DEFY, DECORATE**
The realm of dreams throws all reason to the wayside. In one moment, you will find yourself in a simple 21st-century school, and in the next, your eyes will fall upon a castle held together by wax.
Equipment can alter abilities and the entities you can encounter. One armor set may influence how long negative statuses last, while a mask can change how enemies approach you in combat. All items serve a purpose.
Items replenish at certain points in your journey instead of disappearing when consumed, so put them to good use. Collect the same item multiple times to upgrade it, but be warned: even equipment found in the realm of dreams has its limits.
There also appears to be a mysterious location that you have control of in the dream world. Decorate this area of quiet reflection using mementos found throughout your journey across the realm of dreams.
Features
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*   A fully interconnected world with multiple paths
*   Personal room to decorate and write in
*   8 unique dungeons with their own mobs, mini-bosses, and bosses
*   14 game-changing armors, masks, and off-hand items
*   25 Keepsakes (consumable items that are replenishable and provide passives)
*   31 distinct weapons
*   67 powerful Lullabies (spells)

Release date: Aug 13, 2026

Categories: Soulslike Combat, Action RPG, Exploration, Interconnected Level Design, Parry-focused Combat, Character Progression, Room Decoration, Low-poly Retro Aesthetic


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: The only concrete playtime figure is a player reporting 5 total hours so far, with 1-2 hours spent on a single boss fight, but this does not indicate session length, completion time, or endgame hours. Another review mentions reaching the cusp of NG+ (implying game completion) but provides no hour count. A third review notes early progress (first boss and Librarian) without any time reference. No review supplies explicit hours for finishing the game, completing the story, typical session duration, or reaching endgame content, so all playtime metrics remain unsupported.
- Time-to-fun:
  - Summary: The game is fun initially but becomes less enjoyable as players encounter progression issues, locked doors, and difficulty spikes.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Confusing start with lack of tutorial; Locked doors stopping zone progression; Steep learning curve for bosses; Messy and unorganised progression system; Limited enemy variety; Nonlinearity and power progression issues
  - Unlock drivers: N/A
  - Conditions: After the first boss; Midgame; Longer playtime; At the start
- Player Archetypes:
  - Souls Veteran (buy)
    - Motivation: To experience a well-crafted souls-like with unique artistic twists and interconnected world design.
    - Playstyle: Solo, methodical, appreciates exploration and boss fights, values familiar yet distinct mechanics.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: soulslike fan
    - Reference games: Dark Souls
  - Struggling Newcomer (buy)
    - Motivation: To overcome difficulty and learn the souls-like genre through persistence and community guidance.
    - Playstyle: Grinds for levels, seeks advice, explores to find tools and routes, and takes breaks when frustrated.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: first souls like
    - Reference games: N/A
  - Solo Dev Appreciator (buy)
    - Motivation: To support and appreciate the achievement of a solo developer, especially from an underrepresented region.
    - Playstyle: Plays thoroughly and appreciatively, often highlighting the game's craftsmanship and value relative to its development scale.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Combat is satisfying and fun (weight 0.69): Players consistently praise the combat as fluid, engaging, and satisfying, with some noting it feels fresh to the genre. This is a core strength of the game.
- Beautiful art and visuals (weight 0.48): The art style is frequently praised as gorgeous, beautiful, and fantastic, with particular appreciation for the low-poly style and its visual variety. The visuals are considered incredible and contribute to the game's appeal.
- Engaging exploration and world (weight 0.48): The world is described as fun to explore, interconnected, and rewarding, with secrets and heavy rewards for exploration. Level design is also praised for its personality and interconnected feel.
- Excellent souls-like experience (weight 0.46): The game is repeatedly described as one of the best souls-like titles, with interesting twists like the Stress system and deflect mechanic. It offers challenging, methodical combat that appeals to genre fans.
- Unique and creative vision (weight 0.43): Players appreciate the game's creativity, unique vision, and the love put into it, noting its odd but good personality. This originality is a key draw.
- Great music and sound (weight 0.25): The soundtrack and sound design are highlighted as amazing, cinematic, and great, enhancing the overall atmosphere. This is a notable positive aspect of the game.
- Immersive atmosphere and vibes (weight 0.23): The game's atmosphere and vibes are described as unmatched, dreamy, and immaculate, contributing to a strong sense of immersion. This is a notable positive aspect.
- Satisfying parrying mechanic (weight 0.15): Parrying is highlighted as a viable and supremely satisfying mechanic, adding depth to the combat. This is a specific gameplay element that players enjoy.
- Diverse mechanics and content (weight 0.15): The game features many different areas, mechanics, enemies, and bosses, with innovative and interesting mechanics dispersed throughout. This variety keeps gameplay fresh and engaging.
- Interesting story and narrative (weight 0.14): The story is described as interesting and good, adding to the overall experience. While not the main focus, it is positively received.
- Impressive solo dev achievement (weight 0.14): Players are impressed that this is a solo developer project, praising the quality and scope. This adds to the game's appeal and appreciation.
- Satisfying boss battles (weight 0.14): Boss battles are praised as incredibly satisfying and liked by players, adding to the game's challenge and enjoyment. This is a specific highlight.
- Large arsenal of weapons and abilities (weight 0.14): Players appreciate the many interesting abilities, weapons, and magical tools to uncover, offering a wide range of gameplay options. This variety is a positive feature.

Common complaints:
- Level design is labyrinthian (weight 0.47): Zones feel large, confusing, and full of locked doors, with thin platforms and death drops. Navigation is often tedious, requiring long walks back to bosses or through areas.
- Enemy placement and variety poor (weight 0.45): Enemies are placed haphazardly, often in groups with no crowd control, and there is a severe lack of variety. Ranged enemies are particularly tough and deal heavy damage.
- Enemies and bosses too tanky (weight 0.41): Multiple reviews report that enemies, especially bosses, have overly large health pools, making fights feel drawn out and progress slow. This is a common complaint across several clusters.
- Dismal Depths area poorly designed (weight 0.4): The Dismal Depths and similar endgame zones are criticized for janky platforming, unavoidable lightning damage, and frustrating navigation. These areas are described as some of the worst experiences in the game.
- Boss fights have annoying mechanics (weight 0.4): Bosses feature quick attacks, homing projectiles, environmental hazards, and high HP, making fights feel unfair and overly demanding. Specific bosses like Tobb and the Secret Boss are singled out as particularly miserable.
- Insufficient tutorial and explanations (weight 0.39): The game fails to explain core mechanics, stats, statuses, and item effects, leaving players confused at the start and throughout. This includes unclear terminology and obscure enemy hit mechanics.
- Specific areas are poorly received (weight 0.23): Certain zones like the Library and the rainy city are criticized for their design, including enemy spam, slippery movement, and long gauntlets. These areas are seen as low points of the game.
- Stamina costs are excessive (weight 0.21): Players find stamina costs for actions like sprinting, jumping, and dodging to be too high, limiting mobility and causing frustration. This is a recurring issue that affects combat and exploration.
- Lack of respec options (weight 0.21): Players are frustrated that there is no way to respec stats until very late in the game, punishing poor build choices. This is highlighted as a major issue for build experimentation and recovery from mistakes.
- Armor and masks mostly useless (weight 0.2): Many armor pieces and masks have noticeable downsides or provide no clear benefit, making them feel worthless. This limits build variety and makes equipment choices feel unrewarding.
- Platforming sections are frustrating (weight 0.2): The game includes platforming sections that are not well-suited to its mechanics, leading to frequent falls and deaths. This is especially problematic in late-game areas with environmental hazards.
- Environmental effects are annoying (weight 0.2): Many bosses and areas have environmental effects that hinder movement or deal damage, adding frustration to combat. This includes lightning strikes, slippery floors, and other hazards.
- Technical issues and optimization (weight 0.19): The game has technical problems such as controller detection issues, eye strain, and a need for optimization on older hardware. These issues detract from the overall experience.
- Bosses require too much mastery (weight 0.15): Boss fights demand high levels of skill and precise execution, which may be off-putting for some players. The difficulty spike is steep, especially in midgame and endgame encounters.
- Game lacks clear progression (weight 0.15): The progression system is messy and unorganized, with level-ups feeling insignificant and buildcraft being unclear. This makes it hard for players to understand how to improve their character.
- Items and spells are not fun (weight 0.14): Items and spells are either repetitive to use or have unclear descriptions, making them less engaging. The best strategy often devolves into spamming a single spell or throwing bombs from a distance.
- Lore is hard to understand (weight 0.14): The story and lore are not easily digestible without external analysis, and the narrative can feel rushed. This leaves players disconnected from the world and its events.
- Combat mechanics are convoluted (weight 0.13): Additive combat mechanics complicate melee and can be ignored with the right equipment, making them feel unnecessary. This reduces the depth of combat and makes it less engaging.
- Game lacks content and variety (weight 0.13): There is a lack of areas and enemy variety, making the game feel sparse and repetitive. This is compounded by a lack of meaningful rewards from exploration.

Gameplay feedback:
- Soulslike with Sekiro parry focus (weight 0.69): The game is repeatedly described as a soulslike, with combat mechanics similar to Sekiro, emphasizing parrying as the primary defensive strategy. This is a core identity of the game.
- Interconnected level design praised (weight 0.52): Many reviewers highlight the interconnected world and shortcuts, comparing it favorably to Dark Souls 1. This design is seen as a strong point, rewarding exploration.
- Unique stats and gear system (weight 0.47): The game introduces unusual stats and gear slots, with gear providing passive effects and scaling damage. This offers build variety but may be confusing to some.
- Low-poly retro aesthetic (weight 0.35): The game's low-poly, PS1-era visual style is frequently mentioned, often with modern tweaks. This retro look is a distinctive feature that appeals to fans of classic games.
- Room decoration feature (weight 0.33): A room decoration mechanic is noted, allowing players to customize a personal space. However, it has no effect on gameplay, which may limit its appeal for some.
- Unique parry and stress system (weight 0.29): The game features a stress system and deflect mechanic, requiring players to stay aggressive in boss fights. This adds a unique twist to the soulslike formula.
- Dream-like atmosphere (weight 0.26): The game is described as dream-like and horror-psychedelic, with liminal dream spaces. This unique atmosphere sets it apart from typical soulslike settings.
- Charged attacks and MP system (weight 0.23): All attacks can be charged, and hitting enemies builds MP, which is used for abilities. This creates a resource management layer that influences combat strategy.
- Exploration rewards hidden secrets (weight 0.23): Exploration is heavily rewarded with hidden paths, secrets, and items, with most skills and items obtained through exploring rather than combat. This encourages thorough play.
- Status bar and effects (weight 0.22): Abilities build a universal status bar, and when full, further use costs HP and inflicts a status effect. Gear can provide benefits under certain statuses, adding strategic choices.
- Movement and controls praised (weight 0.21): Movement is described as great and easy to control with controllers, though it is looser than traditional soulslike, allowing easier disengagement. Sprinting and jumping drain stamina.
- Varied enemy attack types (weight 0.18): Enemies have four distinct special attacks that require different counters: jump, dodge, parry, or charge attack. This adds tactical depth to combat encounters.
- No forced playstyle (weight 0.13): The game allows various playstyles, from heavy builds to magic or parry-focused approaches. This flexibility is appreciated by reviewers.
- Skill tree and mask system (weight 0.12): The game includes a skill tree and mask system, adding progression depth. Masks and infinite consumables with passive effects are unique elements.
- Weapon selection and hit detection (weight 0.12): Weapon selection is good, but hit detection can be finicky. This mixed feedback highlights a potential area for improvement.
- Moderate content length (weight 0.07): The game is noted to have moderate content, which may be a positive for some but could leave others wanting more.
- NPC summons available (weight 0.07): NPC aid is available for boss fights, providing an option for players who struggle. This is a common feature in soulslike games.
- Consumable keepsakes reset on rest (weight 0.07): Consumable items called keepsakes work like flasks and reset upon resting, similar to the estus system. This is a familiar mechanic for soulslike players.

Performance notes:
- Steam Deck compatibility praised (weight 0.21): Multiple reviewers report the game runs smoothly on Steam Deck, with no issues encountered. This positive experience is highlighted across several clusters.
- Optimization needed for old hardware (weight 0.08): A reviewer mentions the game requires optimization for older equipment, implying performance issues on legacy systems. This could be a barrier for some players.
- Runs on integrated graphics (weight 0.08): One reviewer notes the game is playable on integrated graphics, indicating low hardware requirements. This suggests broad accessibility for less powerful systems.
- Camera sensitivity adjustable via settings (weight 0.07): One reviewer found the camera movement too sensitive initially but resolved it by changing Steam input settings. This indicates a customizable control scheme.

Recommendations:
- Strong recommendation for Souls fans (weight 0.5): Multiple clusters highlight that the game is highly recommended for fans of Dark Souls and soulslikes, with specific praise for its similarity to Dark Souls 1. This is the most frequent and detailed feedback, indicating a strong positive reception among the target audience.
- General high recommendation (weight 0.4): Several clusters express unqualified recommendations, using phrases like 'definitely recommend' and 'cannot recommend this enough'. This suggests the game has broad appeal and satisfies most players.
- Recommendation for specific subgenres (weight 0.2): The game is recommended for fans of Sekiro combat, liminal or weirdcore soulslikes, and artsy familiar soulslikes. This indicates the game blends familiar mechanics with unique aesthetic elements that appeal to niche tastes.
- Nostalgic Dark Souls 1 experience (weight 0.09): Players who are nostalgic for the original Dark Souls experience or missed it are encouraged to try this game. It seems to capture the essence of DS1 exploration and atmosphere.
- Try demo before buying (weight 0.08): One player suggests trying the demo first before making a purchase decision, implying the game may not be for everyone. This is a cautious but practical recommendation.
- Tepid recommendation for style fans (weight 0.08): A lukewarm recommendation is given to those who enjoy this style of game, suggesting it may not stand out significantly within the genre. This indicates a moderate level of enthusiasm.
- Skip optional boss early (weight 0.08): One player advises skipping the boss Tobb and instead exploring to find more tools and level up. This suggests the boss may be too difficult early on, and progression is better achieved through exploration.
- Grind before secret boss (weight 0.08): A recommendation to grind heavily before the secret boss fight indicates a significant difficulty spike. Players should prepare adequately to avoid frustration.
- Worthwhile for intriguing vibes (weight 0.08): The game is considered worth playing if the player is intrigued by its atmosphere and vibes. This suggests the aesthetic and mood are strong selling points.
- Encouraging players to jump in (weight 0.08): A player directly encourages others to start playing, indicating a positive overall experience. This is a simple but enthusiastic endorsement.
- Only 75% of game worth playing (weight 0.08): One player notes that only 75% of the game is worth playing through, implying some sections may be weaker or less enjoyable. This is a critical but not damning observation.
- Give it a shot (weight 0.07): A brief but positive recommendation to try the game, suggesting it has merit even if not fully detailed. This is a low-effort endorsement.
- More people should see this (weight 0.07): A player believes the game deserves more attention and visibility. This indicates hidden gem status and a desire for wider recognition.
- Easy recommendation (weight 0.07): The game is described as an easy recommendation, meaning it is safe to suggest to others without hesitation. This reflects consistent quality.
- Focus stats on HP and attack (weight 0.07): A player advises focusing on HP and a specific attack stat rather than spreading stats widely. This suggests a build strategy that maximizes effectiveness.
- Individuality makes it worthwhile (weight 0.07): The game has enough unique elements to make it worth playing, even if it shares similarities with other soulslikes. This highlights its distinct identity.
- Solid core for right players (weight 0.07): There is a solid core that will appeal to the right players, indicating the game has strong fundamentals but may not be universally appealing. This is a conditional recommendation.

Other player notes:
- Solo developer from Philippines (weight 0.31): Multiple reviews highlight that the game was created by a single developer based in the Philippines, emphasizing the indie and personal nature of the project.
- Comparisons to Dark Souls 1 (weight 0.31): Several reviews compare the game to Dark Souls 1, particularly praising its interconnected level design and lack of fast travel, which evokes the classic Souls experience.
- Souls-like genre classification (weight 0.21): The game is consistently described as an indie souls-like, fitting within the broader genre of challenging action RPGs inspired by FromSoftware titles.
- Comparisons to Sekiro and Lies of P (weight 0.2): Reviewers note combat similarities to Sekiro and Lies of P, particularly the emphasis on parrying and perfect guard mechanics, which some find more intuitive.
- Playtime around 10-15 hours (weight 0.2): Multiple reviews mention that the first playthrough takes approximately 10-15 hours, indicating a relatively short but substantial experience.
- Personal and emotional development (weight 0.19): The developer's personal touch is evident, including a soliloquy about his late mother and features that allow players to write in dream rooms, creating a sincere and reflective experience.
- Comparisons to Yume Nikki (weight 0.13): Some reviewers compare the game to Yume Nikki, noting that it adds combat to the exploration-based formula, offering a unique twist.
- Holds its own among indies (weight 0.13): While not matching the polish of Elden Ring or Lies of P, the game is considered to hold its own, especially when compared to other indie titles and recent poor releases.
- NG+ and replayability (weight 0.12): The game offers New Game Plus mode, and one reviewer has played through it four times, indicating good replay value.
- Competes with upcoming souls games (weight 0.09): The game is seen as competing with other upcoming souls-like titles, though it may not stand as tall as some.
- Active stance against generative AI (weight 0.07): The game takes an explicit stance against generative AI, which may appeal to players concerned about ethical development practices.
- Ongoing developer support (weight 0.07): The developer is actively updating the game with small fixes and balance changes, showing commitment to improving the experience post-launch.
- Unknown and requires self-discovery (weight 0.07): The game is fairly unknown, requiring players to discover it on their own, which may be a barrier or a draw for some.
- Reasonable price and volume (weight 0.07): One reviewer notes that the price and volume of content are reasonable, offering good value for the experience.
- Demo available (weight 0.07): A demo of the game exists, allowing potential players to try it before purchasing.
- Seen at PGDX 2025 (weight 0.06): The game was showcased at PGDX 2025, indicating some industry presence and recognition.
- Scratches itch after Lunacid (weight 0.06): One reviewer mentions that the game scratches an itch after finishing Lunacid, suggesting it appeals to fans of similar indie titles.
- Pre-release review with conflict of interest (weight 0.06): One review is based on a pre-release build and discloses a conflict of interest due to a connection to the developer, which may affect its objectivity.

Emotions:
- Frustration (weight 0.2): The endgame areas, especially the Dismal Depths, feature excessive platforming and unavoidable lightning strikes that cause frequent deaths and break momentum. Bosses like Tobb and the Secret Boss have overly tanky health pools, chaotic attacks, and punishing mechanics that demand extreme mastery, leading to mental health breaks and a sense of unfairness.
- Satisfaction (weight 0.11): The combat is highly satisfying, particularly the parry system and the posture break mechanic that triggers a rewarding cutscene. The game's tight controls, varied boss movesets, and well-paced progression make each attempt feel like meaningful progress, contributing to an overall sense of achievement.
- Enjoyment (weight 0.1): Players are having a great time due to the fun combat, interesting world, and engaging exploration. The game's mechanics, environments, and banger music contribute to a highly enjoyable experience that keeps them coming back for more.
- Admiration (weight 0.07): The game is praised for its beautiful early-era 3D visuals, polished mechanics, and inventive design. It stands out as a soulslike with incredible atmosphere, personality, and level design that evokes the best of the genre, making it a favorite for many.
- Appreciation (weight 0.06): Players appreciate the distinctive save rooms and the personal touch of the room decoration, which adds emotional depth. The solo developer's effort and the game's artistic quality, including its anti-AI stance, are highly valued, making the experience feel heartfelt and memorable.
- Excitement (weight 0.06): The rewarding and inventive combat mechanics, combined with a world that feels interconnected like Dark Souls 1, generate excitement. Players are eager to discover new weapons, spells, and areas, and the fluid combat and immersive vibes keep them engaged and thrilled.
- Annoyance (weight 0.05): Annoyance stems from tedious backtracking to retry bosses, massive damage from lightning strikes in Odineom, and high stamina costs for sprinting and jumping. The rainy city map with slippery movement and enemy spam, along with hit-or-miss controller detection, further frustrate players.
- Love (weight 0.05): Players love the game's world, bosses, and overall experience, citing its mood, atmosphere, and art style as standout features. It feels like a breath of fresh air after recent disappointing releases, and the exploration variety and getting lost in later zones are particularly cherished.
- Confusion (weight 0.03): Confusion arises from a lack of starting tutorial, making the beginning unclear, and from the game's story and terminology. Late-game athletic sections combined with many ranged enemies and field gimmicks also contribute to player disorientation.
- Disappointment (weight 0.03): Disappointment is driven by a poorly designed final level, lore that is hard to digest, and a lack of areas. Unsatisfying enemy encounters and insufficient in-game information further detract from the experience.
- Amazement (weight 0.02): Players are blown away by the game's creativity and overall quality, describing it as amazing. The innovative mechanics and design choices leave a strong impression, making it a standout title.
- Approval (weight 0.02): The game is approved for feeling like a soulslike but more intuitive, making it accessible and enjoyable. The low-poly style, while initially off-putting, is appreciated after time, adding to the game's charm.
- Enthusiasm (weight 0.02): Enthusiasm is high due to the game's abundance of areas, mechanics, enemies, bosses, weapons, and secrets. Players believe it deserves more attention and highly recommend it to others.
- Interest (weight 0.02): Interest is sparked by the unique mana/status bar and stat system, which encourages experimentation. Some players are curious about trying a no-leveling run to test the game's possibilities.
- Delight (weight 0.02): Delight comes from the climb in Onideom being the best blight town experience, offering a satisfying challenge. The ability to decorate your own room also brings joy and personalization to the game.
- Awe (weight 0.02): Awe is inspired by the unmatched atmosphere and the vibes of certain locations, which create a deeply immersive and memorable experience. The game's environmental storytelling leaves players in awe.
- Joy (weight 0.02): Joy is derived from the fun room building feature and the excitement of hunting for secrets. These elements add a lighthearted and rewarding layer to the game, enhancing overall enjoyment.
- Anticipation (weight 0.02): Anticipation was high as players could not wait to play again after playtesting a year ago. The release has met expectations, and the eager wait has been rewarded with a satisfying experience.
- Liking (weight 0.01): Players like the game because it is odd and good, appreciating its unique quirks and quality. This combination makes it a memorable and enjoyable title.
- Impressed (weight 0.01): Players are impressed by the game's quality, especially considering it was developed by a solo dev. The level of polish and content is remarkable, earning respect and admiration.}