The kingdom forgot your name.
The shadows did not.

Isometric action RPGWarrior and DruidAct I · nine regions and three dungeonsVersion 0.1 · in development

The game's title-screen painting · art

§ 01 — The game

You wake without a name.

A clearing in the Forest of Awakening, a wound no one can explain and a blade on the path. The torches point north, to Vharan, the last town standing in a kingdom that broke apart one night no two people tell the same way.

From there on, every region keeps a piece of what happened: a bell sunk in the mud, carts of the dead climbing the frozen road, a stone that sings at the bottom of a mine. Every boss you defeat gives back a fragment. Not every memory that returns is yours.

Read the Chronicle

Plate 01 The Ashen Marsh — Arcane Hurricane among the Husks in-game image · build 0.1.0
§ 02 — The map

Act I · The Last Refuge

Nine regions around Vharan, from the forest where you wake to the altar where the voices gather, and three dungeons hidden beneath them. It is the same map the game opens with the M key. Pick a region.

open regionmemory still cloudedbosswaystone

Off the painting, as in the game, are the dungeons: The Bell Crypt, The Vharan Sewer, The Tower Undercroft.

Plate 02 Forest of Awakening — lightning and bear against the pack in-game image · build 0.1.0

1 of 12 · Prologue · The Awakening

Forest of Awakening

  • Level 2 · boss 4
  • Boss: Morvath, Warden of Memory

A clearing, a wound with no explanation and no name. Only a blade on the path and torches pointing north.

“I would know you even without a name. Not the body.”Morvath
Plate 03 Vharan — the square, with Sister Maeryn and Captain Elara in-game image · build 0.1.0

2 of 12 · The last refuge

Vharan

  • Town · no combat

In the last town standing, no one asks your name before offering the fire.

“Cold? Come closer to the fire. Here, names can wait.”Old Odra
Plate 04 Whispering Woods, on the Act I map game art

3 of 12 · Region

Whispering Woods

  • Level 4 · boss 6
  • Boss: Giant of the Dark Forest

Twelve went out through the north gate. From the woods only the voices came back, calling names no one recognises.

“At night, the voices call names among the trees. Don't answer.”Bran, patrol scout
Plate 05 The Hollow Depths — Storm Root and Overload on the Shaman in-game image · build 0.1.0

4 of 12 · Mine beneath the Woods · optional branch

The Hollow Depths

  • Level 8 · boss 10
  • Boss: Shaman of the Depths

Beneath the den, the mine goes deeper than any clan would need. Down there the stone sings, and the dead go back to their shift.

“Shhh… Listen. The stone is singing.”Shaman of the Depths
Plate 06 The Ashen Marsh — Crimson Spin breaks the circle in-game image · build 0.1.0

5 of 12 · Region

The Ashen Marsh

  • Level 11 · boss 13
  • Boss: The Ash Custodian

Someone burned this village's memories, house by house. Every flame went out. All but one.

“The Lady left me the fire… and a single order. What remembers… burns.”The Ash Custodian

6 of 12 · Beneath the Marsh · dungeon

The Bell Crypt

  • Level 12 · boss 14
  • Boss: Echo of the Drowned Bell-Ringer

Beneath the fallen bell, the stair goes down to black water that reflects nothing. Up above no one pulls the rope, and still the bell rings.

The stair beside the sunken bell opens once the Custodian falls.

“Say my name… no one else does.”Echo of the Drowned Bell-Ringer
Plate 07 The Tithe Road — Cold Strike on the convoy's escort in-game image · build 0.1.0

7 of 12 · Region

The Tithe Road

  • Level 15 · boss 17
  • Boss: The Weigher

Carts loaded with the dead climb the frozen road north. Someone counts them. Someone weighs them.

“Thank you. Say my name to someone.”A Stray Echo

8 of 12 · Beneath Vharan's square · dungeon

The Vharan Sewer

  • Level 17 · boss 19
  • Boss: The Tithe Carrier

Under the square runs the old pilgrims' road, and the water has covered it. The Tithe took the town's dead this way, unseen. Down at the bottom, someone still carries.

The grate beside the well only opens through Old Odra's quest, after the Weigher.

“No one came to collect.”The Tithe Carrier

9 of 12 · Beneath the Road's tower · dungeon

The Tower Undercroft

  • Level 19 · boss 21
  • Boss: Echo of the Tower Watchman

Beneath the tower courtyard, the rope goes down into a cold light. Ice has taken the walls, but no one took the armour off the hooks. Down at the bottom, a voice still counts names.

You go down the hole in the tower courtyard, on the rope Tomas hands you.

“Who goes there? Say the name. Down here, all the dead have names.”Echo of the Tower Watchman
Plate 08 Garden of the Forgotten, on the Act I map game art

10 of 12 · Region

Garden of the Forgotten

  • Level 20 · boss 22
  • Boss: The Gardener's Echo

Among colourless flowers, an invitation from the fallen house still waits for someone who can receive it. Three walled gardens, and someone who never stopped tending them.

“I tended everything while I waited. Every bed. Every leaf.”The Gardener's Echo
Plate 09 Vale of the Broken Moon, on the Act I map game art

11 of 12 · Region

Vale of the Broken Moon

  • Level 25 · boss 27
  • Boss: Echo of the Standard-Bearer

In the mirror of the broken moon a royal banner is still whole, and Cael's men prepare for something no one remembers. From the camp, the climb leads to the heights and the dark beacon.

“Halt. No one passes the banner without the prince's word.”Echo of the Standard-Bearer
Plate 10 Sanctuary of the Last Memory, on the Act I map game art

12 of 12 · A memory still clouded

Sanctuary of the Last Memory

  • Level 30 · boss 32
  • Boss: Jailer of Memories

Every voice of the broken kingdom ends at the same altar, held by something that never spoke its own name.

This part of Act I is still being remembered: the path exists in build 0.1, but what lies on it will change.

§ 03 — How you fight

What changes in every fight

The weapon decides the techniques

Nine weapons, each with its own chain of techniques and five ranks per technique. Change weapons and the bar changes with them; some techniques ask for two, like Electric Shield, staff and shield.

Q W E R T · 6 7 8 9

Chains and reactions

Different techniques on the same target close a chain. Burning, freezing, shocking, bleeding and poisoning set up reactions that another technique detonates.

chain: +25% · +45% · +70%

Flasks that refill by killing

Flasks do not refill over time. Every kill gives charges back, and every sip costs 10 charges.

common 1 · elite 3 · guardian 6 · boss 10

Forgetting is not losing

A forgotten technique leaves the bar and becomes an instinct: a smaller bonus, always on. Recalling it brings it back at the same rank.

3 instincts · a 4th from the Book of Names

One torch per expedition

Each lit torch restores life, mana and flasks once per expedition. After that, the way is the portal to Vharan and the well in the square.

portal: P key

Coins named after memories

Items are reworked with Memory Coins: Glimmer of Memory, Forgotten Crown, Memory Ash and ten more. Rare, Unique and Set only drop from level 20.

13 Memory Coins · rarities up to Unique

Bosses that warn you

Before the special blow, the boss's weapon lights up, the ground gives way and a sound of its own warns you. Get out in time. Four of them keep a signature Unique, guaranteed on the first victory.

roll: 2 charges, 3 s each · hold Space to run

The Tithe Chest

Every expedition hides a chest fallen from a Tithe cart. Pay in gold and it spins; every Tithe Key, dropped by monsters, spins it again for one more prize.

silver 72% · gold 23% · royal 5%

§ 04 — Classes

Warrior or Druid

The class decides how the body fights. The weapon in hand decides the techniques.

Warrior

Heir to a forgotten oath.

Masters weapons and faces the corruption up close. Starts sword in hand with Crimson Spin, and learns Memory Step at level 5: a teleport that leaves an exploding echo behind.

Close combat · skills Q to T

Life
134
Mana
64
STR · DEX
20 · 14
INT · WIL
10 · 16

Level 1 values, by the game's formula, without items.

  • Level 15: Knightcoming soon

Druid

Keeper of the memory of Elyndor's wildwood.

Calls the Echo of a bear to fight alongside, passes it her own strength through the Wild Bond and wraps it in ember, frost, storm or stone. The weapon in hand changes the bear: storm with a staff, stone with a hammer.

Summoning and magic · the bear fights at your side

Life
109
Mana
100
STR · DEX
12 · 12
INT · WIL
20 · 16

Level 1 values, by the game's formula, without items.

  • Level 15: Shamancoming soon
  • Level 15: Necromancercoming soon
§ 05 — Bosses

Who guards each region

Each boss defeated for the first time grants an extra talent point, and each one speaks before the fight. There are ten in Act I; the Sanctuary's are still being remembered.

Morvath, Warden of Memory: a faceless figure under a deep hood, only two points of green light, a fleshless hand raised to the chin and a chain across the chest

Morvath

Warden of Memory

Forest of Awakening · level 4

“Something in you still carries the night the kingdom broke.”
The Giant of the Dark Forest

Giant of the Dark Forest

Chief of the orc den

Whispering Woods · level 6

“Come, then. I'll keep your scream… with the others.”
The Shaman of the Depths

Shaman of the Depths

Warden of the Hollow Depths

The Hollow Depths · level 10

“My clan dug down to it… and fled their own mine. I stayed. And the stone gave me the dead.”
The Ash Custodian: an armoured figure in a crowned helm, embers glowing through the cracks

The Ash Custodian

Keeper of What Burned

The Ashen Marsh · level 13

“Ashes keep no faces.”
The Weigher: a closed bucket helm crusted with frost, a stained leather apron over the armour and a rusted chain gripped in the fist

The Weigher

Who weighs the dead

The Tithe Road · level 17

“The tally… doesn't close…”
The Gardener's Echo: an old man in a wide straw hat dressed with white roses, face half hidden, a thin beard and a torn shirt

The Gardener's Echo

Who Tended While Waiting

Garden of the Forgotten · level 22

“I tended everything while I waited. Every bed. Every leaf.”

Register of bosses

BossTitleWhereLevelSignature Unique
MorvathWarden of MemoryForest of Awakening4—
Giant of the Dark ForestChief of the orc denWhispering Woods6Insignia of the Twelve
Shaman of the DepthsWarden of the Hollow DepthsThe Hollow Depths10The Shaman's Staff
The Ash CustodianKeeper of What BurnedThe Ashen Marsh13Ember Crown
Echo of the Drowned Bell-RingerWho Rang for the DeadThe Bell Crypt14—
The WeigherWho weighs the deadThe Tithe Road17The Weigher's Hook
The Tithe CarrierWho Carries the DeadThe Vharan Sewer19—
Echo of the Tower WatchmanWho Still Says the NamesThe Tower Undercroft21—
The Gardener's EchoWho Tended While WaitingGarden of the Forgotten22—
Echo of the Standard-BearerKeeper of the Whole BannerVale of the Broken Moon27—

The Unique drops for sure on each hero's first victory and with a 10% chance after that.

§ 07 — Codex

The rules, with the numbers

How much a flask heals, when a weapon gets faster, what it costs to rework the tree: all taken from the balance of build 0.1.0. The Codex changes with every version; 1.0 ships with the game.

Open Codex 0.2

12
regions and dungeons in Act I
9
weapons, each with its own techniques
13
Memory Coins
100
maximum level

In this version

  • NewTwo new dungeons in the areas: the Vharan Sewer (17, boss 19) and the Tower Undercroft (19, boss 21). The Garden of the Forgotten and the Vale of the Broken Moon were rebuilt and leave the prototype.
  • ChangedAttribute requirements v2: weapons ask from 15 (grade II) to 80 (grade X), more than armour of the same grade. Sword asks Strength only, Crossbow Dexterity only, Staff Intelligence only, and the Shield now asks Strength and Will.
  • NewRare, Unique and Set only drop from level 20; before that they turn Magic. The Tithe Chest appears once per expedition on every combat map.
§ 08 — Who makes it
Plate 18 The Nameless, in promotional art art made with AI
No name. No face. A memory that endures.

A game made by one person.

Dark Memory is an independent project. There is no big studio behind it and no marketing team: it is one person who grew up playing action RPGs and decided to make one.

Maps, monsters, bosses, techniques, items, the Chronicle and every number in the Codex go through the same hands. That is why the game grows a little at a time, in versions: Act I is at 0.1, and every new version gets its own edition of the Codex saying what changed.

Team
one person
Engine
Unity
Platform
PC
Version
0.1 · Act I
Release
1.0, no date yet

See what already exists in Codex 0.2

§ 09 — Wishlist

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