🎞️ The Unremembered
[Notice] THE UNREMEMBERED : How to take part and rewards (Aug 14 ~ Aug 27) [210]
Hello. We're THE UNREMEMBERED, taking part in INDIE BOOST LAB. THE UNREMEMBERED has been in development for about four months and is at a mid-development stage. We joined to hear what you think about one thing above all: whether the story comes across. We'd be grateful for your interest and for taking part. Period August 14 ~ August 27, 2026 1. User feedback Please leave your thoughts so THE UNREMEMBERED can become a better game. Play enough to get a sense of what works and what doesn't before writing. We recommend at least 30 minutes. [How to take part] ① Leave a comment on this post (for example, "참여합니다") ② Play the THE UNREMEMBERED demo and write a short review on the store page ※ Focus on feedback: what worked for you and what didn't. ※ Close the game completely before writing your review. Play time is recorded as of the moment you write it. After posting, check that your play time came through. → Store page : https://store.onstove.com/ko/games/104986 ③ Fill in the survey below → S
[Notice] THE UNREMEMBERED : Introducing the game
Hello. We're xwxoo studio, the team behind THE UNREMEMBERED. We're running INDIE BOOST LAB for two weeks, from August 14 to August 27. One run is one life A dark fantasy card roguelite where you swipe left or right to answer one event at a time. Each card is a single event, and all you can do is answer it, left or right. You are no hero. You're a wandering mercenary living on day wages, and you rarely have money. One run is one life, and how you bring that life to a close decides your ending. ▶ Trailer : https://youtu.be/tBKbfioUDQQ Every card carries a drawing of its own Drawn in bold black ink on warm sepia parchment. One drawing per event, so a different scene turns up with every card you answer. Running dry ends you, and filling up is its own danger All you have is health, sanity, gold, and renown. Let any one of them run dry and that life ends on the spot. Nor is stacking them up any safer. When one fills to the top, another drains at twice the rate. Piled-up coin draws thieves, a
[Ending] Filling the Encyclopedia [1]
I haven't seen the final 6th ending, but I have seen all 5 other endings. I have seen a total of 5 endings: The One Who Left for the North, The Lion's Tooth, The Guardian of the Empty Throne, The Mountain Vault Keeper, and The One Left Under the Anchor.Having seen all 5 endings, the point is that the protagonist is a passive character. In the cases of The Lion's Tooth, The Guardian of the Empty Throne, and The Mountain Vault Keeper, these are endings you can reach simply by silently doing as the owners of each flag command. However,These are endings reached by choosing actions that might make you feel guilty or seem meaningless, such as pillaging an innocent village, guarding an abandoned vault alone to the end, or becoming the guardian of an empty throne. The One Left Under the Anchor seems to show a more stoic dedication to one's duty by guarding the ship until the end, but considering that the initial choice to meet the owner of the Blue Anchor flag was to leave without showing the young mercenary the way, and that the ending description also mentions "ignoring the chaotic situation," I felt that focusing on the ship work was also, to some extent, an act of turning a blind eye to reality.The final ending, The One Who Left for the North, is also one you can see by maintaining an attitude of ignoring the events inside the castle until the end, and when leaving, simply walking north silently without looking back or following the path where the crows cry; it seems less like an act driven by a strong goal or conviction, and more like someone just going with the flow.Looking at these things, I think the protagonist might have been a skilled and famous person in the past, as recognized by old comrades or the blacksmith, but is now a character who lives passively, going with the flow for some reason. So, perhaps the rest of the story will be about the protagonist, who had been living like that, regaining their motivation and finding a new goal.
[Ending] Review after clearing all endings [1]
The controls are simple, and perhaps because the sound effects and visual presentation whenever you flip a card are so good, I managed to see all 6 endings very quickly.Broadly speaking, the endings seem to be divided into 3 routes involving participation in the power struggle, and 3 routes where you distance yourself from the power struggle to follow your own path. Among them, the ending that left the biggest impression on me was 'The One Left Under the Anchor,' which felt completely different from the other 6 choices. Perhaps because the protagonist lacks given information, I felt like I was gaining information through the choices and filling in who they were through those choices; however, it was a bit disappointing that it felt like I was just following predetermined choices rather than my selected choices influencing the subsequent ones.The card that left the biggest impression on me was the one with no illustration where both answers were just 'Yes,' which felt quite significant.
[Ending] The revolving life of a mercenary [1]
Anyone who has played Reigns will look at this game and think that a new source of entertainment has arrived.In fact, as soon as you start the game, you become a mercenary protagonist, making choices in each event andas the story progresses, you are also faced with the responsibilities and duties that come with the choices you made.Struggling to ensure that none of your stats—Health, Sanity, Wealth, or Reputation—reach zero,you forge a new path, head in a different direction during the process,or perhaps sleep forever in that place because of the choices I made...The 'One Who Left for the North' ending is likely the canon path for the journey ahead, but personally, I think the 'One Who Remained Under the Anchor' ending is the best.Because it is an ending where the wandering mercenary ends their life of fighting for those in power and living hand-to-mouth,and lives a relatively stable life; even though it is not canon, I think it might be the happiest ending in a way.
[Ending] My review after seeing 6 endings... [1]
So, out of all the endings, the one where you leave for the north was the canon ending...To get the ending required to proceed to ACT.2, I rejected all offers from the family mercenary, the vault keeper, and others, and seeing the protagonist head north like that gave me a pessimistic feeling.However, through the events with the mercenary met while heading north, and other choices like theft or paying tolls, I also saw aspects that suggested the protagonist's personality could be multi-dimensional. In this regard, it was a shame that the stories of protagonists with different inclinations who chose other factions instead of heading north were not explored with much depth and just ended in Act.1.The illustrations and BGM, which matched the game's atmosphere, were good enough to keep me immersed. I enjoyed playing it.
[Ending] 6 endings? [1]
A mercenary from the past, scarred in body and mind, wanders back into the city, only to find it in chaos due to the King's passing. I think the main point is the protagonist struggling with how to navigate through the eye of the storm.My favorite ending is the one where he leaves for the North.For a mercenary already scarred in body and mind to jump back into the battlefield or do work for money felt like rubbing salt into his own wounds.That's why the ending where he quietly slips out of the vortex alone and leaves for the North was the best.Though, I've already left this as a comment.Leaving for the battlefield with the Bear family and setting out under the Lion banner are conclusions that come from choosing to repeat the past of being a mercenary out of inertia.Leaving by ship with the Anchor family or becoming a vault keeper are conclusions that come from choosing 'wealth' to escape poverty.In the overall context, I didn't think the two endings in each pair were very different, so it felt like I wasn't seeing A, B, C, D, but rather A, a and B, b.The ones that weren't like that were the one who left for the North and the Guardian of the Empty Prince.However, for the reasons mentioned above, the one who left for the North best reflects the protagonist's situation, so I chose it as my favorite ending.
[BugReport] Bug report [1]
Both options are labeled 'Pass', and I see someone else reported a similar issue earlier.I think I might have included this as a narrative card because I responded to the recruiter's proposal earlier, making me unable to respond to the captain's proposal.It would be better to remove the process that causes unnecessary misunderstanding or use a separate dialogue window to describe it.In the sentence 'The messenger sent by the gate guard to the north outpost has been missing for three days.', there are two subjects: 'gate guard' and 'messenger'.I think it would be correct to remove one of them or change 'gate guard' to an object form.It's a bad ending where sanity is depleted, but it cannot be checked in the collection window.There are probably bad endings for other depleted stats as well, so I don't understand why you excluded them from the collection window.I couldn't take a picture, but in the last choice of Chapter 1, whether I choose to go north or return south, the 'One Who Left for the North' ending appears and Chapter 1 ends.
[Ending] Participating in the event! [1]
I've seen all 6 endings!Personally, the ending that left the deepest impression on me was 'The One Who Left for the North,' which leads into Act 2.Following that story, I felt that 'the world holds no great meaning for the protagonist.'It felt like they were solely focused on their own life and convictions.They have no interest in stories surrounding various royal powers or mercenary recruitment offers from noble houses,a loneliness of belonging nowhere,yet they still appeared to be a character with their own sense of justice, such as freeing a mercenary they had met before or refusing to steal items that belong to others even when impoverished.The subsequent story seems to be a journey to the frontier where they spent their childhood,and I look forward to seeing what kind of situations and choices will arise on that path.I had a great time playing the game!
[Ending] Ending [1]
As you progress through the game, several choices mentioning the north appear.Because of that, the narrative reminding the player of the north was quite good.And rather than the protagonist flaunting special powers or unnecessary sense of justice,they have an ordinary, common-man aspect of just wanting to live a quiet life, which makes them relatable lol
[Ending] I have filled the collection. [1]
The gameplay reminded me of Reigns. I enjoyed that game, so I had high expectations for this one.First of all, one thing that bothered me from the start is that many indie demo games these days lack settings menus.I would like to at least adjust screen settings before starting...Since I like medieval-themed games, the start was interesting.The story about a mercenary in a declining kingdom getting entangled with various families through their own choices was good.However, the choices only seem to lead to different ending routes.Other than that, my choices only affect my status, so after a while, I stopped reading the text and just started looking at the stat window.I like that there are various endings depending on the choices. However, since there are only 2-3 choices that appear in a row, the consequences don't really snowball, and the game just ends abruptly, which is a shame. If my various choices had a more complex impact, I think I would play it much more.Also, once you see an ending based on your choices, the game blocks you from making those choices again in the next playthrough. I personally wanted to see an ending I liked again, but it's structurally blocked.I wish the collection didn't just show ending scenes and descriptions, but also allowed me to view progress cards or see different indicators during choices to facilitate progression.Personally, the ending I liked was 'The One Left Under the Anchor,' as I preferred being free from the main stream of the throne.For a protagonist who wants to belong somewhere but lives as a wanderer, I think the sea represents a great freedom that satisfies both the need for belonging and the wandering lifestyle.Oh, and sometimes the program crashes due to a Unity conflict, but I can't pinpoint the cause.I'll leave the Event Viewer error here.Faulting application name: Unremembered.exe, version: 6000.3.14.35903, time stamp: 0x69df08cfFaulting module name: DrmCheckerV3.dll, version: 1.2.3.1, time stamp: 0x6a56f6f0Exception code: 0xc0000005Fault offset: 0x000000000020bf5eFaulting process id: 0x4ECFaulting application start time: 0x1DD361E2F3823B2Faulting application path: D:\Games\Games\Unremembered\Unremembered.exeFaulting module path: D:\Games\Games\Unremembered\DrmCheckerV3.dllReport Id: 8c78bb98-739d-4308-8391-be76d264a91fFaulting package full name: Faulting package-relative application ID: Overall, it's interesting, but it's hard to tell from such a short demo. Since it's a game where the story is ultimately important, I'm curious to see how it turns out.I hope a great game is completed.
[Ending] Collection Completion Event [1]
First was the Mountain Vault Keeper endingSecond was the Empty Throne GuardianOnce I got the hang of it, I estimated the endings from the collection screenshots and adjusted my choices to collect them, but the Extinguished Beacon's Blade ending was the hardest to get.
[Ending] These are the endings that left an impression and my thoughts on them. [1]
Those lines in the Mountain Vault Keeper ending were very impressive. My brain kind of froze at this scene. I can't explain exactly why in detail either. Should I just send them away? Yes: That's right, let's just send them away (refuse) → Refuse No: Don't send them away (let's accept) → Accept It's a bit vague, so it feels kind of confusing...? And "Should I send them away?" itself feels like it could be interpreted as either positive or negative, or maybe not, I'm not sure...
[Ending] Participating in the event. [1]
I've seen 5/6 of Chapter 1 and 1/1 of Chapter 2 endings.As I wrote on the store page, if it is released as is, it is a game so similar to 'Reigns' that it could be called a plagiarism of 'Reigns'.Because the core system of managing 4 statuses by swiping the card in the center left and right is applied exactly the same.Of course, in the case of Reigns, the goal is simply to survive for a long time, and this game's core is collecting endings, butSince the story doesn't connect for a game about collecting endings, it felt like a game where the goal is simply to survive for a long time,and because of that, it felt like just a Reigns with better graphics.Therefore, I thought that the story should be strengthened and features unique to this game that are not in Reigns should be added.
[Ending] I am participating in the event. [1]
Since this is a game where watching the story is the main focus, I feel that the story part is the most essential,but personally, if you ask me if it's content I want to keep watching, it's ambiguous is the feeling I got,and after seeing the ending that leads to the next chapter, I wondered if it was really necessary to unlock all the other endings? That's what I thought.Also, it was difficult to know what effect the stats that increase or decrease during gameplay have. I also wondered if it was even necessary.
[Ending] Ending Review [1]
I liked that the story's pacing was fast. I thought it would take a long time to collect the endings, but perhaps because the story moved along so briskly, it finished unexpectedly quickly.I was a bit surprised to see the play time clocked at 22 minutes.Honestly, I have no idea what the protagonist is trying to do. My personal impression is that they just look like someone searching for their identity.It would be nice if some backstory came out later, but for now, they just seem like someone living life as it comes.Still, they seem like a person with affection and loyalty.
[Ending] Ending Collection [1]
When I turned away from everything in the south and left for the north, it led to the ending of going north ; when I fought on the front lines in battle, it led to an ending where I couldn't even leave my name behind; when I burned down all the villages in my way without hesitation to put my chosen banner on the throne, it led to an ending where I was erased by the very banner that desired a clean name; there were also endings for when I turned away and left for the sea, or when I turned away and waited for everything to end while guarding someone else's vault underground; and when I accepted the queen's proposal, it led to an ending where I was betrayed by her and left to guard a throne that no one would ever sit on, unable to even leave my name behind.The protagonist was just an ordinary mercenary. Thinking only of making a living day by day and knowing they are weak, they try to trust their instincts and maintain boundaries to avoid being betrayed, or at least to save their life if they are. Sometimes, they turn away from it all, hiding or avoiding calls to leave for a distant place.However, the protagonist's primary goal, even more than survival , is to make a name for themselves for posterity. To achieve that, they join under a banner, stand on the front lines, and commit all sorts of dirty deeds that no human should ever do. Because history belongs to the victors.The most memorable scene was the third ending, 'The Lion's Teeth.' To leave a single line of my name under the banner, I burned down innocent villages, and once those were burned, I burned even larger ones. In the moment I finally placed the lion's banner on the throne after countless repetitions, I was erased without a name, my own sword paying the price by the lion who sought to wipe away all their own filth.
[Ending] Participating in the Encyclopedia Completion Event [1]
I have seen 5 endings, excluding the ending where you run out of resources.It was impressive how the protagonist started as a mere mercenary but carved out their own life through various actions.'Guardian of the Empty Throne', the first ending I saw and the one that left the biggest impression.It's an ending where you are eventually discarded by the wife who initially approached you saying she remembered your name Since the first ending I reached was a betrayal, it left me a bit stunned hahaHowever, after seeing the first ending and reaching the 5th, it was an overall disappointing game.In the end, it's just a game of making constant choices, but the impact of those choices on anything other than resource fluctuations is minimal, the transitions between choices lack cohesion, and the length is so short that it's hard to get immersed in the story. Since it's a game that relies on its story, I think it would be better if the content were reinforced!
[Ending] Filling the Encyclopedia [1]
Personally, I think the 'One Who Left for the North' ending is the most memorable. There are many play routes to reach that ending, but in my case, the process and direction where the protagonist fights for various factions, becomes a mercenary, meets comrades, and as money, honor, and stamina run low, feels disillusioned and empty, distancing themselves from the group and individuals until finally leaving for the empty North, was the most impressive ending.
[Ending] Codex act 1 3/6 achieved [1]
Personally, I imagined various outcomes based on the accumulated choices, butit was a bit different from my expectations.I don't really feel like my choices lead to specific story outcomes or that they are organically connected to each other. In the end, every card choice feels like a simple decision just for managing stats. Because of this, I tend to play by learning through repetition. It doesn't seem like a flaw, but it's a bit different from the direction I thought the game would take.
