Memorrha Reviews
Go on a voyage of discovery following the traces of a mysterious culture. Discover diverse landscapes, investigate abandoned artifacts, and wake strange machines from their slumber.
App ID | 954080 |
App Type | GAME |
Developers | StickyStoneStudio |
Publishers | StickyStoneStudio |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support, Steam Trading Cards |
Genres | Casual, Indie, Adventure |
Release Date | 27 Sep, 2019 |
Platforms | Windows, Mac, Linux |
Supported Languages | Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Arabic, Russian, English, Korean, Spanish - Latin America, Turkish, Dutch, Polish, Czech |

16 Total Reviews
13 Positive Reviews
3 Negative Reviews
Mixed Score
Memorrha has garnered a total of 16 reviews, with 13 positive reviews and 3 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Memorrha over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
6848 minutes
The puzzles are good and the learning process is logical.
BUT I really don't like the backups only happening at checkpoints. I don't always have hours at a time to play a whole level in order to reach the next backup checkpoint, and if I run out of time I have to restart the WHOLE level. Please don't create games like this.
👍 : 5 |
😃 : 0
Positive
Playtime:
1604 minutes
Very good puzzle game, there are a few bugs on the machines where you put the plates in the Forge, one of them just vanished and I had to restart the game from the beginning.
👍 : 6 |
😃 : 0
Positive
Playtime:
8035 minutes
EDIT: I tried replaying the game since the newer updates and as respect to devs for still updating the game. I had forgotten pretty much everything at this point. "First" impressions. Environment is just extreme bloom and heavy tint and instant depth fog. Terrible LOD on many objects. Mouse sensitivity vertical and horizontal don't match. The player feels like it's using default Unity controller with fixed timestep that is completely out of sync with rendering. I can't rebind any keys. I'm sorry, I want to love this game for its puzzle design and environment, but I cannot get past these issues (that I somehow got past before) to replay it and reevaluate.
Well, this certainly tops out as one of the buggiest, glitchiest games I've ever played and still finished and the general clunkiness doesn't stray far behind. This one is for the for the most die-hard first-person puzzle game fans with extremely calm disposition towards technical problems and bloom filter on everything.
I read the reviews and forum posts and I knew it would be glitchy. But, for the significant discount price, I gave the game a chance and 3 opportunities -- up to 2 game-breaking bugs and I will still rate it subjectively based on the game itself excluding the actual technical problems. Unfortunately, here we are, me losing track of fatal crashes, hangs, and stuck puzzles. This is among the game having no manual save games, or previous checkpoints or even bothering to checkpoint between prolonged parts. I am not even going to list individual bugs like I usually do for games I still enjoy because I stopped recording them a while ago. And that's not to mention horrible performance even on lowered settings.
Puzzles are pretty cool, the core mechanic is solid, there's a lot of world interaction and there's plenty of "physical" interactivity. In short, I like to carry items, interact with puzzles, scan stuff and collect collectibles, then refer back to previous stuff and use it for puzzle-solving. Simple concepts get taken into different cool directions, mixed and matched, you learn as you go along. Starting puzzles are simple, but then it soon gets really involved and impressive. I actually wonder why this stuff is hidden half-way and not brought out much sooner. There is some really clever stuff that I did not expect when some puzzle areas started mixing. I felt dumb for spending eternity trying to figure out how to do something until I realized the game was actually designed to "mix" areas. I guess this speaks about me not giving the game enough credit. But this is eventually what changed my outlook to really positive.
Unfortunately, it's all clunky (and we're not even talking about bugs/glitches). Movement, terrain, objects, puzzle elements are all clunky, semi-responsive, with wild physics. I only have to compare it to something like Talos Principle and how smooth and comfortable the movement and interactions feel there and this game is just horrendous in that regard. I am afraid to experiment, I am afraid to do game's main mechanics because I have no confidence that something won't just break. At one point I spent almost 2 hours running around areas and messing with stuff until I looked up a walkthrough and realized the puzzle was just bugged out. In other words, exactly what I feared happened. This is awfully uncomfortable to play.
With a proper polish pass, this could (have) be(en) amazing. Although I suspect there are bigger problems on the backend and there is likely no chance this will ever get fixed. A shame, really, because I can see the potential. I would have loved the game if not for the technical problems. But I can't recommend it because this sort of stuff shouldn't pass early alpha, let alone full release.
👍 : 5 |
😃 : 0
Negative
Playtime:
888 minutes
I just finished the game and have to say that i really like it.
It has nice puzzles that mostly deal with logic gates, great music and a very cool atmosphere.
My only issues with the game is that it is sometimes too dark (no flashlight), it is still a bit buggy and the game only saves at certain checkpoints - sometimes only after multiple connected puzzles.
👍 : 14 |
😃 : 0
Positive
Playtime:
918 minutes
I started playing this game expecting more out of it.
Unless you plan on completing it in a single sitting, you're going to have to depend on this game's idea of what it means to "save the game".
There is no option to manually save your progress, and I don't think there are enough ways to trigger an autosave.
Several times I've lost 5 to 10 minutes of walking around to get somewhere I'd been before, because only when you advance to a new puzzle does the game autosave. NOT when you walk all the way back to a previous area!
Also, when you relaunch the game to continue, you click "load game".
If you only have a single savegame, it still shows the savegame selection screen.
So the obvious only thing needed is to click "Load Savegame", right?
Wrong! Even though it appears to start loading, a few moments later you get a popup asking "Are you ready? [No] [Yes]"
I have no idea why anyone would think it is a good idea to add this unnecessary extra step.
The invisible walls to prevent the player from going places they shouldn't are a bit of a hit-and-miss.
When trying to jump over water, there are areas where it won't let you leave the shore you're standing on.
Other areas, it seems like you are stopped mid-air, and fall in the water. But if you try it in a slightly different spot at a different angle, you CAN get across!
Managed to fall out of the world once aswell, getting myself stuck in a deathloop in the process.
At a certain point in the game I actually could not figure out how to do what I needed to do.
Only by coincidence did I find the problem: the game's "controls" infoscreen is INCOMPLETE!!
The controls listed for "projections":
[Q] - rotate projection left;
[P] - to project
The controls the game DOESN'T list:
[E] - to rotate projection right
[Mousewheel Up / Down] - zoom projection in / out
There was one other instance when I could not do what I needed to do, despite knowing how to do it.
Only after closing and relaunching the game would the puzzle behave as expected.
Overall, this game lacks polish.
It's got the essentials of a good puzzlegame, but some of the implementation is lacking.
If you're still interested in trying this game, I highly recommend you wait for it to be on sale. I'm glad I did.
👍 : 8 |
😃 : 0
Negative
Playtime:
841 minutes
I wanted to like this game. The puzzles got better as the game progressed. But the game hangs too easily, and that combined with hours between automatic save points means that you lose a ton of progress every time the game glitches. The last straw for me was when the game locked up while I was playing memetris. An easter egg should delight. This one just lost me more than an hour of progress. No, thanks.
The game visuals are annoying. Even at maximum brightness, many areas were too dark to see where you were going. If you try to explore the edges of the map the screen fades to black, which means you can't see whether there is something interesting there or not. If I wanted to play hide-and-seek in the dark I would just close my eyes - I don't need a completely pitch black game for that. Adding to that difficulty, navigation is not smooth. Walking around the map, it is easy to get stuck on a pebble which will not let you continue walking forward. This gets worse in tight and dark spaces. It reminds me of a saying "it is hard to find a black cat in a dark room. Especially when the cat isn't there". That pretty much sums up this game.
The game has promise, but was poorly executed. I would not recommend it.
👍 : 7 |
😃 : 0
Negative
Playtime:
831 minutes
Unfortunately we encountered game-breaking bugs near the very end of the game, after already having to restart halfway through due to losing an irreplaceable item when it was swallowed up in the scenery. Another time I lost another item when it clipped through a wall and disappeared. Towards the end another puzzle was rendered unsolvable when a key item vanished during transport. Avoid!
👍 : 10 |
😃 : 0
Negative
Playtime:
2854 minutes
This is a beautiful and interesting game with a host of puzzles. Although most involve logic gates, bit mapping, and routing paths, the puzzles are presented in a diverse manner to keep things interesting. For me, it has been a VERY long game and I struggled with getting lost in the swamp (missing jumps and dying often) and the forge (control issues with placing tiles in slots). My only real complaint is the save system which auto-saves at check points. At times, I ended up playing longer than I wanted to just to avoid having to repeat complex puzzles. I also would have liked to have been able to restore from the current checkpoint - 1 so that I could reorient myself when I lost track of my own progress between sessions. If you are a fan of games like The Witness (many hours with puzzles in an empty landscape), then you are likely to enjoy this game. I found it very challenging and I spent quite a bit of time working symbols out on paper. If you prefer story or something that can be completed in a few sittings, this may not be the game for you.
UPDATE - the snag I originally reported at the end of the game was fixed with a simple instruction from StickyStone. Kudos to a responsive development team!
👍 : 12 |
😃 : 0
Positive
Playtime:
146 minutes
After playing this game for 2 hours, and constantly finding terrible UX decisions and technical issues my verdict is that the game is way, way less polished than the trailers lead you to believe. The art and modeling is top tier for a unity game, but the actual coding was constantly finding ways to trip me up.
Around the edges of areas looking for secrets, I found lots of places where I was clipping through boulders or walls, especially around the area at the top of the elevator. This might have been because I had turned up the FOV to 80, but honestly that shouldn't have caused many problems. And seriously, FOV of 80 is only barely tolerable here, that max should at least go up to 90.
Scanning things is a 5 second animation that gets interrupted if the cursor slips off the box. Such a pointless, stupid waste of time, especially in spots where you find half a dozen or new symbols. for other games where you need to manually collect a database entry it's quick and idiot-proof. Here the process should just be click it, freeze the image captured on the scanner, half second animation, collected and done, no muss, no dumb padding.
The elevator was janky as heck. I think it was being manually being set to a new location 15 times, maybe 30 times a second or so? Are we still at a point where game engines can't support smoothly moving platforms? The chain moving was also totally out of sync with the elevator speed.
The swamp's "sinking blorp 5 seconds later you're teleported back to solid ground" trigger on a hair trigger was very annoying, on the edge of the shore it could easily have a warning animation to prevent accidental drops in.
The Blue room's sections that lowered after getting unlocked had no reason to ever lift back up, the and after finishing the room and reloading, stepping on the last unlocked platform locked the corner platform up for no reason.
The slate merging machines were annoyingly difficult to "connect" in the sideways slates. I could put them in and have them fail to connect repeatedly, often needing to just use the other slot for a specific slate.
The Green Room was pretty, but dear gods I just lost my patience. No slate merging machine there meant that to solve the last few puzzles there, I needed to carry multiple slates from the green room all the way back to the blue room. One at a time, through two doorways that took for-freaking-ever to open each time. If I could carry multiple slates, or the doors just stayed open, or there was a merging machine in the green room it wouldn't have been such a painful chore that absolutely felt like insulting padding, but all those together just utterly soured my mood of the game.
After that, the last complaint of the water bucket animations being horribly coded is minor. You can pick up the bucket the moment after the filling animation starts, it continues just fine even though it shouldn't. you can drop the bucket right after starting to pour it and the animated entity continues to play out on the ground, but the bucket stays full and the place you poured to gets the water anyway. The button in front of the mixing vat has no contextual responsiveness so it looks active even when the vat is empty, but if you put the bucket down there then fill the vat nothing freaking happens so the player who thought ahead spends ages trying to figure out how to get the liquid to pour out.
I'm getting a refund, and laughing if nintendo actually decides this technical mess is worth letting onto the switch. At the same time, I'm hoping that these guys get their stuff together and release a version that is actually release worthy, they've got good ideas but are clearly inexperienced in the execution.
👍 : 29 |
😃 : 0
Negative
Playtime:
1461 minutes
Short version: I like this game, but it needs some fine tuning. If you like first person puzzles, go for it, but maybe not at full price.
I'll tell you why.
Pros:
- The puzzles. They are mainly based on two mechanics: logic operators and pixel grids. As you proceed through the game, these two elements are combined in many different ways, so puzzles never get boring or repetitive.
- Exploration. There are many hidden areas and passageways around. Be sure to explore every corner. Most of the times you'll find panels adding elements to the narrative, but especially in the second half of the game some hidden areas actually contain crucial information / objects.
- The narrative fits well with the environment.
Now to bad stuff:
[EDIT]
I've just replayed the game with the newly introduced manual saving system... and that was a HUGE improvement!
- The game only autosaves. This would be fine, if savings didn't occur only at certain checkpoints, usually after solving puzzles. This can be annoying, because if you explore new areas and find stuff to scan, but then you can't solve the next puzzles, you may lose all your progress. This happens quite a lot in the second half of the game, especially when you access the underground caves, where checkpoints require a lot of effort. I'm towards the end of the game, but I already played the same room twice because I can't find a checkpoint. This is annoying and frustrating.
- Some puzzles in the caves require to be solved simultaneously (you'll see), but you can also "cheat" (willingly or not) and solve them independently. For some of them, this will put you in a situation where you can't neither complete them nor reset everything, forcing you to reload the last checkpoint. It would be better to rethink those puzzles, introducing some kind of mid-check that stops you until you get the actual right solution. I thin something similar just happened to me in the final (or almost final) section and now I have to repeat the whole room (see previous point).
- There are some other minor glitches or imperfection in the map building, but nothing particularly crucial.
So, considering all of this, I would still recommend the game, because it's intriguing and challenging. But I do hope for a major patch about the saving system and more accuracy in puzzle design in other future games.
👍 : 36 |
😃 : 0
Positive