Key art for MEMOLITH: Forsaken by Light

Game review

MEMOLITH: Forsaken by Light

6.1 / 10

Developer
Black Anchor
Publisher
Webzen
Released
27 April 2026
Platforms
Windows
Genre
Turn-Based Tactical RPG
Monetisation
One-time purchase, no in-app purchases or DLC
Players
Single-player only

The short version

MEMOLITH: Forsaken by Light is a turn-based tactical RPG that spent roughly two years in Early Access under a different name and a different design before its April 2026 1.0 launch. This review's research found a striking split in its review sample: long-time Early Access players who preferred the earlier version report the full release as a downgrade, while reviewers new to the game generally praise its Into the Breach-inspired combat.

Biggest strengths

  • This review's research found the core tactical combat drawing consistent, specific praise, with multiple reviewers comparing it favorably to Into the Breach and noting that positioning and timing genuinely matter rather than being cosmetic
  • Art direction and music drew near-universal praise across the sample, with reviewers specifically calling out the pixel art and describing the game as a "hidden gem" on its presentation alone
  • A visible, sustained post-launch patch cadence — five named hotfixes between launch and late August 2026 — shows continued active support well past the initial release window

Biggest weaknesses

  • This review's research found a specific, recurring complaint from long-time Early Access players that the 1.0 redesign significantly simplified the story, with one reviewer describing it as feeling "bait and switched" compared to the version they originally backed
  • A specific progression complaint recurred: since character advancement is tied to controlling territory, players reported spending more time reconquering already-cleared maps than exploring new ones
  • Several reviewers who otherwise liked the combat specifically singled out the crafting and puzzle-style filler content between missions as the weakest part of the experience

Who it's for: Fans of tactical, positioning-focused combat like Into the Breach who are coming to this game fresh, rather than long-time backers of the original REMORE: INFESTED KINGDM Early Access build who may find the redesigned version has moved away from what they liked.

Our recommendation: Recommended for newcomers drawn to tight, tactical turn-based combat; existing REMORE backers should read recent reviews carefully first, since this review's research found a specific, recurring complaint that the story and some systems were substantially simplified compared to the earlier build.

6.1 / 10

MEMOLITH: Forsaken by Light drops a three-member expedition team into an apocalyptic city overrun by monsters, armed with nothing but cold weapons and careful positioning, in a turn-based tactical RPG built around the tension of being badly outnumbered. What makes this release unusual isn't the pitch — it's the road it took to get here. This review's research found the game spent roughly two years in Early Access under an entirely different name, REMORE: INFESTED KINGDM, before going through a public title-change poll, a full rebrand, and a significant redesign on its way to a 1.0 launch on 27 April 2026, confirmed clean against the events feed's own "MEMOLITH: Forsaken by Light 1.0 Out Now!" post landing the following day.

Combat that earns its Into the Breach comparisons

The tactical core is where this review's research found the most consistent praise, across both new players and Early Access veterans. One reviewer put it directly: "this is 90% Into the Breach and 10% Final Fantasy Tactics with a Darkest Dungeon inspired paint job," while another called the combat "genuinely good — tactical, weighty, the kind of system where positioning and timing actually matter." Being limited to three active expedition members at a time against overwhelming enemy numbers forces careful, deliberate play rather than brute-forcing encounters, and several reviewers specifically praised squad-building and weapon-swapping variety as a source of replay value once builds start opening up.

A story two years of players say was hollowed out

The most striking pattern in this review's research was a specific, recurring complaint from reviewers who played the game during its REMORE: INFESTED KINGDM Early Access period: that the story they originally backed was substantially cut down in the 1.0 redesign. One long-time player wrote bluntly, "what it was before was fantastic: a survival-focused experience with a strong story, well-designed missions, and interesting stage objectives... then the developers shifted the game to" something they no longer recognized. Another used the specific phrase "bait and switch" to describe the change in the main character's story between the early demo and the finished release. This isn't a case of nostalgia for an unfinished build — several of these reviewers explicitly said they returned after a long absence specifically to check what had changed, and were surprised by how different the final story felt.

New players, a different verdict

Reviewers without that Early Access history read very differently. This review's research found players coming to the game fresh generally rating it well, describing it as a "hidden gem," praising the art and atmosphere, and engaging with the story and lore notes on their own terms rather than against a remembered earlier version. That split is a genuinely useful signal for prospective buyers: the complaints about narrative depth are real and specific, but they're calibrated against a version of the game that no longer exists, not against the 1.0 release considered on its own.

The reconquering problem and other progression friction

Beyond the story, this review's research found a specific, mechanically-grounded progression complaint: because character advancement is tied to controlling territory on the map, several reviewers reported spending more time re-clearing maps they'd already conquered than exploring new content, since re-conquering awards no new resources beyond what was already claimed. A related complaint singled out the crafting and puzzle-style content between combat missions as filler that dragged down an otherwise strong loop — one reviewer wrote plainly, "loved the combat, hated the puzzle filler." A recurring interface complaint about a screen-dimming effect used during certain game states also came up more than once, described as creating an unpleasant feeling without a clear gameplay payoff.

Difficulty that divides, and a steady patch cadence since launch

Difficulty was consistently described as high, even on the game's easier settings, with several reviewers saying it took real adjustment to avoid losing units to easily-avoidable mistakes. That challenge won over some players and frustrated others, but the achievement data suggests it isn't an outlier design choice: the most commonly unlocked achievement sits at only 46.6% of players, and the curve narrows quickly from there. This review's research also found the developer maintaining a steady, visible patch cadence well past launch — named hotfixes in April, May, July, and August 2026 — suggesting active, ongoing support rather than a team that moved on after the redesign shipped.

A survival layer bolted onto the tactics, with mixed results

Beyond pure combat, this review's research found a recurring thread of reviewers weighing in on the game's survival-adjacent systems: weapon durability, a meal mechanic, and stealth detection rules that govern whether an encounter starts on the player's terms. Reactions were genuinely split rather than uniformly negative. One reviewer called the durability system "a nice touch" that added meaningful weight to weapon choice, while another found the meal system "a little harsh" but felt it "adds to the setting without strangling" the player. A more pointed complaint targeted the stealth-to-combat transition specifically: one reviewer described being forced into open combat mode by certain triggers, like opening doors, even while technically undetected, calling out the inconsistency between the game's stated stealth rules and what actually happens in practice. This review's research also found the developer handling the transition away from the REMORE-era achievement list carefully rather than silently — a dedicated announcement explained how existing players' old achievements would be treated once the game relaunched under its new name, a small but concrete sign of care for the game's original backers even as the broader redesign left many of them unhappy with the finished product.

Taken as a whole, MEMOLITH: Forsaken by Light is a genuinely well-built tactics game wrapped around an unusually candid before-and-after story: reviewers who loved what this project used to be are disappointed by what it became, while reviewers meeting it for the first time are, for the most part, having a good time. Both reactions are grounded in specific, consistent evidence, and this review's research found no reason to dismiss either one.

Pros and cons

Pros

  • This review's research found the core tactical combat drawing consistent, specific praise, with multiple reviewers comparing it favorably to Into the Breach and noting that positioning and timing genuinely matter rather than being cosmetic
  • Art direction and music drew near-universal praise across the sample, with reviewers specifically calling out the pixel art and describing the game as a "hidden gem" on its presentation alone
  • A visible, sustained post-launch patch cadence — five named hotfixes between launch and late August 2026 — shows continued active support well past the initial release window
  • Newer players without Early Access history generally rated the game positively, suggesting the redesigned combat and systems work well on their own terms for anyone not directly comparing it to the earlier build

Cons

  • This review's research found a specific, recurring complaint from long-time Early Access players that the 1.0 redesign significantly simplified the story, with one reviewer describing it as feeling "bait and switched" compared to the version they originally backed
  • A specific progression complaint recurred: since character advancement is tied to controlling territory, players reported spending more time reconquering already-cleared maps than exploring new ones
  • Several reviewers who otherwise liked the combat specifically singled out the crafting and puzzle-style filler content between missions as the weakest part of the experience
  • A specific interface complaint about a screen-dimming effect used during certain game states came up more than once, with reviewers saying it created an unpleasant feeling without a clear gameplay benefit

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Visuals 7.5 / 10
  • Progression 5.5 / 10
  • Interface 5.5 / 10
  • Story 5 / 10