Hello again everyone,
As always, I hope you're doing well and if not I'm hoping better times come for you!
It's been a bit longer than I wanted since my last devlog, but well here we are. ^^
Devlog:
Last time I mostly talked about the new movement options and hazards, marriage, the different instruments each playable character has, how FM characters differ animation-wise, and small things like the merfolk form that lets you breathe underwater. In this devlog I want to talk a bit more about my vision for Forlorn Memories, because I don t mention it that often outside of Discord.
Again my idea with Forlorn Memories is to make an old-school-inspired RPG with replay value and optional life and dating sim elements, where the player's decisions have a real impact on the world, the story, and its inhabitants. Since a whole multi-continent world is too big a task for a solo developer working in spare time, the game focuses on a single continent that is divided into five areas (each with its own inhabitants, wildlife, and dungeons). You wll still learn about the other continents through characters, items, and books.
For story reasons, the number of towns you can visit is also limited. These towns together with your own airship act as hubs, similar to games where one town stays in focus. You can change or improve these smaller towns through your decisions (or even your (ingame) finances), either for your own benefit or to help the residents, more on that in another devlog. The number of NPCs is also intentionally smaller than in some RPGs (think closer to games like Rune Factory), because every NPC has a name, background, hobbies, a job, goals, and is relevant to the story. With a few exceptions like rank-and-file soldiers/guards (who still have personalities), you can build relationships with almost everyone you meet, and each NPC follows a simple daily routine.
At the start of your journey you choose one of two protagonists: Aria or Gavin. Both have their own personalities and backstories, and neither is silent; they actively comment on what they perceive and speak during dialogue. Gavin is more the rough, stubborn type, Aria is the more diplomatic and sensitive type. Both are fully customizable (name, body type, skin tone, hairstyle, hair color, eye color, voice, etc.). Starter stats are also adjustable. More details about character customization will be in my next devlog entry. Below you can see a small sneak peek showing that you can view your chosen character in several versions, chibi, concept art, pixel art, and non-chibi, so you can better see how they ll look in different situations in-game.
While not technically a new faction, the Savorian Federation hasn't previously had a proper spotlight beyond a few mentions on my little website. In Forlorn Memories it's one of the four major factions you encounter fairly early. The Federation is the largest polity during the events of the game, holding a big share of territory and ranking among the most technologically advanced, especially compared to the Giagocci Empire, whose lands make up much of the game s setting. The Savorian Federation rules the continent of Savorus and stands as a pinnacle of tech and global influence. Through covert sleeper agents and indoctrination programs within Legica, it exerts major sway over world affairs. It s governed by five royal houses, de la Karol, von Landaff, d’Cárlongian, van Hyvenfield, and zu Askan, and is generally a power best avoided in open conflict. During the events of Forlorn Memories, the Federation is at war with the Giagocci Empire. After annexing the strategically important kingdom of Gerdom, its armies press into Illum. The campaign is led largely by House von Landaff, notorious for ruthless bioweapon deployment. The Federation s arsenal ranges from fully automatic firearms and close-quarters gladii to anti-magic shields. At the center of the Savorian Army stands the Fusilier, the backbone of its fighting strength. Unlike some rivals, the Federation does not rely on clockworks (automata/robots) that need on-site engineer maintenance. Instead, it fields human soldiers with extensive, often brutal, mechanization, fusing flesh and steel. Besides their versatile equipment, Fusiliers are known for cold discipline and ruthless pragmatism; they won t hesitate to strip gear and even prosthetics from fallen comrades to repair or upgrade themselves if it increases the chance of victory.
Chibi Fusilier 3D Model:
As with every enemy type in Forlorn Memories, the player can obtain and equip Fusilier gear:
As some of you know, Forlorn Memories uses two 3D art styles: a chibi style for the overworld and a non-chibi style for certain story sequences and combat. A while ago I decided to add a button-toggle that lets you stay in chibi style during combat for those who prefer a more consistent art style. This was honestly originally planned as a Kickstarter stretch goal, but I just implemented it without funding but honestly, it took longer because my chibi rigs differ a bit from the non-chibi ones. Below you can see a few combat-related images and GIFs. Please keep in mind everything is work in progress, and I m constantly improving all aspects of the game. I don t talk often about the battle system, because FM is a story-focused game with social elements and light platforming, and it frequently allows you to avoid conflict through dialogue. But if a fight can't be avoided, you will find yourself in old-school inspired turn-based combat with a few simple twists:
- An attack-stacking approach (similar in spirit to systems like Octopath Traveler).
- A rock-paper-scissors inspired elemental system (every enemy and character has an element, and you can swap party members mid-combat to adapt).
- A Morale system shown via a flower-like UI resource for both party and enemies; when Morale drops, offensive/defensive stats drop. Morale can fall for different reasons, for example, witnessing an ally's KO, or being forced (like Zain) to use self-damaging abilities. Certain spells/debuffs can also raise or lower Morale.
- The ability to attack the limbs of certain enemy types.
FM also features a kind of job system that applies only to the player character (Aria or Gavin). It lets you learn classes, abilities, and weapons from party members (e.g., Pina's Firebolt in one of the GIFs), but only if your bond/reputation with that party member is high enough.
Besides straight combat, FM lets you try talking to enemies mid-battle to end a conflict peacefully; success depends on your reputation with their faction. There is also a small knockback system that lets you launch or shove enemies(it is not just a visual effect) it can inflict injuries (debuffs) like fractures. And there is a hostage system that allows your enemies to take your allies and party members hostage as leverage or even a shield; these situations can be defused through dialogue, money, or items, or escalated if you choose to, depending on your playstyle.
In addition, there is an optional QTE system: with the right input, you can guarantee a dodge or boost an existing attack. Emphasis on optional, you can of course turn it off.
Forlorn Memories also lets you bring mounts and vehicles (for example, horses) into fights. They can improve speed and offer certain damage/defense advantages, but they come with risk. A destroyed vehicle can for example explode and cause massive damage even to nearby allies, and being thrown from a horse can cause temporary debuffs. I will share more examples in future devlogs. I'm also close to starting a small closed test phase, you can sign up via a Google Form on my Discord server to try it and give feedback.
Outside combat, I added small improvements to the chibi overworld. There are now item obtain animations (still WIP) to make special pickups hopefully more dramatic/rewarding. Common items are now picked up instantly and magnetize toward the player, which fits, at least in my opinion, Forlorn Memories somewhat fast-paced overworld movement.
I also finally made Zain's Beast Form playable for my upcoming test build. Zain has the unfortunate tendency, due to an addiction, to curse himself and experiment on himself with alchemy, which has left visible physical damage. That is one reason why he covers most of his body he doesn't want to scare the orphans he protects. When Zain transforms, his combat power and speed roughly double, and he switches to a completely different ability set/class. This form is also usable in the chibi overworld and behaves a bit like a mount/vehicle but with fewer limitations: Zain can still swim, dash, and climb with similar speed advantages. However, there is a cost: the transformation drains Morale (Zain's and any party members who witness it). In combat there is a chance Zain, in his frenzy, accidentally hits a party member. In the chibi overworld, certain NPCs and faction guards may lower reputation if they see him transformed.
Zain Skin Variants Example: Black / White. (Zain Beast form colors can be customized by the player):
Zain Transformation Syringe 3D Model:
Zain Transformation:
The optionally recruitable General Jarrus (depending on your choices) now has a passive overworld ability: when near automatons and drones, he can temporarily hack them so they act friendly, useful for avoiding those automata/drone encounters:
You can now rail-grind on more objects (e.g., tree trunks and stair railings):
You can push and ride minecarts to travel longer distances faster:
Jumping on NPC property while they are nearby (for example, Gerard s guest tables) now hurts reputation with that NPC a bit. (Please don't do it):
You can feed animals like cats or rats; they may follow you temporarily hoping for more food:
After reaching certain reputation thresholds, you can ask NPCs to follow you for a while on your journey:
Pina's pre-time-skip hairstyle, originally only shown on her non-chibi form, is now wearable anytime as a wig for story reasons:
I also added a Tea Party system. It is honestly visually very inspired by games like Fire Emblem: Three Houses, but it is not really a minigame more like an extra way to raise (or lose) reputation with a party member by steering the conversation well and learning new things about them. But if the talk goes the wrong way, you can also lose reputation.
Additionally, I have added a new enemy type to the test build: the Wellsinger. Found primarily in and around water, Wellsingers use a piercing song that can drive nearby targets mad and even lure NPC patrols to their deaths. Below, I ve also listed a few more enemy types I had mostly only shown on my Discord (or briefly on social media) that are now included in the test build.
There is also now a small optional helper system as well, which you can treat as an additional hint system. If you ve made a pact for example with a demon like Rena, you can ask for hints, have them remind you of the current objective, or just chat to build a relationship like with any other character in Forlorn Memories.
I added another way to earn in-game currency: a light bounty system. You can hunt certain enemies and receive reputation and money from the faction that posted the bounty. These are completely optional just another way to earn reputation or cash. Because of this new system I also added a new quest tracker UI which can of course be disabled via simple button press if you don t want to see it.
A small pickup indicator to make pickup-able items easier to see (toggleable in the Settings Menu),
A chibi overworld buff/debuff display, so you don t have to open the character menu to see current statuses,
Less important dialogue lines now change depending on which character you re currently controlling (previously, dialogue auto-switched to the main player character). It is a small change, but it adds a bit more immersion and shows how others in the world perceive whoever you are playing as.
The instrument system changed from being fully automatic (for teleporting, changing time, influencing weather) to a small input-based minigame, with different inputs per song.
That's more or less it for this devlog. I also added an optional symbol-censor setting that lets you swap certain symbols (for example, the cross on Lihan s clothing) through the Settings menu (that counts for the bust illustrations but also the chibi and non-chibi 3D models), for people who might be uncomfortable with religion-inspired symbols for different reasons. The game's religions and factions are completely fictional and only take surface-level visual inspiration from the real world. But like the gore/blood options I mentioned in my previous devlog entry, I think this adds another accessibility option which at least in my opinion can never hurt to give the player a tiny bit more options.
Also a big thanks again to my bust illustrator Mai, who more or less since the beginning of the project has been kind enough (even though she usually only works for non-indie studios and is very usually very busy) to create detailed busts for the overworld dialogue. As in the last devlog, I have attached some new Bust WIPs as well as older ones for completeness, so these little devlog entries can become a small mini-documentation of my gamedev journey.
Anyway, thanks for reading. I honestly left out a few things, for example I originally wanted to include housing and character customization, and a bit more info what the character Ida is about and what role she plays in the game, but I m keeping those for the next devlog and for the trailer I'm planning to release very soon. In the next devlog I will also go deeper into the consequences of player choices. Below you can see a small sneak peek from the next entry, where party member Liridon confronts the player s party because he can t accept a certain action the player took.
Anyways, as always, thanks for reading, I wish you all the best, as always, and a wonderful day/night! Stay safe!









