Sort of a clickbait title, I do admit. I am still developing the game by myself. But I wouldn’t be able to do it without the support from Outersloth, my fiancé, my best friend, my brother, my parents, my cousins, my friends, my family, my fellow gamedevs, and my early playtesters.

I am writing this because last week I showcased Memoirium at PGDX (Philippine Game Development Expo) 2025, and I felt overwhelmed by the positive feedback and attention from all those who came to try it out. It is only right that I take this time to give credit to the ones who have helped me make this game what it is today.
Shout out to the talented d3ltari who did Memoirium’s cover art and Steam capsules. All the music in the game was done by Line In Productions. I am not a 3D artist by any means. The majority of the animation used in Memoirium is from the Unreal Marketplace. Thank you to all the talented animators who put your amazing work on sale.

Again, it does feel wrong sometimes to say I’m a solo developer when I have received so much support that I am endlessly thankful for. This is what in-game credits are for, and I will use them to their fullest extent!
The demo of the PDGX was a great way to see how people would play the current build of the game. What I learned was that the tutorial of the game was extremely weak. I was not ready for players to mash all the buttons and skip every message. So there was a lot to improve, which there always is, but I had a more focused goals this time.

Besides fixing the tutorial, there were noticeable hitches in the game. Most players didn’t seem to notice, but since the game is locked to 30fps and I play it all the time, I can tell when it takes a slight dip, even if it’s for a split second. A constant on my to-do list is optimization, and while it’s a continuous process, the demo reminded me I really had to zone in and kill every possible reason for a hitch. With a simple and retro aesthetic, people should expect to have no hitches in the game, and at least in that department, I want to give people what they expect.
The starting area now features enemies that attack you with household items. But some of the mobs still had swords and arrows. Someone suggested that the ranged enemies should toss lamps instead. So naturally, I had to add that. I also changed the sword to a standing electric fan.


Playtests are so important! People kept missing the door to the boss because the gate didn’t look like a gate; it was too abstract. So I changed the gate and the lock to look more like a keyhole. I also added lights to help guide the player in the right direction. Since it was the starting area, I wanted players to not get too lost.


I am looking forward to working more, and while my passion for the game has never waned, watching people enjoy Memoirium has added even more fuel to the fire, and I can’t wait to be able to give the full version to the world. It will still be a while! Despite everything I said, I am still working on the game by myself!