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The noon bell hasn't rung. The king died without an heir.
Four great houses, Bear, Lion, Anchor and Mountain, and the court are fighting over the empty throne. You belong to none of them. You're a wandering sellsword, and tonight's bed and a warm meal matter more than who gets the crown.
The Unremembered is a dark fantasy, choice-driven roguelite you play one swipe at a time.

The Anchor captain sets an anchor-stamped coin on the rail. Pick it up and you're contracted to fight on deck, and the ship feeds and houses you. The tavern keeper will tell you how the king died for a single coin.
Every card has two choices, picked by swiping left or right. The jobs you take and the people you turn away change the events and endings that follow.

You manage four resources, HP, sanity, gold and supplies. Gold from jobs buys supplies such as bread and lamp oil at the tavern.
Dragging a card shows which resources you will gain or lose. Without supplies, you pay the difference in HP or sanity. Spending HP, sanity or gold when it is already at zero kills you.

The full game has five acts. You start in the capital and travel north, and each act has its own places, events and endings.
Some endings open the next act. Once an act is open, you can start a run from it on the act select screen.

The ledger collects the stories of the houses and places with illustrations, and records every ending you find.
When you die or reach an ending, you start over. Some keepsakes, like a fang from the forest, stay with you when you do.
Four great houses, Bear, Lion, Anchor and Mountain, and the court are fighting over the empty throne. You belong to none of them. You're a wandering sellsword, and tonight's bed and a warm meal matter more than who gets the crown.
The Unremembered is a dark fantasy, choice-driven roguelite you play one swipe at a time.

The Anchor captain sets an anchor-stamped coin on the rail. Pick it up and you're contracted to fight on deck, and the ship feeds and houses you. The tavern keeper will tell you how the king died for a single coin.
Every card has two choices, picked by swiping left or right. The jobs you take and the people you turn away change the events and endings that follow.

You manage four resources, HP, sanity, gold and supplies. Gold from jobs buys supplies such as bread and lamp oil at the tavern.
Dragging a card shows which resources you will gain or lose. Without supplies, you pay the difference in HP or sanity. Spending HP, sanity or gold when it is already at zero kills you.

The full game has five acts. You start in the capital and travel north, and each act has its own places, events and endings.
Some endings open the next act. Once an act is open, you can start a run from it on the act select screen.

The ledger collects the stories of the houses and places with illustrations, and records every ending you find.
When you die or reach an ending, you start over. Some keepsakes, like a fang from the forest, stay with you when you do.