A kingdom that
forgot itself.
A metroidvania about memory and identity. One connected world, no hand-holding, and almost nothing shown before launch.
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Nine regions. One map.
Every region connects to at least two others. No level select, no hub, and nothing stopping you walking somewhere you shouldn't yet.
Forgotten Archives
Every book here was written to be remembered. None were read twice.
Garden of Echoes
The flowers still open for anyone. They just don't remember who for.
Hall of Masks
Every mask was worn by someone who chose it.
Drowned Names
The water took the names first. The people went quietly after.
Crystal Memories
Perfectly preserved. Perfectly unreachable.
Fractured Collapse
This place remembers being somewhere else. Three times over.
Abyss of Silence
You are the loudest thing that has been down here in a long time.
The Source
It has been holding all of it together. Alone.
— — — — —
Not named yet. You'll see it when you get there.
WithheldForty-two of them.
Every boss telegraphs. Every pattern is learnable. None will wait for you to be ready. Three are named here. The rest aren't.
Mirror King
He wore every face in the kingdom looking for one that fit. He doesn't move when you enter — he waits to see what you do first.
Nameless Giant
It had a name once. It's written on a stone at the bottom of the harbour, and nobody alive can read it.
The Empty One
It has your silhouette and your moveset. It's what remains when a Keeper forgets what it was keeping.
█████ ██ ██████
Everything you have ever remembered is inside it.
Redacted until launchThe list sees what the feed never will.
Short-form gets ten seconds and no context. Subscribers get the rest.
Demo access, first
The playable demo goes to the list a full week before it is public anywhere else.
One boss a month, in full
The whole fight, uncut, plus why it was designed that way.
Vote on real decisions
Region names, boss difficulty, which of two ability designs ships. Past votes have already changed the game.
Secrets before anyone
Every hidden room revealed to the list first, and a standing challenge to find the ones nobody has.
Launch-day key draw
50 keys go to subscribers. Being on the list is the whole entry.
The failures too
Bosses that got cut, systems that didn't work, art that got binned.
Every signup carries your name.
You get a personal link the moment you join. It tracks who came from you, and unlocks as it climbs.
The concept art pack — every boss from first sketch to final sheet.
Demo access on day one, plus the private build channel.
Your name in the credits, and one hidden room named by you.
The honest answers.
Why is there nothing to look at?
Because the first time you see this world should be while you're playing it, not while you're scrolling. There's footage on the socials if you want a taste. The rest is deliberately withheld.
What is Keeper of Echoes?
A 2D metroidvania about memory and identity. You play the Keeper, holding onto something it no longer remembers. Explore a connected kingdom, fight things that used to be people, and change form three times as you learn what you actually are.
Is this inspired by Hollow Knight?
Openly. Hollow Knight for the silence and the cruelty, Ori for the movement, Ender Lilies for the tone. What's different: memory is a mechanic, not just a theme — some rooms only exist once you remember them, and the player character physically changes three times.
When does it release?
No date, and I'd rather say that than invent one. The world, bosses and systems are built; combat tuning and audio are in progress. The waitlist gets the demo first, and a window announced there before anywhere else.
How large is the world?
314 rooms across 9 regions, plus 6 tunnel systems connecting them. Roughly 12–15 hours normally, more if you chase the secret bosses. Every region has at least two entrances, so the route is yours.
Will there be a demo?
Yes. One region, one boss, one ability unlock — 30–40 minutes. The list gets it a week before it goes public.
What platforms?
PC first — Windows and Linux, with handheld support planned. Console depends on how launch goes — that's not a promise.
Who is making it?
One person, with a lot of tooling. The devlogs cover how, including the parts that went badly.
The kingdom is already built.
Nobody has walked it yet.
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