THE LONG FORGETTING
近日発売
About the game
「忘却」が背後の世界を喰らっている。走れ。死にゆく精神を駆け抜ける、インクとガッシュで描かれた追跡型プラットフォーマー。手に入れるべき4つの移動キー、闇から奪い返す失われた記憶、そして決して、絶対に止まらないインクの壁。
Steamの原文説明
IT IS ALREADY BEHIND YOU
You are Moneta, the Kept One — the dearest memory of a mind that is going out.
Behind you comes the Forgetting: a wall of black ink that unpaints the world as
it touches it, leaving only bare paper. It does not chase you cleverly. It
chases you patiently, and it is never further away than one mistake.
There is no fighting it. There is only the next ledge.
RUN. DIE. GO AGAIN.
THE LONG FORGETTING is a precision chase platformer. Every level is a
60–90 second gauntlet run left to right with the wall at your back: thorn
beds, drowning pits, erupting geysers, crushing columns, carved stone mouths
that spit slow glowing bolts on fixed rhythms you learn to thread. Everything
kills in one touch — and death restarts the level instantly. No loading
screen, no lives, no mercy and no waiting: the run simply begins again, and
the wall is patient.
Twelve levels across three regions of a dying mind, each ending at a door the
Forgetting cannot pass — and a final confrontation at the source of the wound
itself.
EARN THE WAY YOU MOVE
Clearing a level grants a permanent ability — a key, never a stat. The
double jump. The wall dash. The dash that carries you through danger for
a heartbeat. The glide that turns a fall into a crossing. Deeper in, the keys
turn stranger: a light that pushes back the dark, the power to eat a bolt out
of the air, to silence the stone mouths, to survive one blow that should have
ended the run. Each key opens routes in every earlier level that were
impossible without it — going back is how you find what you were forced to
run past.
STEAL BACK WHAT IT TOOK
Off the safe line, in the shafts and drowned pits, there are memories still
burning — three hidden in every level. Reaching them costs time you do not
have, and time is the only currency the Forgetting accepts. They are never on
the way; they are always a detour with the wall closing. Carry enough of them
and their light will absorb a single killing blow — the game's only armour,
earned by greed.
INK-WASHED, DROWNED, AND LIT FROM WITHIN
Ink-and-gouache washes, glowing flora, ruined colonnades under still water, and
lantern-light that actually falls on the stone. The world drains of colour as
the Forgetting takes more of it — you are watching a mind lose its palette.
The score is part of the chase: the music swells as the wall closes and thins
when you pull ahead, so you hear how much margin you have left without ever
looking back.
FOR THE PEOPLE WHO WANT IT TO HURT
- Three difficulties. The level never changes; only the wall's patience
does. On Hell it never slows below your own sprint — every stumble is spent
margin you will not get back. - Records. Best times per level and per difficulty, with the ghost of
your best line kept — so there is always someone to race, even if it is you. - A tight 2–3 hours the first time through. Considerably longer if you
want every memory, and far longer if you want the top of the boards. - Keyboard or Xbox controller — pick up and play with either.






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