The Forgetting is eating the world behind you. Run. An ink-and-gouache chase platformer through a dying mind: four movement keys to earn, lost memories to steal back from the dark, and a wall of ink that never, ever stops.

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Planned Release Date: Q1 2027

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About This Game

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.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

All 2D art (character sprites, backgrounds, environment pieces, UI) and the current music were created during development using generative AI tools, then curated, edited, and baked into the build. No content is generated at runtime. The game design, level design, code, and writing are human-made.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core CPU, 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 compatible — any integrated GPU from ~2012 onward (Intel HD 4000 or better)
    • Storage: 500 MB available space
    • Sound Card: Any
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