Memory Debris
Scattered through every level like glowing drops of pigment. Collect it to heal, to power up, to trade — and, if you're lucky, to unlock something more.
An indie game in development · Unity 6
Can you help Z collect their memory debris and rebuild the world they made?
The world
Z is gone. All that's left is the world they made — a storybook broken apart by some unknown force, reachable only through a therapist's hypnosis, and never quite stable.
Most of the time it is a stunning, fragile fairyland: seas and deserts, forests and ancient dwellings, painted in muted ink tones. People there collect memory debris like treasure — for its hidden power, and for the secrets it keeps.
But through the cracks, things get in. To go deeper you'll have to walk the stages of a life that isn't yours, gather what Z left behind, and help the people you meet along the way — while trying to understand, at last, the friend you thought you knew.
A boat doesn't sink because of the water around it.
It sinks because of the water that gets in.船不会因为周围有水而沉没,船只会因为船里有水而沉没。
Scattered through every level like glowing drops of pigment. Collect it to heal, to power up, to trade — and, if you're lucky, to unlock something more.
Set a totem of debris on an anchor and a Window opens — a tear in time that reveals a hidden place, a lost object, or a person you could not otherwise reach.
Two kinds of health to protect: Physical and Mental. Enemies, and the world itself, can wear down either one.
Each chapter is a stage of a life. What you find is stamped onto a scroll as seals — and the scroll you carry decides which of three endings you reach.
The journey
Each chapter is a miniature world — a sea in a palm, a temple in a teapot — and a stage of a life, rendered in its own single ink tone.
Prologue
Z is gone. The one person they trusted most — their therapist — offers you a way in: a guided hypnosis into a world Z built for the people they loved.
Chapter 1
Through mist and a field of red spider lilies, a lantern-bearer leads you to a rope bridge. On the far side, someone you know comes apart into light.
Chapter 2 · Childhood · 0–12
A small boat drifts on an endless sea, free to go anywhere — or so it seems. A great hand has been steering all along.
Chapter 3 · Adolescence · 12–18
A traveller in a white robe, a city of white domes on a cliff, cocoons along the roadside — and the long, uncertain work of becoming.
Chapter 4 · Young adulthood · 18–30
A golden temple at the top of a thousand steps. Knowledge, ambition, belonging — and what it costs to be let through the door.
Chapter 5 · Midlife · 30–50
A house in a nutshell: fields, a courtyard stage, masked strangers, and the chains people agree to wear.
Chapter 6 · Later life · 50–80
Open grassland at last, and the whole journey in miniature. A meteor at dusk. An aurora. Wildfire by night.
Chapter 7
Back to the bridge. What waits on the other side depends on the Life Scroll you carried there.
Gallery
Mist, ink and a little light. New pieces are added here as each chapter takes shape.
Soundtrack
Early pieces from the score. Headphones recommended.
往生桥
往生桥 · Remix
Development
Where the build stands right now. Updated alongside the devlog.
15 of 24 milestones done · 3 in progress

Key art for the final chapter — back to the bridge where it all began, at dawn, in colour for the first time. With this, every chapter has its key art.

Key art for the sixth chapter — open grassland at last, nameless graves, and a whole life laid out in miniature.

Key art for the fifth chapter — a grand old house at sunset, a household in masks, and the chains people agree to wear.