Monsters and Memories (Project_N) - Old School Indie MMO

Kirun

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I rarely vouch for games. But this thing is a sleeper. It’s instantly going to filter out the 95% of gamers who are gen z or boomers that don’t have time or have been spoiled by qol mechanics of newer games. If youre the 5%, this game is a real treat. I often think about how many games seem made by template, how few things seem curated, and how design, especially environment design, is so often an afterthought in mmos these days. It was ages ago but I think I had a long rambling post about how wow started with shit like black rock depths and very quickly turned into boring linear tunnels. This game is the opposite, it’s clear everything has been designed and handcrafted with a lot of thought in mind. They obviously don’t have the resources to make gorgeous art or flesh out their designs but it doesn’t make the huge difference I thought it would because the scaffolding is there and it’s great , and works well with the mud systems they have. It’s clear a ton of time and effort went into creating this world and actually amazing such a small team did this, they really must have put insane hours in or found a way to use ai productively
This kind of post is exactly why Monsters & Memories is getting a pass it frankly doesn't deserve. What you're describing isn't a "sleeper", it's simply something that reminds you of being 15 again.

What you're mistaking for "curation" and "handcrafted design" is really just the absence of modern systems. It's not that the world is so deliberately designed, it's that you’ve been conditioned by two decades of convenience to equate friction with depth. "It doesn't have gorgeous art or fleshed-out design, but it feels real because it’s rough." No, it feels rough because it's unfinished. And the idea that this somehow filters out "spoiled" players is just cope for a game that's not built to sustain an actual playerbase.

The "sleeper" narrative is another old MMO trick too. Declare something "niche" and "special" so when the population inevitably dwindles, it's not failure, it's "difficulty" or "purity" that casuals can't possibly appreciate. Meanwhile, the same crowd will spend hours running through barren zones insisting the emptiness is "immersive."

And sure, I'll give credit where it's due - small team, big ambition, great. But "a ton of time and effort" doesn’t automatically mean "good game design." We've seen this movie before. "Scaffolding is there" translates to "it's not fun yet, but trust the vision." Except in MMOs, scaffolding tends to become the house.

You're not praising good design, you’re praising intent. And that's fine if nostalgia is the goal, but let's stop dressing it up as innovation or courage. What you're really celebrating is the idea of a game that reminds you of when this all felt new. But that's not depth, that's sentimentality doing the heavy lifting.
 
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Pharone

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This kind of post is exactly why Monsters & Memories is getting a pass it frankly doesn't deserve. What you're describing isn't a "sleeper", it's simply something that reminds you of being 15 again.

What you're mistaking for "curation" and "handcrafted design" is really just the absence of modern systems. It's not that the world is so deliberately designed, it's that you’ve been conditioned by two decades of convenience to equate friction with depth. "It doesn't have gorgeous art or fleshed-out design, but it feels real because it’s rough." No, it feels rough because it's unfinished. And the idea that this somehow filters out "spoiled" players is just cope for a game that's not built to sustain an actual playerbase.

The "sleeper" narrative is another old MMO trick too. Declare something "niche" and "special" so when the population inevitably dwindles, it's not failure, it's "difficulty" or "purity" that casuals can't possibly appreciate. Meanwhile, the same crowd will spend hours running through barren zones insisting the emptiness is "immersive."

And sure, I'll give credit where it's due - small team, big ambition, great. But "a ton of time and effort" doesn’t automatically mean "good game design." We've seen this movie before. "Scaffolding is there" translates to "it's not fun yet, but trust the vision." Except in MMOs, scaffolding tends to become the house.

You're not praising good design, you’re praising intent. And that's fine if nostalgia is the goal, but let's stop dressing it up as innovation or courage. What you're really celebrating is the idea of a game that reminds you of when this all felt new. But that's not depth, that's sentimentality doing the heavy lifting.
Maybe the game isn't being made for you. I mean, you're clearly part of the 95% he was talking about.
 
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Kirun

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Maybe the game isn't being made for you. I mean, you're clearly part of the 95% he was talking about.
Ah yes, the classic "it’s not for you" defense. The final refuge of anyone out of arguments. You've basically said, "we know it's niche and half-baked, but if you don't like it, you're just not enlightened enough." Nice cope.

When a product is released to the public, criticism isn't optional. You don't get to slap a "not for you" label on it and pretend that invalidates the discussion. It reeks of insecurity wrapped in faux elitism.

And if the bar for entry into this so-called "5%" is just tolerating busted design, paper-thin content, and a nostalgia haze thick enough to choke a horse, then congrats. Enjoy your private club of people pretending jank equals authenticity. Meanwhile, the rest of us will continue expecting that "passion project" doesn’t have to mean "stuck in 2002."

It's wild how quickly the M&M community jumps from "it's handcrafted and pure!" to "well, it's not for everyone" - as if both can coexist without contradiction. If the game's that allergic to scrutiny, maybe it's not the players who are too soft for it. Maybe the game's just not built to withstand a hard look.

This smug "not for you" routine is exactly why so many of these projects wither and die. You mistake insularity for integrity. You alienate anyone who asks for higher standards, then wonder why the servers are ghost towns a year later.
 
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vegetoeeVegetoee

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Sure you get to slap a not for you label on it. WTF do you think Souls games are? They aren't for everyone. Wtf you think any game is? It's made for certain audiences, not just everyone and anyone. It's called a targeted audience. Kirun, learn to argue in good faith. Something tells me you spent tons on Ashes and Pantheon thus you are shitting so hard on this game. Your paints make 0 fucking sense man. As someone that is a Dev and has spent his entire career in tech, I can tell you MnM will do just fine if they are targeting what they say they are and don't change. It doesn't have to be a 1M subs kind of game that caters to your whims and needs. The game will do just fine if they keep their current targeted audience.
 
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bolok

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So is this game something we can play right now, or is it just random weekend alpha tests like EverCraft?
Open 10 days in nov. otherwise Alpha keys have to luck into. Beta got pushed back, but that is promising to have tons of keys avail

Early access for all q1 next year.
 
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Smithy

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It's wild how quickly the M&M community jumps from "it's handcrafted and pure!" to "well, it's not for everyone" - as if both can coexist without contradiction.
Holy shit this is a wildly stupid comment, especially in this day and age. There is a highly profitable, multi-billion dollar industry called 'indie gaming' that literally exists to make good games that 'aren't for everyone'. I'm just here trying to learn about the game and if it's worth playing, not read pathetic arguments from loser nostalgists and even bigger loser haters.
 
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Gravel

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Ah yes, the classic "it’s not for you" defense. The final refuge of anyone out of arguments. You've basically said, "we know it's niche and half-baked, but if you don't like it, you're just not enlightened enough." Nice cope.

When a product is released to the public, criticism isn't optional. You don't get to slap a "not for you" label on it and pretend that invalidates the discussion. It reeks of insecurity wrapped in faux elitism.

And if the bar for entry into this so-called "5%" is just tolerating busted design, paper-thin content, and a nostalgia haze thick enough to choke a horse, then congrats. Enjoy your private club of people pretending jank equals authenticity. Meanwhile, the rest of us will continue expecting that "passion project" doesn’t have to mean "stuck in 2002."

It's wild how quickly the M&M community jumps from "it's handcrafted and pure!" to "well, it's not for everyone" - as if both can coexist without contradiction. If the game's that allergic to scrutiny, maybe it's not the players who are too soft for it. Maybe the game's just not built to withstand a hard look.

This smug "not for you" routine is exactly why so many of these projects wither and die. You mistake insularity for integrity. You alienate anyone who asks for higher standards, then wonder why the servers are ghost towns a year later.
The "it's a niche game" is hilarious to me. Like somehow all those other games that people can agree are "fun" doesn't apply. We all just don't understand the type of fun this game is presenting (despite the fact that we all played EQ).

You've really nailed it with capturing the feeling people had when they originally played it. They're not looking for fun, they're looking to recapture that feeling.

If it was fun, more than a couple hundred people would agree it is. Even indie games and souls games can get tens of thousands (if not millions) of people to say "yeah, that's definitely fun."
 
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Sylas

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Sure calling it a "sleeper" is pure cope, its an ultra niche little passion project. but I mean at least he's being realistic about his expectations. He's not wrong, it'll draw 5% of the gamers interested in old school EQ style game design. So out of like 5k people, it'll bring in 5% which is 250. which when you factor in how many boxes they will have to run to make the game playable that's a good 1500 accounts, more than enough to keep the lights on and keep this a passion project that they work on in their spare time after their day jobs.
 
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Kirun

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Sure you get to slap a not for you label on it. WTF do you think Souls games are? They aren't for everyone. Wtf you think any game is? It's made for certain audiences, not just everyone and anyone. It's called a targeted audience. Kirun, learn to argue in good faith. Something tells me you spent tons on Ashes and Pantheon thus you are shitting so hard on this game. Your paints make 0 fucking sense man. As someone that is a Dev and has spent his entire career in tech, I can tell you MnM will do just fine if they are targeting what they say they are and don't change. It doesn't have to be a 1M subs kind of game that caters to your whims and needs. The game will do just fine if they keep their current targeted audience.
Oh, I"m well aware of what a "target audience" is, I just don’t think it's a magic phrase that excuses bad design or tunnel vision. Souls games earned their niche by building tight, deliberate systems and backing them with impeccable craft. They didn't just say, "This isn’t for everyone," and use that as a shield against criticism. Souls isn't "not for everyone" because it's broken by design like M&M, it's "not for everyone" because it demands mastery and attention to detail. There's a difference between challenges and chores, and pretending they're the same thing is exactly how you end up with half-baked systems defended as "hardcore."

FromSoftware didn't build their legacy by shrugging off criticism with "well, maybe it's not for you." They iterated, refined, and built identity through their players engaging critically. Every title they've made since Demon's Souls has been an evolution of that feedback loop. They didn't throw tantrums when people said Blighttown was unplayable - they fixed it.

Meanwhile, M&M's defenders treat every criticism like heresy. You can't even point out glaring structural issues like population spread, travel friction, archaic mechanics, etc. without someone jumping out of the bushes screeching, "It’s not for you!" as if that's some kind of mic drop. Newsflash: "not for you" doesn't make your game immune to reality. It just makes you sound allergic to feedback and critique.

And if the entire defense of your MMO boils down to “well maybe you're just not the audience,” then congratulations, you've already admitted the game has nothing to offer beyond nostalgia and a gated community mentality. The Souls comparison only works when your niche earns its difficulty and identity, not when it uses them as excuses to stay stagnant.

Monsters & Memories is being marketed as a "throwback MMO," but it's leaning so hard on nostalgia that it's ignoring what actually made those older games memorable. The audience it's supposedly targeting, this so-called "5%", isn't some untapped well of pure loyalty. It's a dwindling group of people willing to tolerate clunky systems out of sentimentality.

And the "I work in tech, therefore I know" appeal to authority? Please. Working in tech doesn't mean you understand market sustainability or player retention, especially not in a live-service context. Games like this can absolutely exist, but they can't thrive by cutting themselves off from any form of evolution and dismissing every critique as "not for you". The fact you think I would spend a single cent on games like Pantheon and Ashes shows how little you're paying attention to what I'm saying and critiquing about M&M.
 
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GuardianX

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So is this game something we can play right now, or is it just random weekend alpha tests like EverCraft?

Unfortunately Evercraft (Adrullan now) is a LOT more rare than random LOL.

I think MnM is gunna have another stress test before november but ya, nov 1st is a 10 day like others have mentioned.
 

Kriptini

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What you're mistaking for "curation" and "handcrafted design" is really just the absence of modern systems. It's not that the world is so deliberately designed, it's that you’ve been conditioned by two decades of convenience to equate friction with depth. "It doesn't have gorgeous art or fleshed-out design, but it feels real because it’s rough." No, it feels rough because it's unfinished. And the idea that this somehow filters out "spoiled" players is just cope for a game that's not built to sustain an actual playerbase.

I think this is a fair criticism but I also think that it's not applicable to every system in M&M with friction attached to it. Let's take a look at the lack of a compass, for example. In M&M, I'd say great care has been taken in order to support the removal of the compass via astrological systems (positioning of the sun and certain stars) and clear landmarks that can be viewed beyond the boundaries of a zone that typically align with cardinal directions (for example, if I exit Night Harbor through the west gate, go through all of Shaded Dunes and high into Fallen Pass, I know I'm facing east if I can see the huge dome of the Night Harbor palace in the distance).

While I agree that some of the frictioned systems are unfinished and unpolished, I do think that some of them have some intentional design attached to them that enhances the play experience.
 

Kithani

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Sure you get to slap a not for you label on it. WTF do you think Souls games are? They aren't for everyone. Wtf you think any game is? It's made for certain audiences, not just everyone and anyone. It's called a targeted audience. Kirun, learn to argue in good faith. Something tells me you spent tons on Ashes and Pantheon thus you are shitting so hard on this game. Your paints make 0 fucking sense man. As someone that is a Dev and has spent his entire career in tech, I can tell you MnM will do just fine if they are targeting what they say they are and don't change. It doesn't have to be a 1M subs kind of game that caters to your whims and needs. The game will do just fine if they keep their current targeted audience.
How many subs do you think they’d need to support a full time staff of whatever your expertise leads you to believe they will need? How many people will they need on staff? I’m assuming their plan is $14.99/mo?
 

Del

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FromSoftware didn't build their legacy by shrugging off criticism with "well, maybe it's not for you." They iterated, refined, and built identity through their players engaging critically. Every title they've made since Demon's Souls has been an evolution of that feedback loop. They didn't throw tantrums when people said Blighttown was unplayable - they fixed it.

Meanwhile, M&M's defenders treat every criticism like heresy. You can't even point out glaring structural issues like population spread, travel friction, archaic mechanics, etc. without someone jumping out of the bushes screeching, "It’s not for you!" as if that's some kind of mic drop. Newsflash: "not for you" doesn't make your game immune to reality. It just makes you sound allergic to feedback and critique.
Lol what? Every Dark Souls game has an area that is similar to Blighttown in challenge and annoyance. There was very little in the way of iteration and refinement actually lol, and most people I've seen consider Demon's and Dark Souls 1 to be the best games in the series. Games like Demon's Souls and Dark Souls are steeped in "archaic mechanics" and is unwelcoming by design, and people loved them anyway. They're niche gems that became successful through cult followings and massive word of mouth.

And it's not "shrugging off criticism" it's acknowledging the fact that we're never going to agree and don't want M&M to become another soulless modern MMO that sacrifices world building and community for ease and convenience. It's odd that wanting to allow something to be unique in the genre, at least in 2025, is so offensive to you.
 

Kirun

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Lol what? Every Dark Souls game has an area that is similar to Blighttown in challenge and annoyance. There was very little in the way of iteration and refinement actually lol, and most people I've seen consider Demon's and Dark Souls 1 to be the best games in the series. Games like Demon's Souls and Dark Souls are steeped in "archaic mechanics" and is unwelcoming by design, and people loved them anyway. They're niche gems that became successful through cult followings and massive word of mouth.

And it's not "shrugging off criticism" it's acknowledging the fact that we're never going to agree and don't want M&M to become another soulless modern MMO that sacrifices world building and community for ease and convenience. It's odd that wanting to allow something to be unique in the genre, at least in 2025, is so offensive to you.
Ah yes, the "Original Souls games are archaic too, therefore MnM is fine" defense. The equivalent of saying "my car doesn't need brakes because horses never had them." You're conflating intentional friction designed to serve a gameplay loop with outdated systems that exist purely because nobody's bothered to replace them.

Every bit of punishment in a Souls title reinforces its design loop: you screw up, you learn, you get better. It's not just tedium for tedium's sake. MnM's version of "difficulty" is standing around watching your auto attack swing once every three seconds while praying someone else logs in before you die of boredom.

And let's kill this revisionist take while we’re at it: FromSoft absolutely iterated. Every title since Demon's Souls refined core systems - smoother animation timing, better checkpointing, streamlined build management, quality-of-life tweaks that respected player time without neutering challenge. DS3 streamlined movement, Elden Ring made exploration amazing, QoL crept in without gutting the soul. That's the point. They evolved the formula without diluting it. MnM's defenders seem allergic to that idea, as if iteration itself is a moral failing.

The "we’re just being unique" line is another tired deflection. Making something deliberately inconvenient isn't "visionary." There's a huge difference between rejecting corporate polish and rejecting progress. If your entire identity as a game is built around not doing what works, that's not "soul," it's stubbornness.

"Wah, you’re just offended that something’s unique." No, champ, I'm offended by bad design hiding behind nostalgia cosplay. There's a world of difference between rejecting handholding and rejecting basic flow and cohesion. Making your game a chore doesn't make it deep, it just makes it empty. A world can be beautiful and handcrafted all day long, but if the systems surrounding it are allergic to modernity, it'll still die on the vine. Souls games earned their cult status by pairing depth with design intent. MnM, so far, is just hoping nostalgia will do all the heavy lifting.
I think this is a fair criticism but I also think that it's not applicable to every system in M&M with friction attached to it. Let's take a look at the lack of a compass, for example. In M&M, I'd say great care has been taken in order to support the removal of the compass via astrological systems (positioning of the sun and certain stars) and clear landmarks that can be viewed beyond the boundaries of a zone that typically align with cardinal directions (for example, if I exit Night Harbor through the west gate, go through all of Shaded Dunes and high into Fallen Pass, I know I'm facing east if I can see the huge dome of the Night Harbor palace in the distance).

While I agree that some of the frictioned systems are unfinished and unpolished, I do think that some of them have some intentional design attached to them that enhances the play experience.
That's a fair take, and I agree that some of the friction in M&M could have purpose behind it - the compass example being one of the few that actually feels like it's been thought through a bit and given some intentionality. When visual landmarks or celestial positioning are used intentionally, it does build a sense of place and self-orientation that's rare in modern MMOs. I'll give credit where it's due there.

The problem is that this kind of deliberate design feels like the exception, not the rule. A handful of clever systems don't change the fact that most of MnM's friction currently feels more like omission than intention. The compass example works because the world design supports it. But that same level of design clarity doesn't seem to extend to a lot of other mechanics that just add delay or opacity without giving anything meaningful back.

In short, yeah, friction can enhance immersion, if it's supported by equally thoughtful worldbuilding and feedback loops. But M&M keeps leaning on "old-school" as a justification for everything, even when the friction isn't in service of anything but inconvenience.
 

Del

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Ah yes, the "Original Souls games are archaic too, therefore MnM is fine" defense. The equivalent of saying "my car doesn't need brakes because horses never had them." You're conflating intentional friction designed to serve a gameplay loop with outdated systems that exist purely because nobody's bothered to replace them.

Every bit of punishment in a Souls title reinforces its design loop: you screw up, you learn, you get better. It's not just tedium for tedium's sake. MnM's version of "difficulty" is standing around watching your auto attack swing once every three seconds while praying someone else logs in before you die of boredom.

And let's kill this revisionist take while we’re at it: FromSoft absolutely iterated. Every title since Demon's Souls refined core systems - smoother animation timing, better checkpointing, streamlined build management, quality-of-life tweaks that respected player time without neutering challenge. DS3 streamlined movement, Elden Ring made exploration amazing, QoL crept in without gutting the soul. That's the point. They evolved the formula without diluting it. MnM's defenders seem allergic to that idea, as if iteration itself is a moral failing.

The "we’re just being unique" line is another tired deflection. Making something deliberately inconvenient isn't "visionary." There's a huge difference between rejecting corporate polish and rejecting progress. If your entire identity as a game is built around not doing what works, that's not "soul," it's stubbornness.

"Wah, you’re just offended that something’s unique." No, champ, I'm offended by bad design hiding behind nostalgia cosplay. There's a world of difference between rejecting handholding and rejecting basic flow and cohesion. Making your game a chore doesn't make it deep, it just makes it empty. A world can be beautiful and handcrafted all day long, but if the systems surrounding it are allergic to modernity, it'll still die on the vine. Souls games earned their cult status by pairing depth with design intent. MnM, so far, is just hoping nostalgia will do all the heavy lifting.

That's a fair take, and I agree that some of the friction in M&M could have purpose behind it - the compass example being one of the few that actually feels like it's been thought through a bit and given some intentionality. When visual landmarks or celestial positioning are used intentionally, it does build a sense of place and self-orientation that's rare in modern MMOs. I'll give credit where it's due there.

The problem is that this kind of deliberate design feels like the exception, not the rule. A handful of clever systems don't change the fact that most of MnM's friction currently feels more like omission than intention. The compass example works because the world design supports it. But that same level of design clarity doesn't seem to extend to a lot of other mechanics that just add delay or opacity without giving anything meaningful back.

In short, yeah, friction can enhance immersion, if it's supported by equally thoughtful worldbuilding and feedback loops. But M&M keeps leaning on "old-school" as a justification for everything, even when the friction isn't in service of anything but inconvenience.
Those "outdated systems" have been replaced in other games and we don't want them. That's the point.

Having to reclear trash every time you make your way towards a boss is as much tedium for tedium's sake as having to retrieve your corpse after dying on M&M. Killing trash mobs does nothing to teach you how to get better at killing the boss you just died to. The purpose it serves is that it stings and annoys you, making the boss fight more thrilling when you don't want to fail because of the punishment that is going to ensue. Juvenile jab aside, M&M's punishment serves virtually the same purpose.

First of all I was talking about DS 2 & 3 and I didn't say they didn't iterate at all, but the small changes that were made did not objectively make the games any better, and the games were largely structured the same and almost all the systems were the same or tweaked slightly.

Why are you quoting "visionary" when I never made that claim? Progress is entirely subjective. What you seem to think is progress is just something built to be consumed between alt-tab ChatGPT sessions and FoH posts. I think progress is going back to the roots of what made me love MMORPG's and giving me more of a sandbox world to play in than a guided tour.
 

Kriptini

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The problem is that this kind of deliberate design feels like the exception, not the rule. A handful of clever systems don't change the fact that most of MnM's friction currently feels more like omission than intention. The compass example works because the world design supports it. But that same level of design clarity doesn't seem to extend to a lot of other mechanics that just add delay or opacity without giving anything meaningful back.

These are probably the most important places for us to give feedback, then. If we can find these opaque, friction-heavy systems and say "hey, we don't see the vision here," hopefully NWC can take that as instruction to either better integrate those systems into deliberate game design or scrap them.