The guard who remembers: a stealth game built on one clever list
Load-bearing systems. One idea carries this entire game. Each guard maintains a short written record of what they have noticed — a moved crate, an unlocked door, a colleague who has not reported in — and each entry fades at a predictable rate you can learn to count. Every other system is built on top of that record. The gadgets are ways of writing to it or erasing from it. The level design is a set of arguments about how many entries you can afford to leave behind.
Friction points. The one place it grinds is the mission scoring, which rewards leaving no trace at all. That sits awkwardly against a memory system whose whole pleasure is managing traces rather than avoiding them. We suspect the scoring predates the memory model and was never revisited.
What breaks under stress. Very little, and we tried. Around hour forty the guard count in later levels grows enough that tracking six overlapping memories becomes bookkeeping rather than tension, but the game ends before that becomes a real problem.
Published 14 July 2026