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Memory's Reach News

First person puzzle-adventure metroidvania Memory's Reach looks great with Steam Deck support announced

Memory's Reach is a very promising looking first-person puzzle-adventure metroidvania, and the good news is that it will have Steam Deck support at launch.

Read the full article here: https://www.gamingonlinux.com/2025/04/first-person-puzzle-adventure-metroidvania-memorys-reach-looks-great-with-steam-deck-support-announced/

Mac demo now available, plus Steam Deck support and more!

It's been a busy time over here at 100 Stones HQ, but we're finally ready to release a significant update to the pre-alpha demo. This update brings with it a number of important features that will lay the groundwork for a much more substantial update coming very soon...

[h2]Mac Demo Now Available[/h2]
The long awaited Mac version of the pre-alpha demo is finally available, go check it out!

What are the recommended system requirements for Mac? I don't exactly know, but if you'd like to help me find out...

[h2]Performance Test Build[/h2]
A special "Performance Test" build, is available through the beta menu. As a solo dev working from a PC in my living room, testing on a lot of machines is difficult, so I'm asking the community for help! If you'd like to help me figure out the minimum and recommended system requirements, have a read of this post on the forums and check out the test build. The build includes the pre-alpha demo, as well as two additional scenes from the full game to take a look at:





[h2]Steam Deck Support[/h2]
Steam Deck is now officially supported with customized default settings and a larger UI.

The first time you run the game on Steam Deck it will apply custom default settings optimized for 40fps, but you can of course tweak the settings yourself, which brings me to...

[h2]New Settings in the New Settings Menu[/h2]
The settings UI has been overhauled. It's cleaner, less buggy, and now only takes up half the screen so you can see the effects of your changes in real time.
Many settings options have been tweaked, added, or removed as development has progressed, but a few highlights in this update include:
  • Added support for FSR and DLSS upscaling. Either of these upscalers can be used to significantly boost performance. FSR is available on Windows, Mac, and Steam Deck. DLSS is available on Windows PCs with a compatible NVIDIA GPU.
  • Added UI scaling option. On Steam Deck this will default to the maximum value. I also recommend adjusting this if you're playing on a TV or large monitor. Just note that the UI is still a work in progress (most of it still uses placeholder art) so some of the scaling can be a little inconsistent and not all elements will always scale evenly. This will improve as development continues and the final UI art begins to be implemented.
  • Added additional graphics settings for performance optimization and accessibility.


That's all for this update! Give the performance test build a go... and then keep a lookout for some more big and exciting news coming very soon!

Zone Preview: Kolgil Rainforest

Explore the Kogil Rainforest, a massive scientific facility used to monitor the life signs of the lost planet of Virishal.

Check it out in this new zone preview trailer!

[previewyoutube][/previewyoutube]

The Kogil Rainforest is the first major area of the game, where you will encounter your first challenging puzzles and collect your first new ability that will help you to explore more of the planet's regions.

As you explore the rooms and restore power to the facility you may discover hints that something is not right with the planet Virishal. But numerous locked paths and impassable obstacles will keep the truth hidden from you... for now. Be sure to return later once you discover new abilities to reveal more of the jungle's secrets!

Demo Update

Just a quick update to say that the Pre-Alpha Demo has been updated to the latest version, specifically the version that was shown at PAX Aus this year.

Here's a list of the most visible changes:
  • Many graphical improvements, especially to shaders and post effects.
  • Added three additional hidden collectibles.
  • Various minor tweaks to the gameplay and level design to improve flow.
  • Additional settings added to the options menu.


The long-awaited MacOS version is under development and should be out... soonish. Hopefully before the end of the year.

As mentioned when it was first released, this demo is intended to be a 15-20 minute experience built for tradeshows. It is designed to give a good overview of the gameplay with the expectation that it is being played for a short time at a noisy show while people in epic cosplay stop by to watch and your friends distract you with the cool swag they just purchased ːsteammockingː

I am still planing to release a much more substantial demo purpose built for Steam. This one will showcase at lot more of the game and will likely include the Kogil Rainforest area (that was also available at PAX by special request), as well as other new content and gameplay. Keep a look out for that next year!

Memory's Reach will be at PAX Aus this October

Memory's Reach will be playable at PAX Aus this October. In addition to the latest version of the Pre-alpha demo (an updated version of the demo available on Steam) I'll also have the entirety of Sector 01 - the Kolgil Rainforest, available to play on request.

An in-development version of this area was playtested at AvCon earlier this year, so I'm excited to have a more complete version ready now, with more finalized art, tweaked puzzle balance, and rejigged level design.

The Kogil Rainforest is the first main area in the game, a massive scientific facility used to monitor the planet's life signs, long abandoned and reclaimed by the forest. Check out a couple of shots from the level below!

If you're attending the show you can find me at booth #29 in the indie section, on the right as you enter from the Queue Hall. Stop by and say hi :D