RembobineFRPlay

Rec · Behind the scenes

About Rembobine

Rembobine is made by one person, Meffysto, an independent developer in France. No studio, no publisher, and no investor asking for ads between two rooms.

Why this game

The idea is simple: today's parents grew up with marbles, Tamagotchis and Snake on a Nokia, and their kids are growing up with a video feed that never ends. Rembobine tells that story without lecturing anyone. Yesterday's screens swallowed whole evenings too, and the game says so.

As a game, it openly takes after Hades and The Binding of Isaac: short runs, honest difficulty, and a story that moves forward every time you lose. The difficulty was tuned by having bots of three skill levels (beginner, average, expert) play hundreds of runs, before real players took over.

How it's made

The game runs in the browser (Phaser, TypeScript). The illustrations are generated with an image AI from hand-written descriptions, then edited and cut out. The music and sound effects are synthesized by the game's own code. The stories in the Memory Encyclopedia are fact-checked one by one, and when a date isn't certain, there isn't one.

What it costs

Your first night is free, start to finish. After that the Schoolyard stays free, and the full game is €9.99, once. No subscription, no ads, no currency to buy.

What the game knows about you

Your save stays in your browser. If you say yes (the game asks once), it sends anonymous combat statistics, like fight length or the floor you reached, to tune the difficulty. They're tied to neither your name nor an account, and if you say no, nothing is sent. Details are in the privacy policy.

Get in touch

You can follow every update in the changelog and read the game's memories in the Memory Encyclopedia.

A question, a bug, a childhood memory you'd like to see in the game: the help page has the contact details, or write to @Meffysto69 on X.

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