Skip to content
Astral Amnesia
Astral Amnesia emblem
  • USS Stellaris
  • Horizon class
  • ninth month underway

Astral Amnesia

Eleven people aboard. A hundred and eighty metres of passageway. No way out. And someone here has already tried to kill you once.

Coming soon to Google Play Free See the game

A free game, with no advertising.

Waking up

Someone tried to kill you. You don’t know who, or why, or what you had found out.

You open your eyes in medical stasis. The ship’s doctor tells it straight: an assault, at night, in a passageway you had no reason to be in. You take her word for it. The weeks before that are gone, and no one can give them back.

What you still have: an astronomer’s instincts, an eye for anything out of true, and one thing you alone know — where this ship is actually going. Command holds the route as far as the last relay. The final coordinates exist only in a memory someone tried to erase.

So you investigate. Here, that means eating with your suspects, repairing their machines when they fail, and asking them to account for themselves knowing you will see them again at breakfast.

  • The story does not cheat Every clue is shown to you before anyone explains it. If you accuse the wrong person, it will be on real evidence — which is exactly what makes the mistake possible.
  • Your decisions leave a record What you write down, what you keep quiet, what you destroy: the ship remembers, and it will be put to you when the time comes to answer for it.
  • Nowhere to go Six decks, twenty-two compartments, eleven people. The one you suspect tonight will pass you the salt tomorrow at noon.
Screenshots

What it looks like

  • A conversation on the bridge
  • The logbook
  • A choice in the greenhouse
  • The ship layout
  • A repair mini-game
  • The character sheet
  • Aurora Ziyu in the infirmary
  • Zuta Loril in the galley
Close A conversation on the bridge

The commander hands over a package from Earth · click anywhere to close

Close The logbook

What has been written down, and what is still open · click anywhere to close

Close A choice in the greenhouse

Three ways to handle an anomaly, none of them free · click anywhere to close

Close The ship layout

Six decks, and the places open at this point in the story · click anywhere to close

Close A repair mini-game

Reproduce a sequence to bring a module back online · click anywhere to close

Close The character sheet

The crew, and the trust each of them extends · click anywhere to close

Close Aurora Ziyu in the infirmary

The chief medical officer offers to work on the memory · click anywhere to close

Close Zuta Loril in the galley

The cook also runs the ship’s communications · click anywhere to close

What is waiting for you

A long investigation, and a ship that keeps living while you run it

  • 41quests across nine parts, from sickbay to the last relay

  • 654lines to choose. None of them are there to fill space

  • 22compartments, opening and locking as the investigation moves

  • 6minigames: repair, purge, secure the hold, trace a conduit

  • 446notebook entries. What you learn, you will not lose again

  • 4endings, and an epilogue that depends on your decisions

The crew

Ten suspects, an AI… and you.

Each of them holds a skill the ship depends on, and something they would rather not see written down.

  • Memories
    missing

    YouAstronomer

  • Kuni Lana

    Kuni LanaCommander

  • Caleb Rinh

    Caleb RinhChief pilot

  • Louc Zbib

    Louc ZbibChief engineer

  • Eza Meku

    Eza MekuHead of computing

  • Aurora Ziyu

    Aurora ZiyuChief medical officer

  • Zuta Loril

    Zuta LorilCommunications

  • Rian Tresk

    Rian TreskBiologist

  • Bega Irk

    Bega IrkSupplies

  • Iban Sal

    Iban SalComms and signals

  • Miri Olan

    Miri OlanMission registrar

  • Voice only
    no face

    LéaShip’s intelligence

The ship

The Stellaris — six decks, a hundred and eighty metres

Deck plan of the Stellaris: a cutaway of the ship and its six decks Enlarge the plan
  • Command Bridge, communications, observation deck
  • Common life Galley, common room, archives
  • Habitat Sickbay, stasis, quarters, passageways
  • Science Servers, laboratory, workshop, drones
  • Production Greenhouse, stores, life support, fuel
  • Propulsion Cartography, engine room, lower decks, docking bay
Come aboard

Free, with nothing to hand over in exchange

Free, no advertising, no in-app purchases. The game runs offline: nothing leaves your device except a crash report, which only you can choose to send, by tapping a button, after a crash. The details are in the privacy policy.

Coming soon to Google Play Later on the App Store
Genre
Visual novelDetective story, science-fiction thriller
Platform
AndroidAn iOS version is being considered
Requirements
Android 5.0 or laterAround 90 MB download
Playtime
12 to 15 hours41 quests, around 126,000 words
Age
12 and overAdult themes, not for young children
Price
FreeNo ads, no in-app purchases
Languages
French, English, Spanish, Portuguese (Brazil)Translations under review
Connection
None requiredThe game plays entirely offline
Data
Nothing collected automaticallyLocal saves; a crash report only if you ask for it
About

Astral Amnesia is a detective visual novel: a locked-room science-fiction thriller played by reading and choosing. Aboard the Stellaris, an assault, missing memories and contradictory evidence put an entire crew’s trust to the test.

Design, writing and development: Le Smart Gone.

An independent project begun in 2023, produced with the assistance of generative artificial intelligence tools for text, images and music. Creative direction, rewriting and integration are the author’s own.

Made with Ren’Py, the free visual novel engine, and with free software whose complete list and licences are published on renpy.org.

Close
Deck plan of the Stellaris: a cutaway of the ship and its six decks

Drag to explore the plan