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MemoryCore / Low-Poly RPG

Created by Horrible Guild

A curated anthology of 32-bit era–inspired TTRPGs. MemoryCore brings the great videogame classics of the 1990s to the table, reimagining them for a shared, multiplayer roleplaying experience.

Latest Updates from Our Project:

Module Focus - Overdrive Crew
5 months ago – Tue, May 12, 2026 at 07:04:31 AM


In the neon-soaked streets of Highway City, a crew of adrenaline junkies fights for cash, reputation, and control of the city through illegal street races, daring heists, and high-risk stunts. Welcome to Overdrive Crew, where every job starts with a plan and ends in a full-throttle escape!



Choose your driver: the crew’s fearless wheelman and heart of the team; the ex-cop turned gang insider; the wildcard and a tuning genius; the crew’s unstoppable muscle.



At the start of the campaign, the crew decides its ultimate goal together: Take back a district from a rival gang. Pay off a crushing debt to a ruthless mob king. Break a teammate out of a maximum-security prison. Pull off the ultimate bank job for life-changing money. Expose a corrupt politician before their plan destroys the city. Or win the most legendary underground race Highway City has ever seen...

Overdrive Crew is built around a three-phase structure:
The Plan. The Job. The Chase.

THE PLAN

Study the city map, pick your next score, and decide how to hit it. Then, each player chooses from more than 50 different vehicles including sports cars, bikes, trucks, muscle cars, and more. Not everyone needs their own ride, though: the plan determines the crew’s setup, and every vehicle has its own passenger capacity and role.

Before the action begins, each crew member prepares for the job through a variety of strategic actions:
  • Mod your vehicles using MemoryCards packed with upgrades and special tech. Every mod is available from the start... if you can afford it.

  • Gather intel to gain situational advantages: study police patrol routes, analyze security cameras, uncover shortcuts and escape routes.

  • Relax before the storm through character-driven vignettes that strengthen bonds and unlock powerful bonuses during critical moments.



THE JOB
Once the engines start, the crew dives into the operation using the usual free-flow test resolution mechanic.

Robbing a bank? One character distracts the guards while another hacks the surveillance system. Smuggling contraband across the city? Someone negotiates with a street contact while the driver keeps the engine running. Every role matters, and every decision pushes the mission closer to death or glory...  But not before a reckless chase.



THE CHASE

Then, it’s time to vanish. Sirens explode across the streets. Helicopters light up the skyline. The police are on your tail, and now it’s time to unleash your customized machines and make it back to HQ in one piece.

During The Chase, the game shifts gears entirely. The free-flow structure of The Job gives way to a compact, high-adrenaline button-mashing phase. 

Chases unfold through rapid-fire rounds where players slam inputs and use their Memory Cards to trigger vehicle mods and manipulate dice results to outmaneuver the cops. Every success buys precious distance; every failure brings the heat closer. And every collision tears your ride apart piece by piece.

The game features a neon-soaked cover by Riccardo Tenani and a cast of personality-driven character illustrations by Mattia Di Giovanni.

Your Weekly Poll is here!
In Overdrive Crew the garage will be full of cars to race and wreck, but among them one vehicle will carry a special designation. A machine with its own identity, its own legend, its own reason to exist beyond crossing the finish line first. Two candidates are competing for that honor, and they represent two very different visions of what a car (and a race) can be...

  • Red Falcon: The race? Optional. The carnage? Guaranteed. A legend of a different kind, forged in a world where winning was just one of several acceptable outcomes.

  • Espada Pikes Peak: Precision weaponized. Aerodynamics sculpted to perfection. Built for one of the most punishing courses on Earth. Every corner earned, every cut second sacred.

Which car earns a spot as Overdrive Crew's special vehicle? 

Click below to vote!  

Module Focus - Extinction Protocol
5 months ago – Fri, May 08, 2026 at 05:55:01 AM


Extinction Protocol is our take on survival horror, inspired by the foundations laid by Capcom in the mid-’90s with the original Resident Evil trilogy.

Welcome to Vulture Creek. After a containment breach at a remote facility, four unlikely survivors (a rookie officer, a stubborn journalist, a guilt-ridden scientist, and a special forces operative) must face the horrors unleashed by a corporate blunder. To survive, they’ll need to uncover the truth… and stop the infection before it consumes everything.

Extinction Protocol is survival horror at its purest. Expect zombie bites, limited inventory, and relentless resource scarcity. Expect being hunted by unstoppable creatures. Expect typewriters and ink ribbons, because saving your game’s progress should feel like a decision, not a given.


At the heart of Extinction Protocol lies tension through limitation. Your Health and Focus don’t scale with progression: just a few hits, and you’re down. Your inventory is tight, and every item takes a different number of slots in it. Every decision comes with risk, and planning your route through Vulture Creek is essential.


Outside of safe rooms, everything wants to bite you and infect you. But in the safe rooms, you can save your progress, repair equipment, manage your inventory, craft and combine items, and access shared Item Boxes across the map. Take a breath. Plan your next move. Make sure to bring what you need for the area ahead. Heading into a zone choked with poisonous plants? Better leave that shotgun out and bring a flamethrower.


But even the flamethrower won’t save you from the game’s ultimate predator: the Carrion King. A relentless, recurring nightmare that stalks you throughout the entire campaign. When it appears, you have two choices: run, or fight. If you manage to bring it down, it rewards you with valuable loot. But make no mistake: it won’t be truly dead…


Too few resources, too many questions: what happened in Vulture Creek? What is the “extinction protocol” the Obsidian Labs was actually working on? And will you survive long enough to stop the infection before it spreads beyond the city limits?

Dare to find out. And if you fail… You can always respawn from your last safe room.
Next time… Plan better.

The game features a standout cover by Riccardo Tenani and striking low-poly characters by Albert Buscio.

Your Weekly Poll is here!
Last week we asked you to decide what lies before the gates of the Black Castle in Bloodsong: Hunters of the Night. The Abandoned Village was your choice and it will be included in the game!
This week we step into the claustrophobic corridors of Extinction Protocol, where resources are limited and something wrong is lurking just out of sight. The game's map has two sides: one is Vulture Creek, the city, where the outbreak began and the streets tell their own grim story. 

The other side is the main area: the heart of the game, the place you'll come to know better than you'd ever want to. That second side is what you're voting on. Two iconic archetypes of the genre are competing for that spot, and only one will make it onto the board.

  • Police Station: A place built to protect, now a labyrinth of locked doors, broken radio signals, and things that used to be colleagues.

  • Mansion: Something old, something sprawling, something that doesn't want you to leave. Every room hides a secret. Every hallway leads somewhere worse.

Will you face dangers behind barricaded walls, or search for secrets in festering within decaying halls?

Click below to vote! 

MemoryCore: Loading… LIVE AMA on May 5!
5 months ago – Thu, Apr 30, 2026 at 06:31:10 AM

We just got our hands on an early MemoryCore prototype here at the HG headquarters… And honestly, it feels like it should: low-poly vibes, bold colors, that unmistakable late ‘90s 32-bit energy. And yes, it’s gorgeous!




MemoryCore is all about bringing those ‘90s videogame memories back to life in a shared tabletop experience, mixing genres, systems, and stories, so for this launch party we'd like to start sharing as soon as possible!

On May 5, we’re going live on YouTube and on the Launch Party page for a proper early deep dive: we’ll crack open the prototype, show you what’s inside, talk through the system, and most importantly sit down with the designer for a live chat straight from the source!


We’ll be running it as a full AMA (Ask Me Anything), so bring your questions: behind-the-scenes insights, mechanics talk, creative choices, and tell us about all the weird little details that you might look for. 

Drop your questions and ideas live in the YouTube chat and we’ll pull them on screen, or leave them here in the comments down here so we can queue them up before we go live. See you there!

► Continue? ◄ 

Don't forget about our Weekly Poll!

In Bloodsong this area sits just outside the Black Castle, the last thing standing between you and what waits beyond those gates. Three visions haunt us for this place, and we can't choose between them. But you will!

Will the threshold of the Black Castle be shrouded in the silence of death, of creeping roots, or of bleak abandonment? 
 
Click below to vote!

Module Focus - Bloodsong: Hunters of the Night
5 months ago – Tue, Apr 28, 2026 at 06:33:15 AM

The second game included in every MemoryCore tier is Bloodsong: Hunters of the Night. The game is clearly inspired by one of our childhood favorites, Castlevania: Symphony of the Night: the first title in the Castlevania series to move away from the action-platformer formula in favor of an interconnected, looping world (quite literally, if you catch our meaning).


In Bloodsong, you’ll find all the familiar elements you’d expect from Symphony of the Night and what we now confidently call a “Metroidvania” experience: non-linear exploration, skill-based progression, permanent shortcuts… and tough boss fights.


The Black Castle has returned once again. Now four vampire hunters must brave its horrors, uncover its secrets, and face Dracula to banish him back into darkness: Darius Brightmoor, a relentless warrior descending from a long line of vampire hunters; Lucian Noctar, the most powerful progeny of Dracula; Juliana LaFrey, a legendary ranger specialized in ranged combat; and Mira Renvale, a stubborn yet warm-hearted spiritwarden.


Like every game in the MemoryCore anthology, Bloodsong is built on the same core system, but with a strong emphasis on exploration and mastery of the game’s Map, as in any true Metroidvania. 

New powers like double jumps, alternate forms and traversal abilities unlock previously unreachable areas, while backtracking lets you revisit zones to uncover permanent shortcuts, save rooms, hidden paths, and branching endings. Each area also conceals new monsters, optional zones, side quests, and rewards for those bold enough to explore every corner.


And yes… expect a flood of secrets hidden in the most remote reaches of the map. It is a Metroidvania, after all.

This TTRPG will be included in every pledge level and features stunning artwork by Aleksi Remes and pixel art by Skab.


Your Weekly Poll is here!

Last week we asked you to decide where the battle with one of the bosses in Solid State Machine would take place: it was a close call but The Wolf's Den wins over and will be included in the game!



This week we bring you through the cold mists of Bloodsong to decide on a themed opening area for your adventures. In most Metroidvania, these location are never just a tutorial. They're a place you'll return to again and again, each time with new abilities, new information, and a growing sense of wonder at what you missed the first time around. They're home to key NPCs, cryptic foreshadowing, and secrets that will only give themselves up after hours of backtracking.

In Bloodsong, this area sits just outside the Black Castle, the last thing standing between you and what waits beyond those gates. Three visions haunt us for this place, and we can't choose between them. But you will!

  • Sunken Graveyard: A spectral cemetery stretching before the castle walls: dead trees clawing at the sky, crumbling mausoleums, and rows of moss-eaten tombstones hiding more than just bones...
  • Blighted Garden: Once well-tended, now consumed and yet strangely vital. Twisted roots, strangled statues, and the ghost of something beautiful gone very, very wrong.
  • Abandoned Village: A ghost town frozen in its final hour: hollow windows, collapsed rooftops, and a handful of unfortunate souls still clinging to whatever it was they couldn't leave behind.

 Will the threshold of the Black Castle be shrouded in the silence of death, of creeping roots, or of bleak abandonment? 
 
Click below to vote!

The Art of MemoryCore
6 months ago – Fri, Apr 24, 2026 at 06:56:22 AM

We love our consoles. We really do. But art? Art is a human thing.

We want to take a moment to talk about something we're deeply happy about: how we approached the art of MemoryCore, and the people who made it real.

The Covers

For the cover artworks, we started with a deep dive into reference material from the era, studying compositions, color palettes, and the specific visual language that made disc-era box art so iconic and immediately recognizable.

From there, it became a balancing act. How faithful should we stay to those original aesthetics? How much should we adapt them to feel fresh and contemporary? There's no formula: we made that call piece by piece, finding what we felt was the right equilibrium each time between nostalgia and modernity.


The Characters

For the character artwork, we started from proper character design, building each figure from the ground up with a clear identity and personality before a single illustrative line was drawn.

Once the design was solid, we moved into full illustration, making sure every piece respected a coherent stylistic canon. And then—because MemoryCore wouldn't be MemoryCore without it—each character got their own dedicated version translated into the visual language of the game, whether that meant pixel art or low poly. 














The Artists

None of this exists without the people who showed up and poured their craft into it. We want to take a moment to honor everyone who is contributing to the visual world of MemoryCore:

  • ALEKSI REMES - Lead Artist: Bloodsong
  • HOWARD TZU - Lead Artist: Solid State Machine
  • MATTIA DI GIOVANNI - Lead Artist: Overdrive Crew
  • RICCARDO TENANI - 3D Cover artist
  • ALBERT BUSCIO - Low poly artist
  • HOUSEQUAY -  Logo Artist: Corebound Chronicles
  • FRANCESCO MAZZIOTTA - Character designer
  • SKAB - Pixel Artist

Thank you, from the bottom of our heart!

🗳️ Now, a question for you.

Which artist from that golden age lives rent-free in your heart? Let us know in the comments!