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The Mnemograph Review — Steampunk Crime Meets Chaos

  • Writer: Niels Gys
    Niels Gys
  • Dec 7, 2025
  • 4 min read

TL;DR

Feels less like running a criminal empire and more like arguing with a haunted office machine that resents you personally.


The Mnemograph is stylish, clever, occasionally thrilling, and sometimes as clunky as a cryptid with arthritis. It’s not the criminal sandbox of your dreams, but it is a beautifully deranged card-crime contraption with a heart full of corruption and soot.


If you’ve ever wanted to commit white-collar crime using a printer that probably eats souls, this game finally validates your life choices.


If you’re going to play a game about corpse-powered journalism, you might as well do it properly. Prep your desk for industrial-era chaos with a keyboard loud enough to scare Victorian ghosts


For more twisted ink-soaked games, see our CRIMENET Crime Index



Freedom of Crime - “Open world?” No. “Open spreadsheet?” Yes.

Let’s get this fantasy out of your skull immediately: You are not running around a corrupt city strangling rivals with ink ribbons. The Mnemograph offers zero open-world chaos. No alleys to lurk in. No safes to crack. No rooftop chases. Not even a single poorly paid henchman to yell at.


Instead, your “criminal freedom” exists entirely inside a card grid that looks like a calendar designed by someone who hates joy.


Crime here isn’t explosive, it’s administrative.


If GTA is a Molotov cocktail, this is a sternly worded memo.



Criminal Fantasy Fulfillment - Evil, but Make It Clerical

The pitch is sexy: A death-powered printing press siphoning memories from corpses so you can dominate the media landscape like Rupert Murdoch if he fought Cthulhu on his lunch break.

And honestly? Sometimes it slaps.


You upgrade your plant, sabotage rivals, and weaponize journalism like the villain you were always meant to be. It’s devious, polished, atmospheric.


But then other times…You’re stuck dragging a card into a slot while praying the animation doesn’t take longer than your last relationship.


The fantasy is there - but it occasionally trips, face-plants, and apologizes to a ghost.



Mission Design - Less “Heist of the Century,” More “Municipal Meeting”

Imagine plotting the perfect caper. Now imagine someone replaces your dynamite with a binder.

That’s the mission design.


Everything is turn-based, predictable, and arranged like a board game designed by a stressed accountant. You push cards, flip districts, occasionally get a surprise event like:

“A rival editor sneezed. Lose 2 credibility.”


Meanwhile you’re thinking: Where’s the gunfire? Where’s the betrayal? Why am I basically doing admin for the dead?


It works, but no one will mistake it for a caper.



Money & Progression - The XP Grind of a Victorian Tax Form

Progression relies on deck upgrades, machine parts, and “resource compounding,” which is a polite way of saying:

“Hope you enjoy nudging numbers upward like a criminal intern.”


You don’t get that big dopamine burst of becoming an unstoppable underworld tyrant - you get slightly better cards and a machine that rattles less than before.


Community consensus: The mechanics are smart but occasionally as smooth as licking sandpaper. Actions take ages. Paths clog up. A single early card placement can choke your entire strategy like a python with abandonment issues.



World & Sandbox - Beautiful, But About As Reactive As a Wax Museum

Visually? Gorgeous. Steampunk gears, coal-fired contraptions, windows glowing like a furnace having a midlife crisis - it looks stunning.


Interactively? About as lively as a tax office on Christmas Eve.


There’s no city to walk through. No taverns. No crime dens. No street-level anything. You don’t inhabit a world - you monitor one like a bored bureaucrat waiting for the machine to explode.


Atmosphere: 10/10

Actual sandbox: a sandbox with one sad bucket.


Still here? Fine. Upgrade your gaming rig so The Mnemograph doesn’t run like a coal furnace on strike.



Crew & NPCs - Archetypes Wearing Hats

The game gives you four main rivals: Crime Lord, Politician, Industrialist, Arms Dealer - basically the Belgian government but with better tailoring.


They look cool on cards. They whisper “I have secrets.” And then… they don’t.


No backstories, no narrative hooks, no juicy betrayals. Just vibes and hats.


They’re not characters - they’re LinkedIn titles.



Police & Law Response - Missing, Possibly Dead

There is no police chase. No SWAT team. No bribery system. No “oh God the cops are here, run” moments.


The cops exist only as a vague concept off-screen, probably having coffee and ignoring the rampant ghost-powered journalism mafia tearing the city apart.


In GTA, the law is a threat. Here, it’s a rumor.



Style & Atmosphere - Rust, Ink, and Pent-Up Rage

The aesthetics go hard. The UI feels like a brass coffin lid. The soundtrack hums like a machine about to unionize. And the animations - when they don’t take geological ages - have flair.


But style can only carry so much weight before the gameplay politely taps your shoulder and says:

“Hello sorry yes I'm a bit slow today please be patient.”


And patient you must be.



Replayability - A Few Good Runs, Then Déjà Vu With Top Hats

Early runs are chaotic fun. You discover strategies, unlock new upgrades, snag new cards, and feel clever as hell.


But once you’ve seen the content? Runs start feeling similar. Not bad - just… familiar. Like your third rewatch of a crime documentary where you already know the murderer was the one with the suspicious moustache.


Still fun. Just less electric.



Multiplayer - Ha! No.

There isn’t any. Not even a “maybe later” wink. It’s you, your printing press, and whatever eldritch horrors live in the pipes.


If you wanted to sabotage friends or run dueling media wars, tough luck. Single-player only.


You’ve read the review. You’ve suffered with us. Now go buy something shiny to soothe the emotional damage.


Go full Victorian crime-lord and snag a desk lamp that looks like it came out of an opium den: 👉 Amazon – Industrial Gear Table Lamp


Before you leave, infiltrate another filthy corner of CRIMENET: 👉 Villain Games



FAQ

Is The Mnemograph worth buying in Early Access? If you like crimes done with paperwork instead of bullets, absolutely.
Is it buggy? Enough to give it “haunted typewriter” charm, but not enough to ruin your day.
Does it scratch the criminal power fantasy itch? Yes, but gently. Like being patted on the head by a mildly evil librarian.
Will it amaze fans of GTA, Payday, or Hitman? No. They’ll wonder why no one is exploding.
Should I wait for the full version? If you’re patient, yes. If you’re depraved and curious, jump in.

 
 
 

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About Me
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I’m Niels Gys. Writer, gamer, and professional defender of fictional criminals. On screen only. Relax. I front JETBLACK SMILE, a rock ’n’ roll band from Belgium that sounds like bad decisions set to loud guitars. Turns out the mindset for writing about crime, chaos, and villain energy translates surprisingly well to music.

Here I run CRIMENET GAZETTE, a site dedicated to crime, heist, and villain-protagonist games, movies, and series. Not the wholesome kind. Not the heroic kind. The kind where you rob banks, make bad decisions, and enjoy every second of it.

CRIMENET exists because too much coverage is polite, bloodless, and terrified of having an opinion. Here, villains matter. Criminal fantasies are taken seriously. And mediocrity gets mocked without mercy.

I don’t do safe scores or corporate enthusiasm. I do sharp analysis, savage humor, and verdicts that feel like charge sheets. If something nails the fantasy of being dangerous, clever, or morally questionable, I’ll praise it. If it wastes your time, I’ll bury it.

CRIMENET isn’t neutral. It sides with chaos, competence, and fun.
Think less “trusted reviewer,” more “your inside man in the digital underworld.”

I’m not here to save the world.


I’m here to tell you which crimes are worth committing. 🤘

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