Quests in Monsters & Memories have no indicators. There is no exclamation mark above an NPC's head and no list of available tasks to open. The developer states the position directly: you have to talk to NPCs and interact with the world in order to find quests, and most of them start with a simple hail. This is the clearest expression of the studio's stated tenet that many systems are stripped of hand-holding and overt explanation.
Talking to NPCs
Conversation is keyword-driven. You hail an NPC, read what they say, and type back the words that stood out. NPCs only respond to specific words in their dialogue, so the reply you need is usually sitting in the text you just read.
Input | Effect |
|---|---|
H | Hails your current target. This is where most quests begin. |
/say | With the NPC targeted, type a keyword here to continue the conversation. Same channel used to ask a guard for directions on Travel. |
J | Opens the journal, a history of your prior NPC conversations. |
U | Interact. |
Item on the cursor, then click the NPC | Hands the item over. NPCs give back items they do not want, so a wrong guess is recoverable. |
The journal is a record, not a tracker. It preserves conversations you have already had so you can go back and find the keyword you missed. See Interface and Commands.
Quest bags
Some quests use a dedicated container. Quest bags are typically designed to hold one item per slot, and most of them require you to hit the Combine button at the bottom once the bag is full.
MUD actions
Alongside conversation there is a second interaction layer aimed at the world itself: text-based interaction using dozens of verbs, in the studio's phrasing. Fifteen action verbs have been published.
/break
/insert
/inspect
/look
/open
/place
/pour
/pry
/pull
/push
/rub
/smell
/take
/taste
/throw
Several of these require holding a specific item on the cursor. /pry, for instance, needs a prying implement. All MUD actions share a global cooldown, so they cannot be spammed across an object in sequence. There is also an Interactions box with a MUD action selector, kept separate from the chat window, for players who would rather click than type.
The studio's stated goal for the system is to create interesting, fairly unique and definitely retro-style interactions that keep the world feeling mysterious and interactive, at a low implementation cost. It is a deliberately cheap system doing a lot of work.
Why there are no markers
The absence of indicators is a design decision rather than an unfinished feature, and it is consistent with the open world structure described on Gameplay. As of September 2026, no published page from the developer describes a quest log with objectives, an on-screen tracker, a minimap or world map carrying quest markers, or a way to share a quest with another player. The journal and your own notes are the tracking system.
Class guilds and quest chains
New characters begin with a note in the first inventory slot introducing their class guild, which is the in-world hall where their trainers are found. Class guilds are not the same thing as player guilds, which have their own window and chat channels. Additional spell scrolls are sold by merchants near your class's guild hall, which makes the hall a routine destination rather than a one-time tutorial stop. See Classes and Items and Equipment.
Factions
Discovering, engaging with, and betraying NPC factions is one of the developer's stated gameplay focuses, and Tradeskills are described as tying into factions. As of September 2026, no faction list, reputation scale or faction-locked quest line has been published, and no deity has been named anywhere in the studio's material despite religion being a stated focus alongside factions.