Hey all, I am pleased to inform you that we are almost done with all the input bugs. Although everything seems to be working fine now, the input displays for the keyboard and mouse controls are offline. This means that there is no ways to know what key to press but we should have a fix soon and we will update all three platforms then. Cheers, Mo
Hi all, just to let you know that we fixed a gamepad bug that has been there for a while. I didn't experience it sooner since I didn't have any controllers plugged in for quite some time... My bad. I noticed that some controllers may have issues where they have a constant input being pressed, my Buffalo brand controller is always pressing down for some reasons (sucks in the menus). We'll look into that eventually but for now back to the game. Thank you, Mo
-Version 02.03.2024- Hi everyone, this is a mini update fixing missing sprites in World 2. I am still working on the gameplay test arena. It's not that easy to accomplish since many bosses depend on special variables and conditions in order to spawn and I need to sort this out :). I will reply to the forum messages soon. Sorry I really wished I could be full time on this The arena will be available through the "beta" version. Coming soon! thank you for your patience!
Hello, friends and survivors of this slow-motion adventure we are all in together. I was hoping to release this update much sooner but I have been pretty busy with life and some of the issues took a while to fix, and some for dumb reasons... Nonetheless learning programming with someone else's code is challenging. But I have some help from my buddy David so things are moving forward. This is the return of the Linux and Mac builds using my new Linux machine, so I hope that these builds will run well since I do not have time to test these two SKUs. I will make sure to go around the forums to look for issues I may have overlooked and do my best to get these fixed ASAP. You will find a list of most of the changes below. Also, I believe that the old version of Unity I use is creating Mac builds for a Mac OS that Steam will no longer support... So I will most likely have to resort to having Linux and Mac builds on my website directly... ;_; To be continued... For the upcoming update, I am considering sharing a special save game that would load into an enclosed playground area with most of the gear unlocked and all kinds of enemies and physics objects to play with... Let me know what you guys think. Might be something fun to do while waiting for chapter 3! I also asked the folks at Valve to set my project back to Early Access I am unsure of how it came out of EralyAccess, but it was an accident/mishap on my part. Cheers, Mo Patch 00.20.2024 details fixes/changes list global - changed sound FX when collecting core fragments - changed the title screen song - added a new music track for the beginning of W1 - lowered default main volume - Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the weapon. - Replaced all videos with black placeholder video. To reduce the size of the game and get some speed - Made some quick adjustments to "support" wide 21:9 | 43:18 displays. - Set the game to display a resolution dialogue when launching. 1280*720 recommended. Unless you want to laugh, experiment or simply have no choice. I set Unity to only allow 1280 x 720 but apparently, it doesn't care about these build settings @_@. HUD - The core level is now displayed properly when acquiring an additional core level. It might not work in every language since Google Translate modified caps... Will fix it eventually). - Made the button display window bigger * Note that the cursor got smaller. Will be made 200% bigger in the next update. Prologue - removed some enemies inside the enemy's carrier ship that would spam the screen with bullets. * noticed that the ship's grab function was disabled during the prologue. Will look into enabling it back, while keeping the tutorial for it later in the game. W1 - Made some LD modifications at the start of W1 ; better flow and a more logical item placement. Now rewarding clever players early on since the idea with rusty keys is that you must save them as much as possible for later in the game ;] - Added a new ambiance with a new song from Tomoharu Yamashita (first composer, aka Miyamo). This new-but-old track matches the mood better and the previous track will start once the player has gotten the ship back. - Fixed a bug where the player's weapon would not shoot if collecting an item before collecting the first weapon. - Fixed a bug where it was impossible to repair the ship. - Polished a few environment sprites and tiles.
We were pretty much off this summer but we are picking up steam now. Unfortunately, this fix is for PC only as Unity cloud builds no longer support our old Unity version. I have to figure out how I will build the Mac and Linux version. Stay tuned cheers, Mo and the team
A critical bug causing the player's ship to take damage while a boss was respawning has been fixed. It was supposed to be included in the previous update but a small value was changed or reverted unintentionally. NB: More bosses may need this feature activated in the future. Cheers.
Hi everyone, sorry for the delay in releasing this new update however We are all pretty busy with life. This update includes tons of ld and gameplay tweaks and new content. Although the important bug was affecting the game globally, this update includes mostly improvements for the Chapter 2 content. here is a quick changelog of the significant changes: Major bug fixed: Boss reset. - Bosses and enemies would not reset fast enough on respawn, sometimes causing the bosses to reappearon the player ship causing an instant kill at the start of a boss.This would make dying and retrying against certain bosses a real unfair pain in the buns. World 2 - Did a big level design rework in the Windmill village. - Did a few level design tweaks in multiple areas, but more to come. - moved the slime boss - added a new laser golem boss - added a new mid-boss - Did a few sprite art polish - Switched two songs around for the exterior and interior world themes. Bosses and enemies - Slime boss has been redone entirely - added laser golem boss - reworked the Destroyer ship as a mid-boss - added a new enemy type at the entrance of the mine depot Gameplay - Enemy forcefields can be destroyed by pushing an enemy or object into them with the player's push blast ability. previously only possible with the ship. - Falling platforms have been fine -tweaked to give a bit more time to jump off. Player - tweaked player running smoke fx - player x climbing speed raised from 3 to 4. - player grenades have a bigger radius and a slight attack power boost - Shotgun bullet range increased Audio - Added 2 new tracks and Upcoming fixes: - Fix to an ambientsounds bug where their volume stays at 0 following ambient change. - Reactivate the "on-world arrival" HUD showing world map player location info and the name of the current area. - General enemies and weapons balancing, some stuff seems pretty off and needs some more testing/code review/investigation in order to figure out if the stats match my original design/equations. - Missing so many sounds :( Plus the ambient turning off bug is not helping. - the player ship laser should not go through force field. Chapter 3 is still in the works but chapter 2 still needs some more adjustments. I still have to give some love to the laser general boss fight at the end of world 2, some level design corrections and then I will be dedicated to chapter 3. Thank you for your continued support and Have a great summer! Mo [previewyoutube=K4jXHL22V_M;full][/previewyoutube]
Hi all, Sorry for the delay. Here are the Linux and Mac builds. There's been some cleaning up behind the scenes and I hope there won't be any issues with launching the game. Thanks!
Hey all, the update is finally out for PC, New areas to explore! The MAC and Linux are building and will be ready soon. I started working last week and it's been pretty challenging to work full time and keep up the pace on A.N.N.E. I couldn't get everything I wanted in there so expect small updates in the coming days to correct all the things that are broken, unfinished or unpolished. Have a good one. Mo
- Player movement values have been reverted to their original slightly lower movement speeds (very tiny change). The extra tiny speed boost was interesting but didn't improve the platforming's tightness. - Shotgun fire rate has been reduced but the range has been slightly increased a little through bullet speed increase. - The grenade collectible did not give the grenade weapon. - player ship weapon A bullet speed has been increased from 120 to 140 - Map scroll speed increased from 4 to 6 (50%) travel Tunnel 1-2 fixes: - The large cruiser near the end of the level has seen many interior and exterior changes in order to avoida few glitches including but not limited to an infinite death loop.- Modified possible landing locations to avoid an infinite death loop glitch. - Made the level boss higher level with 20% more hp I will need a general balancing pass later since I made enemies a bit more squishybut decided to add more I will need to raise the ship's required xp to balance things out for the next update. Thank you guys for taking the time to report the bugs! Keep em coming!
Additional changes: Fixed some bad Menu and hud scaling. the collectible rifle is now visually aligned. changed collision size on the Data Server Ship quest item. PC available, MAC and Linux shortly. Thank you
Happy Holidays! I am back from the dead, metaphorically speaking of course. I got back to working on A.N.N.E a few months back and now it's time for a little update! There are still a few improvements to be made but I am very happy with this latest update. My plan at the moment is to slice the game into chapters and release these chapters every few months depending on the time I can spend on it and how much I am chasing my tail trying to fix bugs and issues since I am the only one working on A.N.N.E at the moment with the occasional help of my old friend and programmer David. I am having a blast. You can see the changelog here : https://discord.com/channels/432976887782834179/1056288904711516254 Letting my creativity loose and working on lots of smaller projects during the past two years have helped me clear my mind. It's easy for me to be objective with A.N.N.E. I am confident I can complete my vision and I am having fun again. Hope you like the new Artwork :) inspired by old NES box art and retro sci-fi movie posters. Sorry for those who made it really far in the previous version but we're starting over :). I would recommend to please delete your save game files and start from scratch as too many changes have been made since the last version. This is the last time that this will be required since I want the upcoming updates to continue the adventure where you left off. Enjoy the game until you make it to World 2 and then hopefully I can have another meaty update by the end of the first quarter of 2023 (wow look at that CEO talk). Thank you to everyone who has posted lengthy QOL and bug reports on Steam forums and Discord. I will get to all of those eventually. Lotsa love, lots of hope, and best wishes for the Holidays everyone. Mo PS: at the moment of writing this, LINUX and MAC builds are being uploaded...
Hello,
We have been hard at work bringing A.N.N.E online since June of this year. Slowly but surely. As you can see here: www.annewars.com.
If we can we will eventually bring A.N.N.E inside A.N.N.E Wars where it will be online coop. however until then we are slowly building it back from the ground up. It will feel like A.N.N.E. But online and free to play. Of course we are preparing some awesome perks/special accounts to those who purchased or backed up A.N.N.E. However these are plans are are not a 100% certain thing as funding for the game is not infinite. however we are hoping to be able to easily maintain and frequently update A.N.N.E Wars in order to warrant occasional visit from you guys.
More updates and news on the website eventually.
Peace
Mo
Greetings everyone,
Well I tried to get everything ready for today but there are too many things that just came up along the way that made it hard to succeed. I'm burned, unsatisfied and I need to clear my mind.
This is the last update for a while as I am taking a break from this never ending ordeal. Besides starting a full time job soon my main focus will be put on my kids and selling my video game collection.
I will eventually get back at it part time, and try to bring closure to this project. Until then there's something there to play but it's unrefined and unfinished. Time will provide me with the answers.
Nick said it would be a good idea to share what i have learned with all of you but honestly I don't really have anything to say at this point. I will take some time off to reflect on the experience and share with you the whole story down the road.
I have to thank everybody that help me so much all this time and especially Nick (@Avejoe) for sticking around even when i couldn't pay him to help me with finding and fixing bugs and the forum. Without him i think I would have come to this point much sooner and there's a big hole in my office wall to remind me of that everyday.
The new update is there on Steam. That's it for me, for now.
I wish you guys the best,
Mo
Hello everyone,
Mo here.
What a crazy situation we all got ourselves into. I hope that you have all managed to stay away from this bad virus situation. On our end so far so "good" (for the moment) all relatives are well but there are quite a few cases in our city so we try to stay frosty. Nick works from home testing and answering your questions on Discord and Steam. If you think you havelost your save games they are just in a different folder (apparently Inc. was added in the company name and it changed the installation folder.
The current situation has made it hard to put extra hours on the game (kids being at home) and also Nick can not really be hands on with fixing bugs but still the pace has been pretty decent and i am still confident that I will be able to have the end game ready for May 20 (minus maybe some secret stuff...). I will keep on patching and improving past that point (due to the sheer size of the game and all the things i really want to fix and polish still).
That being said we have fixed some major bugs since the last updateand we also added lots of additional icons on the map now showing arcades, rusty doors and everything else interactive that should be displayed. It helps a lot.
I just finished polishing Area 4 and I am going back to Area 5 and the end game stuff: level design polish, bosses polish and fixes. I still havesome player and ship weapon bullets and abilities to polish and other small bugs and tweaks so there will be updates and improvements past May 20.
Thank you for your patience and stay safe.
Mo
Hello,
on May 20 2020 we will release version 1.0 of A.N.N.E. This will pretty much be the first fully playable from start to finish version of the game.
This year has been pretty wacked for us. We've had to get back to a barebone team, for the past few months it's been pretty much me, full time, and Nick (@avejoe) helping out three days a week with customer service, testing and even some level design camera and trigger bug fixing. Without the engineer some issues take a bit more time to resolve but we've been finding our way around and solving some of those issues with a bit of digging.
There is a game update coming soon. With a few things left to fix, it should be good to go by January 10. After that the final update will be on may 20, 2020. I do not know if the final update will lift the game from early access but it will surely be the first fully playable draft of the game. I do not know how many updates will be released between the january 10 and May 20th update, but we will make sure to patch all major issues.
Thank you and Happy Holidays!
Mo
Update 05.1168 is here! Go to properties and get the beta branch!
- New areas to explore!
- New enemies to conquer!
- And much more extra content to find!
Added new areas to explore!
- Access the new areas from the tunnel at the bottom of World 2. (Requires double jump and or defeating the yellow energy core in World 2). Tunnle to the next area.
We do have missing sounds, a mixer volume bug and tons of other small bugs but hopefully those will be taken care of in the next update.
Thank you and let us know if you encounter any issues or anything that you hate or love.
Best,
Mo and the team
We have just pushed a fairly substantial update and here is the change log for it! version 03.11 changelist [ General level design adjustments ] - (starting to swap some core fragment location with other items and or A.N.N.E pieces in order to improve the flow of the game ( W2 and W3 item placement tweaks still In progress). -Added required Elements display on area 1 map (other areas to be completed) - Fixed level design issues and missing cameras in multiple areas. - Added death collisions to automatically closing doors to avoid getting pushed through walls - fixed bug that caused an active ROM to get a longer cool-down after being upgraded - Reduced push damage slightly - Cleaned up some save game shenanigans - Fixed bug where mammoth stomps would cause all music to stop - Fixed laser anticipation animation - Tweaked the yokoi system (menu) acquisition scene - Fixed several camera issues (still in progress, will smoother camera transitions) - Psycho samurai now invincible - Made the debuff from ice attacks stronger - Fire ships can no longer shoot through walls - Mines now properly destroy all barriers - Laser weapon properly breaks block even after piercing an enemy - Fixed a bug that caused the plasma boss to not show up - Moved certain - Missing item in W2 base - Fixed broken rotating platform in W3 forest - Fixed missing Ambiant triggers [HUD / MENU] - Fixed localization issues - Made damage display faster - Added additional information during core level up hud - French text re-written for certain equipment (ship armor, ship boosters) - Set default volume to 8 [ Code ] - All achievements have been implemented! (but not fully tested yet) - Fixed Option C broken movement - new game +,++,+++ implemented! (locked for now:)) - Fixed annoying Pull crystal bug where ground crystal would be sticking out and impossible to pull. [Ship changes] - All Ship Options have been improved! Made to be much more fun and useful! : - Added boosters to all options - increased fire rate to all options - increased atp of all options [Hero] - Player active roms should be fixed and have minor visual differences at each upgrade level. - Walking sounds added - polished NO25 and A.N.N.E walk cycles - [Enemies] - Lowered ship ring HP - Added dark FX to ship ring - big sub art polished, Added beam socket and missile pods - Added damage and spark FX on Beam arms - Replaced tiny Ship plasma bullets by proper ship plasma bullets - Large turrets red bullets are now destructible fire bullets - Fixed Crabs from being behind the environment and having a white dummy visible. [Sounds] -We fixed a volume issue where certain sounds were way too loud while in the ship compared to on foot. - Lowered the volume of a successful hit sfx - lowered the volume of a no damage hit sfx - Added missing music and jingle during some bosses. [Some known issues] - Some character animations still glitch (if hurt while climbing or collecting an item) - Some sounds are still missing - Some sounds may still be too loud or too soft. - Chubs, the NPC that trades Arcade tokens for accessories can sometime give an accessory that has been found already (need to clean that up). - Mini games need some polish - Some cameras can be a little annoying or missing - Some enemies may still need work (additional weapons,movement / speed adjustment). - and some more. We are still very hard at work on the mega update which will be dropping on October 1st! more details coming soon! have a good week end! Mo and the team
Hi everyone,
here is another update fixing many issues and also this is a first attempt at going from a 64 bit executable to 32 bit. It came to our attention that some of you were still on 32 bit machines and this is our first 32 bit build attempt. Now for some reasons the mac and Linux build are still 2 hours in and haven't finished building at the time of writing this so I will keep you posted as soon as those are in as well. I am hoping that going from 64 to 32 bit won't be causing too many issues.
This update will go live as the main app version by Wednesday along with the change list.
To access this beta version right click on A.N.N.E in your Steam library, go to betas (right most tab) and choose beta in the drop down list, no password.
Cheers,
Mo
Hey Y'all, just a quick post to let you know that we just pushed a small update in the beta branch including a new revamped walk cycle for No25/A.N.N.E with walking and climbing sounds! Quality up! We are still working hard on adding missing sounds and fixing issues so that we can release the next big chunk in the coming weeks. We also put a fix for those stuck in the wall (out of bound in Area 2, due to the closing blue door). To try these new changes simply right click on A.N.N.E in your Steam library, select properties, go to Betas and select beta in the drop down list. Best, Mo
Hello friends!
We finally fixed our backend game build stuff. We are still learning on how to do proper build on Steam I suppose. So now you should have the proper latest version of the game which comes with a slew of fixes previously announced as well as new ones.
If you have an empty folder issue, just restart your Steam client.
The major update is coming soon we still have some issues to fix and gameplay to polish as well as more unforseable bugs and issues. Viva el game development. Ho and a bit of summer enjoyment with the family if we may.
Cheers,
Mo
Hi everyone, just a quick message to let you know that we just realised that the last update did not go through properly. A lot of fixes don't seem to have gone through. We are trying to figure out where the problem(s) occurs. There's something going on when uploading a build to Steam. We will keep you informed as soon as this issue is fixed. Thanks! Mo
03.876 Version changelist Hi everyone, here is a little update for A.N.N.E! I want to say a big thank you to all the nice reviews and feedback we received from you guys. Also a big thanks to all the new players that purchased the game! Thank you for your interest in A.N.N.E! We cannot wait to release the next big chunks of the game. We will be testing extensively this upcoming week the upcoming update and we hope to have that ready for you guys hopefully around the 9th of August. Me and Nick will be at High Score Con in Montreal this weekend. Come and talk to us if youre in the area! https://www.facebook.com/events/2086835094758762/ We fixed many issues these past few weeks and made lots of progress on getting the next major update ready which will include new equipment, upgrades and new areas to explore! Here is a quick and dirty changelist! Have a good week end. - Mo and the team - French translation: Wording and fonts edited. - The psycho samurai's head now properly stays gone after being claimed. - The volume options now properly scales, scaling changed from 0-100 to 0-10. - Language change now properly remains effective even if you quit the game and come back. - Diagonal trampolines now send you flying diagonally as they should. - You no longer can teleport to the starting area once the ship is unlocked. - The boss music no longer gets stuck if you die to the mammoth - Some camera issues corrected, namely in the shield dungeon - Some wall turrets would randomly deactivate themselves, no longer the case - Properly blocked off an unused area in Area 2 - Added tons of missing sounds (especially for bosses). More to be added - Two unused options have been removed in the terminal menu - for a limited time only take advantage of the unlocked terminal feature that lets you replay mini game arcades youve discovered. This is normally unlockable through the human quest line. - Added missing Yes / NO text on multiple menu prompts. - Fixed an issue with the mouse cursor reappearing
Hi everyone, we just pushed an update today and here are some of the changes that we've been working on since the last version and a couple of changes that were done a bit before Early access release. Please note that it still shows version 03.629 in the title screen. >_< Thank you for your support and for your feedback and reporting issues, we're working hard on delivering the next areas, until then expect updates like these to fix a variety of issues and polish. Have a good week end! Mo and the team. ****************************************************************** Version 03.722 changelist (still shows 03.629) Player controls - Climbing functionality has been adjusted. It is now possible to jump from a climbing position while holding the up direction. This allows a much more friendly and natural jump transition and navigation between climbing surfaces. - Climb X speed has been reduced slightly - Fixed an Issue with player occasionally sticking to the ceiling after jumping off a climbing surface - Fixed a bug where the player would keep bouncing off the ground after climbing. - Game objects - Trampolines should now push in the direction they are angled in. Map - Fixed an issue where walls wouldnt draw everywhere. Now it should be much clearer where there are still places to visit. - Coming soon for the map: Elemental display (will be easier to backtrack with newly found elements), checkpoint IDs (easier to communicate locations).. Equipments - Player Laser blaster now can shoot 2 bullets (bullets stay alive too long) - Player passive rom energy shield cooldown has been made slightly longer - Player passive rom glass cannon has been HUD and UI - Changed the splash screen information. - Almost all pieces of equipment has received a re-write and or have gotten stats shown in the info box. (Some values might still be wrong) - EC gain is now displayed faster. - No longer able to teleport to undiscovered checkpoints. Signs and feedback - The player now blinks for the duration of invulnerability when hit Light camera shake when taking a hit. Enemies - Tunnel 1-2 Boss now properly takes damage from enemies getting pushed into it. - Missile explosions now properly deal AoE damage. - Boss projectiles now die when the bosses are defeated - Enemy ships no longer start damaging themselves with their own shots after being pushed offscreen. - Mammoth flips around less frequently when the player is on its back. - Adjusted push collisions being there permanently (only needed while ramming) - Giant robot crawler should now have proper stats instead of 8 hp. (W3) before deep forest. (fixed by prog, unverified by Mo. to be balanced) - Added 7 new enemies! Some of which have been added to W3 deep forest area Misc - Can no longer teleport to the robot house at the beginning of the game. - Fixed an audio bug that would have the boss music stick when dying against the mammoth boss. - Added Quest complete jingle music when completing an NPC quest
Hi everyone. we are very happy to share A.N.N.E with everyone. Hopefully releasing in early access will help us in making A.N.N.E better and steering in the right direction as we finish the game. The early access build includes three out of the five main areas of the game. Additional areas will be released major game updates. Expect weekly game updates as we will try to fix as many issues as we can. Thank you for your support and we hope to hear from you. Best, Mo and the team
Here is the changelist Platforms: PC / MAC (Currently our Ubuntu linux box doesn't boot. Working on it.) [Area 1 : changes] Reworked the level design a whole lot. Especially the beginning, but every area has been retouched. Changes include: some enemies have been moved around and adjusted (stats, behavior), level design adjustments, bosses have been tweaked and moved around, background and tiles have been polished (a few bad tiles remain), Camera fixes, ambient triggers and lots more. [global changes] - Added Area 2 -Tutorials (button prompts) have been added: teleport back, hold to run, ship grabs... -Player climbing tweaks : horizontal speed has been reduced, was too easy to fall off the ladders. Further improvements might be needed. - Fixed issue with arcade minigames not rewarding properly (still needs to give more coins) - Various issues with the end of W1. The camera should now follow you properly everywhere - Added a range for the gem collection magnet, preventing them from zooming into the player out of seemingly nowhere - Elevators that would previously despawn at the checkpoint now stay where they were, ready to carry the player back. - Fixed mechanical spider boss locking you in its room but not showing up. - Added ship grab and snap grab tutorials and preventing those abilities until said tutorials are done. - Changed and added some songs. - Various graphical fixes. - Added tutorials for magnet snap and magnet hold. - Fixed second samurai spawning, and added some more enemies in World 1. - Added some new tracks to World 1, for the minibosses and boss. - Moved boss health bar so it is at the bottom of the screen on every screen resolution. -Languages added! (Google translated for now) A lot of fairly severe bugs have been fixed and we hope they won't be seen again. Coming in the next major update: W3 ! W2 song mastered version will replace the current demo version More art polish new hardware upgrade, new weapon! Still on the to do list: - Menu and Tutorial texts corrections - Release Trailer - Polishing World 3,4,5 LD - Passive roms fix (only Life saver is working properly at the moment). Needs additional signs and feedback. - Active rom adjustments and tweaks (Push rom Visual and range don't match). Need additional signs and feedback. -Need to balance upgrade costs and upgrade effect - Camera offset system values tweaks needed - Missing music and bugs. Some bosses don't have music or have the wrong music, some weapons don't make any sounds. And more.
Finally, here is our A.N.N.E Steam page. We are getting ready to release A.N.N.E in early access, but until then make sure to add A.N.N.E to your wishlist. steamhappy
A.N.N.E
Gamesbymo Inc.
Gamesbymo Inc.
2019-06-25
Indie RPG Adventure Singleplayer EA
Game News Posts 27
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(17 reviews)
http://www.annegame.com
https://store.steampowered.com/app/262370 
A.N.N.E_LINUX [809.16 M]
A.N.N.E is an exploration game blending fast paced platformer and flying (shmup) gameplay mechanics. A.N.N.E’s style is inspired by 8-bit and 16-bit era games; an anthology in pixels that will take you back to the early days of video games using modern technologies and a refined yet simple visual style. A handcrafted retro adventure on an epic scale.
Story.
In this world, robots live amongst humans. They are programmed to serve and follow strict laws…One of these laws states that robots infected with the love virus must be decommissioned. To prevent further spread of the virus they are disposed of on planet Gomi, a remote frozen world, where they are dismantled by the Federation guards, powerful robots that will let nothing stand in their way.
After chasing them for many years you are finally within striking distance of the Federation space fleet. A violent asteroid shower and an threatens the federation fleet. This might just be the perfect time for a rescue attempt...
Your mission is simple: retrieve A.N.N.E and escape.
Features.
-Explore on foot or at the command of your ship! Use both in order to find every pieces of your fallen companion; explore inside caves and ruins on foot or move heavy objects using your ship in order to access new areas.
-Music by Basiscape, the studio of the legendary Hitoshi Sakimoto (FF Tactics, Radiant Silvergun, Vagrant Story, FF12...).
-Explore a massive handcrafted world and fight more than 20 bosses!
-25 possible weapon combinations and 5 abilities for a whole lot of possible loadouts.
-Supporting keyboard and mouse, d-pad controllers, dual analogue controller aiming
-A game for everyone; friendly options like (auto-aim and casual mode) ensures a more casual and less challenging experience for those who want to focus on exploration without having to worry about A.N.N.E’s challenging combat experience.
- OS: Linux Mint Cinnamon. Ubuntsu 18.4
- Processor: 2.2 ghzMemory: 2 GB RAMStorage: 2 GB available space
- Memory: 2 GB RAMStorage: 2 GB available space
- Storage: 2 GB available space
- OS: Linux Mint Cinnamon. Ubuntsu 18.4
- Processor: 2.4 ghzMemory: 3 GB RAMStorage: 2 GB available space
- Memory: 3 GB RAMStorage: 2 GB available space
- Storage: 2 GB available space
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