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Name

 Anamnesis 

 

Developer

 SypherZent 

 

Publisher

 SypherZent 

 

Tags

 

Singleplayer 

 

 Early Access 

Release

 2020-09-22 

 

Steam

 € £ $ / % 

 

News

 18 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/1396350 

 
Public Linux depots

 Anamnesis Linux Depot [199.67 M] 




LINUX STREAMERS (0)




Development Delay

First off, thanks to everyone who has purchased Anamnesis through Early Access! When we first began the development, we planned for Early Access to last one year. During this past year we overcame many challenges with the drawback that we took a few hits, most notably health-wise and financially.

The studio ran out of funds back in February and since then I've been working on the production by myself. This means that the rate at which I am churning out content is about 6 times slower than when we released the game. This year also took a toll on my health, making the rate at which I product content even slower.

Unfortunately I cannot keep up with the 2-4 weeks-per-update system that was initially implemented for the development of Anamnesis. I'll be progressing through the rest of the content at the speed at which I can.

Sorry for any inconveniences this may have caused to anyone optimistic about the game. I have a great vision for it, and even if it will take me longer I plan on continuing in order to achieve that vision. Hopefully 2022 will bring some blessings that will allow the development team to grow once more and speed things up a bit. Until then, I'll be chipping away at the content that remains.

I'll also update the roadmap to reflect these changes at some point. For now, just consider the dates to be in err.


-SypherZent


[ 2021-10-03 18:39:12 CET ] [ Original post ]

Next Update Progress

The next update is still in development, and it is the largest update since the Early Access release. The Sorceress class paired with the Lightning element introduces 37 new cards to the game. This is not including the cards that can be acquired from Capturing monsters!

Here are some of the unique cards you can expect to find:

Erratic Ether: Deal 6 damage of a random element to a random enemy.
Sap: Remove 1 damage from an enemy's next attack for every memory used this turn.
Dispel Enemy: Remove positive effects from an enemy. (Spirit Cost: 1)

There are also cards that allow the Sorceress to target her summoned minion, for those who want to go that route. Some of these cards will allow the Sorceress to protect, heal, or buff the summoned minion.

The Sorceress will be natively paired with the Lightning element, introducing a few new synergies to the mix, namely the Amplify and Shock status effects:

Amplify - While amplified, Electric memories deal 1 extra damage for every stack of Shock on the target.
Shock - Every 6 stacks of Shock will Stun the enemy.

There are other ways that the Shock effect can help turn the tide of battle in your favor.
We'll let you discover those on your own!


--------


Other changes are coming in the next update. We've updated the game engine (Ren'Py) to the latest version. This means better performance on the newest Mac OS and a few other under-the-hood improvements.

We're also improving controller support with some new tools the latest engine update has provided, most notably controlling the screens where the deck is displayed. Currently, it's necessary to use Right Analog Stick (or PG UP / PG DOWN) to scroll up/down the page. We're currently working on a more intuitive method for maneuvering through and managing your library and deck using keyboard/controller.



We'll have more information as the update progresses. Note that, due to the sheer size of this update and the amount of new content it will include, it's taking a bit longer than anticipated to deliver. We hope you can be patient with us as we polish this next release to be the best it can be!


[ 2021-05-24 19:10:33 CET ] [ Original post ]

Roadmap Updated

Hello everyone! As mentioned in the last announcement, the Roadmap is now updated. We've allocated Q2 to the Sorceress class in order to fully focus on the class balancing and thoroughly testing the new creature summon feature.

Once we've completed the Sorceress class, we'll update the roadmap again with a more accurate breakdown of the dates for future content. Thanks for your patience! We're working hard to add fresh and interesting content to Anamnesis. Stay tuned!


[ 2021-04-02 18:36:27 CET ] [ Original post ]

Sorceress Mechanics & Other Info

Last month we mentioned that the Sorceress is in progress and that we're aiming for end of March to early April release. Well, it seems we will need more time for this update after some design decisions have been made that will expand the game functionality. You'll understand once we explain the new mechanics this update introduces.

We said that we'd be introducing a new Capture card type. Well, after some deep consideration we've decided to allow the Capture cards to do two things and we'd like to share that info with you today.

New Capture Mechanics

For the first mechanic: some enemies will become cards with specific effects when captured. Many enemies have status effects that the player isn't able to cast themselves. Well, a few of these effects will be available to the Sorceress through captured cards. One example is the Ossein Shield used by the Skull enemies in Act 1:

Ossein Shield: "Takes only half damage per hit. Shield can be burned away."

The second mechanic is a bit more complex: some enemies will become cards that allow you to summon them as an ally! While we realize this will take significant work to achieve, there are a few reasons we believe this to be an excellent design decision. For starters, cards that provide Block are exclusive to the Knight class and the Water element. That means that Sorceress won't be able to accumulate Block outside of some specific Perks, at least until it's possible to choose the element alongside the class in the full version release.

Another reason is to give the Sorceress some additional oomph in the early play before the player has unlocked some of her stronger cards. The starter decks will always tend to be weaker compared to the decks using Epic and Legendary cards that the player can acquire throughout their runs. Crafted cards are also some of the strongest in the game. So, it'll help the early challenge of progressing with the Sorceress class until the player has unlocked enough strong cards to run a starter deck without relying on Capture. With Capture cards in the Sorceress' initial starter deck, you'll be able to experience summoned allies right from the start!

Note that it will still possible and feasible to play the Sorceress without using any Capture cards once you've unlocked her stronger cards. We'll be working on other ways for the Sorceress to defend herself without relying fully on a summoned ally, including a few Sorceress-only Perks.


Other Design Considerations

So far we've received some really great feedback regarding the gameplay that Anamnesis has to offer. One of the critiques we've received is that the early game is too easy. We hear you and we know that the Knight class has a pretty easy experience going through Acts 1 and 2. However, since Sorceress and Archer do not have the defensive capabilities that the Knight class offers, we're going to be waiting a bit before rebalancing the existing enemies.

However, we do plan on adding some rare enemies to the mix. Inspired by games like Torchlight or Diablo, we're working on some reskinned enemies that spawn with random modifiers and can randomly appear in any of the Acts. In fact, a few monsters in each Act would have a chance to spawn as a rare enemy. While we can't promise this will be in the next update, we just wanted to mention it from now because it's one of the ways we intend on making the experience a bit more challenging and a bit more rewarding (we'll elaborate on rewards once we expand upon the loot system and complete the Upgrade System Revamp).

We don't have a set release date for the Sorceress update, but it should be sometime in Q2 of this year. We'll be updating the Roadmap in a few weeks to reflect the changes in the timeline given the new design considerations.

Thanks for reading! And thank you for supporting Anamnesis! We're a very small studio with limited resources so we really appreciate your support throughout Early Access!


[ 2021-03-15 18:41:48 CET ] [ Original post ]

Sorceress Class in Progress!

We hope you're enjoying Act 2 of Anamnesis! In the next update you'll get to play as the Sorceress class. Please note that this is another huge update, so we're still unsure of the exact date we'll be releasing it, but we're aiming between end of March and early April.

The Sorceress class introduces some unique concepts to the game. If you have read the Roadmap, you'll notice it claims the Sorceress "turns monsters into cards". Well, this is true! The Sorceress introduces a new Capture effect in some of her cards that will allow you to turn creatures you encounter into cards! Now, what you can do with those cards is still in the works. One thing is for certain: you won't be able to keep these cards between runs.

If you've already unlocked many of the Knight cards, you will notice how it's possible to have totally different builds. Some of the ones I have played myself are multi-hit Knight focusing on offensive combos, big-hitter Fire Knight with huge attacks that deal 50+ damage and can even top 100 damage in one hit, and even a 100% defense Knight that fully relies on Thorns effects to kill attackers as they attack.

Well, the Sorceress will be the same. There will be a few different builds possible with her, and the effect of capturing monsters is just one of her possible builds. You see, unlike other classes, the Sorceress is the only class that will be able to easily leverage any of the elements with her own skills. This means that "Book" type cards will be able to have elemental damage, not just her elemental cards. The Sorceress will natively include the Lightning element, so this is a double introduction. Remember that at the end of Early Access you'll be able to choose the class as well as the element. The cards you can include in your starter deck and the cards you encounter during gameplay rely on both of these choices. So there will be many possible builds!

Anyway, this is just a short announcement to let you know that we're working on something fun and interesting for the next update. We'll publish more info as we get closer to release. Stay tuned!


[ 2021-02-22 20:37:57 CET ] [ Original post ]

Act 2 is Now Available!

Act 2 and Encounters are finally here! Since the list of changes is long, we'll keep our introduction short. Feel free to read the Patch Notes below.

Also, we now have a website! https://www.anamnesisgame.com/

We hope you enjoy this huge update. In a few weeks, we'll post an announcement with the next steps we have planned from our Early Access Roadmap.



[h2]January 29th, 2021 - Patch Notes[/h2]


[h3]Quality of Life Improvements[/h3]

-Enemies now show the names of the attacks they use.
-Enemies now show the weapon type or element of their next attack beside the dmg indicator.
-Memories will no longer expand when hovered if previous memory effects are still playing.
-Optimized various algorithms for improved performance during combat.
-Optimized the Medal screen: No more slight lag right before a Medal appears on the screen.
-It is now possible to use controller to cycle through Off/Def Combo tooltips in the HeroInfo screen.
-Adjusted Boss rewards to include specific limits if player doesn't have them in their deck.
-Updated UI with location names for each of the Acts.
-Tweaked pseudorandom handlers for the Map options that will appear in each of the acts.
-Map Screen help info has been updated.
-During Event, Camp, and Encounters it's now possible to use keyboard/controller to open menus.
-Limit memories will now have an "L" to signify they are a limit.
-Hero Info screen no longer displays Perks/Curses. Space reserved for Weaknesses display.
-Added new buttons to the top UI: Status Effects and Perks/Curses
-Added Perks/Curses screens with associated keyboard and controller buttons.
-'Burning' status effect description now scales based on new perk effects.
-Updated the Game Credits.


[h3]Functional Changes & Balancing[/h3]

-Added a passive queue to allow for multiple Damage over Time effects to occur at separate intervals.
-Passive Damage like 'Burning' or 'Flaming Aura' now scales based on enemy weaknesses.
-Reprogrammed memory cost handlers to allow for more flexibility.
-'Ignition' now costs 2 (down from 3) and provides Flaming Sword for 3 turns (up from 1).
-'Remembrance' now reduces the cost of the drawn memory by 1 (or 2 if 'Remembrance' is upgraded).
-'Combustion' now costs 3 Spirit instead of 2. Also, damage has been reduced from 24/36 to 18/26.
-'Flaming Aura' status effect now cleanses debuffs when applied. Tooltip has been updated.
-'Golden Block' now works for one turn instead of one hit.
-Added new trackers: memories played (during a battle) and total memories played (during a run)
-Perks are now divided into three categories: Mind, Body, and Essence.
-Removed 'Flaming Sword' status effect from the pool of Random Buffs.
Note: Random Buffs are a possible starter boost as well as an encounter reward.
-Map Screen > 'Camp' > 'Rest' option now also removes player's curses in addition to the healing.
-Map Screen > 'Event' option has been restructured to offer 5 events in each of the acts.
-Map Screen > 'Event' option now allows selection between 3 different events when chosen.
-Map Screen > 'Treasure' option is now guaranteed to give a memory that is Rare or better.
-Map Screen > 'Treasure' option no longer gives Perks.
-Changed the Main Menu, Act 1, and Boss theme songs.
-Events will now appear only three times per act.
-Some Event rewards have been changed.
-Raised the drop rate of most crafting ingredients.
-It is now possible to achieve the 'Precision Kill' medal with passive damage (e.g. Burning).


[h3]New Content[/h3]

-Added Act 2 to the game.
-Added 2 new Act 2 craftable memories for the Fire element.
-Added 2 new Act 2 craftable memories for the Knight class.
-Added new mind perks: 'Pyromaniac', 'Refreshing Rain', 'Water of Life', 'Stone Skin', 'Hotter Flames', 'Lightning Rod', 'Chain Lightning'
-Added new body perks: 'Toughness', 'Advanced Guard', 'Natural Defenses', 'Expert Defender', 'Advanced Reflexes'
-Added new essence perks: 'Divine Blessings', 'Mana Control', 'Strong Hex', 'Strong Bless', 'Overflowing Spirit', 'Spirit Power'
-Added new event-related perks: 'Confidence', 'Power', 'Wisdom'
-Added new status effects: 'Water of Life', 'Mana Control', 'Poison', 'Stupefied', 'Drained', 'Dancing Flames'
-Added new enemy buffs: 'Tank', 'Nimble', 'Anti-Combo', 'Piercing', 'Block Eater', 'Combo Susceptible', 'Stun Immune'
-Added new Limit memory: 'Omnislash'
-Added the Encounters system with 7 types of encounters: Skip Wave, Random Buff, Energy, Food, Mind Perk, Body Perk, Essence Perk
-Encounters are prerolled at the start of the game to prevent save scumming.
-Added Act 2 theme.


[h3]Bug Fixes[/h3]

-Corrected Top UI: The number of the wave is no longer repeated next to the location name.
-Corrected wording of the 'Intimidating Aura' starter buff to reflect that it lasts for the whole level.
-Fixed a bug where Settings and Deck screens were not able to be opened during Camp.
-Fixed a bug where Settings and Deck screens were not able to be opened during Events.
-Fixed a bug where controller's selection button would become unresponsive in Event & Camp menus.
-In Deck Editor, right clicking now enlarges the memory if a memory is hovered.
-Fixed a bug where targeting UI would sometimes persist after deselecting a memory.
-Fixed a bug where next memory wouldn't follow mouse if you had just used keyboard or controller.
-Fixed a bug where Combo Damage memories would multiply instead of add damage.
-Fixed a bug where Spirit Damage memories would multiply instead of add damage.
-Corrected enhanced damage display on Burn Eruption, Combo-based, and Spirit-based memories.
-Corrected damage display on memories when player is afflicted with 'Weakness'.
-Corrected damage display on memories the same turn player received the 'Offense' buff.
-Fixed a bug where Block Consume memories wouldn't update data of other block-reliant memories.
-Fixed an instance where the top UI wouldn't display the Floor information during combat.
-Fixed a bug where game could lock up if you targeted an enemy that just died while it was still fading.
-Fixed a crash associated with a very specific sequence of memories in combination with drawing.
-Fixed a bug where attacks player was weak against were scaling twice instead of once.
-Fixed a display bug where memory tooltips would go off-screen if there were too many (e.g. 'Ignition').
-Meditation no longer adds 1 spirit at the start of a new wave of enemies.
-Player mana now refreshes at start of turn instead of end (this solves a display issue).
-Corrected various issues with controller support where results could vary.
-Enemies no longer take Thorns damage when using Buffs or non-damaging Debuffs.
-Fixed a bug where Skull would sometimes spawn without Ossein Shield.
-Fixed a display issue where scrollbar would cover the quantity of crafting ingredients looted.
-Fixed dead enemies taking damage over time (e.g. Burning) and reappearing momentarily.
-Fixed a bug where Buff cards would reset Defensive combos.


[h3]Known Bugs[/h3]
Note: These bugs will be fixed in v0.2.1.

-It's not possible to scroll down the Victory screen rewards using the controller.
-It's not possible to hover over Medals in the Victory screen to see their descriptions using the controller.


[ 2021-01-29 19:14:57 CET ] [ Original post ]

Final testing for v0.2.0!

Act 2 is coming in the next update of Anamnesis. On top of that, there are dozens of quality of life improvements. The patch notes are currently 62 lines long!


There have also been a number of aesthetic improvements. For instance, enemies will now briefly show the name of the attack they are using right when they use it.





Also, if the enemy's attack has a weapon type or an element, an icon will now be displayed to signify this. You may have noticed that some enemies do more damage than others, and it might have been due to a weakness. After we release Act 2 we'll be working on a Codex system to better convey enemy (and player) weaknesses. For now, this is a first step in that direction.





Be ready to face some strong enemies with brand new status effects! There are six new enemy buffs that you'll have to counter with the right choices at the right moments.





The enemies in Act 2 heavily revolve around debuffs and status effects. To balance, we've modified the 'Flaming Aura' status effect to clear all debuffs when it is applied, giving the Fire element a surefire way to counter many of the new enemies. There's also a new perk that is particularly helpful against damage over time debuffs...

A couple of weeks ago I mentioned that we'll notify of a release date this week. Well, it looks like the development of the update will be done on Monday! Most of the new content has already been tested, so we're just going over the last kinks in Act 2 before the final round of testing. If the tests go well, we'll have the update out next week! If we run into any issues, it might be another week after that. So, tentatively we're looking at the next release between Jan. 27th and Feb. 5th.

We're almost there!
Stay tuned!


-SypherZent


[ 2021-01-21 19:18:17 CET ] [ Original post ]

Improvements & More Coming in v0.2.0

We hope everyone is having a wonderful new year!

So far we've gotten a lot done for the v0.2.0 update. Before listing some of the upcoming changes, here's a preview of the Encounter system! Remember that these encounters will occur between waves of combat.

[previewyoutube=Q3yw2QiEVZc;full][/previewyoutube]

Note that the music is disabled for this preview. We didn't want to spoil the surprise since the music is being overhauled in this update. Expect to hear some epic tracks!

Without further ado, here are some of the more noteworthy aspects of the upcoming v0.2.0 update.


[h3]Act 2[/h3]

v0.2.0 will be our largest update so far. On top of the Encounters system, we're introducing Act 2! Act 2 takes places in a dark forest region on the outskirts of the tower dungeon from Act 1. There will be 9 new basic enemies, 1 new mini boss, and 1 boss at the end of the act. Here's a sneak peek of five of the new enemies!





Just like the first act, enemies in Act 2 will have different approaches to conquer their unique strategies. This will allow each of the classes to approach each act in their own manner. Right now we've only released the Knight class and the Fire element, but we're designing the entire game to revolve around how all four classes and elements will approach any given scenario. We need to ensure that each combination has adequate tools to face any of the challenges in the afterlife!

The enemies in Act 2 will introduce brand new status effects and mechanics, many of which are aimed at countering the overpowered deck combinations we've witnessed in Act 1. This will help balance the experience. Don't expect to rely on Tetrad or Trio to beat the entire game! Skill is a factor in Anamnesis, and not everything is based on RNG! So, build your starter deck accordingly!


[h3]Treasure, Events & Other Improvements[/h3]

Alongside the release of the Encounters system and Act 2, we're greatly improving many of the game's mechanics including the Treasure and Event systems. Thus far there just hasn't been enough incentive to select these options as they do not present much variety in terms of reward for the player. So, we've taken a couple of approaches to entice players to choose these more often.

The treasure option will now offer only memories that are Rare or better. In v0.1.3 we introduced 5 categories of rarity to each of the memories in the game: Common, Uncommon, Rare, Epic, Legendary. From v0.2.0 onward, Treasure option will only offer Rare, Epic, or Legendary memories. This will be much more effective during the early game where players do not have enough energy to afford the high end memories in the Shop. We're also considering removing the ability for Treasure option to reward a perk, this way the option is more consistent in terms of what the reward will be.

For the Event system, we're doing a complete overhaul. The events themselves won't change. However, event rewards will now be unique compared to what Treasure, Shop, and Encounters offer. What does this mean? Well, if an event rewards a Perk, it'll be a perk that you cannot acquire anywhere else in the game. We're also taking the current pool of 13 events and dividing them between the acts. Each act will have 5 exclusive events that the player can see, and the player will even get to choose 1 of 3 events each time Event is selected from the map menu. This makes acquiring those unique perks much more reliable on each of your runs! Expect to see some very powerful event rewards, like an increase to Max Mana or even the option to sell your extra memories for Energy!

For the Perk system, previously we mentioned that there will be at least six perks in each of the three categories (Body, Mind, Essence). We've increased this amount. Now there will be 8 perks in each of the categories as of v0.2.0. This is to guarantee that the player will always have three options, even if they selected the same category in every possible encounter throughout the game. Also, we've made sure that every encounter offers at least one perk category. Perks will be much easier to acquire than the current build of the game!

We hope these new changes will encourage players to take fresh approaches through each of their playthroughs. We're doing our best to offer powerful upgrades throughout the entire experience while refraining from adding filler content that nobody wants to use. That means no useless perks that simply take up space, and no encounters that nobody cares to ever select. By cutting the fat, we hope to provide a genuinely entertaining experience every time you play!


---


That is all for this announcement. Just know that we're hard at work on v0.2.0. While we cannot yet predict an exact release date, we can say that the update is roughly 40% complete. Hopefully in another couple of weeks we'll have a specific day for you to look forward to.

Stay tuned for more, and thanks again to everyone who has joined the Early Access!


[ 2021-01-06 19:16:12 CET ] [ Original post ]

Winter Sale & Plans for 2021

Today marks exactly 3 months since Anamnesis Early Access launched on Steam! Thus far, a lot of polishing has been done on the foundation. We've rebalanced the Knight class, added loot and crafting features, and even integrated full controller support. Despite a slight delay, we're happy with the amount of work achieved from 0.1 through 0.1.3 in these last three months. Be sure to revisit the Roadmap on the Store page! It has been updated to reflect our plans moving into 2021.





For the new year we're going to change the pace at which we deliver updates. For starters, v0.1.4 (Encounters) will no longer be a standalone update. Instead, we're going to include the Encounters content with the launch of Act 2 (v0.2.0) in early 2021. This will allow us to spend extra time on testing and QA because the updates that are coming next are very heavy in terms of new content and features. That means new memories, new enemies, new perks and more!



[h3]Encounter System[/h3]

In our last announcement we spoke briefly about the Encounters system. Starting in v0.2.0, you will sometimes run into a random encounter between waves of enemies. Here's a preview of what an Encounter will look like.





To start, there will be six types of Encounters:


  • Body (Choose 1 of 3 Body Perks)
  • Mind (Choose 1 of 3 Mind Perks)
  • Essence (Choose 1 of 3 Essence Perks)
  • Energy (Gain an amount of Energy)
  • Random Buff (Same as the starter boost that gives a random buff)
  • Food (Heal yourself for an amount)


When you choose a Perk Encounter, you'll see another screen that allows you to select 1 of 3 random perks in that category. Here's a preview.





The three categories focus on different types of perks, namely:

Body = Physical related perks
Mind = Elemental related perks
Essence = Buff & Debuff related perks



[h3]Act 2 Details[/h3]

Aside from the Encounters system, Act 2 will also introduce new music to the game! The main menu, boss, and Act 1 themes will be different, and Act 2 will also have its own theme. Act 2 takes place outside of the dungeon traversed throughout Act 1, in the dark forest region of the afterlife.





Act 2 introduces 9 new basic enemies, 1 new mini boss, and 1 boss at the end of the act. This also means brand new ingredients and 4 new recipes for crafting memories (2 for Knight class and 2 for Fire element)!



[h3]2020 Winter Sale[/h3]

If you like the concepts we're working on and you do not yet own Anamnesis, now's a good time to get involved in the Early Access! Anamnesis is on sale throughout Steam's 2020 Winter Sale for 15% discount! It's a perfect time to pick up the game in anticipation for the update in early 2021.





To everyone who already owns Anamnesis, thank you for being part of this growing community, and special thanks to everyone who has reported bugs and provided feedback! With your help we will continue to work hard to make Anamnesis a unique and excellent card battler roguelike that can stand next to the giants of this genre!


Happy holidays to everyone!


[ 2020-12-22 20:30:41 CET ] [ Original post ]

Crafting is Now Available

The Crafting update is now live!

You will notice that enemy creatures can sometimes drop loot...




These are the materials you'll be able to use for Crafting. Note that you will only receive the materials in the following round of combat. This is because of how the game autosaves. So, when a save occurs, any pending materials are then transferred to your account and accessible from the crafting menu.

To access the Crafting menu, first you have to go to the Deck Editor:

1) Click the deck on the bottom-right corner of the game's Main Menu.
Or press Right on controller / keyboard.

2) Select the Anvil icon below the character thumbnail at the top-left of the Deck Editor screen.




Note that the Recipes tab will show you any Recipes you've unlocked. The bosses of each of the Acts has a chance to drop a Recipe associated with that Act. However, feel free to try to discover the recipes on your own by tossing different ingredients and crafting. The game will remember your failed attempts, and you can't fail the same way twice.

For now, there are 2 new Knight memories and 2 new Fire memories to craft. Each character will eventually have (at least) 2 craftable memories per Act. The same goes for each of the four elements.


[h3]December 6th, 2020 - Patch Notes[/h3]

-Added Crafting system to the game.
-Players can no longer Continue Game after reaching the end of the build. This is to prevent exploits with the new Crafting system.
-Fixed a bug where 'Discount' status effect wasn't being detected in the handler that determines if a memory can be used.
-Fixed a bug where quitting game at Victory screen would cause a crash when trying to Continue Game.
-Fixed a display bug where certain memories in hand would not refresh their text data on the same turn the data was changed.
-Rarities have been added to each of the memories in the game. Rarities are tied to memory shop costs.
-All memories now have a visual indicator for rarity (Common/White, Uncommon/Green, Rare/Blue, Epic/Purple, Legendary/Gold).
-Switching Gears now costs 75 energy in shop (down from 200).
-Remembrance now costs 75 energy in shop (down from 175).
-Flickering now costs 90 energy in shop (down from 125).
-Defensive Stance now costs 90 energy in shop (down from 125).
-Added 2 new craftable memories for the Fire element (one is Knight-only).
-Added 2 new craftable memories for the Knight class.
-Added new Status Effect: Fire Shield
-Consolidated all Thorns-type effects under a single handler.
-Upgrading 'Ignition' now lowers mana cost to 1 (down from 2).
-Upgrading 'Combustion' now raises damage as well as lowers mana cost (used to only lower mana cost).
-'Flaming Sword' status effect no longer applies fire-type nor extra damage to shield-only attack memories. Tooltip info has been adjusted.
-It's no longer possible to use memories that consume Block if the player has no Block.
-Added controller recommendation at Start menu.
-Added new 'Static' parameter to memories data that prevents player sprite from moving during certain memory-based animations.
-Hearts that spawn when enemies take damage are now limited to 10 (down from actual damage amount).
-Added the attack threshold to the new Status Effects screen for one of Act 1 Boss's status effects.


[h3]Another Things to Note[/h3]

In this update, memories now have Rarity. Look at the top of each memory and you'll see a colored orb that indicates the rarity. As in other games, White = Common, Green = Uncommon, Blue = Rare, Purple = Epic, Yellow = Legendary. As of this update, there are 10 commons, 8 uncommons, 7 rares, 5 epics, and 4 legendaries. Note that four of these are the new crafted memories, one of each rarity (excluding common).


[h3]Known Issue(s)[/h3]

We're aware of a bit of lag right before a Medal is going to appear on the screen. This will be solved with optimization in an upcoming update.


[h3]What is Next?[/h3]

We mentioned Encounters a few weeks ago as being the next update. This is already in the works. To us, the Encounters update is one of the most important updates for Anamnesis, because it's going to add a mechanic that will immensely improve replayability for the game. Right now, between combat rounds you have options to do other things (Shop, Treasure, Event, Camp). Encounters is going to change the pace mid-combat between waves. So, instead of enemies always appearing in the next wave, you will sometimes run into an Encounter.

There will be at least 6 unique Encounters when the update is launched:

Body (Choose 1 of 3 Body Perks)
Mind (Choose 1 of 3 Mind Perks)
Essence (Choose 1 of 3 Essence Perks)
Energy (Gain an amount of Energy)
Random Buff (Same as the starter boost that gives a random buff)
Food (Heal yourself for an amount)

At each Encounter, you'll always have a choice out of 2 or 3 of these encounters. This means that perks will be much more easy to acquire, making each of the game's runs unique and more enjoyable!

We have plans for a few more Encounters, but we'll announce those in the future as they depend on some future updates which will come after Act 2 is implemented.


[h3]Regarding Perks[/h3]

We mentioned before that we're also dividing Perks into 3 categories: Mind, Body, and Essence. We said "Spirit" before, but we've changed it to "Essence" because Spirit is already associated with the Spirit Gauge used for certain memories and limits.

The Encounters update will add at least 12 new perks. There are already 6 perks implemented in the game, but they have a low chance to be acquired either through Treasure or Event options. However, Encounters will be making perks much easier to acquire, so we're adding a lot more to the pool and starting each category off with 6 perks.

Here are SOME of the Perks that can be found in the Encounters update (note that perks with an * are already implemented in the current build of the game).


--- Mind Perks ---
1) Chain Lightning - Single target offense memories cause chain lightning to strike enemies (Lvl+2) times for 3 damage per hit. Only works if multiple enemies are present. (Upgradeable)
2) Lightning Rod - Single target offense memories cause a lightning bolt to strike the enemy hit for 3 damage.
3) Refreshing Rain - You are healed 3 HP every 3rd memory played.
4) *Phoenix - Flaming Aura is always active.

--- Body Perks ---
1) *Juggernaut - Gain 10 Max HP
2) *Sword Master - All of your Slash memories deal 2 more damage. (Knight Only)
3) *Resourceful - At the end of your turn, gain 1 block for each memory you didn't use.
4) Advanced Guard - No longer lose Block at the end of your turn. (Knight / Nature Only)

--- Essence Perks ---
1) *Spiritual - Gain 1 Spirit at the start of every wave.
2) *Healer - If your HP is less than half, heal for 15% of your max HP at the end of battle.
3) Mana Control - Your first memory each turn costs 1 mana regardless of the memory's normal mana cost.
4) Strong Bless - Your buffs last one additional turn.


That's all for now. It's a lot of info, but we have a lot of plans! Encounters update should be available sometime later this month if everything goes smoothly. Stay tuned!


[ 2020-12-06 18:08:17 CET ] [ Original post ]

Progress Report for v0.1.3

SypherZent here. Sorry for the communication delay. I meant to post last week but the moving process took slightly longer than expected. In any case, I'm finally settled at the new location! That means I will be working smoothly once again.

Note that the Crafting update is still underway. Four new memories will be added (2 for Knight class + 2 for Fire element), and the new memories have already undergone thorough testing for over a week. What remains to be done are the loot system and the actual crafting process (special effects, sounds, etc.). So, we're aiming for Friday/Saturday of this week to launch v0.1.3 if everything goes smoothly.


---


I may have mentioned this before but drop rates for the crafting materials may be slightly low while the game only has one available class.

One reason for this is that new recipes will be introduced as new classes are implemented. Out of 20 possible combinations, with only one available class that means only 4 recipes will work. Note that Act bosses will still have a chance to drop the actual recipes, so you don't have to guess every time. As we add new classes, we'll balance the drop rate on materials.

Another reason is that people will be able to quickly replay Act 1 over and over which could lead to a large stockpile of unnecessary materials. As we release new acts, we'll add a way of converting materials from older acts to materials of newer acts in order to form a sinkhole for any excess. This should also help unlock stronger crafted memories sooner for anyone who might find the later acts more challenging.

We'll be focusing on rebalancing the drop rates of all crafting materials throughout the Early Access period as more content gets added to the game.


Stay tuned for the Crafting update!


[ 2020-11-30 17:10:56 CET ] [ Original post ]

Next Update in Progress (v0.1.3)

We're currently working on the Crafting system that we previously mentioned on October 30th. So far, the Crafting menu is complete, but we're still developing the memories that will be craftable and adding the new loot system to the game.

This update will take a few more weeks to deliver, the main reason being that I (SypherZent) am in the middle of a move. Between packing and scouting new places, my available time for development has been cut short and I'm the only developer for this project. Sure, I tend to outsource certain things like art and voice acting, but I'm the one who does all of the coding, game design, UI/UX, sound effects, special effect animations, debugging, quality assurance, etc. This project is my little baby in a sense, lol. Once I've settled at the new place things should speed up.

In the meantime, here is a preview of the completed crafting screen!







[h3]What Comes Next[/h3]

After the Crafting update we have another update called Encounters. The Encounters update will introduce random encounters between combat waves, which will really spice up the fun! Many new perks will be added, and perks will be contextually divided into three categories: Mind, Body, and Spirit.



These are just three of the nine possible categories of random encounters you'll find between combat waves. With this update perks will be much more common in your travels, opening the door to new builds and possibilities!

---


These next two updates are extremely important for Anamnesis, because they add a ton of replayability and entertainment to the whole experience. We aim to have both out by the end of the year. Note that we'll be updating the Early Access Roadmap over the next month to reflect the new timeline. Right now we're playing it by ear since I'm not certain how long it'll take me to finish moving (still searching for a suitable location and the pandemic is making the process slightly more complicated than it should be). Wish me luck!

Anyway, you'll hear from me again in the next two weeks.

Stay tuned!


-SypherZent


[ 2020-11-13 18:01:25 CET ] [ Original post ]

v0.1.2 Update

We've finally finished testing / debugging for Full Controller Support. This update introduces the feature as well as a host of bug fixes and a few other miscellaneous improvements.


Here are the patch notes:

[h3]October 20th, 2020 - Patch Notes[/h3]

-Softened the Spirit Slash sfx.
-Fixed a bug where Settings, See Deck, See Discard Pile, Hero Info, and Pass Turn could be selected while a memory was following mouse cursor.
-Fixed a bug where Upgraded memories with 0 mana cost couldn't be played if you had 0 mana left.
-Fixed a bug where defeating multiple enemies with DoT (Burning) on last wave of a floor caused Victory to appear twice.
-Fixed a bug where enemies defeated by DoT (Burning) didn't count toward Victory energy gains.
-Fixed a bug where memories would be drawn after the match ended if last enemy was defeated by DoT (Burning).
-Fixed a bug with a Medal associated with high combo meter not being rewarded when the battle ended before combo was reset.
-Fixed a bug where the Event UI would persist after completing an Event.
-Fixed a bug where 'Discount' status effect would persist across waves (should only last one wave).
-'Wave' UI text has been moved to the top-center of the UI.
-DeckEditor now has a green highlight to show the memory currently hovered, for better keyboard/controller readability.
-Added new Settings: Disable Control Guides & Control Guide Type
-Added Full Controller Support
-Added automatic controller detection (facilitates swap between Keyboard and Controller on-screen help guides).
-Mouse cursor now automatically hides off-screen when a controller button is pressed in most contexts.
-DeckEditor now has on-screen controls help guide.
-Gameplay now has on-screen controls help guide.
-Various other screens now have on-screen controls help guide.
-Scrollbars in the view screens no longer appear if there is no Deck or Discard Pile to display.
-'Remembrance' memory cost is now 0 (from 1).
The memory was essentially useless. Now, it will help draw faster and synergize with other memories.
Note that the upgrade for this memory no longer does anything (we will revisit upgrading in a future update).
-Map options now have better readability when hovered.
-Some tutorial screens have been updated to reflect controller support.
-Added a consolidated Status Effects screen for keyboard/controller gameplay.


Note: You'll need to start a New Game for this update, as it changes many of the game's core mechanics.

This is a large update so if you find any bugs or issues, please post in Discussions > Bug Reports or send the info to sypherzent@gmail.com.


[h3]Early Access Roadmap Update[/h3]

We mentioned that we were going to change the roadmap slightly to reflect some new systems that are coming. Well, the new roadmap is now available and you can see it on the Store Page! 'Chaos Memories' has been moved to the backburner, and we've listed the Upgrade System overhaul as well as the Crafting System. We've also moved the timing around to reflect our work focus for the next few updates.


[h3]Crafting System[/h3]

The next update revolves around introducing a new system to the game: Crafting! You'll be able to collect loot from the monsters and between your runs (from Main Menu) you'll have access to the crafting menu.





The system will allow you to attempt recipes randomly, but it'll also save failed attempts so you don't have to try them over-and-over. You could find all recipes by process of elimination, or you could simply continue to defeat bosses through normal gameplay. Bosses will have a chance to drop unknown recipes, allowing you to just save your loot until you know what to craft.

This crafting system will be expanded as new characters and elements get introduced to the game. For initial launch, there will be four functional recipes introducing four new memories to the game: 2 new Knight memories and 2 new Fire memories. Once all four characters and all four elements are implemented, we're aiming to have 16 recipes per act for a total of 64 possible crafted memories.


That's all for this update! We'll have more information on the Upgrade Overhaul and Act 2 once the Crafting System is complete. Stay tuned!


[ 2020-10-30 18:05:21 CET ] [ Original post ]

Next Update in Progress (v0.1.2)

We planned on having an update ready this week, however v0.1.2 is still undergoing testing and QA. Unlike regular updates, this one introduces Full Controller Support to the game so it's quite complex. The testing phase has taken a bit longer than anticipated and we've had to work out some unexpected kinks, so we're going to need an extra week for this one.

That being said, we're quite happy with the results we've obtained so far. The game is fully playable with controller or keyboard. We're doing our best to try and find any remaining bugs and to make sure it is a smooth experience throughout the entire playthrough.

We've even included on-screen help guides for the controller button functionality.



Similar to AAA titles, the help guides automatically swap from keyboard to controller buttons depending on your input. You'll even be able to select the button format based on the controller you're using, be it XBox, PS4, or Nintendo Switch.

And yes, you'll also be able to turn them off via the Settings menu. steamhappy


[h3]Other Planned Features[/h3]

While Full Controller Support is the main focus for the v0.1.2 update, we're also working on many other features and ideas for Anamnesis for future updates. Our Early Access Roadmap will change slightly in the upcoming weeks as we add some of these new features to the list.

Note that we're also going to remove 'Chaos Cards' from the existing roadmap. Currently, the cards are mostly built by the engine, including the text description of what the cards do. This means that, technically, it's possible for the engine itself to 'invent' its own cards. We had the name 'Chaos Cards' for this concept, and we wanted to implement it as a core part of the game. However, we've come up with a few new systems and system overhauls and we need more time to see how these systems will interact with the 'Chaos Cards' concept. So, for now we're moving 'Chaos Cards' to the backburner.

One of the new systems we're implementing later this year is Crafting. You'll be able to acquire loot throughout your run and use it to craft new cards at the main menu. The Crafting will be a Recipe-based system, but you'll still be able to toss in random ingredients in trial-and-error to see if you unlock a new recipe that way. The system will even remember your failed attempts so you don't waste materials trying the same combinations over-and-over! Act bosses will drop unknown recipes, and as we release new characters the recipe list will be expanded to include new cards for their weapon-types.

We also have an overhaul planned for the upgrade system, though we're still not sure if it'll happen before or after the release of Act 2. In any case, we'll be revealing additional information on these new systems as we complete more of the development. Stay tuned!


[ 2020-10-23 14:24:07 CET ] [ Original post ]

v0.1.1 Update

Last week we mentioned a few of the key changes in this update, primarily the rebalancing of the Knight class. The update is now live! We hope that these changes will make the Knight's gameplay more fluid, relying less on spamming defensive memories and allowing players to shift more quickly back to offense after recovering some health.

We're still undergoing testing to see if this change makes the game too difficult to complete the first Act. Even if it is challenging, it should still be possible to defeat the first Act's boss. With regard to how much health remains after defeating the boss, we'll focus on balancing that once Act 2 is complete (we're considering a full or partial heal after boss battles, but we'll see about this once we get there).


Here are this week's patch notes:

[h3]October 9th, 2020 - Patch Notes[/h3]

-Slight adjustments to scrollbar in various menus.

-The shading behind the Dark and Discard pile screens is now darker.

-Deck and Discard pile screens now have a scrollbar if the deck has more than 10 memories. Used to only scroll with mousewheel and drag.

-Defensive combo bonuses for Knight have been restructured. 3-set bonus now heals for 3 HP, while 6-set bonus now provides the 'Defense' buff.

-'Safeguard' now provides 3 Block and 2 Defense. Used to only provide 6 block. This should supplement the Defensive combo rebalance.

-Camp and Event screens now display the UI.

-UI in Event screen now has a button for players to view their deck.

-Fixed a visual error in Camp and Map selection screens where the Rest option read 25% healing instead of 33% which is the correct amount.

Note: In order for 'Safeguard' to properly update, you'll need to start a New Game. This is because, once you begin a run your deck becomes localized and the updates won't override your data. We'll implement a system to update localized decks in the future, but for now a New Run is necessary for card changes to take place.


This update also provides some changes to the UI. Now, the top panel will be displayed during the Camp and Event screens. The current health is also shown, and during the Event screen you'll be able to touch the button at the top-right next to Settings in order to view your deck. This should help when deciding what benefits to choose.






In other news, we're working on a few more quality of life upgrades such as Full Controller Support and other minor adjustments in some of the menu screens. We're also getting ready for Act 2 which will take the player outside of the dungeon into the dark and eerie forests of the afterlife!



For more info on our development plans you can check out the Early Access Roadmap right on the store page.


[ 2020-10-09 22:28:18 CET ] [ Original post ]

v0.1.0.2 Hotfix / Next week's update

Thanks again to everyone who has reported bugs! We have squashed all known bugs to date.

This latest bug was a serious challenge for us. Elusive, I'd call it. It was a bug that only affected three players to date, where their game would freeze. Animations would run, but the enemy wouldn't take their turn, and the player's turn was over.

The culprit? It was the 'Burning' status effect. However, it only happened if Burning was applied to the 2nd or 3rd enemy when multiple enemies were present. I generally test all cards against the very first enemy, which was why I never found this one. Thanks to one of our testers, we were finally able to pinpoint the exact cause and now it has been fixed!

Note that there are no more known bugs. If you find any new ones, feel free to report to sypherzent@gmail.com or post them right in the Discussions > Bug Reports section here on Steam.


[h3]September 29th, 2020 - Patch Notes[/h3]

-Fixed a bug where applying Burning to back row enemies would cause the game to freeze and enemies to stop acting.


Note: You should be able to 'Continue Game' just fine after this update since it doesn't change any core mechanics or card data.



[h3]Development Plans for Next Week[/h3]

Now that the bug is out of the way, we'd like to share our plans for the first update which should be coming next week. So far, we're hearing great feedback from the players. However, one concern is that many people are constantly finding the need to defend until they reach 6-set combo in order to proc the +6 heal.



While the Knight class is indeed intended to bounce between defense and offense, we feel that waiting for the 6-set takes too long and too many turns out of the action. So, we're switching the Defensive Boosts for the 3-set and the 6-set.

We're also going to be nerfing the heal from +6 to +3. Since it can be triggered much easier, less healing should be needed as it can now be activated more often.

Of course, this approach means that players will no longer be affected by the Defense status effect during their 3-set combo. It's always possible to continue defending until the 6-set to proc Defense, but we'd like to provide additional options to allow for a more action, less waiting playstyle. To solve this, we're also going to be changing the starter card 'Safeguard'.



Currently, Safeguard provides 6 block for 2 mana cost. In next week's update, we'll change this so that Safeguard provides 3 block and 2 Defense, for the same mana cost. This will allow players to get that Defense buff up and running, allowing them to focus more on offense and less time trying to fish for heals.

There will be a few other changes in next week's update, but we wanted to mention these for now as these changes will considerably alter how the Knight class is played. We hope to hear more feedback as the development continues! Feel free to hop into the Discussion boards here on Steam and let us know your thoughts!


[ 2020-09-30 01:04:26 CET ] [ Original post ]

v0.1.0.1 Hotfix

Thanks to everyone who has reported bugs! We've been able to squash a few in this hotfix.

Also, we've changed the launch options. If the game fails to launch for you, just be sure to update the game and then try again and it should work. This will be a one-time change, so the launch options will always be the same from now on (we just updated the directory to no longer include the version).


[h3]September 23rd, 2020 - Patch Notes[/h3]

-Fixed a bug where Combustion would crash the game.
-Enemies who have already been defeated no longer reappear when AoE damage is dealt.


Note: After updating, if you select Continue Game and it crashes, choose Quit and start a New Game. Some updates will require a New Game for the changes to take place, especially if any core functions were changed.


Known Bugs

-We are currently investigating an issue where a small number of players experience the controls locking at the start of the player's turn, even though the game seems to be running. We suspect this may only be happening on low spec systems. Once we fully understand the issue, we'll emit a patch to fix it. In the meantime, if you experience this issue, click the gear icon at top-right of the UI (Settings menu) then click the Main Menu button, go to Main Menu and choose Continue Game and it should start the turn all over again giving you back control. Alternatively, if the gear icon does not work, close the game and relaunch and then choose Continue Game.

Also, if you experience this issue, please submit more information in the Bug Reports section to help us find the cause (including screenshot while hovering over a card in hand would be a huge help).


[ 2020-09-24 00:37:57 CET ] [ Original post ]

Anamnesis Launches Sept. 22nd!

After a long and steady trek, we've finally reached the release day for Anamnesis Early Access! However, this is truly just the beginning of our journey. This Early Access version includes Act 1 out of 4 planned acts for the full game. You'll be able to experience the first seven floors of the dungeon using Anadine, the Knight.

We've also included the Early Access Roadmap right on the Steam page, so be sure to check out our plans for the future of Anamnesis.

https://store.steampowered.com/app/1396350/Anamnesis/

From this point on, we're going to be carefully listening to player feedback in order to balance the game and incorporate additional features and quality of life improvements. Updates will arrive every 1-2 weeks, so be prepared for new memories, new perks, and more content as we progress through Early Access.

We hope you join us during this great adventure!


[ 2020-09-22 06:16:12 CET ] [ Original post ]