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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
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
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!
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!
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!
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!
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.
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
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.
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!
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.
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!
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!
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:
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
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:
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.
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).
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!
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