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Improvements & More Coming in v0.2.0
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!
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 18:16:12 CET ] [ Original post ]
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.
Act 2
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!
Treasure, Events & Other Improvements
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 18:16:12 CET ] [ Original post ]
Anamnesis
SypherZent
Developer
SypherZent
Publisher
2020-09-22
Release
Game News Posts:
18
🎹🖱️Keyboard + Mouse
1 user reviews
(1 reviews)
Public Linux Depots:
- Anamnesis Linux Depot [199.67 M]
Synopsis
You materialize in a mysterious realm where a titan who goes simply by the name 'Mr. T' welcomes you. "You have returned to the afterlife, I see." Without much explanation, your adventure in this dark and gritty dungeon begins. Face off against bats, snakes, and even the shadows as you work your way to the end of this forsaken world, and earn your right to reincarnate once again!The word 'Anamnesis'
It refers to memories from past lives. In Anamnesis, the cards are your 'memories'. Each run, you can choose your starter deck of 10 memories. Every time you finish a run, whether you win or lose, you can keep one. Will you remember what it takes to beat the game?Learn From Your Mistakes
In Anamnesis, each boss has a unique approach to defeating it. A boss may have a shield that only goes away with fire, by dispelling it, or just waiting it out a set amount of turns. The unique combo system also provides special boosts that are character-specific and helps to balance those runs where you didn't get the ideal setup that you wanted. This makes each successful playthrough a fulfilling experience, and on runs where you lose, you'll eventually learn why and come back even wiser!Less RNG, More Strategy
Unlike other games, Anamnesis focuses more on strategy than RNG. Even if you didn't get the cards you needed to dispel that boss's shield, your combo system has you covered! Each character will have unique memories and boosts that are suited for them to approach every obstacle in the game. This means that defense as well as offense are both important tactical decisions. It's not all about RNG!Current Features (Act 1)
- Fully implemented 'Knight' class
- 13 fully voiced events to experience
- Over three dozen memories to collect
- Over a dozen monsters to face
- A straightforward system to upgrade your memories
- A perk and curse system that can fundamentally change your experience
- And much more to come!
Early Access
During Early Access, your feedback is valuable! The game is still being shaped into its final form, and there's room to add even more systems to the mix. For now, Act 1 is complete and the game includes all of the systems from the original vision -- systems from some of our favorite games, like combos and limits. Now, it's time to add even more substance to a solid foundation, and we hope you will join us during this great adventure!MINIMAL SETUP
- OS: Any distribution built for x86 or x64 processors
- Processor: 2.4 Ghz Intel Core Duo or betterMemory: 1024 MB RAM
- Memory: 1024 MB RAM
- Graphics: OpenGL compatible graphics card
- Storage: 400 MB available space
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