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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.

January 29th, 2021 - Patch Notes


Quality of Life Improvements


-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.

Functional Changes & Balancing


-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).

New Content


-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.

Bug Fixes


-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.

Known Bugs


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 18:14:57 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
GAMEBILLET

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12.79$ (36%)
2.0$ (80%)
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15.75$ (55%)
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