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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!
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