- Development Delay - 3 October 2021
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 optimis…
- Next Update Progress - 24 May 2021
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 statu…
- Roadmap Updated - 2 April 2021
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!
- Sorceress Mechanics & Other Info - 15 March 2021
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 Shiel…
- Sorceress Class in Progress! - 22 February 2021
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 Knig…
- Act 2 is Now Available! - 29 January 2021
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 th…
- Final testing for v0.2.0! - 21 January 2021
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 revo…
- Improvements & More Coming in v0.2.0 - 6 January 2021
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. 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…
- Winter Sale & Plans for 2021 - 22 December 2020
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 n…
- Crafting is Now Available - 6 December 2020
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…
- Progress Report for v0.1.3 - 30 November 2020
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 possib…
- Next Update in Progress (v0.1.3) - 13 November 2020
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! What Comes Next…
- v0.1.2 Update - 30 October 2020
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: October 20th, 2020 - Patch Notes -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 n…
- Next Update in Progress (v0.1.2) - 23 October 2020
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…
- v0.1.1 Update - 9 October 2020
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: October 9th, 2020 - Patch Notes -Slight adjustments to scrollbar in various menus. -The shading behind th…
- v0.1.0.2 Hotfix / Next week's update - 29 September 2020
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 [email protected] or post them right in the Discussions > Bug Reports section here on Steam. September 29th,…
- v0.1.0.1 Hotfix - 23 September 2020
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). September 23rd, 2020 - Patch Notes -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…
- Anamnesis Launches Sept. 22nd! - 22 September 2020
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!