Anamnesis
Early Access Roadmap
About the Game
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.
Use powerful Perks like “Lighting Rod” and “Chain Lightning” to your advantage! Perks are divided into three Categories: Body, Mind, and Essence. You can even find hidden perks through certain Events!
The Encounter system is where you’ll be able to find perks and other benefits. These encounters occur between enemy waves, providing a brief respite.
After each stage you’ll be able to choose from a list of Destinations. The Shop is always available, while the others (Camp, Events, Treasure) can vary.
Use Limits with devastating effects to destroy the opposition!
Features
- Interesting and balanced game design where RNG is not the defining factor
- Experience two Acts with the Knight class & Fire element.
- Satisfying Deckbuilding: Keep a card every run. Create your 10-card starter deck.
- Ingredients & Crafting: Acquire powerful cards that can only be crafted.
- Events, Camp, Treasure, and Random Encounters to make each run unique
- Over 25 Perks! Customize your build and playstyle to your liking.
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 and Act 2 are 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!
Steam User 1
Anamnesis is a card deck-building battler in the vein of Slay the Spire that boldly shows its indieness on its sleeves, particularly in its simple but effective cartoon-y graphics. It also the very definition of an EARLY early access title. Why do I say that? At this point there is only one class in the game, the lady knight, however three more classes are planned: the Sorceress, Archer, and Warrior. Instead of rampant RNG, the potential "plague" of other CCGs, it proclaims "interesting and balanced game design where RNG is not the defining factor." Of course, there is always the natural RNG you get from each hand, but not RNG in its effects." You build your deck to exploit various strategies like armor and elemental magic. I've had mostly (predictable) fun in this game, but at this point the lack of content may make some stay away until more is added. However, it's a tricky balance right? If you want to support development and this type of game I would recommend a buy to make sure that roadmap is completed. So does this have promise - definitely! Will it deliver? I'll leave that up to you.
Steam User 0
I'm the voice actor for all characters in this game, and I was generously allowed to play it for free. Honestly, it's quite fun! I'm sure more content will be added as time goes on, but overall it's simply a dungeon crawler to kill the time by kicking the asses of the enemies that stand in your way.
Steam User 2
The game is what you expect from the pictures and videos. Slay the Spire clone with small changes in between here and there. Has lot of replayability to it and you could spend lots of time playing it.
What I find bad is that there is no support for 3440x1440 in my case, and the settings of the game can't be changed that much so you are pretty much stuck with same resolution overall.
If you want to see my full review check it out on Youtube.
Steam User 2
I was one of the testers for this game for a couple of different builds until release. I've never played this kind of game before so I had no idea what the hell I was doing at first but got the hang of it pretty quick.
1. COMBO SYSTEM: The combo system works really well and is one of my favorite things. You can build either defensive combo or offensive combo. Higher D combos lead to damage reduction buffs, self heals, ect. Higher O combos lead to increased damage buffs, elemental fire sword buff(which can eliminate the need for any elemental cards if played right), to a stun at 9 combo(I think).
The offensive combo system really rewards aggressive play especially with the multi hit cards(duo,trio, tetrad) which all build combo points per hit.
Then when health gets low, I switch it up and stack up those D cards to get that self heal(assuming your deck allows it).
There's also cards that allow you to maintain your current combo while using a different type of card that would usually result in dropping combo.
Everything I just mentioned is just ONE way to play and is focused on having mostly defense cards and multi hit cards. A true physical sword & board kind of deck/build. No magic/fire cards. Just my play style.
2. CLASS SYSTEM: Right now there's only the knight class who uses a sword and shield. Her memories(cards) work exactly the way you would expect a knight class to play. A nice mix of heavy defense and good physical offense plus fire magic. It sounds to me additional classes down the road will have significantly different memories and play styles(looking forward to the archer and warrior classes)