In Anodyne, you explore and fight your way through nature, urban and abstract themed areas in the human Young's subconscious, evoked by a 16-bit-era visual style and a moody, dream-like soundtrack. The player moves between rooms 160x160 pixels in size, an intended constraint that we used to create the monster-filled dungeons you will navigate and the set of nature-based (and sometimes stranger) places you will explore. Anodyne is on Steam Greenlight, please vote for it.
I finally got around to porting Anodyne to iOS. It will be released this thursday. Learn more inside the post!
Just some updates for Anodyne, and the release of Anodyne.
Good news, we finished Anodyne and it will be available for purchase on our website, Desura, and Gamersgate on February 4th.
You can now pre-order Anodyne for $7, and the OST for $3! also some updates.
More news in development of Zelda-like adventure Anodyne - finishing up areas, soundtracks, etc.!
As November ends, here's a status update on where we are with development of Anodyne (pretty close to finishing, I think!)
Sean got to exhibit Anodyne to kids at ChiTAGFair this past weekend, and will also be at MAGFest this January. And mobile gui update!
Updates!!!! of the Zelda-like game with dreamy aesthetics, Anodyne. Some new tile work to show, other things to discuss.
I talk a bit about the recent press push I made for the newly released Anodyne Demo, as well as issues that popped up while doing so, and some design...
In the past few days, we finished up boss animations, made infrastructure for the path forward in development of our 2D Zelda-like, Anodyne.
I just finished making a first trailer for my Zelda-like, Anodyne. It's a minute long. Give it a watch! We also have a Steam Greenlight page!
Just a few brief updates about what happened this week in the development of Anodyne.
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