Hi everyone - if you were thinking about getting the game, now is a great time to do so.
The game will be 70% off from April 15th through the 22nd!
Make sure to check out Freedom Games Publisher Sale page to pick up some awesome indie games at great prices. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on!
Hi everyone! If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Winter Sale through our publisher Freedom Games!
From December 21st until January 8th, the game will be on sale for 35% off!
Make sure to check out Freedom Games' Winter Sale 2023 page to pick up some great games to play over the holiday season. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on!
We hope you all have been enjoying Anuchard since our launch last month š We're excited to announce that Anuchard will be showcased at Indie Live Expo this weekend! Check out Indie Live Expoās stream showing off the game at the following link: https://indie.live-expo.games/en/
If you've been playing Anuchard for sometime now and haven't left a review yet, please consider doing so! We love getting to hear player feedback, plus it really helps us out. If you want to join the community, follow us on Twitter, and join our Discord!
Anuchard is Here!
Hey everyone! Today is the day: Anuchard is here, as well as on Xbox and Switch! š Your time has come to be the Bellweilder! Will you take up the mantle, or turn to stone?
Thank you all for your support throughout development. We couldnāt have done this without all of you! As you start playing the game, please remember to leave us a review! Itās awesome getting to hear all of your feedback, and it really helps us out šIf you encounter any bugs, please report them in our Discord. Otherwise, we hope you all enjoy the world of Anuchard.
Once again, from our team at Stellarnull, thank you!
Release Date Announcement!!
Hey everyone! We have some very exciting news to share today š
[previewyoutube="szyyZWb4X88;full"]
Thatās right! Anuchard will be launching on Xbox, PC, and Switch on April 21, 2022!! š Thank you all for your support that has brought us this far. We canāt wait for you all to get into the world of Anuchard and to save the lost souls.
While you wait for the launch, make sure to wishlist Anuchard here on Steam, follow us on Twitter, Facebook and Instagram, or if you want to talk with the devs and help grow our community, join our Discord!
Release Date Announcement!!
Hey everyone! We have some very exciting news to share today š
[previewyoutube="szyyZWb4X88;full"]
Thatās right! Anuchard will be launching on Xbox, PC, and Switch on April 21, 2022!! š Thank you all for your support that has brought us this far. We canāt wait for you all to get into the world of Anuchard and to save the lost souls.
While you wait for the launch, make sure to wishlist Anuchard here on Steam, follow us on Twitter, Facebook and Instagram, or if you want to talk with the devs and help grow our community, join our Discord!
Dev Diary Update #7
Hello everyone,
Iām Rico Lemba, back again delivering some development updates of Anuchard.
Last 10% of the development seems like forever for us, but weāre still working hard to make the game stable and polished.
Iām going to share a bit about how we design enemies in this game, Anuchard gameplay mostly follows one of our core principles that is behavior driven enemy design. Instead of using different stats, health points, etc. we put emphasis in enemy attack patterns.
Anuchard's most basic enemies, the slime type enemy, only attacks the player in four directions, giving you a lot of options to defeat this enemy, other enemies, for example the wild type, actively pursue the player, serving as constant threat.
Every enemy might be easy if you defeat it in 1vs1, but the challenge really escalates when we combine different enemies in one encounter, combine this with Armor mechanics, light attack, and heavy attack mechanic, and the combat becomes intuitive and engaging for all players!
Itās been a great joy making this game, and weāre super excited that the development is almost complete. We look forward to sharing it with you when we finally launch. Don't forget to wishlist Anuchard here on Steam, follow us on Twitter and join our Discord!
Dev Diary Update #6
Hello everyone,
Iām Rico, back again delivering some development updates for Anuchard!
Weāre entering the final push of the development, itās been really tough for the past few months but weāll make sure to deliver the best experience.
In this devlog, Iām going to share about the dungeons in the game. Making an adventure/RPG style game has been really challenging, not only do we need to make the gameplay good enough, we also need to make sure that the narrative also drives the player to keep playing. Finding the right balance between those elements has proven very difficult.
We decided to make smaller dungeons, with puzzles, collectibles, and unique gimmicks. Words that keep popping up when we design the dungeon are personalized, gimmick, and floating. Dungeons in Anuchard slowly shift according to the characteristics of the soul of the host, so we put a lot of effort into decorating dungeons based on the personality of the character. You will find a dungeon with books scattered around, a dungeon that looks like a collectorās mansion and many more.
Floating word is mostly inspired by one of our favourite game studios, Supergiant Games. In their game Bastion they had that abstract looking, floating dungeon. That inspired the look of our game a lot, you can say that Bastion is the game that we talk about the most during the development!
Itās been a great joy making this game, and weāre super excited that the development is almost complete. We look forward to sharing it with you when we finally launch.
Dev Diary Update #5
Hi peeps, itās Lazcht: Artist, Storywriter, and bits of everything (except coding and audio). Now itās my turn and first time writing a dev diary on Steam, although I wrote lots back then everywhere else, haha.
Last month was a very busy month for us, weāre finalizing all the content.
But before we start on progress, Iāll talk about the narrative vision we had years ago. Rico and I were thinking of making something with similar narrative (not content or overall budget) scope as Enixās Quintet games, such as Actraiser, Illusion of Gaia, Soul Blazer, and Terranigma. After finishing their games for research (and weeping with Terranigmaās ending :ā> ), I thought itās quite realistic for a small team to achieve.
Back then, Iām the one who was mainly in charge of writing all of the narrative parts, as well as the graphics. I was content with working in a very small team, but as the project went on and off for almost 4 years, we decided that we need to expand our team to speed up the whole development speed, that means finding people to take care of things to prevent bottlenecks from my side (since I have really little experience on story writing, itās always slowing us down).
Since the team expanded, itās been 9 productive months, having the eventing system reworked, the whole script written and implemented with major iterations, and suddenly the time for narrative wrap is there! Weāre planning to get everything proofread and translated as soon as possible.
What we have done by now: Draft events for all chapters Draft of almost all assets Cinematic trials Almost all of the dungeons & bosses set
What we havenāt: Finalized events Finalized cinematics (including prologue, ending) Polished assets
What we originally thought is simple to do, is actually not. I thought we probably needed to have stricter limitations so it didnāt end up in over-scoping. While itās great to have the story enriched, and plot-holes covered, now we have to adjust everything linked to it. We spent last August-Sept mostly iterating and sweeping the main story.
Not long ago, we noticed that we have to limit our word count to reduce time, and that means everything we write needs to be monitored and heavily optimized (because it turned out w had exceeded our target by a lot; we never thought itād reach 40k++, btw). We regret that this should happen, and in such a late stage of development, lol. But on the positive side, less words--lines--phrases, means less time to polish scenes.
Personally, I was really struggling on jumping between graphics, story writing, and trying to be in control of the project situation, and everyone else is working equally hard! Since Anuchard is our biggest project so far, weāve been learning so much on how to manage a long term RPG project and managing an indie team thatās more than 3 people.
Hopefully we can pull this off by the launch date and stay sane, haha. Please take care of yourself as well!