Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Development Goals


It is my intention to continue developing Anamnesis for the foreseeable future. There won't be anything like a straight road map but here are a few things that I'll like to implement at one point or another. The goals are shown in no particular order.

Even if the goals are listed as completed, there will be room for improvement in the future.

To Do:


  • More Content: The main focus of all development will be adding extra content in the form of new units, terrains and plots.
  • Alternative Ages: Once the current 1930ish period has enough variety, the game could move on to different eras for the player to choose. I would like them to be substantially different from the current one. They should revolve around a concrete, crucial imperfection in the Anamnesis cycles, such as the lack of gunpowder.
  • Monster Mode: The player should be able to chose to roam the colony as a monster of some sort instead of as an aristocrat. It should be similar to outcast mode, but with events depending both on the player's form and the current territory. Perhaps monster players could eventually acquire a Lair as a base and do other fun stuff.
  • City Building: Once a Fortress or Dungeon is established, the player should be able to develop and organize the incoming colonists and land in different indirect ways. Ideally, I would rather stir clear from any direct control to avoid complicating things further and the general direction of the settlement would depend on the existing territories and the local tendencies.
  • Overseas Campaigns:  The player should be able to use units in campaigns over the mainland or the protectorates. Other aristocrats, depending on each front's Tension at the time, might ask for aid in certain projects, be that a campaign against bandits, the hunt of a stray beast or the construction of a railroad. The available campaigns should also vary from one game to another and might be linked to the player character's origins.
  • Living a Quiet Life: The player should be able to have fun even while ignoring the plot or avoiding belligerence. A number of endeavours for the player to pursue should be available including crafts, sports and arts. The available ones should be linked to each game's terrains. Renascents should also be able to entertain the player in more ways.
  • Interactive Combat: Combat could afford to be livelier and could involve more strategic decisions. When the player or an allied renascent fights, it could possibly involve direct control of your unit.
  • Fey Worlds: It'd be interesting to have procedural dungeon-like worlds about which players can gather information in a similar manner to Feyfolk. The player should be able to dwell in them along with other Renascents searching for loot, making it an especially attractive option for adventurer players.
  • Anything Else I Might Come Up With: Why not?

Done:

  • Aristocratic Intrigue: Most of the "Correspondence" option will eventually revolve around this. The game will probably generate random aristocrats and further use existing factions to establish all sorts of relationships, business ones, romantic ones, military ones, etc.
  • Outcast Level: Just like there is now Governor, Merchant Venturer and Adventurer options, starting as an Outcast should be an option. An outcast player will start without so much as a Shelter/Refuge and will have to wander a largely hostile and cruel environment to get one. A player losing at the Shelter/Refuge will also be kicked into outcast mode instead of going directly to the game over screen.
  • Powerful Relics: There must be powerful relics involved in each game and they must change the gaming experience in several ways. They should also be useful for more than just winning the game, and minor secondary relics might be fun to have around.
  • Quests and Missions: This is where the whole pen-and-paper experience should really kick in. The player character and any renascent partner should be available to venture in not necessarily violent quests to reach some definite objective. The quests and the events involved will depend on the game's territories to guarantee replayability.
  •  Unit Command: The player must be able to command anything from small specialists to large armies. These units must be available for use in combat, diplomacy and manual labour alike following the spirit of colonial warfare. Units must in no event be a requisite to win the game, there must be alternate ways for lone player characters to win on their own.
  • Exploration: A colonial game without exploration is silly. The player must be able to move everywhere and interact in varied ways with units and terrains that must be different for each game.