Play as the human Young, exploring Young's dream world: HOTELS, OUTER SPACE, VAST PLAINS AND BEACHES are among the many locations in the world: discover the workings of Young's mind as you explore these areas and more in Anodyne, a top-down adventure created by and .
출시 날짜: 2013년 3월 22일
이 제품의 인기 태그:
HD 비디오 보기

Anodyne 구매

최신 업데이트 모두 보기 (9)

50% off sale autumn sale - android version 80% off

2013년 11월 27일



android version 80% off:

댓글 0 개 더 읽어보기

Follow Sean on twitter for new on our new game!

2013년 10월 20일

You should follow me on Twitter here! I post updates on our new game, Even the Ocean. (Which is this two-game-in one, fantasy platformer adventure, and episodic narrative adventure game thing!). Jon and I are making it again (we did Anodyne together). There's Facebook for Even the Ocean if you prefer that.

As far as other social media goes, if you use Instagram, I am on that too .

And there's my Soundcloud - if you liked the music from anodyne then I post a lot of new music on there every now and then. (There's a Facebook page for my music if you prefer that.)


Hi! If you're new to Anodyne from the Humble bundle, then I hope you're enjoying it. Tell your friends about it or let us know what you think!

댓글 0 개 더 읽어보기


"Simultaneously, the game creates a sensation of lost, but not abandonment. In this, you are in a mysterious world, unfamiliar and bizarre, yet the eerily nostalgic design instills the necessary knowledge to proceed in your adventure."
The Ambivalest

"Sean Hogan and Jonathan Kittaka have made magic with this game, creating a world that I could be afraid to enter but never want to leave...The locations are vibrant and detailed, going to all manner of different places...[the music] can take the visual mood and shift it into territory that pixel art shouldn't be able to inhabit...I know we're only in February, but this has Game of the Year written all over it."
Mash Those Buttons - 4.7/5

"Anodyne can be as funny and charming as Link’s Awakening on occasion, but the overall tone is one of unease, with a subtle malevolence – the ‘something seems a bit off here’ factor – reminiscent of the indie horror Lone Survivor. Meaning is elusive, but themes and motifs soon begin to take form, in a game that feels increasingly personal the more you burrow into it."
PC Gamer - 84/100

Steam Greenlight

9/4: Available in Japanese !日本語版発売!

A japanese translation of Anodyne will be available on September 4th!

게임 정보

Play as the human Young, exploring Young's dream world: HOTELS, OUTER SPACE, VAST PLAINS AND BEACHES are among the many locations in the world: discover the workings of Young's mind as you explore these areas and more in Anodyne, a top-down adventure created by and .

They are working on Even The Ocean , a new adventure platforming / hybrid walk-&-press slice-of-life adventure/daydream platforming game. It will also be released on Steam.

시스템 요구 사항 (PC)

    • OS:Windows XP
    • Processor:1.5 GHz, single core
    • Memory:1 GB RAM
    • Graphics:Any
    • Hard Drive:100 MB HD space
    • Sound:Any
    • Additional:This is not a GPU-intensive game.
    • OS:Windows XP or better
    • Processor:(2.0 GHz, single core) or better
    • Memory:2 GB RAM
    • Graphics:Any
    • Hard Drive:100 MB HD space
    • Sound:Any
    • Additional:This is not a GPU-intensive game.

시스템 요구 사항 (MAC)

    • OS:10.6 or Newer
    • Processor:Intel 1.5 Ghz, single core
    • Memory:1 GB RAM
    • Graphics:Any
    • Hard Drive:150 MB HD space
    • Sound:Any
    • Additional:This is not a GPU-intensive game.
    • OS:10.6 or Newer
    • Processor:(Intel 2.0 GHz, single core) or better
    • Memory:2 GB RAM
    • Graphics:Any
    • Hard Drive:150 MB HD space
    • Sound:Any
    • Additional:This is not a GPU-intensive game.

Linux 시스템 요구사항

    • Processor:1.5 GHz, single core
    • Memory:1 GB RAM
    • Graphics:Any
    • Hard Drive:100 MB HD space
    • Sound:Any
    • Additional: Requires Adobe AIR 2.6 to be installed (installer scripts included)
    • Additional: Steam Cloud unavailable on Linux
유용한 고객 평가
5명 중 4명(80%)이 이 평가를 유용하다고 평가했습니다.
192 개의 게임 보유 중
평가 5 개
5.6 시간 기록
아무도 없는 한적한 철제 방 내부에는 그저 테이블과 스피커와 마이크만이 있었다.

오게 된 경위는 간단하다. 이곳은 가상현실이다. 모든 것이 자유자재로 변화하지만, 프로그래밍된 행동 패턴이 따로 있다. 나는 그런 세계에 놓여 있다.

“가상현실도 게임인가?”
내가 테이블 위에 놓인 마이크에 대고 묻자마자 스피커에서 기계화된 무미건조한 목소리가 자연스럽게 흘러나왔다.

애너다인, 영어로 편안함, 평화로움에 가까운 뜻을 가진 단어이다. 나는 내가 물은 질문의 답변이 고작 이것이라는 사실에 의문을 가졌다.

“이건 게임인가?”
거의 묻자마자 되돌아오는 목소리에 나는 감탄했다. 음성인식은 둘째치고 추상적인 질문에 이 정도로 빠른 대답을 할 수 있다니.

“그렇다면 이것은 어떠한 게임인가?”
“우리가 가졌던 의문에 대해 다시금 고찰해보는 게임이다.”
신기했다. 내 성대에서 시작하여 목을 통해 울려 나오는 소리는 철제 방을 진동시키기에 충분했지만, 스피커에서 나오는 기계화된 목소리는 말이 끝나도 전혀 메아리 치지 않았다.
하지만, 나는 왜 그가 ‘우리’라고 했는지에 대해 의문을 가졌다.

“’우리’란 누구지?”
“게임을 게임대로, 목적을 목적대로, 하나의 클리셰에 처박혀 사는 게이머를 뜻한다.”
답변은 의외로 간단했다. 아마도 답변자는 사람이 틀림없었다. 그러지 않고서야 ‘우리’라는 표현을 쓸 순 없으니까.

“이 게임의 목적은 뭐고, 어떤 스토리를 갖고 있는 거지?”
내가 질문을 했는데도 스피커에서는 아무 소리도 들려 오지 않았다. 나는 질문을 해도 곧장 튀어나오던 무미건조한 목소리가 나오지 않자 약간 초조해지기 시작했다. 나는 1분도 견디지 못하고 의자에서 일어나려고 하자 갑자기 스피커에서 목소리가 나오기 시작했다.

“목적은 없다. 그저 주어진 대로 행동할 뿐이다. 그건 당신의 몫이다. 스토리조차도 난해하며, 그것을 어떻게 이해하느냐는 게이머에 달려 있다.”
과연 가상현실, 이라고 나는 생각했다. 그리고 나는 나가고 싶었다. 나는 이곳에서 나가 좀 더 많은 게임을 즐겨보고 싶었다. 과연 이 철제 방 바깥은 어떤 세계일까? 난해하며 내가 생각하는 대로 흘러갈 수 있는 게임이란 무엇인가?

“더 이상의 질문은 없는가?”
갑자기 스피커에서 음성이 흘러나왔다. 나는 “이 공간에서 나갈 수 있는가?” 라고 묻기 위해 입을 열려고 했다.

“그렇다면 좋다. 이상 Anodyne이라는 게임에 대한 질의응답을 마친다.”
나는 입을 벌린 채로 당황했다. 그가 뜻한 것은 이 방, 이 세계가 아니었다. 그가 지금까지 대답한 것은 Anodyne이라는 게임에 대한 답변이었다.

나는 그저 입을 벌린 채로 멍하니 스피커를 지켜보았다. 생각해보니 이 방에는 문 조차 없었다.

“여긴 어디지?”
“참… 평화로운 곳이죠. 안 그렇습니까?”
그 말을 끝으로 스피커에서 목소리가 나오는 일은 없었다.
게시 일시: 2014년 1월 3일
이 평가가 유용한가요? 아니요
2명 중 2명(100%)이 이 평가를 유용하다고 평가했습니다.
159 개의 게임 보유 중
평가 9 개
1.7 시간 기록
그래픽이 내맘에듬
게시 일시: 2014년 4월 14일
이 평가가 유용한가요? 아니요
56명 중 39명(70%)이 이 평가를 유용하다고 평가했습니다.
32 개의 게임 보유 중
평가 2 개
12.2 시간 기록
Can I give a thumbs-sideways?

The word "anodyne" in a literary sense can mean "soothing" or "blandly agreeable," and I can certainly give the game the bland part.

For the better part of three hours playing the game I did not know if I could stomach finishing it. I'm getting ahead of myself.

It's a Legend of Zelda-like with a ton of strange thematic choices, poor writing, too much dialogue and tonal shifts that will give a player whiplash. What few inventive game mechanics it employs are spread throughout an atrociously long and dull climb to nowhere. You might pass through seven screens just to get to the next place: no enemies, no obstacles to speak of, just a march. As if the designers (credited indie devs Sean Hogan Jonathan Kittaka) couldn't be bothered, having come up with the overall map of an area, to fill it in with things. This becomes very apparent when retracing your steps. You will find a checkpoint at the beginning of an area, putting you on guard for the trials ahead. Then those trials never manifest and seven screens later there's another checkpoint.

To what end? Was my adversary through that place boredom? Will checkpoints at the beginning and end of a stretch really help me combat that adversary?

The few basic enemies you encounter are all laughably simplistic. Many pose no threat at all. Some cannot even harm you. This led me to think perhaps they were more of a rhetorical device than a game object, really. The only rhetorical question that sprang to mind was "why am I still playing this?" Then later I encountered fire-breathing lions and they shot my dandy theory to hell.

But I do know the answer to that rhetorical question, as the game is a little more than a poorly-written, bland, easy Zelda clone.

First, even though the various mechanics are spread out way too far, the few that the game offers are very neat. Even with all the crummy verbosity, the game does not tutorialize, rather giving you the tools and letting you figure things out. A good bit of design. The nugget of a good game. I would never have thought that piles of dust could have so many uses, but there you go.

Second, there is at least one boss in the game that requires a neat bit of fooling and approaches a reasonable challenge. Shame that I can only honestly say that about one of perhaps eight or so bosses, but that one is very good and fun.

Third, there are a few counter-intuitive design choices that I won't spoil that I do admire as choices. It is this last point that keeps my thumb pointing up with all I've said about the game to this point. What I will say is that it's a shame you only get the full, mechanically complete game after playing through the whole thing.

Heck I guess that's a second way it reminds me of Fez. The first was the music and sound effects. Which I didn't mention. Okay.

The music is fine if you're into chiptunes and oscilloscopes. Tones, mostly sine waves. Some triangle. There are several good tones.

Which is more than I can say about the jokes. Those are all tonedeaf. And just grating given everything else that happens. I want to say that, as a rule, you don't get to make crappy puns about bicycles with names in the same game where you murder a man and jump into his corpse-portal to go commit an abortion on a tentacle monster. Which is part of what I mean when I say the game is tonally all over the place. Anything vaguely interesting as a narrative point just gets dropped somewhere; crushed away by screen after screen of nothing happening.

Things I didn't like:
bad jokes
boring, longwinded dialogue
useless screens
lack of difficulty

Things I did like:
inventive mechanics
post-game elements
certain specific challenges
cute enemy names
no navi

Buy it on sale. At the time of this writing it is half-off the ten dollar list price, which still feels like a bit much for what you're getting. Do not pay ten dollars for this game, at any rate.
게시 일시: 2013년 12월 29일
이 평가가 유용한가요? 아니요
29명 중 19명(66%)이 이 평가를 유용하다고 평가했습니다.
588 개의 게임 보유 중
평가 12 개
14.2 시간 기록
A throwback to the old topdown legend of zelda games. Because of a relatively short story length, the repetative nature of the combat and puzzles does not become frustrating. I personally wad not a fan of some of the bossfights and the discrepancy of difficulty between most of the early bosses being a cakewalk but a couple, including the final boss, being annoyingly difficult for no adequite reason. there are only 6 achievements and three of those come from the main story, while the other three are from the additional achieveable content and gameplay. Overall i would give this game an 8/10, it was well written and ended as soon as it needed to to not overstay its welcome.
게시 일시: 2013년 12월 10일
이 평가가 유용한가요? 아니요
90명 중 51명(57%)이 이 평가를 유용하다고 평가했습니다.
664 개의 게임 보유 중
평가 87 개
5.1 시간 기록
The Legend of Zelda is without any shred of doubt one of the most important and influential games ever made. Nintendo’s landmark release has inspired hundreds of games and mechanics within them, and you can't take two steps without hearing a developer site it as one of their biggest inspirations when developing their own games. Indie game Anodyne is one such example of a very close replication of LoZ's core gameplay, which isn't necessarily a bad thing in and of itself, but unfortunately fails to bring anything new to a very crowded table that results in but another poor attempt to recapture the magic of a classic.

You take control of Young, a man who wakes up in an unknown realm called the Nexus. You are told that you must protect Briar from the darkness, but first must prove your worth by scouring the land for cards. And, that’s pretty much all you need to know. The story unravels in a nonlinear way, leaving much for you to deduce for yourself and numerous questions without straight answers. Unfortunately this initial air of mystery falls apart after you've progressed further into the game and come to realize the developers have no intention of ever answering or even elaborating on the many threads making up its haphazard plot.

You run into a lot of characters during your travels, but none of them have anything relevant or useful to say. One of my biggest issues I had is that the dialog aspires to far more lofty and philosophical heights than it has any hope of reaching, ending up feeling pointless and pretentious, while at the same time completely throwing off the tone of the game. A lot of heavy subjects are brought up, from antisocial paranoia, to self worth and parental neglect, but they are never expanded upon or even discussed beyond a cursory overview (which comes across as forced and in poor taste).

It’s clear this was a very personal experience for the writer behind the dialog, but putting all of your problems and insecurities into your game is a sure fire way to lose your audience. Adding to the disjointed tone is a bundle of worthless profanity that was unneeded and serves absolutely no purpose. I'm not sure why the developer felt the need to include random four letter words, as it doesn’t jell at all with the rest of the game, and even as someone not typically bothered by profanity felt a tad disgusted when presented with it in this context. The ending is the final nail in the coffin, coming completely out of left field and not giving even a remote sense of resolution. I will be the first person to advocate artistic expression, but the story fails on so many levels it had me wishing it hadn’t been included at all.

From a gameplay perspective Anodyne fairs a bit better, but on the whole still fails to do enough with what it attempts. You spend your time split between exploring an overworld, collecting cards and filling out your map, and then dipping into dungeons which comprise some basic puzzles and the occasional boss fight.

It's a formula that works, but in this case quickly becomes repetitive as you neither gain any new abilities, nor encounter consistently interesting puzzles to solve. So much of the game is comprised of nothing but wandering, that many areas feel like nothing but filler, featuring no purpose but to elongate your adventure and keep you away from the handful of smartly designed dungeons that could have made for a much tighter experience on their own.

The extensive backtracking also contributes to much of your time feeling like a grind, occasionally even breaking the game as paths close and you become forced to retread even more ground taking the long way to wherever you were headed. Simply put, it's poor design that frustrates and belittles the player, dragging the experience on longer than it needed to be and making the enjoyable sections a lot farther apart. It's a shame because at times I really felt Anodyne was onto something, but each time my hopes were shot down as I cursed the many aggravating design decisions the developers made.

Truth be told, there were moments when I actually did enjoy my time with the game. The true problem is, to reiterate, the fact that Anodyne does absolutely nothing we haven’t already seen and not well enough to compensate for its lack of innovation. It has it’s moments, but by and large feels all too familiar, and ultimately had me wondering why I was playing it instead of so many other games. I never felt compelled to continue, and I doubt it will be finished by most.

If Anodyne does anything right, it’s the game’s music and art. The graphics wholly envelope the 16-bit era, with a wonderful pixel style that is both beautiful and varied. Each dungeon has it’s own look, from a noir inspired town, to a neon maze it is constantly evolving and giving you something new to look at. It may not all flow together, but it was the one thing that made me want to search out new dungeons.

The other half of the presentation is the music, which does a great job of selling the somber, lonely tone of the story, even when the dialog can’t. From gentle piano melodies, to a pounding jungle beat, it is just a great set of songs, and some I could actually see myself listening to outside the game. They are that good, and easily the best part of the game.

In the end though Anodyne left me wanting. Wanting for better levels, a better story, a better ending, but mostly, a better game. When I first began, I had little idea what to expect and was actually enjoying myself more than I would have expected. But as time went on, the gameplay never evolved, and the story only strayed farther and farther off course making me want to jump ship before it had completely sunk (which by the end it had definitely done.

By the time the credits had rolled, I was all too happy to be able to wash myself of the experience. I don't say that lightly, and hate to have to be so critical, but I simply cannot advise anyone to play what was one of the most disappointing games I've experienced in a long time.
게시 일시: 2013년 11월 26일
이 평가가 유용한가요? 아니요