Anathema - Esperware Interactive
Hello, everyone!

We wanted to post an update here regarding the current development status and deactivation of the demo that was previously available.

For those of you that haven't followed the project, we announced Anathema in 2015 when indie games wishing to release on Steam required a community approval known as Steam Greenlight. During that time, the game was far from ready but we wanted community feedback if there was any interest in the game concept before we pushed forward into a lengthy development cycle. Now, the process of listing a game on Steam is much more straight-forward and does not require a community approval cycle to be listed on Steam.

In 2017, we released an early pre-alpha demo of the game in its state at that time, but still very far from completion and release. We continued to work on this project for years in our free time outside of family, friends and day-to-day life obligations. Admittedly, it has been a very slow development cycle when trying to find time outside of obligations to work on the game. In summer and fall 2024, two of our team members had health concerns that forced development to come to a complete halt. The good news is testing and health has now turned out to be fine and development can resume for the final stretch.

Now, in 2025 as we near the development finish line, a few things have become abundantly clear regarding the 2017 demo:
  1. It is no longer remotely close to the representation of Anathema in its current state. Significant leaps in development have been made in generally every aspect of the game.
  2. Since the 2017 demo's release, the Steam Deck has been released which the 2017 demo is incompatible with due to legacy FMV cut scene methods that cause termination of the demo. Cut scenes have been completely remade from scratch entirely in-engine to ensure 100% compatibility with Steam Deck without reliance of codecs. The FMV cut scenes also were hit or miss even on some Windows machines, so this was a high priority to fix in the long term. A demo that doesn't run on a very popular piece of hardware is not desirable.

In its current state, the game is somewhere around 90% completely, approximately. The gameplay segment itself is playable entirely front-to-back and cut scenes are the current focus on final voice over selections and musical scoring. Once the cut scenes are fully complete and some gameplay musical tracks brought up to par with more recent instrumental quality, they can be merged together for a complete experience with some final coats of polish (which has been heavily applied as development progressed the last couple years.) From there, it's off to external bug-testing, promotional campaigns and eventually (and finally) release.

We will be releasing an updated trailer, screenshots and demo on the store page in the future that better represents what the final product will be as we near release to tie into our promotional campaigns, but felt it necessary to deactivate the demo that is almost 8 years old (wow). Understandably, this may disappoint some, but first impressions are very important and we want players to see Anathema in its best form possible which has evolved by leaps and bounds since our initial presentation for Greenlight approval and demo release. We hope you understand and look forward to final version as much as we look forward to getting it into your hands!

Anathema - Esperware Interactive
As we gather to bid farewell to 2023, this seemed like a great (and long overdue) opportunity to provide an update on Anathema's development. Overall, 2023 was subjected to multiple setbacks and delays due to somber personal life-events that took precedence and attention away from Anathema, but we managed to exit the year nonetheless with some major milestones. Please read below for further details!





GAME-RELATED
  • All in-game audio has been completely remastered. This allows for more headroom in the digital audio spectrum and should produce far less "clipping" audio and artifacts that was present in the 2017 demo.
  • The cover artwork is currently being drawn by our good friend Craig Daversa (his game can be found here). We can't wait to unveil it when it's ready; the work-in-progress updates we've seen have been fantastic.
  • The polish phase has commenced. Below are select comparison screenshots from the 2017 demo to the 2023 pre-release build. Note that these are all still very much a work-in-progress and the animated version's resolution and color count have been lowered due to the service used to make the animated images.




CUTSCENES
  • All in-game cutscene artwork renders have been completed and are now functional in-engine. This doesn't include the game's ending, which will begin production in 2024 after we reconvene to plan storyboards.
  • The number of images in cutscenes completed total to a whopping 593 panels that took approximately 100 hours just to render the imagery.
  • There are 28 cutscenes that span a 70 page script.
  • Voiceover lines were recorded in 2017, but will have some additional voiceover recordings for minor NPC characters.
  • Music, sound effects and voiceover lines are next to be added to cutscenes. The voiceover lines need final selection of best takes for each character, music will need to be scored for select scenes and sound effects where applicable.
  • Below are some screenshot examples taken from cutscenes at various points throughout the game.
    Note that all dialog text has been censored to prevent any potential spoilers of the story.



HAPPY NEW YEAR!!!
Anathema - Esperware Interactive
Happy Halloween!!!




Where to begin? If you've kept up with prior development updates, you're aware we are working on this project around our day jobs with our free time. When Covid hit earlier this year, our employers responded like most - reduced work schedules or even furloughs. In a way, this was somewhat of a blessing in disguise because it allowed extra time to make significant milestone progress.

Since March of this year, we have completed all level's designs, layouts, and art assets. I repeat - all levels are fully functional and completely built, save for that final bit of polish at the end of all development cycles to make them shine their best. This may not be very exciting for you, but this is huge progress. In the end, Anathema will end up with 13 levels total, instead of the originally planned 12 levels.

The second major milestone achieved is 100% of all enemies are completely designed, animated, and programmed. There are currently 54 enemies in Anathema that do not include mini-bosses or main bosses. The enemies are also neither recycled sprites nor palette swaps - these are 54 uniquely designed, animated, and programmed enemies. Some attacks, patterns, or movements may be slightly similar (due to working in a 2D environment you only have so much range of motion) but each stage features its own unique enemy sprites. That said, as development progresses we may decide to add more enemies if necessary.

How about a look at some of the enemies?

PLAGUE WEREWOLF

Anathema's backstory revolves around the fallen Angel, Azrael, who unleashed a terrible sickness known as "Devil's Plague." This (un)fortunate soul was able to survive the Devil's Plague only because it was also infected with Lycanthropy.

FIRE SPRITE DEMON

In the deepest catacombs of the main continent lie the ruins of a misunderstood civilization that was exiled. The outskirts of the Exiled's rubble are teeming with creatures adapted to the hostile volcanic landscape. This demon will certainly scorch any to ashes that dare enter its domain.

BLACK DAWN ALCHEMIST

In the opening of the Anathema demo, we mention a cult known as "The Black Dawn." These cultists blindly pursue the rebirth of Azrael after his defeat at the hands of Aurora's father, Corbin Delacroix. There are various roles the cultists play - sentries, alchemists, priests, etc. This particular cultist is adept with the art of alchemy and uses it with explosive results, albeit with a headstrong nature.

We would love to show more of the enemies, but also don't want to spoil everything in the game ahead of its release. But don't worry! We will show more as we near the finish line!




***Please note these are not final names, just what we use to refer to them internally.

THE ARCHREVENANT
In the last update, we showed you a glimpse of the Ossuary and its Vampyr Elder miniboss. Here is a look at the final boss of this level. The Ossuary is the very next level following the end of the demo.


SNOW PEAK VILLAGE
We posted this screenshot on our Twitter earlier this year (in animated form) so here it is in case you missed it. If you haven't already, give us a follow on Twitter @Esperware because we post things there that don't always make it here.


SCARECROW VALLEY
Classic games would tout having a day and night system. Well, we have an eclipse system.



THE ALCHEMY LAB
What hideous man-made monsters await in this isolated laboratory?



THE ZOMBIE VILLAGE
There is nothing like a little R&R in the country, right?




As mentioned above, we've made two major milestones in 2020 that bring us two very big leaps closer to completing the development of this game. We want to finish this game and get it in your hands as soon as possible, but there are still some things left to do. Currently, development is focused on bosses and cutscenes. These are the final two remaining major milestones for the game. After that it's minor things like revamping the Inventory screen, adding the hidden Tomes that expound on the lore of the game, rounding out the final sound design (even though most is handled as we go), and the level select screen.

It feels really good to be able to say the end is finally in sight. There are still things left to do, but the hardest parts of the development cycle are now done and behind us. I am extremely confident in saying that Anathema should be ready for release sometime in 2021, barring any unforeseen circumstances.

We hope everyone has a safe and Happy Halloween!!!

Follow us on Twitter @Esperware
Anathema - Esperware
Happy October!

We don't have as much this time around to share with you as we did last month, but this time around we will show you some audio/visual goodies!


In last month's update we shared images of the work-in-progress for the newest level we've been developing - The Ossuary. In this video, we share a brief look of this level in motion, including one of three mini bosses you will encounter. The player can progress through this level's three routes in any order they choose, but must defeat all guardians before they are allowed passage into the next area - the Vampyr Den. Feast your eyes and let us know your thoughts!




To change things up this month a little bit, our resident composer has whipped up a special remix just for you. For those that have played the demo, you will be familiar with the tune this remix is an arrangement of - Gravekeeper's Hollow. When thinking of games' stage 1 music, it's important to hook the player with a catchy, hummable melody that (hopefully) can get stuck in your head. When Anathema releases, we definitely want to have a bundle that includes the OST for the game. Whether or not it includes remixed versions of tunes from the game is up in the air as of now, but companion pieces are always great to have. Let us know what you think.




Quite a lot of progress has been made since the last update. We've begun adding a new area that precedes the graveyard area of the first stage which will serve as the "tutorial area." The video tutorials in the demo area merely placeholder just so the player has a basic understanding of the core fundamentals of gameplay. Don't worry, we won't hold your hand, but it's important to know the basics so players can get the most out of the game. Here is a very early look at how it is shaping up aesthetically.

There will be more to show in future updates. We will post them here but you can also follow us on Twitter at http://twitter.com/esperware to be notified as we post.

We hope everyone has a fun and spooky rest of your October, and Happy Halloween!
Anathema - Esperware
Happy September!

It has been an excruciatingly long time since our last update, but I assure you we have been hard at work! In this update we will go over the latest information about the status of development, showcase a brand new player sprite, new HUD and latest level!

There is a LOT to share below so let's get started!



We would like to start by unveiling the re-design of the sprite for Aurora Delacroix. When development of Anathema began in October 2014 we began using pre-made, royalty free assets available on the web to make pre-rendered sprites. As development has progressed we became disenchanted with the design currently in the demo. We knew that it was important to give Aurora some original flair of our own design.

Around May 2018 we reached out to our friend, Craig Daversa with Pyroklastic Games who has a great game that can be found here, that has worked with us on prior artistic portions of Anathema and gave him a rough design sketch of what we wanted to do with Aurora's design. Craig began modeling the new design for us and we were off to the races. After many collective man-hours modeling, rigging, weight mapping, texturing and animating, we give you the new design of Aurora Delacroix. Many thanks to Craig for this as we could not have pulled this off without him.

For good measure, here is a comparison of how Aurora's design has evolved throughout the years. As you can see, the design has changed almost entirely since the original concept in 2014, but some design elements were developed into the 2015 revision and maintained into the final design.



We have also redesigned the boss that challenged quite a few players we saw on YouTube Let's Play videos - Aeron, the First Vampyr. The original design was something that just no longer fit the vision for the game, so it needed to be updated as well! Gone is the silly purple/red hair color and odd body-wrap she once wore. This look is much more streamlined and in-line with the character's story.






A proper development would be incomplete without a look at a brand new level you've not seen. There were a few glimpses of upcoming levels at the end of the demo, but this is the first time we've publicly showcased this new level we've been hard at work making.

This is the Ossuary - the level you will find yourself in immediately after the confrontation with Aeron as seen in the demo. When developing ideas for levels, we would always try to come up with elements that would help set it apart from prior levels. The graveyard is basically the training ground that lets players become accustomed to the game's mechanics. The forest begins to test those skills with some tight platforming in the treetops. The swamp slows the player down with jumping between vines and the log ride. What sets the Ossuary apart is it is a non-linear level, unlike the prior three stages.



Anathema is quite often mislabeled as a metroidvania because it is assumed since it has visual elements similar to Castlevania, it must be a metroidvania. In order to be such a game, it would have to be designed for the player to obtain new abilities to access areas they previously could not. Anathema is nothing like this - it is a classic style platformer that plays more like the NES and SNES Castlevania, Ghosts 'n Goblins, MegaMan and Ninja Gaiden games. There are no mechanics that require you to backtrack to access previously inaccessible areas. Players can return to previously completed levels to obtain powerups they previously missed if they wish, similar to Mega Man X, but it is not required for the progression of the game. However, in the Ossuary, players are free to take any of the multiple routes they wish in any order, but they must all be completed before the player can progress to the next area. Each route has a switch that will unlock the exit, guarded by a powerful Vampyr Elder. Throughout the Ossuary are new enemies the player has not previously encountered that we hope will challenge and keep the player's heart rate up. The Weeping Angel can be especially surprising...










As you can see in the above screenshots, the player HUD has been completely redesigned as well. We gained some great feedback from the demo release and used that to make the HUD more intuitive and simplified. The HUD now maps the corresponding buttons the player designates in the controller setup to the corresponding mechanic.

The bottom box with the deathbringer will only be visible once the player obtains their first deathbringer powerup. As the player amasses more in their inventory they will be able to switch between them on the fly in-game. Deathbringers will still operate on a cool-down mechanic like in the current demo which was changed from the original release that consumed souls that were shared with subweapons.




As we move into the five year anniversary when development began, it goes without saying that this game is taking quite a while to make. There are three main people working on this game consistently in our spare time outside of our day jobs and family lives. Game development is difficult and elongated, but it's fun and rewarding as well. We ask that you please be patient with us as we continue to hammer away at the game. We're making great progress and have even set an internal goal for a release date; but since that is an internal goal and not concrete we can't share that now. We don't want to make promises we can't keep (sometimes consistent development updates are hard enough to keep up with), but rest assured once we know a solid release window we're going to share it!

Currently we're dividing into different tasks to cover more ground. The voice-over for the script has been recorded and cutscenes are in their pre-visualization stage. There will be a Story Mode as well as an Arcade Mode that skips the story and focuses solely on the gameplay, but the story is quite hefty and was a monumental task in of itself to write, edit and direct the voice over. Just look at the size of the script with standard script formatting...



We appreciate all the feedback and anticipation Anathema is receiving. It's truly humbling and rewarding that people are interested in playing this game that we have devoted the last five years of our spare time making. Sometimes life gets in the way and makes it hard to make the progress we want to make, but in the end we think it will be worth the wait and hope you will too.

We have plans to release an updated demo in the future, but aren't quite certain exactly when that will be. Most of the update work has been completed, but there will be a new area added before where the demo currently starts which will be developed in the coming weeks along with updated cutscenes.

Thanks everyone for your support and engagement. We really do appreciate it and hope you stick with us the rest of the ride!
Anathema - Esperware Interactive
Hello all,

A new version of the demo was pushed out today. Following is a list of changes/updates. Let us know if you run into any issues!

  • Fixed bug where cutscene would not play before the final boss fight of the demo.
  • Fixed a control bug where the player could become stuck on the ladder if they attacked while rapidly pressing left or right.
  • Fixed an animation bug where the attack animation froze when attacking immediately as the player dismounts a ladder from the bottom.
  • General bug fixes with the config tool.
May 30, 2018
Anathema - Esperware Interactive
Hello!

Thank you for joining us for our May 2018 update! Since we have been experiencing tropical weather causing flash flooding, I thought it would be appropriate to go with a water-based theme for this update. Following are images that tie together for one particular level in Anathema.

CONCEPT ART - "The Shipwreck Graveyard"
This is a stage that we knew early on we had to have in Anathema. If you are fearful of deep waters (and what may dwell within them) then this may be one of the creepier areas in the game. A torrential storm rages across this vast ocean, causing violent waves and disturbing its inhabitants. The player must use the floating wreckage of fleets torn apart by the tempest to attempt to make it to the nearest shore for safety. The problem is there are all kinds of monsters of all sizes in the waters waiting for you, including the behemoth Dragon Turtle.

Some of you may recognize this stage from the end credits of the demo. That is an old tech demo of the stage from about two years ago so expect to see some polish when you play the game!





CONCEPT ART - "Mermaid"
It's fascinating how popular culture glorifies beautiful mermaids and tends to forget about how hideous and deadly they can be. I recently watched "Pirates of the Caribbean: On Stranger Tides" again and knew that mermaids were just what the Shipwreck Graveyard was missing. When I first began designing this enemy, I had a debate on what approach to take with its appearance. I could have easily went with the usual monstrous visage similar to the alleged photos that surfaced years ago of a dead mermaid. On the other hand, I didn't want to make them a fully beautiful being as that just simply isn't interesting and threatening in this world. As such, I opted to take the middle path and leave room for belief that the mermaid could, at one point, have been an alluring siren that beguiled passing sailors before Azrael changed so much in this world.

These sirens will leap out of the waters at varying heights and do their best to bring you back into the water with them. They will be especially dangerous in sections where you're on small chunks of debris atop turbulent waves.





CONCEPT ART - "Killer Ray"
I know, not the most creative name, but that's not what's important at this stage of development. ːsteamfacepalmː

Most games opt for things like killer fish, jellyfish, sharks and things of that nature. It's not too often that you see a stingray type of enemy in a game. This simple but incredibly aggressive enemy will leap out of waters to fire a spray of spines from it's tail in varying angles that the player must either destroy or avoid - otherwise, it's into the drink you go!




We have more things to show on this level but don't want to show all our cards just yet. You'll just have to stay tuned for further footage as development progresses for a more in-depth look. ːsteamhappyː

Thank you all for reading, I hope you enjoyed it!

See you in June!

-Matt
Apr 29, 2018
Anathema - Esperware Interactive
Hello all,

We're back with another monthly update! Today I'd like to bring you some interesting new developments in the asset creation department.

As some of you know, we've used Daz Studio since the project's inception, as none of us were really artists at heart. Daz provided the best solution for graphics that weren't downright atrocious. We initially wanted to present the game with pixel art, but quality artists were well beyond the scope of our budget. Unfortunately, for the amount of animation we wanted, pixel art would be been incredibly expensive and we simply couldn't afford that out of our own wallets. As a result, the pre-rendered art style was essentially born out of necessity. In the end, we think this is a nice contrast to the current happenings in the indie market as it helps Anathema stand out visually against other titles. Some might say pre-rendered graphics should have died with the 90's, but there are others that look back fondly to games that used this type of art style.

One of the issues with this approach is it relies on a lot of readily made assets that can either be used straight-away, or further customized in various ways such as geometry morphs and new textures. Part of the reason we revamped the entire game in 2015 is because of the implementation of the NVIDIA Iray render engine in Daz that allows for physical based rendering and overall improved quality images.

I've had several ideas in mind that have not been able to be realized because some of the assets necessary simply do not exist for Daz, until now.

Throughout the course of development of Anathema, we have worked here and there with Craig Daversa of Pyroklastic Games for a couple art commissions. It wasn't that long ago that Craig showed me some of his ZBrush sculpts and I immediately had that lightbulb appear above my head. Suddenly, new doorways had been opened to finally realize some of the ideas that were previously impossible. Not only could we finally incorporate completely original assets into Anathema, but work with someone we've had a long-standing relationship with that even created a pixel art Aurora sprite when we were tinkering with that art style years ago. Coincedentally, this could not have come at a better time, as I have been working with Substance Painter to create new textures to help make some of the Daz assets at least a little more original.

What you are about to see is a work in progress as we are currently rigging and applying weight maps to the mesh, so it is in a standard t-pose and isn't exactly all decked out yet.

CONCEPT ART IN MOTION - "The Wendigo"
Those that know me personally know that I am fascinated by the wendigo creature. Originally from Algonquian folklore, the wendigo may appear as a monster with some human features and are typically associated with cannibalism. These creatures have been presented in numerous shapes throughout history, but typically have some common characteristics such as antlers and an emaciated physique.

I recently gathered some reference images and showed them to Craig and asked if he would be willing to create the mesh. The results blew me away and I'm happy to share this work in progress. Here we see the wendigo as it will be in Anathema, which has more of a deer-like head and lower body, with some gnarly extended arms and giant hands.

In Anathema, a particular level will take place in a snowy summit (first shown in the March 2018 update) and the wendigo will be found here during the boss sequence. I will say, the wendigo creature is not the boss itself, but rather, a leadup to the boss of this level. I'm excited to finally see this creature that I've had such a long-standing infatuation with come to life. I can't wait to see players react to this thing running at them.

Below are a couple of gifs inside of Daz using an HDRI map for lighting and PBR textures to showcase this work in progress.




Here are a couple stills for better quality also.





Thank you all for reading. I hope you enjoyed this look behind the scenes at a new enemy and how this will allow for a more fully realized vision of the game working with Craig. Please stop by and check out his game, Survival: The Living Dead Redux. It is quite an addictive game and helped forge our working relationship together. I even did some music for his game.

You can find it here: STLD Redux: Episode 2

See you in May!

-Matt
Mar 14, 2018
Anathema - Esperware
Hello all,

I apologize for the delayed update. I had hoped that there would be more info to share after a slight delay but unfortunately that is not the case - so I will be sharing a lot more concept art and behind the scenes images. We have a developer's meeting this weekend so there should be more juicy tidbits in the next update. In the meantime, here we go!

CONCEPT ART - "The Snowpeak Village"
This level is an important moment in the story of Anathema and is a real turning point in the narrative. This is an early concept art and doesn't reflect all of the ideas we now have for this level. The plans for this level are to implement a heavily vertical element - think the Waterfalls stage in Contra, but with horizontal elements also. As you progress through the level you will encounter windmills that introduce some new elements to the platforming. The player will be faced against strong gusts of wind that shift directions, either helping the player move faster and jump farther, or slowing their speed and shortening their jumps. Elevators will also be a major player in this level. We're really excited about the climax of this level as it will tremendously shake things up and introduce a really cool mechanic to the boss fight - we hope you will think the same thing when you play it.





CONCEPT ART - "Pyromancer"
This enemy will be found in the earlier part of the game and is actually a concept art that I revised this week from an earlier version. The Pyromancer is planned to be an intermediate enemy that gives the player a run for their money with a variety of attacks and is just a handful of AI-IQ away from a miniboss. She may not be a miniboss, but players should still feel the burn. Heh. Bad pun? ...okay




LEVEL DESIGN CONCEPT - "The Forest"
Something that I thought some of you may find interesting is the part where a level is actually designed, or "blocked out" as we refer to it internally. Here is a preliminary sketch that "blocks out" the progression of Stage 2 - "The Forest". Since this is mostly for the people interested in the level design part, this is all made in Clip Studio Paint EX, formerly known as Manga Studio by Smith Micro Software. (I really love the workflow with my Surface Pro.)

If you've played the demo, you will see there are some slight differences between the concept and the demo version. The first noticeable difference is there are no spikes in the first couple of pits, as we decided we wanted this to be more of how the player learns the patterns of the Dryads since they can be really difficult in the treetops, and the second pit is for a hidden subweapon.

The rest is mostly the same, except there is no longer a bridge after the second elevator, which is now replaced with the ruins area that also marks the checkpoint in the demo. The bridge was just simply too flat and wasn't interesting at all. The third and fourth elevators were removed entirely and replaced with more treetop jumping. This area is a loving little nod to Eruga's Forest in the NES version of Rygar. (Amazing game btw, one of my personal favorites by Tecmo.)

Lastly, the final piece of the layout was changed a bit and it leads to the boss of this area. All in all, the blueprint was followed pretty closely, but as you actually implement the concept to gameplay, some things just feel like they need a change.

Click to Enlarge



ORIGINAL MOCKUP TO GAME VERSION - "The Graveyard"
As some of you know, this project has went through a ton of changes since its original conception in October 2014. We've learned a lot of new tricks along the way and keep finding ways to improve as we go along - which is great, but unfortunately, it slows down the development process. Luckily we're not on a strict deadline so we can make this game the best we possibly can with the resources available to us.

This image is what basically started it all. We had a few character concept arts, a few ideas and a general vision for the narrative. Some of the best games out there tend to start in a Graveyard (Ghosts 'n Goblins anyone?) so that was the initial vision here. Here is the initial concept from the first version of Anathema all the way to what it is today.

Original Mockup (Not In-Game)


In-Game Screenshot from First Version of Anathema


Concept Render for Revamp After Being Greenlit (This was also due to the new availability of the NVidia iRay Render Engine)


Revamp Mockup (Not In-Game)


In-Game Screenshot from Current Version of Anathema



As you can see, this has came a very long way over the course of development. We feel that as time goes on, we do make the most of the time we're dedicating to development and improving as much as we can along the way. Being just a three-man team (currently, hoping for more soon) it makes things challenging to achieve our exact vision so we have to find ways to get it as close as possible within our available resources.

THE FUTURE
As mentioned above we have a developer's meeting this weekend. We will be discussing much in the way of the story, cutscenes and anything else we haven't previously finalized. Concept arts are getting closer and closer to finished and the script is getting close to its finishing point also. At which point we can gather everything and put the final touches on them and have the script editing taken care of so we can get with our cast to knock that out. Having everything planned out like this is going to make the development of the rest of the game much faster. In hindsight, I really wish we had taken this time to plan at first instead of along the way but we were eager to get things going and wanted to dive right in. Lesson learned. They say the main three rules of real-estate is "location, location, location". Well, the three rules of game development are actually "plan, plan, plan".

Thank you all for reading and following. If you would like to help contribute to the project, please share with your friends and help spread the word! We really appreciate you all and hope you stick with us for the rest of the ride!

See you in April!

-Matt
Mar 14, 2018
Anathema - Esperware Interactive
Hello all,

I apologize for the delayed update. I had hoped that there would be more info to share after a slight delay but unfortunately that is not the case - so I will be sharing a lot more concept art and behind the scenes images. We have a developer's meeting this weekend so there should be more juicy tidbits in the next update. In the meantime, here we go!

CONCEPT ART - "The Snowpeak Village"
This level is an important moment in the story of Anathema and is a real turning point in the narrative. This is an early concept art and doesn't reflect all of the ideas we now have for this level. The plans for this level are to implement a heavily vertical element - think the Waterfalls stage in Contra, but with horizontal elements also. As you progress through the level you will encounter windmills that introduce some new elements to the platforming. The player will be faced against strong gusts of wind that shift directions, either helping the player move faster and jump farther, or slowing their speed and shortening their jumps. Elevators will also be a major player in this level. We're really excited about the climax of this level as it will tremendously shake things up and introduce a really cool mechanic to the boss fight - we hope you will think the same thing when you play it.





CONCEPT ART - "Pyromancer"
This enemy will be found in the earlier part of the game and is actually a concept art that I revised this week from an earlier version. The Pyromancer is planned to be an intermediate enemy that gives the player a run for their money with a variety of attacks and is just a handful of AI-IQ away from a miniboss. She may not be a miniboss, but players should still feel the burn. Heh. Bad pun? ...okay




LEVEL DESIGN CONCEPT - "The Forest"
Something that I thought some of you may find interesting is the part where a level is actually designed, or "blocked out" as we refer to it internally. Here is a preliminary sketch that "blocks out" the progression of Stage 2 - "The Forest". Since this is mostly for the people interested in the level design part, this is all made in Clip Studio Paint EX, formerly known as Manga Studio by Smith Micro Software. (I really love the workflow with my Surface Pro.)

If you've played the demo, you will see there are some slight differences between the concept and the demo version. The first noticeable difference is there are no spikes in the first couple of pits, as we decided we wanted this to be more of how the player learns the patterns of the Dryads since they can be really difficult in the treetops, and the second pit is for a hidden subweapon.

The rest is mostly the same, except there is no longer a bridge after the second elevator, which is now replaced with the ruins area that also marks the checkpoint in the demo. The bridge was just simply too flat and wasn't interesting at all. The third and fourth elevators were removed entirely and replaced with more treetop jumping. This area is a loving little nod to Eruga's Forest in the NES version of Rygar. (Amazing game btw, one of my personal favorites by Tecmo.)

Lastly, the final piece of the layout was changed a bit and it leads to the boss of this area. All in all, the blueprint was followed pretty closely, but as you actually implement the concept to gameplay, some things just feel like they need a change.

Click to Enlarge



ORIGINAL MOCKUP TO GAME VERSION - "The Graveyard"
As some of you know, this project has went through a ton of changes since its original conception in October 2014. We've learned a lot of new tricks along the way and keep finding ways to improve as we go along - which is great, but unfortunately, it slows down the development process. Luckily we're not on a strict deadline so we can make this game the best we possibly can with the resources available to us.

This image is what basically started it all. We had a few character concept arts, a few ideas and a general vision for the narrative. Some of the best games out there tend to start in a Graveyard (Ghosts 'n Goblins anyone?) so that was the initial vision here. Here is the initial concept from the first version of Anathema all the way to what it is today.

Original Mockup (Not In-Game)


In-Game Screenshot from First Version of Anathema


Concept Render for Revamp After Being Greenlit (This was also due to the new availability of the NVidia iRay Render Engine)


Revamp Mockup (Not In-Game)


In-Game Screenshot from Current Version of Anathema



As you can see, this has came a very long way over the course of development. We feel that as time goes on, we do make the most of the time we're dedicating to development and improving as much as we can along the way. Being just a three-man team (currently, hoping for more soon) it makes things challenging to achieve our exact vision so we have to find ways to get it as close as possible within our available resources.

THE FUTURE
As mentioned above we have a developer's meeting this weekend. We will be discussing much in the way of the story, cutscenes and anything else we haven't previously finalized. Concept arts are getting closer and closer to finished and the script is getting close to its finishing point also. At which point we can gather everything and put the final touches on them and have the script editing taken care of so we can get with our cast to knock that out. Having everything planned out like this is going to make the development of the rest of the game much faster. In hindsight, I really wish we had taken this time to plan at first instead of along the way but we were eager to get things going and wanted to dive right in. Lesson learned. They say the main three rules of real-estate is "location, location, location". Well, the three rules of game development are actually "plan, plan, plan".

Thank you all for reading and following. If you would like to help contribute to the project, please share with your friends and help spread the word! We really appreciate you all and hope you stick with us for the rest of the ride!

See you in April!

-Matt
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