Anamorphine VR was originally pegged for release last month, but was delayed at its very last minute, citing that they needed more time to polish the game. Today, the developer Artifact 5 released this article to provide an update on the development.
What else is happening? Plenty! Mo, Sam and Beatrix will all be heading to GDC to learn things, discuss our next project with publishers, and see our awesome international dev friends. We’re waiting to announce Anamorphine’s new release date. We learned some hard lessons from our preemptive announcement, and will be mitigating that by not announcing until we are 100% sure we’ll make it.
In the meantime, Anamorphine is going through final rounds of polish and playtesting and we’re finding the feedback immensely helpful. Sending players to play in their own homes then reporting back has been a great way of getting user feedback since playing in a brightly-lit office is counter to the mood of the game. Plus, people can play when they have time, instead of dragging themselves to our office. And some bugs look cool, which is fun!
Tyler, a young man in post-traumatic denial, revisits a succession of milestones that define his relationship with his wife Elena, who falls victim to an accident that robs her of her livelihood and emotional outlet. Tyler’s mental turmoil warps his past as he struggles to come to terms with his guilt and inability to help Elena when she quietly slips into depression.
Told with no dialogue or action button, Anamorphine’s narrative comes together through Tyler’s dream-like memories, contorting and bleeding into each other with his mental state. Will you confront the past and try to find a way to move on, or will you let it consume you?