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Annwn: The Otherworld Free Download

Updated: Mar 27, 2020





















































About This Game Explore the surreal archipelago of the celtic otherworld Annwn (ann-oon), evading the sweeping gaze of the Watchmen. Hurl your soul from one totem to another in search of answers. Manipulate the environment to progress, but beware of disrupting the balance of light and darkness...Annwn is an abstract stealth strategy game about making decisions under pressure, played across a series of bleak and lonely procedural islands.You are a disembodied soul, able to dissolve and recreate elements of this mist-shrouded archipelago. Absorb the energy of trees and rocks, and use it to create totems which you can possess...anywhere that you can see the floor. Pump more energy into a totem to raise it higher before transferring your soul to it. Ascend the hills but watch out for the slowly revolving Watcher, who will try to redistribute your precious energy across the landscape. Find clues to the fate of your lost love hidden around the landscape before ascending to absorb the Watcher itself and move on.Infinite variety of procedural islands.Improve your abilities by absorbing Watchers.Campaign arcs deliver stories of love, loss, life and death.Other, undocumented mysteries await in the Otherworld... 6d5b4406ea Title: Annwn: the OtherworldGenre: Indie, StrategyDeveloper:Quantum Soup StudiosPublisher:Quantum Soup StudiosRelease Date: 31 Mar, 2019 Annwn: The Otherworld Free Download annwn the otherworld steam. annwn the otherworld gameplay. annwn the otherworld gameplay. annwn the otherworld steam. annwn the otherworld. annwn the otherworld Stealth around an island as a soul.You can't move but you can grow a tree into a totem.The gameplay is pretty fun, it has good sound and good direction.The procedurally generated islands all feel very samey.Probably a little to expensive.https:\/\/youtu.be\/8xMN_BIyP5E. "The Sentinel" is one of my all-time favorites, and this adds some elaborations on the basic formula that for the most part work wonderfully. Instead of rewarding you for ending a level with more energy by letting you leapfrog further into the game, you put energy points into transmitting and absorbing energy more quickly, because that takes time now and progresses as well as regresses automatically (hold down LMB and nothing becomes tree becomes totem rises on rocks); and into energy capacity because you start the next level with whatever you had at the end of the last, less expenditures. Dark maps and especially the levels which gradually flood, forcing you higher and higher, add some variety, and the houndmaster is a great addition to the roster.A run takes place across a web of a couple dozen freshly generated maps, some of which indicate that they contain a "memory" you must interact with in order to unlock the final map. The prose has been quite solid overall, but I find myself wishing the "condone\/condemn" mechanic was either limited to the final level or absent entirely.Graphics are merely serviceable but coherent and minimal enough that that's all they need to be. Sound and music are good. Difficulty feels appropriate (I am currently trying a no-upgrades run and having a blast), and levels are small enough that it's easy to go for one more try. It plays very well and being forced to hold your targets makes the game even more tense than the original, which is quite an accomplishment.Oh, and it works perfectly with Steam Play\/Proton on Linux. There are a few very rare bugs, none critical: every several levels you might find a tree in midair or impossible to interact with, and I have once seen the menu slide animation when beginning a level loop indefinitely. The latter hasn't recurred after restarting the game.. "The Sentinel" is one of my all-time favorites, and this adds some elaborations on the basic formula that for the most part work wonderfully. Instead of rewarding you for ending a level with more energy by letting you leapfrog further into the game, you put energy points into transmitting and absorbing energy more quickly, because that takes time now and progresses as well as regresses automatically (hold down LMB and nothing becomes tree becomes totem rises on rocks); and into energy capacity because you start the next level with whatever you had at the end of the last, less expenditures. Dark maps and especially the levels which gradually flood, forcing you higher and higher, add some variety, and the houndmaster is a great addition to the roster.A run takes place across a web of a couple dozen freshly generated maps, some of which indicate that they contain a "memory" you must interact with in order to unlock the final map. The prose has been quite solid overall, but I find myself wishing the "condone\/condemn" mechanic was either limited to the final level or absent entirely.Graphics are merely serviceable but coherent and minimal enough that that's all they need to be. Sound and music are good. Difficulty feels appropriate (I am currently trying a no-upgrades run and having a blast), and levels are small enough that it's easy to go for one more try. It plays very well and being forced to hold your targets makes the game even more tense than the original, which is quite an accomplishment.Oh, and it works perfectly with Steam Play\/Proton on Linux. There are a few very rare bugs, none critical: every several levels you might find a tree in midair or impossible to interact with, and I have once seen the menu slide animation when beginning a level loop indefinitely. The latter hasn't recurred after restarting the game.. "The Sentinel" is one of my all-time favorites, and this adds some elaborations on the basic formula that for the most part work wonderfully. Instead of rewarding you for ending a level with more energy by letting you leapfrog further into the game, you put energy points into transmitting and absorbing energy more quickly, because that takes time now and progresses as well as regresses automatically (hold down LMB and nothing becomes tree becomes totem rises on rocks); and into energy capacity because you start the next level with whatever you had at the end of the last, less expenditures. Dark maps and especially the levels which gradually flood, forcing you higher and higher, add some variety, and the houndmaster is a great addition to the roster.A run takes place across a web of a couple dozen freshly generated maps, some of which indicate that they contain a "memory" you must interact with in order to unlock the final map. The prose has been quite solid overall, but I find myself wishing the "condone\/condemn" mechanic was either limited to the final level or absent entirely.Graphics are merely serviceable but coherent and minimal enough that that's all they need to be. Sound and music are good. Difficulty feels appropriate (I am currently trying a no-upgrades run and having a blast), and levels are small enough that it's easy to go for one more try. It plays very well and being forced to hold your targets makes the game even more tense than the original, which is quite an accomplishment.Oh, and it works perfectly with Steam Play\/Proton on Linux. There are a few very rare bugs, none critical: every several levels you might find a tree in midair or impossible to interact with, and I have once seen the menu slide animation when beginning a level loop indefinitely. The latter hasn't recurred after restarting the game.. Ancient gamers like me remember The Sentinel (US: The Sentry), Geoff Crammond's first amazing release for ZX Spectrum, Commodore C64 and the Amstrad, an absolutely unique action-puzzle game that can genuinely claim to be one of the very first masterpieces of procedural generation. Annwyn: The Otherworld is a modern take on the formula.You start near the bottom of the level. A 'Watchman' (a.k.a Sentinel) occupies the very highest block of land on the island. He also spins clockwise on his axis absorbing anything that falls under his direct gaze: nothing containing energy higher than a tree is permitted. You have to avoid being absorbed while finding a way to reach high enough that you can see the block the Watchman is standing on so you can absorb him and complete the level.You do this through your own ability to absorb and build. Scattered about every island are tress that you can absorb to increase your energy store. You then spend energy to build duplicate versions of yourself, which Annwyn calls "Totems", that you can then transfer into, building higher and higher each time via means of blocks beneath your new totem (don't forget to re-absorb the version of yourself you just left!). If the Watchman sees you, he will start draining your energy, killing you if you don't get out of the way in time.Annwyan adds some RPG-lite elements to the mix, and some 'story blocks' that contain snippets of narrative for you to find on certain islands and collect along the way, all held together by a branching web of levels that open as you reach new ones.The devs have simplified the controls to only two buttons which is quite a splendid thing to see in this 30 year old game. In the modern era of super-quick 3D this is a much faster game than it used to be, forcing you to make split-second decisions. Having a very simple control scheme absolutely helps not get in the way of those decisions.Annwyn is presented very well, very cleanly and simply via untextured polygons and bloom lighting (Texturing dilutes and confuses the experience imo: I'm glad they resisted the temptation). Islands cover a range of environmental conditions, snow, storms, day\/night and you'll often start an island with more than one Watchman in play, increasing the tension. Music is simple yet powerfully evocative of celtic mysticism: a wonderful choice for such an abstract experience.This is a fantastic update to an ancient classic (one of my all time favourite games ever). A great game to play in quick bursts when time is short.. Stealth around an island as a soul.You can't move but you can grow a tree into a totem.The gameplay is pretty fun, it has good sound and good direction.The procedurally generated islands all feel very samey.Probably a little to expensive.https:\/\/youtu.be\/8xMN_BIyP5E. Ancient gamers like me remember The Sentinel (US: The Sentry), Geoff Crammond's first amazing release for ZX Spectrum, Commodore C64 and the Amstrad, an absolutely unique action-puzzle game that can genuinely claim to be one of the very first masterpieces of procedural generation. Annwyn: The Otherworld is a modern take on the formula.You start near the bottom of the level. A 'Watchman' (a.k.a Sentinel) occupies the very highest block of land on the island. He also spins clockwise on his axis absorbing anything that falls under his direct gaze: nothing containing energy higher than a tree is permitted. You have to avoid being absorbed while finding a way to reach high enough that you can see the block the Watchman is standing on so you can absorb him and complete the level.You do this through your own ability to absorb and build. Scattered about every island are tress that you can absorb to increase your energy store. You then spend energy to build duplicate versions of yourself, which Annwyn calls "Totems", that you can then transfer into, building higher and higher each time via means of blocks beneath your new totem (don't forget to re-absorb the version of yourself you just left!). If the Watchman sees you, he will start draining your energy, killing you if you don't get out of the way in time.Annwyan adds some RPG-lite elements to the mix, and some 'story blocks' that contain snippets of narrative for you to find on certain islands and collect along the way, all held together by a branching web of levels that open as you reach new ones.The devs have simplified the controls to only two buttons which is quite a splendid thing to see in this 30 year old game. In the modern era of super-quick 3D this is a much faster game than it used to be, forcing you to make split-second decisions. Having a very simple control scheme absolutely helps not get in the way of those decisions.Annwyn is presented very well, very cleanly and simply via untextured polygons and bloom lighting (Texturing dilutes and confuses the experience imo: I'm glad they resisted the temptation). Islands cover a range of environmental conditions, snow, storms, day\/night and you'll often start an island with more than one Watchman in play, increasing the tension. Music is simple yet powerfully evocative of celtic mysticism: a wonderful choice for such an abstract experience.This is a fantastic update to an ancient classic (one of my all time favourite games ever). A great game to play in quick bursts when time is short. Annwn Demo now available!: You can now download a demo of Annwn: The Otherworld from our store page. It's a small gameplay sample, locked to a single island. The full game includes unlimited procedural islands, but each campaign is a finite archipelago to explore.You are very welcome to stream it, and of course wishlist it if you enjoy!Feedback from the PC Gamer Weekender indicated that the fairly basic tutorial text is insufficient - I'm working on a proper tutorial island for the full game.Thanks for your support! - Chris http://twitter.com/qixotl http://twitter.com/annwn_game http://twitter.com/quantumsoupltd. Annwn released!: Annwn is on sale with a 20% launch discount!Please let me know of any issues at support@quantum-soup.com - I'll be doing a series of updates to add some peripheral features that I couldn't complete in time for launch, like Steam Achievements, cloud saves and localisation (technically working but haven't had the strings translated yet). I will roll any bugfixes into those updates over the next few weeks.Thanks for your patience, and I hope you enjoy exploring the Otherworld.... New version of Annwn demo!: We just published a new build!Includes bug fixes, tutorial improvements and an entirely new island.In detail:Teleporting between totems no longer loops indefinitely, as this confused some players.Stacking rocks under a totem now gets more expensive the higher you stack, to prevent success making the campaign too easy.Changed the tutorial island seed to generate a new island, providing the player with more tactical options early on.Tutorial hints slowed down and fixed first hint being skipped.Tutorial and pause screen now include a mouse controls diagram.Minor UI polish.. Annwn Demo now available!: You can now download a demo of Annwn: The Otherworld from our store page. It's a small gameplay sample, locked to a single island. The full game includes unlimited procedural islands, but each campaign is a finite archipelago to explore.You are very welcome to stream it, and of course wishlist it if you enjoy!Feedback from the PC Gamer Weekender indicated that the fairly basic tutorial text is insufficient - I'm working on a proper tutorial island for the full game.Thanks for your support! - Chris http://twitter.com/qixotl http://twitter.com/annwn_game http://twitter.com/quantumsoupltd. Two weekends, two shows!: It's been a manic fortnight!Annwn was exhibited in the Leftfield Collection at EGX​ Rezzed and then at Wales Comic Con a week later.What went wrong?...last minute changes and poor testing left me with an EGX build I had to restart after each play......tutorial unclear......balanced far too difficult for most players......not enough time to play other games......failed to contact press ahead of time......meetings during show meant I had to leave the game unattended for long periods......broke the build AGAIN for ComicCon...What went right?...lots and lots of useful feedback......detailed discussions of game mechanics and narrative theme......met many other devs......meetings at EGX were good......games I did get to play were inspiring......fixed the ComicCon build on the show floor......loads of help from the graduate teams at Glyndwr University......and the sun shone!What's next?A new demo build incorporating feedback from both shows.We now have a Discord group for Annwn[discord.gg]​ ...which would be a great place to share feedback on the demo.And today saw my retrospective on The Sentinel published​[www.gamesindustry.biz] - the game that inspired me 30 years ago.Wishlist the game, join the Discord, keep in touch!The shores of Annwn await you.... Two weekends, two shows!: It's been a manic fortnight!Annwn was exhibited in the Leftfield Collection at EGX​ Rezzed and then at Wales Comic Con a week later.What went wrong?...last minute changes and poor testing left me with an EGX build I had to restart after each play......tutorial unclear......balanced far too difficult for most players......not enough time to play other games......failed to contact press ahead of time......meetings during show meant I had to leave the game unattended for long periods......broke the build AGAIN for ComicCon...What went right?...lots and lots of useful feedback......detailed discussions of game mechanics and narrative theme......met many other devs......meetings at EGX were good......games I did get to play were inspiring......fixed the ComicCon build on the show floor......loads of help from the graduate teams at Glyndwr University......and the sun shone!What's next?A new demo build incorporating feedback from both shows.We now have a Discord group for Annwn[discord.gg]​ ...which would be a great place to share feedback on the demo.And today saw my retrospective on The Sentinel published​[www.gamesindustry.biz] - the game that inspired me 30 years ago.Wishlist the game, join the Discord, keep in touch!The shores of Annwn await you.... Annwn released!: Annwn is on sale with a 20% launch discount!Please let me know of any issues at support@quantum-soup.com - I'll be doing a series of updates to add some peripheral features that I couldn't complete in time for launch, like Steam Achievements, cloud saves and localisation (technically working but haven't had the strings translated yet). I will roll any bugfixes into those updates over the next few weeks.Thanks for your patience, and I hope you enjoy exploring the Otherworld.... New version of Annwn demo!: We just published a new build!Includes bug fixes, tutorial improvements and an entirely new island.In detail:Teleporting between totems no longer loops indefinitely, as this confused some players.Stacking rocks under a totem now gets more expensive the higher you stack, to prevent success making the campaign too easy.Changed the tutorial island seed to generate a new island, providing the player with more tactical options early on.Tutorial hints slowed down and fixed first hint being skipped.Tutorial and pause screen now include a mouse controls diagram.Minor UI polish.

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