Explore the past as you resolve the present in Anamorphine, a surreal adventure of rendered emotions. Journey into the mind of the main character, a young man in post-traumatic denial. His subconscious is pushing him to face his past - or be consumed by it. Using first-person exploration with no language, cut scenes, UI, or action button, Anamorphine conveys the narrative through environmental storytelling as you delve into physical and mental turmoil. The game grapples with themes of depression, loss/loss of identity, and guilt. Anamorphine marries emotional themes with trippy gameplay, making it an experience for audiences seeking something out of the ordinary.
Mohannad Al-Khatib, Creative Director
Samantha Cook, Producer
Ramy Daghstani, Technical Director
Veniamin Chukhovich, Concept Artist
Mehrdad Dehdashti, Programmer
Philip Hogg, 3D Artist
Beatrix Moersch, Sound Designer & Composer
Anamorphine was inspired by the creators' interest in telling stories without words, and the potential of non-euclidean spaces. Storytelling that relies on the visual and auditory experience intrigues us, as does the potential for emotional impact of works that do not rely on words. Therefore, Artifact 5’s goal is to create a narrative explained entirely by the environment that challenges players intellectually and emotionally to understand the context of each new area and its relationship with the overall narrative. The creators wanted to take on subject matter that would fit with their non traditional storytelling techniques, and have chosen to explore nuanced emotional themes like relationships, depression, denial, and other mental health issues that occur for individuals and couples. We aim to make Anamorphine a refreshing addition to the palette of games currently available. We also want to further the idea of games as artistic emotional vehicles that allow people to take a journey they could not otherwise experience, distinct from film, books, and other media.