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Greetings, Nano-Keepers!

Today, we’re going to talk about scratch tracks! For a majority of Nanokin’s lifespan, the tunes were intended to be done with an 8-bit NES VST, though we weren’t following rigid constraints. Over the course of development and as the game evolved in both scope and visual style, we eventually reasoned that the 8-bit tunes weren’t quite gonna cut it. However, this isn’t stopping us from composing some of our songs in that style and then updating them down the line!

We’ll be sharing a couple of scratch track samples today, it’s up to you guys to imagine what kind of wild adventures you’ll be going on to each different song! Furthermore, far down the road and sometime around release, we’ll be releasing all of these scratch tracks as a bonus, so you can hear how a majority of them initially came together!

Without further delay, enjoy a few scratch tune samples:
Sampler from the ol’ Tumblr-reno!

Until next time Nano-Keepers!

Hello once again, everyone!

Since a couple of weeks back, we’ve been hard at work playing The Legend of Zelda: Breath of the Wild making tons of new Nanokin content for you all to enjoy in the future!

Today, however, we’re going to talk about something a little bit different but still relevant, streaming! A few of us at Anjin tend to set up shop maybe once or twice a week and give a little taste of what we’re working on for Nanokin, and one of us even streams a lot casually for fun, ideas, and to have a great time. So stop in sometime and get to know us!

First up is Jacob AKA MegaUltraJMan. As our in house lead animator on character art and co-animator on Nanokin monster design, Jacob tends to set up and stream pixel sessions every once a week or so, sometimes more if he’s not being too secretive! When he’s not, he’s studying and enjoying games, anything from retro classics dating back to the NES, MSX, Genesis, all the way up to the latest hits for PC, PS4, Switch, and more! So tune in for the art, stay for the conversation and great games!

You can catch Jacob streaming at throughout the week! While he has no set schedule, he tends to stream every few days.

Next up is our resident maestro of music, the master of management, and the founder of Studio Anjin itself, Kyle! While Kyle delves into quite literally every piece of Nanokin including art, map making, character design, writing, and more, you’ll primarily catch him toiling away on stream making music. In rare instances, he might be playing some really bizarre off the wall games, as he’s always had an interest in the strange and the quirky above all else, looking for the most far out ideas and designs for inspiration. Every now and again, you might catch him collaborating with Jacob to co-compose some sweet monster jams!

You can catch Kyle streaming at occasionally! He doesn’t pop out of his dev hole month, it’s kind of like waiting for a groundhog on Groundhog’s Day, but it’s always worth the wait!

Lastly, one of our Nanokin code warriors and one of the dudes making sure everything doesn’t break into a billion pieces is Nicolas! This mysterious warrior in the shadows frequently alternates between streaming strings of code and carefully planning out speedruns and tool-assisted speedruns, also making him an excellent candidate for testing and making sure things don’t break! He has a high appreciation for the PS1 era of classic games and also dabbles in art as well on his own time, drawing all sorts of odd caricatures with a strange and distinct style.

You can catch Nicolas streaming at occasionally as well!

Most importantly, while not everyone on our dev team streams, they’re just as important and if you’d like to know a little more about them or follow them on twitter, please head over to our About Us page! It’s slightly under construction at this moment, but we’re working on it slowly but surely!

Until next time Nano-keepers!

Greetings everybody!

Kept you waiting, huh?

Fortunately, we didn’t arrive empty handed! This week we want to talk to you about the state of Nanokin and how it’s evolved over the last year of development on it. While we aren’t keen to show a lot yet, let’s take a look back on the characters in their initial iteration, and in their final, current iterations.

Nas old:


Nas new:

Jatz old:

Jatz new:

Serio old:

Serio new:

As you can see, we initially built the game upon the premise that everything would be isometric, fitting to a smaller resolution. This allowed us to create smaller sprites in a quicker manner for prototyping the game via Game Maker Studio, furthermore it made for quick, easy creation of sprites in a timely fashion.

Things have definitely changed since then! As our hopes and dreams for this game increased in scope, so did the resolution and the care and craft that’s being put into each and every character. While the information regarding all those juicy details is being reserved for a later post, we can say that Game Maker Studio has been abandoned in favor of creating the game in Unity. Gone are the 2-directional isometric sprites of 2016, and here to stay are the 8-directional sprites of 2017!

We’re extremely excited to take this new step forward, and while it’s been in the making for a while the gears are officially turning and Nanokin is making tremendous strides. We’ve also settled on a final style for the game’s music, and at least 90% of how the game will be playing on both the overworld, and in battle.

Keep your peepers glued, because we have even more to share in the following weeks!

Until next time Nano-keepers!

While all’s been quiet, it’s only been quiet here. 

That might sound odd, but we’ve actually been pushing our focus forward on social media outlets, and even starting up an official blog for our upcoming project, Nanokin, at:

What is Nanokin then? In short, all the answers can be found at the blog above! In short but…slightly longer, it’s an RPG adventure set in a theme park where collecting limbs and making a Mr. Potatohead monstrosity is totally encouraged! Nanokin has you creating, and battling your own monsters in a turn-based setting using an ATB system, not only that, you’ll have to solve a mystery that’s causing Nanokin to go totally wild! Players will take control of Nas, Jatz, and Serio, three youths to solve these mysteries and just maybe become the best Nano-Keepers!

We’re going to be overhauling the pages a bit for better organization, as well as adding a page for Nanokin, and an officially and unofficially announced other project! There’s not enough there to show, or talk about quite yet but rest assured we’ll update when we’re good and ready to show you all the juicy details.

It may seem as if we’re being tight lipped and mum on a lot of things, but rest assured it’ll all be worth the wait and we’ll keep you all updated as details emerge. Plus, we’ll be keeping you updated on Nanokin rumblings here as well!

Truth be told, we’ve been spending far too long waiting to show you guys games in motion, and the honest truth is sometimes it takes longer than anticipated causing us to outright neglect this site. We felt if we had nothing to show you, it wasn’t worth posting which is not true at all. The goal here on out is at the VERY LEAST to update you guys once a month. Though we’re truthfully shooting for at least once every week or two.

It wasn’t fair to you guys to keep you in the dark for 6 months, and we’ll be doing our best to be a bit more transparent about the development process as time goes on. Thank you guys for understanding, and look forward to more in the future!

Seasonal greetings everyone!

It’s been a long year, and we mean a LONG year for everyone at Anjin. We’ve faced loss, loads of stress, and a lot of wandering around in the dark on things, but we have never once stopped doing what we love!

We’re massively due for an update, and that’s just what we’re gonna do! So, first off, we’d like to welcome aboard Emil Lindgren. Emil picked up a pretty huge workload upon his entrance and has proven himself quite adaptable in our work environment, whether it’s code warrioring or helping on various artistic pieces and ideas for Abysian, he’s been a great help!

Let’s flash back a handful of months as well before moving forward. During Ludum Dare 32, our own Kyle Riley made a sweet little game titled Saber Disk! It’s pretty darn 80s and a blast to play, harkening back to the era of big frizzy hair and mega dumb mullets! For those wanting to give the game a spin, it can be downloaded from our freeware page as well as the Ludum Dare forum itself at –

The next handful of months are a blur, to the point we missed announcing and even posting about our first large scale project, titled Abysian. While we don’t have a massive gob of information to share, we can say the game is a bio-punk dungeon crawling game, featuring combat akin to both Shin Megami Tensei and Punch-Out!! merged together. The game will feature many customizeable limbs, stats, and a sprawling game world with unique and mysterious characters to interact with. If that sounds awesome to you, we also cooked up a dev log a few months ago that you can view with your optics over here –

Did we mention we’re not even done yet? We also participated in Ludum Dare 34! While our resident code overlord, Chris, sadly couldn’t find time to participate, the rest of us cooked up a Commodore 64 inspired shmup titled Parascythe X! In just 72 hours we managed to build a 5 stage game, they may not be the longest stages but it feels meaty! The game features an upgrade system akin to Gradius with a bit of a twist, instead of knocking powerups out of enemies, you spend your score to become stronger! We’re all quite proud of being able to pull this off in the short frame given, and we’re especially proud of Emil. This was Emil’s first released game project to our knowledge, and he handled the work load like a champion, without him we would not have been able to finish on time, or at all potentially! Now, with all that hubub out of the way, you guys are free to check out the game at our freeware page, and vote at the Ludum Dare 34 competition page here –

We’d normally say “Whelp, that’s a wrap up!” but we’re still not done, folks. We’ve been hiding a deep secret from you all that we’d like to announce today, along with an impending Greenlight campaign to throw Abysian onto Steam, we are planning to Greenlight The Midnight Station. There is a catch, however, this isn’t the same Midnight Station everybody wandered through last year, we’re proud to officially announce that patch version 1.6 for The Midnight Station is officially titled The Midnight Station: Interstice! We’ve spent many tireless nights working to improve the original in almost every conceivable way, and managed to increase the game’s size to such a point that we’re going to be Greenlighting it as a full blown remake. The new feature list is pretty huge, and we’re being pretty mum about a lot of it, but I would like to list a few nifty ones for returning players and newcomers alike!

First off – We’re adding in the ability to either swap palettes or potentially including a new graphical mode akin to the MSX home computer system, or something similar to an 8 bit system like the NES. These options are still in the air for us, originally we had planned to do something WAY CRAZIER that we might show off down the line, but we simply did not have the time, nor the resources to pull something so grandiose off. Ambition got the better of us, and it honestly is what caused us to shelf Interstice for quite some time, however, we know what to do now and as a result we may revisit the art style and techniques we were employing on Interstice for a future project that fits a bit more under our scope rather than mutating beyond anything we could imagine.

Secondly – Redbook CD Audio, or at least that’s what we’re calling it a tribute to. For the people that suffered headaches from the binaural scratchiness of the original OST, we’re offering a totally remixed soundtrack featuring high quality, fully composed tracks with zero bitcrushing, zero scratchiness, and huge, full sound. Imagine the difference between say, the original Final Fantasy 1’s music VS Final Fantasy Anniversary’s music, or Ys for the PC88 VS Ys Chronicles for the PSP and PC. The difference in quality is collosal, and we hope it’ll invite a host of new players to try our game in a less nightmare inducing environment (only slightly less though!)

The rest of the new features we have to remain silent about, but know the game’s size has increased quite exponentially. We could’ve never imagined our tiny little speccyjam game becoming such a huge beast, but we wouldn’t have it any other way. Thanks to everyone who’s been patient, even while we’ve been hidden away within the deepest depths of The Midnight Station and the darkest corners of Abysian for the last year without a single word. We’ll be sure to keep in touch more, but for now we digress, the sweet madness of The Architecture is calling out to us and we must answer! Until next time everyone!

We, at Studio Anjin, take our work very seriously. We often spend hours upon hours deep in thought, scratching our heads and ironing out issues as well as tossing ideas back and forth fiercely at eachother to produce the best products that we can. I felt it necessary to post a bit of a taste of this process, so that you can all share in the fun, excitement, and hard work that goes into producing a game.


Clearly, our overlord Kyle is delivering to us the most important information while we all slave away on super secret dialogue! In all seriousness, we’re hard at work plugging away on sound works for Project Nihilum and as always super busy on all fronts of Game of Throne. In fact, here’s a small preview of an upcoming boss I’ve  been working on to whet your appetites!


Yes, those are all pieces of something MUCH larger, but you’ll just have to wait and see the rest in game. Stay cool and sit tight, though summer is upon us… winter is coming.

– Jacob “UltraJMan” Ritz