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!

Hello, testing, is this thing on? We're around, and cooking up a storm! arrow-right
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