Anode Heart 2: February Report
Hello everyone, and welcome to the
*.+ AH2 Devlog February Edition Deluxe +.* !
[You can read the first devlog here: https://stoch.itch.io/anode-heart/devlog/1337581/anode-heart-2-january-report]
This month, I worked primarily on some mechanical changes and new features, as well as art assets, new Tama sprites, overworld tilesets and cutscenes. I have also decided to change the direction of the "vibe" of the overworld - I started writing a whole guild system with established authority and protocols for dungeon DIVEing, but it didn't feel right. AH2 takes place after a great disaster, so it makes more sense if our main characters are still figuring things out in this new world, and I overall enjoy writing more desolate/mysterious settings than overly organized ones.
With that said, let's take a look at some of the new features.
1. Dungeon Dex

As you explore a dungeon, your Dungeon Dex will fill up automatically with info. Items and Tama that you encounter on each floor will be registered there.
2. Inventory changes (tank/player split)

Inventory is now split into a Tank Box, and a Player Box. You have access to all items while outside, but inside the dungeon you are limited to the Tank Box. Although, with certain late game *forbidden* research, you may be able to access the Player Box from the dungeon as well.
3. Tank Research

Speaking of forbidden research, the Tank Stats/Research screens and mechanics are complete (though the Research tree will most likely be adjusted over time). Research points earned through missions can be spent on unlocking research. Each research upgrades a certain aspect of your Tank. For example, **Drilling Technology** increases endurance and/or the strength of your Tank Drill.
4. Shop

A small, but nonetheless important screen. You can now spend your hard-earned Bits on... Bananas. Or computer chips. Whichever one you like the most. The in-game Bank will most likely use the same interface as the Shop, and retrieving items from it will probably cost 1 Bit (Bank Fees.)
5. Battle Log

Lots of things tend to happen quickly in battle, so a battle log is a must. There's also a full view that you can toggle on/off at any time.
6. Element Boosting Tiles
Element Boosting Tiles can now spawn in the dungeon, and they will usually spawn around Tama. If you initiate battle while standing on one of these tiles, a modifier will be applied in battle. For example, if you stand on a Native Boosting Tile, all Native attacks gain some extra % power.
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And finally, I'll end this devlog with a small announcement. Ideally, I'd love to release 1 game per year, and since it will take more than a year (from now) to complete AH2, I've decided to allocate some time to a tiny, parallel side-project. More info on this coming soon(-ish) ((when the project materializes into something playable.))
Thanks for reading!
Get Anode Heart
Anode Heart
A monster tamer RPG inspired by Digimon and PS1 era JRPGs.
| Status | In development |
| Author | sto |
| Genre | Role Playing, Adventure |
| Tags | 2D, Atmospheric, Cute, JRPG, Monsters, Pixel Art, Retro, Top-Down |
| Languages | English |
More posts
- Anode Heart 2: Summer Devlog Update!16 days ago
- Anode Heart 2: April ReportApr 30, 2026
- Anode Heart 2: March ReportMar 27, 2026
- Anode Heart 2: January ReportJan 30, 2026
- Anode Heart 2 announcement!Mar 15, 2025
- v1.0.x Full game release!Dec 30, 2023
- v0.4.1 (June update)Jul 04, 2022
- v0.4 (May 2022 update)Jun 05, 2022
- April updateMay 01, 2022

Comments
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Mmmm I still haven't finished the first one yet, oh well we playing it anyways
This looks amazing, super interesting, and as a great step up from the first game!
And yeah I personally kind of prefer the more mysterious/desolate tone, the first Anode Heart has a lot of that and I really enjoyed how cryptic and non-friendly it felt for a lot of the game.
Good luck with the side project!
Thank you! <3