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Anodyne Review: A Quiet, Dream-Like Walk Through Twenty Rooms

A dreamlike wander through a strange world, guided by a voice in the distance — Anodyne reviewed.

By mitch·5 min read
A solitary figure walks through an abstract, glowing landscape of colored shapes.

Anodyne drops you into a void, a white platform, and a voice that calls itself Sage. That is the whole setup, and it works. The game asks you to take the role of Young, a character who wakes up in this strange space, and follow the voice across twenty or more themed areas that sit inside Young’s own mind. The result is a small, focused adventure that knows exactly what it wants to be: a quiet, dreamlike walk through a world built of simple shapes and gentle sound.

Trailer, via Melos’s Music Picks & Let’s Plays.

The World of Young

The game splits its setting between three kinds of places. There are dungeons packed with monsters and traps, rooms full of danger, where you fight enemies with a broom. There are also passive, friendly landscapes, fields and forests where the danger is low and the pace slows down. Then there are abstract spaces, zones that lean toward geometry and color rather than anything resembling real ground.

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The game calls these areas “nature, urban and abstract themed,” and that covers most of what you’ll see. Each area is small, often only a handful of rooms wide, but they’re packed with details. The swamp, the forest, the strange abstract worlds — each one carries its own mood, and the game moves between them fast enough that the change feels fresh rather than dull.

The Broom and the Shoes

Your two main tools are a broom and a pair of shoes. The broom is used for fighting enemies, and the shoes are used for jumping. That’s it. Simple, and the game doesn’t try to hide that simplicity. You move through rooms, hit enemies with the broom, jump with the shoes, find cards, and move forward.

Finding cards is the key system here. You need a certain number of cards to open the way to the later parts of the game. It’s a straightforward method, and it gives the game a sense of steady progress even when the world itself stays small.

Sound and Sight

The look of Anodyne is built on 16-bit-era pixel art, the kind of rough, colorful style that defined early console games. The soundtrack matches that mood, described as “moody, dream-like” in the game’s own description. Together, they create a world that feels both familiar and strange at once.

The voice of Sage guides you through it all, offering advice and warnings as you move from room to room. It’s a small touch, but it gives the game a sense of scale that its small size might otherwise lack.

What Works

The pacing is the game’s strongest point. It moves quickly between ideas, from a dungeon full of monsters to a calm field to a strange abstract zone, without ever losing its thread. The dream-like atmosphere holds up across every area, thanks to the soundtrack and the pixel art, and the combination gives Anodyne a distinct identity that sets it apart from other games in its genre.

The puzzles tied to finding cards also work well. They’re not hard, but they ask you to pay attention and remember where you’ve been, which keeps the game feeling satisfying rather than empty.

What Falls Short

The story doesn’t always land with the weight it seems to want. Reviews noted that the game’s story lacks clarity, and that’s a fair point. The game leans heavily on mood and atmosphere, and sometimes the writing behind it can’t quite keep up.

Some of the jumping mechanics have also been pointed out as trouble spots. The controls aren’t broken, but they don’t always feel precise, and a few jumps require exact timing that the game doesn’t always explain well.

The Dream World

Anodyne draws on two clear influences: The Legend of Zelda: Link’s Awakening and Yume Nikki. The influence of Link’s Awakening shows up in the structure of the game — small rooms connected into larger dungeons, puzzles tied to keys and items, a protagonist wandering through a strange world. The influence of Yume Nikki shows up in the dream-like quality of the world itself, the abstract zones, and the idea of a character walking through their own subconscious.

The game doesn’t copy either work directly, but both are clearly present in its DNA.

Comparing the Versions

Platform Release Date
PC (Windows), Mac, Linux February 4, 2013
Android (via Humble Bundle) October 15, 2013
PlayStation 4 September 9, 2018
Xbox One September 21, 2018
Nintendo Switch February 28, 2019

The game started on PC, Mac and Linux, then moved through a Humble Bundle release on Android, and finally reached consoles in 2018 and 2019. That spread means there’s likely a version that fits almost any device someone owns.

“Are you ready for a nostalgic adventure in the land of classic pixelated action-RPGs?”

That line comes from the game’s own marketing copy, and it sums up what Anodyne tries to offer. It’s a game that borrows from older console adventures while building its own small, personal world.

Final Word

Anodyne isn’t trying to remake the past. It’s trying to hold onto the feeling of it, the dream-like quality of wandering through a strange world, and it does that well. The story stumbles at times, and the jumping mechanics aren’t always smooth, but the mood and the design carry the game through those rough patches.

It’s a game worth playing for anyone who remembers the quiet pleasures of wandering through a small, strange world, guided only by a voice in the distance.

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