
- 60/100
- Players8 ratings
- 60/100
- Critics1 review
More scores
- Metacritic5 critic reviews
- 75/100
- Metacritic usersuser score
- 56/100
- GameFAQsJust Right-Tough
- 3.25/5
- Player reviews
- 62% positive962 reviews
- Runs on
- Windows, Linux
- Price
- US$1.99
Where to get it

2012 · Adventure · Horror
Anna
Anna is a 2012 puzzle video game for Microsoft Windows, OS X and Linux.
- Released
- 16 July 2012
- Platforms
- LinuxPlayStation 3WindowsXbox 360macOS
- Genres
- AdventureHorrorPsychological horrorPuzzle
- Developers
- —
- Publishers
- Kalypso Media
- Modes
- Single-player
- Perspective
- First person
- Themes
- HorrorMystery
- Country
- Italy
- Time to beat
- 4hmain story15hcompletionist
About
Anna is a 2012 psychological horror adventure video game developed by Dreampainters Software.
Set high in the Italian mountains, Anna follows an unnamed protagonist as he uncovers his past and mysterious connection to the eponymous Anna. Players must contend with the protagonist's dwindling sanity and environments that shift in appearance. Depending on the player's actions, multiple endings are possible.
›Story
The storyline of Anna concerns an amnesiac man who dreams of a sawmill in the mountains near his town. He decides to go there to find out its connection to his missing memories and a woman named "Anna" who seems to be calling out for him, and enters the house by solving puzzles in the garden. He becomes aware that the house is haunted after seeing several strange phenomena.
As the protagonist explores, he begins to hear voices belonging to himself and the eponymous Anna, among others. Through these voices and texts found throughout the sawmill, he discovers that he has had an obsessive history with an ancient deity named Anna that he had since forgotten. However, the plot is ambiguous from this point; one interpretation holds that in times of yore, Anna would lure men into worship, causing them to murder those close to them or starve themselves at the feet of her statue, and after she seduced the protagonist, he murdered his own wife and children for threatening his relationship with Anna. The other interpretation paints the protagonist as the villain, meeting a human avatar of Anna in the forest and falling in love with her. However, after she left because of his obsession with her and abusive personality, he sacrificed children to summon her again.
The game has three main endings; in an inversion of the norm, the more effort that is put into achieving an ending, the less optimistic the conclusion will be. In the first scenario, the protagonist concludes that Anna was burnt as a witch centuries ago and leaves the house, vowing never to return. In the second ending, the protagonist reminisces about Anna, realizes that he cannot live without her, and opens himself up to possession by her, joining the multitude of mannequins that are found throughout the house. In the third ending, the protagonist remembers killing his real wife after she defiled Anna's statue, and finds the statue, along with dolls of his children, in a small chamber. As the tunnel to the chamber caves in, he realizes that he will stay in the chamber forever, but he does not care because he has "Anna" with him.
The plot is ambiguous due to the uncertainty of the protagonist as to whether or not the sawmill is real or merely a dream, as well as the strange phenomena that occur throughout the story and the vague and unconnected nature of the voices.
Players say
Media

The articlegameplay, story, development, reception
Story
The story in Anna is significantly changed in the Extended Edition. The following applies to that version of the game.
Anna concerns an unnamed protagonist who, after a series of dreams centered around a sawmill nestled somewhere in the Italian mountains, finds an envelope containing photographs of him being in the Val D'Ayas Valley, a location he has no recollection of visiting. As his mental state declines, he collapses while giving a lecture on history. Following a short stay in a nearby hospital, a visiting colleague accidentally forces him to open the envelope. Contained within the envelope are pictures of the sawmill haunting the protagonist's dreams. Silently vowing his love to a figure known only as Anna, he sets out in search of the sawmill.
Development
Dreampainters, the development studio, based the story on legends from the Val D'Ayas region of Italy, particularly one about a sawmill where a lumberjack killed his family. They claimed that the game's focus was on mystery-solving and exploration, with the player being able to discover the plot at their own pace. One of Anna's particularly infamous features, the ability to pick up any object (no matter if it will be used later on in the game), was apparently based on the developers' hatred for adventure games and cartoons where the important objects were made more obvious to the viewer.
Anna would reportedly have a feature whereby the game would interpret the player's actions to try and scare them; for example, if a player focused on a particular object for too long, that object would appear more often. However, no such feature appeared in the game. Dreampainters also claimed that the extent of the protagonist's descent into madness would determine the ending, but the ending was actually determined by when the player decided to leave the sawmill.
Reception
Anna received "Mixed or average reviews," according to Metacritic. The graphics, story and sound were praised, but it was criticized for the obscurity of its narrative, complexity of its interface, poor translation, and difficulty of its puzzles. The horror elements were both praised and criticized by different reviews; IGN's Anthony Gallegos initially praised the horror aspects but lamented that "most of the fear factor is neutered after you realize nothing can harm you." Destructoid's Holly Green praised the atmosphere, but claimed "the pre-release screenshots feel a bit misleading."
VideoGamer's Lewis Denby liked the "genuine scares here and there," but felt similarly to Gallego about the lack of challenge. The puzzles met a far more divisive reaction. Denby thought that "Most of the puzzles don't make any sense," while Gallegos confided that many of the puzzles were "anger-inducing," describing them as "really just trial and error situations." Green noted that the lack of hints turned the puzzle-solving into "a game of pin the tail on the donkey," but noted that the interface helped reduce the frustration of pixel-hunting.
Releases by platformdates and regions as published
Editions and related releases
- Expanded editions
- Anna: Extended Edition
- Built on it
- Anna - Extended Edition
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Description adapted from its source, CC BY-SA 4.0.