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Sitra Achra

SITRA ACHRA is last known game from Celia Stowe, a game designer that disappeared in 1985. Developer Salt + Pixel has salvaged as much of the original code as possible to preserve this once-lost Commodore 64 prototype.

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Search Google: Who developed Sitra Achra?Developer scaleThe operating scale of the game's developer.
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Search Google: Is Sitra Achra self-published or published by Infernal Machine?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Sitra Achra and Infernal Machine funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Sitra Achra and Salt & Pixel LLC?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Sitra Achra?Release statusWhether and how the game has been released.

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About the Game

Previously known to exist by only a few, SITRA ACHRA is the final game created by Celia Stowe, famed designer of such hits as MAYAN NIGHTMARE and EIGHTH GATE for early personal computers. After Stowe disappeared in 1985, much of her work faded into obscurity and she became a curious footnote in videogame history. Until now.

Rediscovered forty years later by retro game collector Andrew Goldstein, SITRA ACHRA is no longer the stuff of hushed legend. Developer Salt + Pixel has managed to preserve 90% of the original SITRA code and convert it for play on modern PCs.

SITRA ACHRA is host to not just challenging platformer mechanics and brutal boss encounters, but also strange symbols and allusions to the occult fascinations held by Stowe in her final years, particularly the Qlipoth and dark magic. The name SITRA ACHRA itself translates to “other side.” The other side what, however, is as unknown as the whereabouts of Stowe.

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SITRA ACHRA is a 2D action game containing 12 stages of platforming, boss battles, and symbol-related puzzles. Using your unnamed hero, complete the gauntlet of challenges to escape the nightmarish of the Qlipoth and its horrors. The game adheres to a Commodore 64 aesthetic, using sprites and colors that would be available/possible on the seminal early home computer.

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