
A SHORT and sweet pixelated low fidelity 90s throwback hyper-fast action shooter. Survive and fight through a city overrun with manufactured monstrosities, biomass horrors, and a military authority trying to purge everything living. Heavy metal / techno soundtrack featuring BOD Music
Modeled estimate, not a reported figure. How we estimate →
Media

About
Anomalous takes place in Kosolov. A grim industrial city. Kosolov is a highly controlled and secretive society. It's an industrialized nation. With overwhelming authority and a devotion to its leaders, the citizens endlessly work to death. A hard divide between the secretive upper society and the majority brainwashed working class ensures continuation. Effectively shunned from the rest of the world, leaders of Kosolov have been free to fast-track their unethical scientific experiments to enhance their tyrannical military capabilities and workforce.
To create the ultimate controllable and mindless workforce Kosolov had put in place a plan to revive the dead and set them back to work - benefitting from an already high mortality rate. Scientists have attempted mechanical implants, regenerative biomass, and a host of bizarre experiments. With numerous unforeseen consequences resulting in a catastrophic disaster, the only thing left to do is battle your way out of the city.
Music by BOD
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Anomalous is a raw, high-velocity tribute to the golden age of 90s shooters, but it refuses to be a simple imitation. Developed and published by Byron Dunwoody, the game builds its identity around immediacy, aggression, and a relentless forward drive that gives it a distinct personality despite its retro inspirations. Set in the totalitarian industrial city of Kosolov, the game places you in the role of an experimental subject who escapes from a corrupt regime obsessed with resurrecting the dead and manufacturing new forms of biological labor. The world you awaken into is grim, metallic, and scarred by the consequences of these failed experiments. Anomalous doesn’t waste time layering exposition—instead, its narrative unfolds in fragments as you sprint, blast, and claw your way through a hostile landscape where every corridor and alley teems with monstrosities born from the city’s scientific arrogance. Gameplay is where Anomalous shines with full force. This is a shooter that values speed and momentum above all else, pushing you to constantly stay in motion and overwhelm threats with decisive aggression. The controls are tight and responsive, encouraging a rhythm of strafing, blasting, dodging, and chaining kills as you carve through waves of deranged soldiers, malformed mutants, and malfunctioning machines. Levels are compact but varied, alternating between open combat arenas and claustrophobic tunnels where surprise encounters keep you on edge. The game’s philosophy is simple but effective: hesitation is death, and mastery comes from maintaining the flow of combat without ever letting your momentum die. Every weapon feels punchy, every impact lands with satisfying feedback, and the combat loop encourages a kind of controlled chaos that feels exhilarating from start to finish. The retro aesthetic is not a gimmick but a deliberate stylistic choice that complements the mechanical intensity. The pixel art is gritty and expressive, using sharp silhouettes and exaggerated animations to keep action readable even when battles get hectic. Low-fidelity textures and bold color contrasts evoke the texture of classic 16-bit and early PC shooters, but the lighting, screen effects, and environmental details push the presentation far beyond simple nostalgia. The soundtrack is equally vital to the experience: a harsh, adrenaline-pumping blend of industrial and techno that mirrors the game’s frantic pacing. The sound design emphasizes the brutality of combat—weapon reports crackle, enemies screech and rupture, and the ambience of Kosolov hums with mechanical dread. Together, the audiovisual elements build an atmosphere that feels oppressive and energizing in equal measure. For all its strengths, Anomalous maintains a tight, focused scope. Its campaign is relatively short, designed to be replayable rather than sprawling. The game avoids heavy progression systems or elaborate customization in favor of a purer action experience, which may disappoint players looking for deeper RPG-like layers or extended narrative branches. Enemy behavior is simple but effective for the game’s pace, and while the variety increases as you progress, the core loop remains consistent: move fast, shoot fast, survive. These design choices reinforce the game’s identity as a distilled action experience, but they can also make the adventure feel brief if you approach it expecting modern FPS breadth rather than retro precision. Yet the things Anomalous deliberately omits make its core elements stand out even stronger. It’s a game built for players who enjoy raw mechanical challenge, quick reflexes, and the pure satisfaction of cutting through hordes of enemies without a single lull in the action. Its short length works to its advantage by keeping its pacing tight, avoiding the bloat or repetition that often plagues larger shooters. Every level has a clear intent, every encounter reinforces the game’s essential rhythms, and the momentum rarely falters. Even after finishing the campaign, the drive to replay levels for better mastery—or simply to feel the rush of combat again—remains strong. In the end, Anomalous is a fierce, fast, and unapologetically focused shooter that succeeds because it understands exactly what it wants to be. It channels the energy of retro action games into a modern framework without diluting their intensity, resulting in an experience that feels both nostalgic and freshly aggressive. It’s not a narrative epic, nor a sprawling systems-heavy FPS—but for players seeking a concentrated burst of adrenaline wrapped in a grim, stylish world, Anomalous delivers a potent and memorable ride. Rating: 7/10
low budget amature dev doom.
Get it on sale and it's a nice little playthrough. At full price in this boomer shooter renaissance we've been in it's more difficult to pick this over other options.
Great game. DOOM-like. Bit intense sometimes, but it's smooth, and has got lovely levels and mechanics.
Anomalous is not going to be a game for everyone, but if you are someone who can tolerate some jank and a general lack of polish it is absolutely worth checking out. As mentioned in the game's own description, "short and sweet" really is the best way to describe Anomalous. It took me just under 3 hours to finish Anomalous and that feels like the perfect length. The gameplay here is really solid. Movement feels good. Bunnyhopping around levels is satisfying. The ability to pull yourself up ledges definitely helps make navigation feel a bit smoother. Although ledge pulling can be a bit finicky. You have to specifically be looking up compared to the ledge you are trying to get onto and there are some areas where you won't be able to grab onto certain ledges at all. The grappling ability introduced late in the game is also pretty neat if even more finicky than the ledge pull. The combat is also pretty solid; although, it does have some more issues than the player movement. For starters, the guns in Anomalous aren't exactly the most satisfying to use. They aren't bad but almost all of them could stand to sound and feel a bit punchier. The biggest offenders are the shotguns and the grenade launcher. The grenade launcher is damn near useless. Splash damage is almost non-existent. Firing a grenade into a crowd of enemies will usually just kill the one enemy hit directly by the grenade. It can be decent if you just need to dump a lot of damage into a large, stationary target (like the walkers), but I almost never used the grenade launcher. Even when I pretty regularly used most of the other weapons. The shotguns could also be pretty hit or miss. At the very least they are more reliable than the grenade launcher. Especially since shotgun ammo is rather plentiful, so you can just send a wall of shells towards the enemies and usually most of them will die. The biggest problem with both the regular shotgun and the super shotgun is the accuracy. If you aren't within kicking distance of an enemy it can feel like you have a 50/50 chance of the shotgun just grazing the enemy or completely decimating them. It is hard to say how much of this is on the accuracy of the shotguns versus the not so great hit detection. Hit detection does at least seem consistent. The real problem comes with the hit boxes. Aiming towards center of mass is the only way to reliably hit enemies. It isn't something that proved to be that much of a problem once I figured this out, but it was a bit frustrating early on when I was primarily trying to aim for headshots. Thankfully the rest of the arsenal generally feels pretty satisfying to use or are at least reliable. My personal favorites are the rocket launcher, crossbow, and sniper. What the grenade launcher lacks in impact and splash damage, the rocket launcher more than makes up for it. It might not be one of the absolute best rocket launchers in any shooter but it is way above average. The sheer amount of damage rockets can do and the abundance of ammo can let the rocket launcher carry you through many levels almost entirely on its own. The crossbow isn't quite as good as Half-Life's and won't pin enemies to walls, but it provides a nice high damage option that can one hit a lot of the enemies. The sniper is pretty similar to the crossbow in this regard but does feel a bit more satisfying. Particularly when you it gibs an enemy. Enemies themselves are also fairly well designed and there is definitely a decent variety of them that get introduced at a decent pace. For one thing, no hit scanners. I cannot express how much I appreciate this design choice. This one design choice can immediately tell me how much the developer actually cares about the game they are making. Hit scanners are a cheap and lazy way to handle enemies that use weapons like guns, and it often proves to make games like this far more difficult than they need to be. Since most smaller developers don't put the care and time into designing hit scanners that aren't 100% accurate and hit players as soon as they see a pixel of the player. Projectile attacks on the other hand can really help with both the difficulty and flow of a shooter like this. For example, in Anomalous, combat is often very fast paced and more about pushing forward through encounters than ducking behind cover constantly. Projectile attacks are generally pretty easy to dodge as long as you keep moving. The difficulty comes more from the number of projectiles than can be flying towards you at times. Especially when you are surrounded by enemies. However, it is still far from impossible to dodge most if not all of these projectiles. It allows for the combat to be fast and frantic while also providing a good, [i] fair [/i] challenge. Speaking of difficulty. This game wasn't particularly difficult even on the second highest difficulty setting. Not that I'm complaining. I will take a moderate but fair challenge over a higher but more frustrating difficulty. I did encounter one bug regarding the difficulty. When selecting a difficulty, I picked the second highest (damnation) but in game I noticed it was set to the highest (apocalypse). Picking apocalypse instead did put me on the damnation difficulty. So these seem to be swapped for some reason. Another bug worth mentioning is that the level and secret counts on almost every level seem to be bugged. There are some levels where it definitely seems that you cannot get the number of kills or secrets specified. The presentation is probably the weakest part of this game and might be the biggest hurdle for many looking to try this game. Personally, I didn't have too much of a problem with it. The game doesn't look great but I thought it looked decent enough. A lot of the textures and assets here seem to be straight out of Half-Life 2 which probably helps. Levels do generally have a good level of detail in both indoor and outdoor environments. From city streets filled with corpses, boxes, and trash to offices full of shelves and computers. There are even some nice world building details here and there. From a room that definitely seems to be some sort of torture chamber or a bunch of cheap lawn chairs gathered around a screen in an alley. The details can also help make the combat feel a bit more visceral. A lot of the objects scattered throughout levels can be broken and will often wind up broken during combat. Level variety is also kept rather varied. Levels take place in a cliff-side forest, city streets, a prison, a beach front town, and even some levels in a more sterile looking facility. It can still start to feel a little samey due to darker atmosphere and limited assets, but it is clear that the developer was really trying to keep things varied and not just be a bunch of brown and grey corridors. There is also effort put into some pretty neat visuals in places. Especially in regards to light. The use of shadows or colored lights in some areas is actually quite striking and again shows how much this developer cared about making the most out of the limited visuals. The enemy designs are the weakest part of the visuals in my opinion. While there are some pretty neat enemy designs here, a lot of them are very simple and kinda bland or just messy and over designed. And then there are the enemies that are clearly based off of Half-Life enemies. Such as the crawlers. Not that the crawlers are badly designed or anything. Probably one of the more memorable designs. It's just pretty obvious that they are basically head crabs. Also worth mentioning is the music. It is quite good. Basically every track was enjoyable and most of them complement the actually quite well. While this game isn't some sort of modern classic, it nails the fundamentals and makes for a short but enjoyable experience. Exactly what I love to see in this kind of low budget indie game. Absolutely recommended if you can handle the jank.
Another very cool game missing achievements. Not a deal breaker, but they always add to my experience.
This is a nice short fps game. Story is....not really there, but I kinda feel like if you found this game, you were never really looking for a story. Give it a try on discount.
Game is designed like a classic FPS shooter from the 90's and very well worth it for 8 bucks
Gun randomly not firing, enemies shooting you through walls, enemies blinking across your field of vision, enemies not spawning when they should spawn, enemies spawning but not "activating", doors not re-opening without interacting with them several times, invisible blockers when walking back up a ramp, grenades bouncing off of an open doorway instead of going through the doorway, enemies teleporting into the floor, a soundtrack song ending and no music replacing it, and you falling through levels are the most annoying bugs encountered so far. Given the choice between ~10 weapons and 5 weapons that feel impactful to use, I'd choose the latter. The shotgun, sniper, and bow and arrow feel especially rinky-dink (although the double shotgun's rhythm is satisfying). The grenade launcher doesn't feel super necessary. Despite all the above, this game is still fun to play - DOOM in Half Life skin is a winning combo. It's just a pain in the ass to reload multiple missions because you fall through the level.
+1 没中文 没成就 异常 《异常》的故事发生在科索洛夫,一座压抑冰冷的工业都市。这里是管控森严、高度保密的工业化国度。民众在强权压制与对统治者的盲目效忠下,无休止地劳作直至力竭身亡。隐秘的上层精英阶层,与被洗脑的广大工人阶级之间壁垒森严,这套体系日复一日稳固运转。 科索洛夫近乎与世隔绝,掌权者毫无顾忌地加速开展违背伦理的科学实验,以此强化暴虐的军事实力、扩充劳动力规模。 为打造完全受控、毫无自主意识的终极劳工,当局制定了复活死者、驱使亡者复工的计划 —— 本国本就居高不下的死亡率反倒成了他们可利用的条件。科学家们尝试机械义体植入、生物再生组织培育,以及一系列怪异疯狂的实验。 无数无法预估的副作用最终酿成毁灭性灾难,如今你唯一的出路,就是杀出这座死城。 配乐:BOD
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Stillness of the Wind | $36.5K | 1.4K | 77% | $1.94 |
| Pup Champs | $36.5K | 101 | 98% | $12.99 |
| Wings of Glory | $36.5K | 107 | 80% | $14.99 |
| Amatarasu Riddle Star | $36.4K | 59 | 92% | $39.99 |
| Spy Drops | $36.5K | 97 | 65% | $14.99 |
| Into The Haze | $36.5K | 130 | 57% | $14.99 |