
Exclusively brought to Steam for PC, Mac and Linux in Anomaly Bundle, Anomaly Korea is an expansion campaign to Anomaly Warzone Earth. The alien robots are back and this time they’ve got Korea in their sights. It’s your job to lead a squad into fierce fire-fights and fend off the alien invasion.
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About
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
«Anomaly Korea» — Tower Defense наоборот, где ты играешь не за защитников, а за нападающих. Из двух частей, в которые я играл, понравилась только эта.
As a tower defense fan, I found Anomaly enjoyable at first, but it simply can't compete with the many better options available today. The content doesn't justify the price, and it lacks the depth and polish of modern tower defense games. Not recommended.
《异形:韩国战区》这算是《异形:地球战区手机版》的扩展包吧。
这款游戏的中文名叫:异形:高丽战区 网上是有汉化补丁可以用的。 可以看到,高丽战区的UI很大,而且没有指挥官,非常适合触屏操作,事实上,这本来就是发布在手机上的作品,后来被移植到PC上。系列另一款作品:地球战区:移动战役,也是手机移植到PC的。 来自于韩国的11 Bits开发,继续由Chillingo代理发行,作为2011年度WWDC苹果设计大奖得奖作品《异形:地球战区Anomaly Warzone Earth》的后续作品,这款游戏继续是走“逆塔防”路线,只是战斗地点变成了韩国。 游戏的剧情紧接上一部,人类宣布东京之战胜利并将入侵的外星人赶出了地球后几个月过去了.…或者我们是这么认为的,但是外星机器人带来了它们的复仇,并用在朝鲜半岛对人类军队大规模的攻击回击那次失败。 游戏开头的CG画面很好地解释了游戏的背景,这回我们要保卫的就是思密达的地方了,画面中的建筑都变为了东方的风格,看上去亲切多了,虽然棒子一直想“去中国化”,但是你那寺庙的很明显就是中国古代的风格嘛.. 游戏展开方式和塔防游戏一样是分关进行的,每关的任务也有所不同,有些是要消灭敌人、有些是要到达指定的地点、有些是收集物品….只不过你是作为进攻方,敌人就是一个个防御单位,游戏有三个难度,没玩过的同学建议从最简单的“临时”玩起 每关开始之前都会简单介绍一下剧情和任务,之后就进入下图这样的一个路径选择界面,在这个界面上红色的部分为敌人,游戏开始点和要到达的地点都有圆圈划出,需要你点击箭头来规划游戏的路径;在这个界面上你还需要点击$图标来调配你的部队(前两关是系统给你安排好了),根据你所拥有的金钱来购买相应的单位(购买之后还可以点击调换单位的位置和放弃购买)。 完成了路径规划和单位部署之后点击右侧的箭头就正式开始了,你的单位会根据你的路径行进,在这条路径上将会出现各种强大的外星敌人,既然是科幻游戏,画面自然不含糊,各种攻击行动和战斗时的光影效果,都颇具战场的硝烟气息和战争的魄力。尤其是作为防守一方的外星敌人,其所拥有的武器都是相当超前的,什么激光之类的都是普通一级的,后期的敌人更是有着令人感觉到压迫的强大火力。 和前作相同,我们能做的事情除了编排好队形之外,利用各种道具也是核心玩法,如可以补血的、让敌人看不清你的烟雾、吸引火力的假目标和定点轰炸等等,这些道具会显示在界面的左侧,打死敌人的时候也会掉落。点击选择,然后点击屏幕即可使用;另外我们还可以点击$图标即可对队伍进行位置上的调整,还可以升级你的进攻单位。 应该说这款《异型:高丽战区》相比前作的改动基本微乎其微,主要是在画面上更炫了,建筑风格变成了东方式,核心玩法没有改动,但尽管如此,在“逆塔防”游戏中这款游戏依然没有对手(综合评分:8分\总分10分)
Getting 100% was actually very much possible. It looks like the internet was wrong and all achievements were very much obtainable. [B]approximate amount of time to 100%[/B]: 10 hours. [B]Estimated achievement difficulty[/B]: 7/10 [B]Minimum number of playthroughs needed[/B]: 1 + art of war, but likely 2-3 to get gold + specific play achievements [B]Multiplayer achievements[/B]: No. [B]Missable achievements[/B]: Yes!! one per mission (play in a specific way). [B]Grinding Achievements[/B]: No. [B]DLC-Only achievements[/B]: No. [B]Time-gated achievements[/B]: No. [B]Speed-run achievements[/B]: Yes. (Mainly "Sudden Strike", tho you have timed areas and challenges)* [B]RNG-achievements[/B]: No. [B]Does difficulty affect achievements[/B]: Yes, Specific play require Advanced, Hardcore hero requires Hardcore. [B]Unobtainable/glitched achievements[/B]: No.* [B]Point of no return[/B]: No. [B]Is there a guide[/B]: Youtube is full of guides for gold, specific play, hardcore, etc. [B]First achievement unlock[/B]: Destroy 5 towers, In the first minutes. Notes: * A lot of websites (main one i'll mention is truesteamachievements) said that this game had broken achievements. Even the hallucinating idiot AI confirmed that there's 2 achievements that can't unlock normally "head on" and "suden strike"; * In my case "Head on" had not unlocked until I read a thread that suggested to only deal damage to the specific towers from the front. That did the trick. The achievement is not broken, it's just fidgety. * Since I knew "sudden strike" was possibly broken I tried mission 8 via the most direct path spamming abilities. It worked first try. * Art of war are puzzle levels, youtube helps here. * Your units move at a fixed speed, so for most timed areas and challenges it's a matter of planing the correct route. Yeah, glad to set the record straight on this one. Over 51% Recommended.
Se passando entre o primeiro e o segundo jogo Anomaly Korea mantém a mesma pegada dos jogos anteriores. Ele segue visualmente bonito, desafiador e boa trilha sonora. Só que diferente do primeiro jogo, não temos mais o Cap. Evans passeando pelo mapa para soltar as habilidades, elas são dropadas onde você clicar.
Fun little game to keep you entertained for a few hours
You are the attacker, so tower defence from the other way arround. Game has bugs if using a HDMI Connection with an Nvidia Card, as the HDMI Audio isnt working you need smart solutions to tunnel the sound. In general game is OKAY..i didnt like it at all.
Anomaly Korea is a compact yet tightly focused real-time strategy experience developed and published by 11 bit studios, expanding on the distinctive ideas introduced in Anomaly: Warzone Earth. Rather than attempting to reinvent the series wholesale, the game refines and sharpens its core concept: a reversal of traditional tower defense mechanics where the player commands an attacking force navigating through enemy-controlled kill zones. This “tower offense” approach remains the defining identity of the game, setting it apart from more conventional strategy titles and giving it a puzzle-like structure that emphasizes planning, timing, and spatial awareness over brute force. Gameplay centers on leading a convoy of military vehicles through hostile environments dominated by alien towers and automated defenses. Before each mission begins, players plot a route across a top-down tactical map, choosing paths that balance risk and reward while taking into account the placement and types of enemy structures. Once the mission is underway, direct control is limited, shifting the focus toward activating special abilities at critical moments. These abilities, such as temporary damage boosts, shields, decoys, or repairs, are essential tools that must be deployed with precision, as poor timing can quickly lead to catastrophic losses. This design creates a constant sense of tension, as players watch their convoy advance and react in real time to unfolding threats rather than micromanaging individual units. Mission design is one of Anomaly Korea’s strongest aspects. Each level functions as a self-contained tactical challenge, introducing new enemy combinations or terrain layouts that force players to adapt their approach. Rather than overwhelming the player with complexity, the game gradually layers in new elements, encouraging experimentation with different routes and ability timings. Success often comes from observation and iteration, as learning enemy behavior and map flow is just as important as raw reaction speed. This makes replaying missions feel purposeful, with improved performance stemming from better planning rather than simple upgrades or grinding. Visually, Anomaly Korea adopts a clean and readable aesthetic that prioritizes clarity over spectacle. The battlefield is presented in a way that keeps enemy structures, convoy units, and ability effects easily distinguishable, which is crucial given the game’s emphasis on tactical awareness. While the graphics are not particularly flashy, explosions, weapon effects, and enemy destruction provide enough visual feedback to keep combat engaging. The sound design complements this with punchy audio cues that reinforce the intensity of encounters without becoming distracting, helping maintain immersion throughout the campaign. Narratively, the game keeps things deliberately minimal. Set in Korea following the events of the original Anomaly campaign, the story serves primarily as context rather than a driving force. Brief mission briefings and bits of dialogue establish the ongoing alien threat, but the focus remains firmly on gameplay. This restraint works in the game’s favor, keeping pacing tight and avoiding narrative interruptions that could detract from the strategic flow. However, players looking for deep storytelling or character development will find the experience more functional than emotionally driven. One of the most commonly discussed aspects of Anomaly Korea is its length. The campaign is relatively short, especially for players already familiar with the series’ mechanics, and can be completed in just a few hours. Additional challenge modes and bonus missions offer some replay value, but the overall scope remains modest. For some players, this brevity enhances the experience by delivering a concentrated dose of well-designed content without filler. For others, it may feel more like a standalone expansion than a full sequel, particularly when compared to larger strategy titles. Despite its limited scale, Anomaly Korea succeeds because of its confidence in its core idea. It does not attempt to pad its runtime with unnecessary systems or complexity, instead focusing on refining a unique gameplay loop that rewards foresight and adaptability. The lack of traditional base building or unit micromanagement may alienate some strategy fans, but those who appreciate tactical problem-solving and unconventional design will find plenty to enjoy. In the end, Anomaly Korea stands as a strong example of focused game design. It delivers a distinct strategic experience that remains engaging through smart mission construction, clear mechanics, and a willingness to challenge genre norms. While it may not offer the depth or longevity of larger RTS titles, it excels as a concise and thoughtfully crafted entry in the Anomaly series, particularly suited to players who enjoy strategy games that emphasize planning and execution over spectacle or scale. Rating: 7/10
Looks like averange google play game, idk why :/
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