
Investigate an abandoned Soviet-era building with anomalous properties. As a researcher, you must navigate the eerie, ever-changing corridors to uncover the truth. One wrong move could send you back to the beginning. Explore. Survive. Don’t miss the anomaly.
Modeled estimate, not a reported figure. How we estimate →
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About

The Soviet era has long faded into history. But its shadows still linger... In the heart of an abandoned scientific facility lies a mysterious anomaly. This place exists outside of time, reason, and logic. You are a scientist, an investigator accustomed to confronting the unexplained. But what awaits you here will turn your world upside down.
This building is an anomaly in itself. Every room challenges your courage and sanity. Lights flicker. Objects shift. Space bends to its own will. But the most terrifying thing isn’t the building — it’s what it knows about you.
Your mission is simple: document the anomalies. But every discovery pulls you closer to the truth. What is this place? Why does it "live"? And most importantly… why does it feel eerily familiar?
40–50 minutes of survival and uncovering the truth.
The anomalies are waiting. Are you ready?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, Ukrainian, French, German, Spanish - Spain, Japanese, Korean, Spanish - Latin America, Polish, Portuguese - Brazil, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
Даже не знаю, в первый раз когда была открыта дверь последняя которая прям на против лифта, и посчитал это аномалией, правильно было, через время, такая же анамалия, я также посчитал что это аномалия но хрен там и меня спустило с 6 этажа до 1, субтитры малюсенькие, не удобно. Игра сырая, очень.
Soviet Anomaly 7 is a compact yet unsettling first-person experience that focuses almost entirely on atmosphere, disorientation, and psychological tension rather than traditional gameplay systems. Developed and published by Ghostbe Studio, the game places the player inside a mysterious, abandoned Soviet-era facility that appears to exist outside normal physical rules. From the moment you enter, the environment establishes a strong sense of unease, using silence, harsh lighting, and unsettling spatial design to make the player feel small, isolated, and constantly observed by the space itself. The game does not rush to explain its premise, instead allowing the setting to communicate its dangers and mysteries through implication and environmental storytelling. The narrative approach is intentionally minimalist, relying on the player’s curiosity and interpretation rather than explicit exposition. You take on the role of a researcher who willingly enters the anomaly, yet the building quickly reveals that it is not a passive structure. Corridors shift, rooms repeat or rearrange themselves, and familiar landmarks become unreliable. This constant undermining of spatial logic creates a strong sense of psychological pressure, as the player can never be fully certain whether progress is being made or if the environment is simply looping back on itself. The story unfolds through subtle details in the environment, encouraging players to piece together meaning rather than presenting clear answers. Gameplay is centered on exploration, observation, and navigation through an increasingly hostile space. There is no combat and very little direct guidance, which places full emphasis on awareness and experimentation. Players must pay close attention to visual cues, environmental changes, and spatial inconsistencies to move forward. Certain sections introduce light puzzle elements or movement-based challenges, sometimes requiring precise timing or careful traversal of unstable areas. Failure often results in being sent back to earlier sections, reinforcing the feeling that the anomaly is actively resisting intrusion and testing the player’s persistence. Visually, Soviet Anomaly 7 excels at making ordinary industrial spaces feel threatening. The Soviet-inspired architecture, concrete hallways, flickering lights, and decaying interiors are presented with a cold, utilitarian aesthetic that feels authentic and oppressive. Lighting is used effectively to obscure sightlines and create deep shadows, while sudden environmental shifts keep players on edge. Although the graphical fidelity is modest, the art direction prioritizes mood and cohesion, allowing the setting to carry much of the emotional weight of the experience. Sound design plays a crucial role in maintaining tension throughout the game. Long stretches of near-silence are punctuated by distant mechanical noises, subtle environmental hums, and sudden audio cues that signal danger or change. These sounds rarely announce themselves clearly, forcing players to constantly question whether what they heard was meaningful or imagined. This approach reinforces the game’s psychological focus, blurring the line between external threat and internal anxiety. The game’s length is relatively short, with most players completing it in under an hour, but the pacing is carefully controlled to ensure that its ideas are fully explored within that timeframe. Rather than feeling incomplete, the experience feels deliberately concentrated, delivering a steady escalation of unease without overstaying its welcome. That said, its brevity and abstract structure may leave some players wanting more concrete resolution or deeper mechanical complexity, especially those accustomed to longer horror experiences with clearer objectives. Overall, Soviet Anomaly 7 is a focused and atmospheric psychological exploration that prioritizes mood, tension, and environmental storytelling over traditional gameplay depth. It is best suited for players who enjoy surreal horror, walking simulators, and experiences that challenge perception rather than reflexes. While its short runtime and ambiguity may limit its appeal, it succeeds in delivering a memorable and unsettling journey that lingers in the mind long after it ends, proving that a strong concept and careful execution can make even a brief experience feel impactful. Rating: 6/10
セールで買いました 8番ライクや、バックルーム好きなら100円でお釣りがくるセール中なら だいぶお得に満足できると思います ちゃんと日本語字幕もついてていいですよ
Just completed the game! its a cool relaxing realistic walking simulator with trippy envoirnments and great graphics. Really fun game highly recommended
nice. test
This game was a pleasant surprise for me. I got this for a ridiculously low price, so I didn't expect much at first. It turned out to be a very solid exploration game with many different areas and interesting, unexpected real-time environmental changes, offering about 40 minutes of good immersion and entertainment. It starts out as an anomaly search, but then turns into a backrooms-style exploration with a variety of different locations. The whole experience is well-designed and it's hard to get stuck even once. The graphics and textures used are lo-fi, but it fits the whole retro Soviet aesthetic very well. The selection of music was very tasteful, fitting and enjoyable.
Muito bom! Poderiam explorar mais a mecânica de encontrar anomalias. Talvez colocar mais terror psicológico e não se referenciar com Backrooms ou SCP, mas sim criar o próprio universo! Uma otimização nos gráficos e uma melhora na movimentação podem ser muito bem vindas, pois a movimentação extremamente dinâmica do personagem tira um pouco da imersão. É muito bom de jogar no controle, porem não tem o devido suporte, pois não é possível correr. Pode ser um jogo interessante para quem jogou Silent Hill 1 e 2
cool game but really buggy and really short
Судя по всему первая игра у ребят,результат.. средний.Как во многих играх подобного жанра по поиску аномалий -.Присутствие аномалий или их отсутствие генерируется рандомно. .После тренировочного этажа постоянно выпадала машина в комнате , судя по всему рандом отсутствует,по мне так это большой минус. Я игру "дропнул" после того,как на этаже с человеком,сидящем на диване нажал кнопку,что аномалия присутствует и лифт загорелся зеленым ,а я полетел сквозь лифт вниз и очутился в самом начале игры у входа.
第二关把钥匙拿到之后门就锁了,猜到要用到桌子柜子和书架的组合跳出去,但是没成功过,垃圾游戏,设计的也很粗糙!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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