
ABOUT ANOMALY




- At night, hear the screeching of a psychically-invisible hunter that feeds on human souls. Build proximity alarms to detect when it’s near, but you can only fight it when it chooses to reveal itself. Chip away at its health every time it returns, and collect and study chunks of its flesh. Turn the tables, become the hunter and kill it where it lives.
- A massive flesh creature is growing across the landscape, consuming and covering the whole map with a quivering mass of meat. It defends itself with beasts and acid. Fight it to get samples of its nervous system, then study them until you can venture to its heart and kill it for good.
- A parasite has mind-controlled some of your colonists - but who? They pretend to be human as they work to infest others. Track evidence, imprison, interrogate, and medically test people to find out who is infested before it’s too late.
- A pulsating obelisk crash-lands near your base. You can try to suppress its filthy energy, but the obelisk may lash out and violently mutate your people, copy them endlessly, or abduct them to an endless gray maze.
- Your colonists become obsessed with a beautiful golden cube, one by one. They build statues of the cube. They worship the cube. They love the cube.
- A corpse arrives that looks exactly like one of your colonists - and seems to follow them. No matter what you do, the corpse returns…
- And many more weird and horrifying events!


Horror combat
You’ll fight battles against shrieking fleshbeasts, hordes of shambling undead, spherical death-machines, massive devouring water-beasts, lumpen imitations of human beings, and many more nightmarish perils. Use the monsters against your normal human and mechanoid foes where you can!



Capture and study entities in your facility
To defeat the monolith’s manifestations, you must gain their power. Build a grand containment facility so you can capture monsters, study them, and exploit them. Expand it with stronger walls, floors, and doors to keep them secure. Exploit your captives to use their power against your enemies - but don’t push them too far! Harvest the new bioferrite and shard resources from your malevolent menagerie to use in experimental serums, psychic rituals, ghoulification surgeries, and void-powered constructions.

Fight the cultists who serve the machine-mind
Macabre cultists will attack and perform their psychic rituals with suicidal commitment. They may stand in rows, or chant around a ritual circle, or whisper hateful psychic curses against your colony. Destroy them before they summon bloody beasts, abduct your people, or drive you mad with psychic influence. You can use the same rituals for your own purposes. Summon the massed dead, rain rage-filled blood, connect with the void, steal the minds and health of your foes, and more.

Choose your fate in a new endgame
In the end, the abyssal void will swallow the world and you must choose your fate.WHY DID WE MAKE ANOMALY?
Ludeon Studio's founder Tynan on why he decided to make Anomaly: “I wanted to give players new kinds of emotions they haven’t encountered before in RimWorld. We’ve explored feelings around dramatic combat tension, family warmth, problem-solving and many more. Now I wanted to provoke new emotions - dread, psychological tension, suspicion and mystery. The horror theme unlocks a new emotional landscape for us to explore. There aren’t many games which mix management and horror either, so it was an interesting design challenge to marry these two elements. Plus I saw Cabin in the Woods and I thought the monster lab was awesome. It was important to me that this not just be a collection of monsters to shoot at, because the base game already generates those feelings of combat tension and I wanted something new. So we made sure to design the new threats to follow the arc of classic horror stories: The protagonists encounter a mystery, then realize it’s a threat, and try to survive while they learn more about it, slowly building advantage before they try to turn the tables. It’s a very RimWorld kind of chaos when several of these things are happening at once with different threats. This was really fun to work on and I think the team did an awesome job - I can’t wait for everyone to play it. - Ty”UPDATE 1.5
We have a lot to say about update 1.5 - it’s been nearly 18 months of work! If you’re interested in trying update 1.5, you can play on the unstable Steam branch. To get access, go to your Steam library, right-click RimWorld and select "Properties", then select the BETAS tab and choose branch ‘unstable’. Restart Steam if your game does not automatically update.) Modders should be able to use this public 1.5 unstable branch to update their mods before update 1.5 is released to everyone next month. Read the full 1.5 changelog here (18 pages of changes!) or read the summary below. Books, bookcases, couches, ornate doors: There are now books for your colonists to read, and bookcases to store them in! Books are great for recreation and for their unique bonuses: textbooks increase a specific skill, schematics progress a certain research project, novels increase recreation faster, and tomes progress an Anomaly-specific research project. You can obtain books from traders or as quest rewards. Storing books in bookcases increases the beauty of a room, makes nearby research benches faster, and increases the XP and recreation gained from reading.






