Anomaly Collapse

Command a squad of adorably fierce warriors in Anomaly Collapse, a turn-based Roguelite strategy game that offers a fresh twist to an old formula! Face off against otherworldly beings and uncover the dark secrets of supernatural calamities. Immerse yourself in a story where every move counts!

Anomaly Collapse is a turn-based tactics, turn-based strategy and turn-based game developed and published by RocketPunch Games.
Released on April 11th 2024 is available only on Windows in 10 languages: English, Simplified Chinese, Japanese, Traditional Chinese, French, Spanish - Spain, Russian, Portuguese - Brazil, Portuguese - Portugal and Spanish - Latin America.

It has received 568 reviews of which 483 were positive and 85 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 16.38€ on Steam and has a 16% discount.


The Steam community has classified Anomaly Collapse into these genres:

Media & Screenshots

Get an in-depth look at Anomaly Collapse through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 64-bit
  • Processor: Intel Core2 Duo E8400 or AMD Athlon 64 X2 6000+
  • Memory: TBA MB RAM
  • Graphics: Geforce 9600 GT or AMD HD 3870 512MB
  • DirectX: Version 9.0
  • Network: Broadband Internet connection
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Darkest Dungeon: Furry Edition Anomaly Collapse is certainly a nod to Darkest Dungeon for its turn-based gameplay and spiking difficulty. Originally I was only drawn to it because of the anthropomorphic animal cast, but the further I delved in, the more I grew fond of the mechanics it has. In my opinion, this game nails the roguelite features that Darkest Dungeon 2 fails to deliver, which is characters get slightly stronger after each combat and the benefit lasts the whole run. Of course Anomaly Collapse has its own downsides mainly about the traditional team role requirement. Overall, it is a nice turn-based roguelite with a variety of characters and builds to play around. Things I Like About Anomaly Collapse: 1. Gameplay Similar to Darkest Dungeon, with its own twist. [*]Players progress by fulfilling the anomaly meter to lure out the boss. Combat encounters will contribute to the meter. [*]Combat has a lot of interesting tidbits. Everything operate on a line of tiles. Movement only involves moving left and right. [*]Characters share the MP(Movement Point) and AP(Action Point) bar. The general idea is to attack with safe members while move the vulnerable ones out of enemies' attack range. [*]Attack will trigger co-op flank attack if the members are in the right position. Try to move each member to right spot for maximum damage output. [*]Attacks that knocks back enemies will trigger slam damage if they collide with each other, especially effective when they are cornered. [*]Each tile has a limited "capacity". Too many entities will make the tile crowded, which will damage everyone in it. That tile also effectively becomes a pseudo-wall. Others cannot get in and get through. [*]Tiles may also contain environmental hazards that can be used to your advantages. 2. Build Variety How the game handles character's ability is interesting. [*]Instead of having several predetermined abilities, each character only have one basic attack, one active slot and one passive slot. You can unlock more slots with specific containers during the run. [*]Abnormality is the key item to empower your characters. You can earn new abnormalities after combats and each character can equip up to five active ones and twenty passive ones. [*]This is where things get interesting. Since you can freely re-arrange all the abnormalities you have outside combat, building the characters can be as versatile as you like. Of course you can just focus on what the character specializes and improve upon it, yet it is way more fun to experiment the possibility. [*]You can build the team focuses on co-op attacks, granting synergy and other bonuses; you can also dedicate them to use slam damage as much as possible; you can also turn one character into a MP/AP generator, offering more abilities option to others; you can also go full elementalist, taking advantage of all the status effects the game has. The list goes on and on. [*]At the end of the run you can even unlock more passives and bonuses(separated from abnormality) for your team members, solidifying the concept of a roguelite game. 3. Other Compliments [*]Quite a few unique bosses in each area that are not just damage sponges or DPS races. [*]You can also gain boosters to enhance characters' stat. [*]The risk-and-reward nature of random events is interesting. Things I Dislike About Anomaly Collapse: 1. Traditional Team Role Even though I just praise the game for build diversity, in practice however, most of the combats still favor the traditional team role. [*]Tank, Support, and DPS is still the best and preferred option simply for survivability and longevity. [*]If you take too many offensive characters and attack options, battles may ends sooner but your health can't keep up with your onslaught for late game encounters. [*]If you have too much support characters and buffing options, you drag on the battles for too long, enemies will become frenzied, and a dangerous entity will spawn making the situation even worse. [*]Some passive abnormalities do offer healing on condition(if you can find them at all), but the amount is still lacking for sustainability. [*]It doesn't help either that the characters you can recruit during the run are selected randomly. 2. Other Complaints [*]Consumables would help ease some problems with sustainability. [*]Only the character you select as leader will unlock new traits for future runs is annoying. 中文小簡評 → 黑暗地牢 - 不獸控制版! →原本就只是為了福瑞而玩的,沒想到越玩越喜歡。 →雖然架構與黑暗地牢相仿,但是有很多機制我覺得做得比前者續作要好很多,尤其是roguelite的部分。 →所有人都是在一條單一格線上行動,每一回合透過走位靠近攻擊敵人,同時注意敵人攻擊範圍適時撤退。 →三位角色共用同一條行動力(攻擊和技能用)及移動力(位移用),需要好好分配。 →角色與隊友間的站位會觸發不同攻擊:同一個會觸發協同攻擊、包夾敵人會觸發夾擊。 →如果有擊退的技能也能將敵人撞向牆角或其他敵人,觸發撞擊。 →場地也會隨機觸發環境危害,充分利用能大幅增加我方勝率。 →角色的養成很有趣,除了基本攻擊外,其他技能都是靠裝備異常物來強化。透過不同主被動異常物,玩家可以自由塑造角色打法,可以針對原有特性去強化,也能創造新玩法:著重團隊協同攻擊、善用元素傷害及控場加成、靠著角色被動回復大量行動力及移動力等。 →每一局結束後角色還能額外解鎖專屬被動。 →每場戰鬥完都有機率獲得欄位解鎖及增強數值的道具。 →各個地區Boss都相當有趣,不是一昧的皮操肉厚或拚傷害。 →雖然玩法多樣,但是大多時候還是傳統的坦補打最為有利。如果少了其中一項中後期的戰鬥很容易翻車:少了坦克無法有效均衡傷害、少了補血幾乎很難撐過後期敵人高傷威脅、少了打手戰鬥容易拖沓,除了狂暴敵人還額外生成一隻極度危險的怪。 →即使許多被動異常物能分擔一些輔助的工作,但成效往往不如輔助角色實在。 →由於另外兩隻角色是地圖隨機生成,運氣差可能完全遇不到輔助角色。 →沒有消耗品可用,如果有補血道具應該能減緩一些隊伍組合的生存力。 →只有選為隊長的角色能在一局結束後解鎖新被動有點乾。
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Sept. 2024
Furries. check SCP like lore. check Good gameplay. check Amazing music. check Cool looking enemies. check Lovecraft horrors with new update. check This is an awesome game and the new sewer update gave it even more content. Again, I seriously love this game and I recommend it.
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April 2024
Anomaly Collapse happened to be one of those games that just clicked with me, and, despite the issues I found with it, it's really hard for me to put the game down. At its surface, AC is your usual turn-based roguelike RPG, and honestly, that's pretty much all it is. There's some semblance of a story, but it's pretty bare-bones and the writing feels kind of robotic, often leaving the impression that the characters are forced to explain game mechanics in a way that makes sense within the game's universe. The art style is alright -- I like the character designs, but the a lot of enemy designs look kind of flat and unmemorable; the environments have this "made on a budget" feeling to them that's kind of hard to put into words. That being said, what really hooked me are the game mechanics. Like most of my favorite games, the core concepts are very simple: [*]You get 1 action and 2 movement per turn [*]Actions can be shared with other party members [*]Skipping a turn entirely gets you an extra action [*]Different player and enemy abilities have different minimum and maximum attack ranges But very quickly the game layers a lot of different conditional mechanics on top of that: [*]You can flank and corner enemies [*]Attacking with an ally on your tile makes them attack with you [*]Some abilities can push enemies, which is extra effective when pushing them into corners or each other [*]As you play, combats begin having modifiers, such as "at the end of the round, the left-most unit is pushed to the right" and "a meteorite lands on a designated tile each round, blocking movement" [*]Each character's abilities can be customized with passive and active abilities that you find All of this combined creates an experience where each turn is a puzzle where you're trying to manipulate the enemy positioning and targeting in the most advantageous way possible while trying to finish the encounter in a reasonable amount of time before the anti-stalling mechanics trigger. I found this puzzle-solving to be very satisfying, and the game seems to encourage that, lacking damage ranges on most damaging skills and giving the player a limited in-game "undo turn" resource that you can use in case you realized a mistake or forgot some interaction. With that in mind, there are some issues that make the experience more tedious than it needs to be. Almost all status effects lack unique icons, using an up and down arrows for buffs and debuffs respectively; there is no combat log that you can read through to see what exactly happened on any given turn (you are notified when some abilities trigger, but it's only the name of the ability, and it goes away quickly); the game is somewhat lacking in action previews -- you can see the damage you are going to do, whether or not you're flanking and your crit chance -- but there are no previews for DOTs or for the damage of supporting attacks. I also think that some actions, like movement, should have undo options that aren't resource-limited. Lastly, the game features an extensive meta-progression screen for each character, where you're encouraged to complete certain tasks for significant increase in power. As an example, on your first run you only get 4 equipment slots per character. You can get that number up to 9, a 125% increase, by leveling up. I'm personally not a fan of meta progression in roguelikes where you get more powerful, but in this game it's pretty fast, and completing your first run isn't impossible , though I only did it by cheating and resetting 3 combats. I do wish you could look up the quests your characters need to do to level up though, as some of them are quite specific. Overall, while I really enjoy this game, I think there are a lot of improvements that could be made, especially in the UX department, that leave me feeling like the game should have been released in Early Access for a couple of months. If you are able to look past these issues like I have, then this is a really fun experience that has a lot of content and replay value.
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April 2024
Great game to play on steam deck. It runs fantastic, considering the day 1 release the minor hiccups I had with the controller layout not registering properly is honestly not that bad. On to teh game proper, it's a tactical game ala into the breach where positioning and manipulating positioning is king You get COMBO attacks when you're on the same tile as another friendly, or you can get flank bonus by ping ponging enemies into friendlies. There's also minimal RNG so the feedback of building a good team or conversely a bad team is immediate in the next fight.
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April 2024
An early review, but very fun so far. There is a very clear metaprogression here, based around using characters as leaders or accomplishing certain goals with characters during each run. Characters only have two equipment slots for active and passive skills to start, but you can find items each run to increase these slots. Each equipment piece can change the way a character plays or give new tactics (pushing enemies, lunging towards enemies, attacking from behind). The positioning system, the enemy skill forecast, and the split between movement points and action points all combine to create a very fast but tactical combat system that I'm looking forward to digging into.
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Last Updates

Steam data 17 November 2024 22:04
SteamSpy data 17 December 2024 10:27
Steam price 23 December 2024 12:49
Steam reviews 23 December 2024 13:48
Anomaly Collapse
8.0
483
85
Online players
4
Developer
RocketPunch Games
Publisher
RocketPunch Games
Release 11 Apr 2024
Platforms