- Anomalous 1.5 - 19 September 2026
Its been a long road. There is still more to come but here is the first major update to the game. Think of it as Anomalous 1.5 , I took a long while to decide what to do with the game and after not looking at it for a while when I came back I realized a lot of the enemies look like they belong in different games. While there are a great set of enemies they don’t seem to all visually be cohesive with the world of Kosolov. The majority of the enemy characters in Anomalous have received a massive update which includes new AI and visuals. There is also a new collision implementation for player projectiles . enemy hits will feel more accurate instead of a giant invisible hitbox around enemies. And in other updates some localisation has also been added finally. Bug fixesFixed collision issues with window meshesForest (map 2) fixed minor issue with toxic waste not damaging playerCentral(map 12…
- V1.1 Minor Patch - 26 January 2025
Just a small update to fix some concerns that were raised in the forums! Weapon tracer lines are a lot more subtle and include a taper-off effect Mission 12 - The elevator after defeating Walker has been replaced with a jump pad, the elevator was annoying and could bug out fairly easily Mission 7 - you may have spotted flying grey shapes . these are now hidden and were meant to be developer-mode assets only Mission 2 - fixed sections of toxic sludge not hurting the player
- Cloud saving enabled! - 1 October 2024
Silly me, I thought cloud saving would get magically added to the game by default. Anyway, now it has been added please let me know if you encounter any issues with it!
- Anomalous V1.0 Release - 22 September 2024
Anomalous is finally out of Early Access! V.1.00 features overhauled maps for missions 5 -10, new end-game boss , AI and character updates as well as an awesome batch of new music created by BOD music. Additionally the amazing artwork by Dakota Lee is now finally unveiled to the public. It has been a long journey on this retro shooter. What started as a small project inspired by Dusk and Half Life morphed into a full fledged (but short!) game of its own. Development started in March 2020 and has lasted approximately 1659 calendar days / 4 years, 6 months, 2 weeks and 5 days Future plans I have a few visual enhancements for characters planned that will improve look and make sense in terms of the lore. Lore itself may be getting some enhancements, currently the player only finds lore through lore prompts ( the floating blue circles). Kosololo Prison (Level 8) has a rework that is not incl…
- Progress Report - 19 August 2024
Hey everybody! The last few months has seen quite a bit of progress on Anomalous however its been slow! A balance of IRL and game dev as usual I'm currently rounding off the last set of levels to be worked on. It will be E1M6 to E1M10 . In fact, I have decided to drop the 'E1' as there are no chapter divisions in the game its just 15 missions , you might have seen some info regarding this in other updates. It's been many months of cutting, modifying and adding repeatedly. END GAME UPDATE I'm currently working on a boss character for endgame , you might notice the current end game is a bit meh without anything particularly significant happening WORLD CONSISTENCY Its been a tough challenge to try make the maps varied but still interconnected. Most of the maps released with Early access are basically throwing stuff against a wall and seeing what sticks. Too many different ideas. however ov…
- Update 0.9 - 29 December 2023
You will encounter save problems if you load saved games from the first 5 maps. Rather start a new game. The levels are vastly overhauled so are enough to warrant a fresh playthrough. This only applies to the first five maps. Character updates Stub characters have textures updated and improved model Flyer enemies replaced with a new type of character. The sentry robot. Map updates The first set of map updates is live. The levels have received updates to everything from layout, design, enemy placement and item placement. Initially, the plan was to create more levels and introduce episodic content but over time I have ended up rather just improving existing levels. There are also more destructible objects in general. Refinery (Level 1) overhauled. Layout and design vastly improved. Forest (Level 2) overhauled. Layout and design vastly improved. Rocket Fuel (Level 3) overhauled. Layout and…
- Update v0.8 - 25 May 2023
A small but much needed update. Anomalous had no player model for about 3 years so the fella has finally been implemented. All viewport weapon models have the old arms replaced with appropriate updated character arms. Some animations have been tweaked slighly and if you want you can hide player arms so only the weapon is visible similar to how it is in some other Retro FPS titles Main menu revamp showing new player model All weapon animations use the new player character model’s arms in them. Some animations adjusted slightly HIDE HANDS option added to game options if you prefer a hands-less experience like in a couple other of the retro FPS games Some minor visual adjustments in Kosolov Nightfall (map 6)
- Update 0.7.6 - 23 March 2023
Overview Milestone 2 of 3 is here for Anomalous! The main feature of this update is the addition of 5 new levels which will total 15 levels for the campaign. This is the full intended length of the game. This update features a host of changes and some new additions like the kick ability and various new enemy types. New Features GRAPPLE: A grappling game mechanic has been added, grapple points placed in the world can be ued to propel yourself around a map. At the moment they are only available in the last 5 levels of the campaign KICK: Player now has the ability to kick Kicking can be used to push enemies and break various objects DUAL WIELD: Player now has the ability to dual wield certain weapons. Dual wielded weapons are the pistol, shotgun and machine gun Lore points: in every level you will find interactive prompts to find out lore about the world Campaign has been revised to 15 map…
- Almost there! 2-3 months left - 6 February 2023
So it's been a while! I am busy hard at work on the update for Anomalous! A large Update Should be available in the next 2 - 3 months I have a writer on board now as well! @drunkunclealec is helping out with crafting a story behind the chaos as well as a host of elements like in-game worldbuilding text, monster lore, and a few others. One important thing to note: I have effectively reduced the number of planned levels from 30 to 15. I think that it will do good to cap the campaign at that length. Otherwise, the development of the game will go on for eternity. If there is significant demand for a longer campaign then I will consider it once the release is out. The update will feature new enemies and gameplay abilities. The player will now have a dedicated kick and you will find bright nodes scattered around the world that you can use a grapple hook to fly around from. Once the new update…
- update 0.5.4.4 - Controller support and speed increase - 30 October 2022
Controller support is partially supported! More testing to be done with DS PS4 Controller but Xbox seems pretty stable. menus can be navigated with humbstick moving mouse I have increased the player's run speed. It lacked the speed of the retro fps :D some revision in menu UIs
- Anomalous 0.5.4.2 mini patch - 10 September 2022
E1m10 - The elevator after RED key door has been fixed so that it won't deactivate after the player has loaded or quickloaded the game Zoom lock has been fixed for sniper rifle The info widget which appears during gameplay by pressing TAB has been re-enabled
- Anomalous Progress Report August 2022 - 13 August 2022
Progress So its been 7 months since the release of Anomalous in Early Access. A fair amount has changed since then , a lot of updates and tweaks. In the coming months episode 2 will be released which features new items , game play, enemies , music maps and more. An entirely new location with a lot of potential for new and interesting ways of creating havoc behold...kick Episode 2 Episode 2 is in progress. Its an entirely new location in an outer space setting. Anomalous Episode 1 takes place in Kosolov through its entirety and the actual location is not entirely known which I kinda like. Episode 2 introduces the grappling hook mechanic which means a lot more vertacality in maps and some more open exploration. Bigger maps in general without having endless roaming either Episode 3 Episode 3 is not entirely decided but I want to go a bit darker a grittier with urban locations. probably wil…
- Anomalous Update - 3 July 2022
AI - Overall AI has been improved significantly. Stub characters have the ability to jump to set location for quicker access to player or to get away from gunfights. They can also do both melee and projectile attacks. Crawlers have a pouncing ability when near players. All enemies use circle strafe tactics occasionally Enemies that throw projectiles with an arc have had the physics reworked to prevent the varying speeds that was casued ( short throws were slower speed, long throws were faster speeds) Fast zombies are much more agile and use jump movements often to move around Visuals - Weapon and character enhancements Characters that throw fireballs at you as well as the two armed lazer shooters have been changed to a “Stub” - a Kosolov Industrial science division atrocity. Featuring brand new models and updated animations Weapon Materials improved. You will notice more details as well…
- Update Notes Anomalous Early Access 0.5.3.8 - 3 April 2022
https://pbs.twimg.com/media/FPXPseDWYAYkGP5?format=jpg&name=4096x4096 https://twitter.com/i/status/1510350551195729920 New soldier visual variations were added for each class. includes new textures and models New set of box props was added ( absolutely mind-blowing) Physics on character death, the character has some velocity applied Brutaliser character has staff trail fx disabled on death Brutaliser character had an attack animation that instantly applied damage, this has been fixed Brutaliser animations have blend in/out times for animations removed so they are snappier Brutaliser soldier damage adjusted slightly they do 15% less damage and run slower Soldier ragdolls have been adjusted for improved physical response to surface impact Resize crosshair When the player is hit a notifier will appear on your hud telling what angle the attacker is at Pistol soldiers have their bullet proje…
- 0.5.3.7.1 HotFIX - 13 March 2022
- Fixed a critical bug that spawns player at the end of episode 1 instead of displaying the episode outro text! - Added general prompts in the menu, this can help avoid accidentally quitting the game unwillingly
- Update 0.5.3.7 - 6 March 2022
Motion blur setting added to game settings Autoweapon switch settings works if game restarted Previous weapon binding has been fixed Level selector fixed Low health vision effect less intense Smoke particles are more subtle material rendering Smoke particles are approximately 50% smaller for all particles Better physics for debris from gunshots Soldiers have been retextured
- Patch 0.5.3.6 - 13 February 2022
Fixed climbing issues in E1M1 Volume levels saved once the game is restarted Hide crosshair option added Autoswitch weapons on pickup option added Control binding for previous weapon fixed in controls
- Patch 5.3.4 - 23 January 2022
Ledge climbing system has been redone mostly. Player will not be able to climb out of levels. Wooden Barriers are not blocking players on loading game Torch lighting modified to not be overly bright but rather larger and softer E1M7 a useless jump pad removed in the main meat room Random extra player actor removed from E1M9 Various minor missing texture fixes in different levels
- 5.3.3 Patchnotes - 16 January 2022
Critical save slot bug has been fixed. Save slots will now work correctly!!! Internally profiles are now working on a more flexible system PLEASE NOTE unfortunately this means that players graphics, audio, game options settings have been reset Anti aliasing methods added to graphics UI audio setting added Audio settings maintained when changing Gamma boost option added Rocket launcher explosion volume boosted Player landing sound optional Resolution scaling forced to 100% across all ‘overall settings’ so the blurriness will be reduced unless the resolution is manually changed by player. Resolution scaling is gross and belongs in the trash Graphics settings are saved correctly when modifying! Some minor fixes in UI display for retaining the color theme saved Pier walls in Ghost level now have collision enabled
- Hotfix 5.3.2 - 13 January 2022
- fixed ammo carry over issue where it would not carry over across levels -jump rebinding now works correctly -crouch rebind now works correctly