
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 included in this release but I may revisit it.
ChangeList:
Map updates
The last 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.
-Enemy encounters in Kosolov Outback improved.
-Start location adjusted in Kosolov Outback
Kosolov Nightfall (Level 6) Overhaul with adjustments to layout and visualsOverhaul with adjustments to layout and visuals
-Meat (Level 7) Overhaul with adjustments to layout and visuals
-Prison (Level 8) Overhaul with adjustments to layout and visuals
-Ghost (Level 9) Overhaul with adjustments to layout and visuals
Transition (Level 10) Overhaul with adjustments to layout and visuals
-Kosolov Edgeland (Level 15) features an overhaul and a new endgame boss
AI Updates
-Enemy jumping has been reworked entirely.Let’s jus call it Jetpacking instead. Characters now are smarter when jetpacking and will jump at more consistent speeds from locations which results in a more interesting gunfight
-Stalkers will now perform dodges during combat
Gameplay Updates
-Shotgun is 50% more powerful damage per projectile is now 15
-Super Shotgun is 60% more power and damage per projectils is 24
-Standard and super shotgun spread patterns adjusted
-Lots of new destruction particle effects added
-New enemy sounds
-Fixed an AI bug where enemies would stop moving if you run out of their filed of vision
-Barrel explosion damage reduced by 80% for player
Misc Updates
-New music tracks added to varioius levels. A collection of music written by BOD has been added to the game. These are top tier Doom inspired ‘argent metal’ style tracks which really spice up the gameplay. I'm really happy with how these turned out. You can listen to more music BOD on Spotify
Adjusted sound concurrency settings to avoid distorted sounds when dealing with large groups of enemies
-Adjusted volume levels of various sound effects
-Updated lore entries when looking at lore interaction points in the world.
-Particle trails have been adjusted with less strict occlusion rules so they don't suddenly seem to disappear anymore especially when the point of origin is just outside player view





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