Anomaly Walker Games

Over the last few days I’ve been fixated on a sub-genre of games that I’m gonna call “anomaly walkers”.

First and foremost, if you haven’t played The Exit 8, stop reading this and do so now. I went into it knowing nothing about it other than that it’s a “repeating hallway” game inspired by PT, and I really enjoyed it. It’s also less scary than PT if that’s a deciding factor for you.

Exit 8 – and all the other games I’ll talk about here – are less than $3 each, and even lower right now during the steam winter sale:

OK, now onto what I want to talk about. A lot of this is conjecture, so lemme know if I’m wrong.

For several years, there’s been a genre of games called “anomaly games”. Also known as “spot-the-difference” games, anomaly games present you first with a “vanilla” scene, and then present you with the same scene over again, possibly with something different about them.

The first anomaly games were what I’m gonna call “camera anomaly” games. Inspired IMO by FNAF, these games cast you as a security guard switching between security cameras in different rooms, and trying to spot differences. The most popular (I think?) of the camera anomaly games is the I’m On Observation Duty (Dec 2018) series. In these games, you switch between those cameras, and if you spot something different you “file a report” stating which room the “anomaly” is in, and what kind of anomaly it is (object moved, object disappeared, ghost, etc.). If there are too many uncaught anomalies at once, it’s game over.

I only played the first of these games and didn’t like it. You’ll rarely see a change happen, so you’ll change cameras back to a changed room and something will be moved by 2 pixels and you won’t notice it at all, or have any readily-accessible “baseline” to compare it to. I guess the way to play it is to just take a screenshot of the “normal” version of each room, and then keep alt-tabbing back and forth between the game and your screenshot looking for any miniscule changes. I realize this first one is probably rougher than later ones in the series are (there are 8 of them!). If anyone has played more of these and can recommend a better one to start with, let me know.

Kotake Create, the developer of The Exit 8, says he was inspired to make a combination of I’m On Observation Duty and PT (I suspect everyone here on SB knows what PT is).

The Exit 8 is much closer to PT than I’m On Observation Duty; like PT, you walk down a hallway in a first-person view, and when you get to the end of the hallway you find yourself in another nearly-identical hallway with some differences, and this repeats until you finish the game. Also like PT, there is no “interact” command (PT does have one moment where you have to press the X button, but The Exit 8 doesn’t even have this) and you can only move. Unlike PT, you can also run by holding down a shoulder button, which you’ll primarily use the few times something chases you.

In PT your goal is always to get through the door at the other end of the hallway, sometimes solving a puzzle or avoiding Lisa the Ghost along the way. In The Exit 8 you have more agency, but thankfully it’s reduced from Observation Duty’s “too many options” to a binary: if the hallway looks normal, you walk straight through. If there’s an “anomaly” in the hallway, you turn around and go back the way you came. Whichever direction you go, you end up in the next iteration of the hallway. If your choice was correct, you gain a point – indicated by a sign on the wall, where points are represented by how close you are to “Exit 8”. If your choice was wrong, then you’re reset back to zero points. The theming is a hallway in a subway station. A man is walking the other way down the hallway, and ignores you in most cases. “Anomalies” vary from very obvious things like the tunnel suddenly being flooded with water, or a pair of Japanese businessmen standing in the middle of the hallway, to much more subtle things like the posters on the wall slowly growing, or the normal maps on some of the floor tiles being replaced by spooky faces. In the majority of cases, you’ll either see something wrong and turn around, or you won’t see anything wrong and keep going, hoping that the points sign will be incremented rather than reset to zero. In a few cases, you get “caught” by something and the screen goes white, and then you’re back at the sign and it’s reset to zero. Once you successfully pass each anomaly, it will no longer appear, but if you fail to identify an anomaly it will get shuffled back into the list of hallways.

Once you get to 8 points, you get the normal ending of the game. You are then told via a diegetic sign how many anomalies you have not passed (either because you failed them or because you reached exit 8 before they came up in rotation). You can then continue the game, trying to pass the rest of the anomalies, and the sign updates to show you how many are remaining. Once you finish all of these, you get the “true ending”.

The Exit 8 was made by one person using a lot of stock assets, and it shows, but it’s handled well and became so popular that it spawned this whole “anomaly walker” sub-genre, and a feature film(!!).

To recap: The core mechanics of Exit 8 which subsequent anomaly walkers more or less inherit are:

  • PT-style repeating area
  • An NPC in the area who ignores you
  • One “normal” version of the area, presented about half the time, and many unique “anomalous” versions presented the other half
  • First-person with minimal controls: walking, turning, and run (no interaction button)
  • Binary pass / fail system, triggered by either going straight to mark an area “good”, or turning around to mark an area “bad”
  • Score that increases on every successful choice, and resets on a failed choice
  • Anomalies are removed from the rotation once you successfully mark one “bad”
  • Normal ending when you reach 8 points
  • More game after normal ending with “anomalies remaining” indicator
  • True ending for correctly marking all anomalies “bad”
  • No HUD: all progress (score and remaining anomalies) are presented diegetically

On to the other games! The Exit 8 was released in Nov 2023, and rather than going chronologically, I’m going to list these games based on how closely they follow the above core mechanics.

Ten Bells (Aug 2024) is set in a late-19th-century pub. The pub is the largest and most detailed setting of all of these games, spanning two big rooms and a hallway. It’s also the most jumpscare-heavy of these games; you are told from the get-go that the pub is haunted, and most of the anomalies relate to the ghost and the narrative of how the ghost died.

Gameplay differences from the norm are:

  • You need 10 points to win instead of 8
  • There are 2 people in the area who (normally) ignore you: a bartender and a maid
  • The first time you reach a new point threshold, you unlock an object in the lobby area that tells you a little more about the story.
  • The anomalies are all named, and after you get the normal ending, rather than just a number you are shown a list of the names of all of the ones you’ve completed, with “???” shown for uncompleted ones (it would be nicer to show the names of the uncompleted ones, since their names are indirect references to what they are, and would serve as a hint to where to find them)

Ten Bells also has a “nightmare mode” that I haven’t tried yet, which includes the anomalies that were cut, mostly for being too subtle.

The next closest game – and my favorite – is The Cabin Factory (Dec 2024). This one was on my Steam wishlist for a long time, and it honestly looked like gimmicky garbage from the steam page. But I got it in a bundle with The Exit 8, and was shocked by how good it is.

As usual, you get the normal ending at 8 points, and then it tells you how many anomalies are left, and then you finish all those and get the true ending. Rather than walking down a repeating hallway, each area is a structurally-identical cabin that comes down a giant conveyer belt, and you mark a cabin good or bad via buttons on a control panel near the front door of the cabin (using an interact button, although this is the only place in the game where you use the button). Points are indicated by lights on the control panel, and the number of remaining anomalies is on a sticky note on the control panel.

What sets The Cabin Factory apart is that it tweaks the good / bad criteria: regardless of how different a cabin looks from the baseline, it’s still good unless something moves, either while you’re watching it, or while your back is turned. Thus the game can present a wide variety of creepy tableaus that can differ significantly from the baseline but still be “good”. This keeps you nervous and on your toes, and creates an extra level of surprise when you’re staring intently at a character to see if they’re moving, and they suddenly spring to life and start chasing you.

The most different “anomaly walker” from The Exit 8 is its direct sequel, Platform 8 (May 2024). It’s set on a subway train, and the repeating area is a subway car. As usual, you get the normal ending at 8 points and the true ending once you’ve finished all anomalies, but it differs from the core gameplay in a few big ways.

First and foremost, you lose the agency to mark an area good or bad. Instead – like PT – your goal is to get through the door at the other end of the train car. Some of the anomalies are purely cosmetic, like the overhead lights flickering or bloody handprints appearing on the walls. Others require you to “spot the creepy thing” in the train car – there’s no fail state to these ones, you just can’t progress until you spot the creepy thing. Many of the cars, however, have monsters in them, and if the monster catches you you get a little jumpscare, which comprises the only fail state that makes you start over from zero. As such, Platform 8 takes most players much less time to complete than The Exit 8, where you’re carefully scouring the area for any subtle anomalies, and then holding your breath as you turn the corner at the end of the hallway to see whether your score has increased or reset.

Platform 8 also has an interact button, but it’s only used to open the door at the end of each car, and in some cases to sit down.

So these are all the “anomaly walkers” I’ve played so far. Check them out! They’re a lot of fun! And they’re all less than $3 each which is a steal!

If you know of any others that aren’t on this list, please tell me! Since I’ve just made up the sub-genre “anomaly walker” and there isn’t even a tag on steam for “anomaly” games in general, it’s hard to find these games on my own.

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I think Devotion definitely fits in this framework. The apartment changes from something commonplace to more disturbing variations. Everything is rendered in exquisite detail, too.

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These look great, and I’m going to give Exit 8 and The Cabin Factory a try.

Seems to me that there are currently a lot of small developers who are primarily interested in creating uncanny spaces, but feel they have to find a way to slather game mechanics onto those spaces to get players engaged (IMO, not something that’s actually necessary, as Lilith Zone has shown, but hey).

Of course there’s the classic walking sim where you’re collecting diary entries or voice logs, and then recently there’ve been those “liminal space” games that create interesting areas but then form them into overlarge mazes you have to get lost in, like:

I like this Anomaly Walker taxonomy, seems like a fun twist on this phenomenon.

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Is that the one that steam took down at the behest of the Chinese government?

Good call about the simple mechanics. These games are primarily by artists who aren’t steeped in game design mysticism, and are more focused on making visually striking games with light mechanics.

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I liked The Exit 8 and it was especially fun with someone else watching and chiming in. I hope to watch the movie someday.

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I’m curious if there’s more examples of games that have brief anomaly walker sequences. I’m thinking of Control and parts of The Stanley Parable.

It’s the one you’re thinking about, yeah

I think of the Silent Hill games as forerunners of this, with the way you revisit evolved versions of the same area. And of course they led directly to P.T.

Maybe Silent Hill 4 in particular, with the apartment hauntings.

I think Steam never even considered allowing Devotion on their platform due to its heinous transgression. Minty is right. I’d forgotten that it was briefly on Steam and that Red Candle removed it themselves.

GOG was brave enough to say they were going to include it in their store, but then the very next day they announced they’d changed their minds because “gamers” didn’t want the game to be available for purchase.

I’ve been happy to see that Red Candle Games seems to be doing well these days.

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This isn’t true. I have a steam copy from before it was taken down. It’s still unconfirmed what exactly pushed it to being delisted, but one major factor was review-bombing by Chinese gamers. The publisher pulled it themselves, I think. The “incriminating” asset was a jpeg hidden in a folder within the game’s package. It’s outrageous that there was such a reaction to something so petty.

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I’ve found a couple more:

Twisted Gallery (July 2025) is decent; it mostly follows the norm, but doesn’t have either a normal ending or a true ending. It also only tells you how many anomalies you have left each time you reach the end, rather than after each area, and when you get all the anomalies you get an achievement and then it immediately shuffles all the anomalies back in and starts over, with no other indication that you’ve found them all.

However, it’s worth it for the cat. If you see a summoning circle in front of the bookshelf, stop and watch it. And keep watching after the cat appears. You will not be disappointed.

Also the “duck souls” room is cute.

The other game is Shinkansen 0 (mar 2024) a fairly mediocre anomaly walker set on the Shinkansen. The anomalies are obvious, and the game feels like it’s mostly about Chilla’s Games flexing their art skills (which are impressive!) rather than making an interesting game.

I couldn’t find a way to show the “remaining anomalies”. It’s also KBM-only, unlike all the others.

One notable difference is that there are two different areas: an easier area called the “green car”, and a slightly-harder-but-still-easy area called “the blue car” which you do after you reach 8 points on the green car. There are also people you can talk to, who are all aware of the looping, which honestly makes it less spooky and interesting. Maybe there’s more to the game, but I couldn’t easily find it, which makes me think that there probably isn’t.

Neither of these are as good as the first four, but if you play through those and crave more then you’ll probably enjoy Twisted Gallery, but should probably skip Shinkansen 0.

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Yes! These are all especially great to play with my kids watching, because they’ll often spot things I’ve overlooked, which makes it a fun interactive experience where we all feel engaged.

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Last week while visiting family I showed Exit 8 and Platform 8 to my little nieces and nephews. Those old enough to use a controller took turns running through the games until each of them had won at least once.

Playing by committee was a different and fun experience. There was a lot of discussion about “the man.”

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A few more:

I haven’t finished it yet, but I’m really enjoying Who’s At the Door? (Jul 2025)

You’re a (possibly homicidal) schizophrenic shut-in. A loop involves waking up in your room, and then inspecting your apartment. This game’s anomalies are presented as schizophrenic hallucinations. There’s the added wrinkle that if an anomaly disappears on its own after a few seconds, then it doesn’t count.

It also has a clever way of marking the area good or bad: at the other end of your apartment is the front door that someone’s pounding on. And next to the door is a side table with your meds on it. If you think you’re hallucinating you take your meds and go to sleep, and in the morning you see if your score has incremented or reset. But if you don’t think you’re hallucinating you open the door. If you were right you see the social worker who’s come to check up on you and bring you more meds. But if you were wrong you get a jumpscare of a bunch of spooky hands!

When you get to 8 points, you move on to the next chapter; I’m not sure, but I suspect that there are some anomalies that are unique to specific chapters. I’m currently on chapter 3.

I specifically want to note that I’ve been playing all of these with my kids helping out, and so far Ten Bells has been the most violent, but still PG-13-ish. Who’s At the Door is mostly safe to play with kids, and mostly tamer than Ten Bells, but I had to send my younger kid out of the room at the first “surgery” scene because I suspected that it would be too upsetting and I was right (the action is silhouetted behind a curtain, but still very torture-screamy and nightmare-inducing for tiny brains). The rest of the game, however, has been fine for him so far.

One downside is that although it’s been released for PS4/5 and Switch, the PC gamepad controls are broken, and trying to setup steam input caused other problems, so I’m having to play it KBM which my wrists do not appreciate. Frustratingly, the demo played perfectly on gamepad via steam input, but it looks like they broke that in the full game, in the process of implementing controller support for consoles and halfway implementing that for PC.

And here are a few that I didn’t enjoy:

Floor 9 (Sep 2024) is a middling anomaly walker set in a hotel hallway. None of the anomalies are particularly inspired, and it’s also the only one that repeats anomalies you’ve already cleared, so you have to keep checking for them every time, and could potentially never see all of them and get the achievement for doing so.

I think there are supposed to be one or two chasers, but they don’t work. LOL.

Also the “good / bad” selectors are elevator buttons which have really small hitboxes and are a pain to hit; it would’ve been better if they’d just had two elevators – one lit up red inside and one lit up green – and you choose by walking into one or the other of them.

The 5th Door has an interesting twist, but it seems to be poorly implemented. Set in the foyer of The Blue Prince for some reason, each area gives you 4 doors to choose from with poker suits on each of them, and tells you that every room has an anomaly, and the anomaly in each room tells you which door is the correct one.

The problem is that they usually don’t; you’ll find an anomaly, and it will give no indication of which door is the correct one. If the man in the middle of the room is replaced by a younger man, which door does that indicate? If a portrait watches you move around the room, what does that indicate?

It also made my video card make jet airplane noises, and when I lowered the graphics quality the first thing to go was the symbols on the doors, which seems like kind of a crucial detail.

One of the downsides I’ve found with all anomaly walkers is that you can sometimes miss a cool anomaly if you mistake something else for the anomaly and mark the room bad, and get the point for that, but then later discover that the thing you thought was the anomaly isn’t, and you just lucked into guessing correctly, but in doing so you missed seeing the actual anomaly. Whew!

So I had high hopes for Captured (Oct 2024), because its description says “capture anomalies on camera”, which I thought would be a good fix for this issue: you have to specifically find an anomaly and take a picture of it for it to count.

But that’s not what it is at all. It’s actually just a walking version of Observation Duty, including the whole “file a report on what kind of anomaly happened in what room” thing.

It also has the mechanic I hate where every time you want to open a door you have to hold LMB on the doorknob and move the mouse up to open the door, which is always finnicky. And the gamepad support is broken; it’ll give you the prompt to press a button, but that button doesn’t actually do anything, and none of the other buttons do either. But that input works just fine on KBM.

So I didn’t get too far into it before moving on to the next game.

It was clearly inspired by Skinamarink – which isn’t really a good thing or a bad thing – to the point that the capsule image for the sequel is a demonic Fisher-Price Chatter Telephone.

I also played a little bit of Stairway 7 (May 2024). It was kinda janky, and the gamepad support was once again broken, and – hilariously in a game all about going up stairs – I kept getting stuck on the stairs colliders. It also scared me away by having health potions and shooting and ammo and inventory management, because the idea of a hybrid anomaly walker and survival horror game really doesn’t appeal to me.

It’s kinda weird that all but one of the games I played today (Floor 9) had controller issues. I suspect it’s because I’m getting pretty close to the bottom of the barrel.

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I’m fascinated with the Exit 8 film. I’ve only seen the trailer, but it looks like it’s done nothing with the concept in a narrative or filmic sense and it’s literally people going about the hall explicitly trying to spot anomalies, literally relating the rules of the game in dialogue. Sort of brave!

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Freaking Hallway (not out yet, only demo) asks the burning question: “what if you could kick hallway guy in the nuts?”

This is not hyperbole; you have a dedicated kick button, and there are two NPCs in the hallway, and you can kick both of them and they ragdoll and fly through the air.

In addition to the kick button, there’s an interact button, and a flashlight on/off button. And there are chasers but you can’t outrun them. Unless maybe you get a head start before you even see them or something?

Best of all, the protagonist is CONSTANTLY talking like an annoying twitch “let’s play” streamer, and literally saying things like “bruh, you look like an NPC” and “quit lookin’ at me bro” and “I’m too black for all this darkness.”

Haaaard pass.

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Exit 8 has been perfectly recreated in Roblox! They also added some more anomalies, but thankfully they’re fairly obvious (at least of the one I’ve seen so far).

Crazy!

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I’d written off The Stairway 7, but I gave it a try anyway today. it’s really half-baked.

Previously, I was driven away by the game having “shoot” and “reload” controls, but it turns out there is no shooting, the developer just used a generic first-person-shooter plugin from the Unity asset store, and probably didn’t know how to change it. This also means that the mouse buttons don’t do anything because they’re reserved for shooting that doesn’t happen, and you have to use Q and E to interact with things.

There are “health potions” though; every time you miss an anomaly you get a jumpscare that takes off 40% of your HP, and a health potion restores 40% of your HP. If you run out of HP and die, you restart 5 floors below where you died, which is great because there are 70 floors.

There are 8 inventory slots, but there are no items besides health potions.

But the biggest problem with this game is that every anomaly is always on the same floor; on floor 15 a chair always slides toward you. On floor 30 there’s always a pentagram on the ceiling. This makes progression trivial, as even if you miss an anomaly you’ll get the jumpscare, so you can just write down that there’s an anomaly on that floor without having any idea what it is, and mark that floor bad the next time you get to it. So you can play it entirely by trial-and-error, and there’s no replay value. (There’s an “Endless Mode”, which might actually shuffle the anomalies, but after playing through the normal mode I had no interest in trying it.)

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I’ve started a curated list on Steam for Anomaly Walkers that I like and recommend. I’m only including ones I liked in the curated list. (Although I’m reviewing both good and bad ones on my personal Steam account.)

There are a couple on the list that I haven’t mentioned here; specifically Kyoto Anomaly and Shift 87 (although neither holds a candle to some of the better ones I’ve mentioned here).

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False Mall (2024) is my new favorite anomaly walker; over Cabin Factory and Ten Bells and all the rest. I picked it up on a whim, and never would have suspected a game with such unassuming screenshots could be so good.

Something that I’ve found is a common problem in anomaly walker games is that the player can miss anomalies; if they mistake something normal for an anomaly in an anomalous area, or if they just “get bad vibes” and turn around and leave, they can miss seeing whatever clever thing the anomaly is. This game fixes that perfectly by making you take a picture of each anomaly (and uses a moving reticle to assure you that you’re taking a picture of what you want to). If there’s no anomaly in the room, you proceed through the exit door. If there is an anomaly and you take its picture, then the exit door opens automatically to let you know you got it (sometimes there are multiple places you have to take pictures for an anomaly, and the door opens to let you know that you’ve taken all the pictures). And if you take a picture of the wrong thing, then the lights flicker and the muzak stops to let you know that you failed that area.

The anomalies here are all “fair” and clever, and many of them are laugh out loud hilarious. Because of the “camera” mechanic, many of the anomalies also play a ridiculous special animation when you take a picture of them.

This game has another fantastic “quality of life” feature, in that each time you miss the anomaly, a sign in the “lobby” between areas shows you exactly where the anomaly was, and the door to the previous area stays open, so you can go back and see what it was so you know to keep an eye out for it next time. This felt SO much better than having to look up subtle anomalies in a guide, which I always end up having to do for the last few in a game.

Another great feature that the camera mechanic facilitates is that once you get the “normal ending” and are hunting down the remaining anomalies, you can set to game to always have an anomaly. Because the camera means that you can’t just duck in and out of a room to score the anomaly; you have to find the anomaly and take a picture of it, which is still often a challenge even when there’s guaranteed to be an anomaly in the room.

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