Anomaly Horror: A Flawless Concept (Almost)

I recently discovered the anomaly horror genre for myself, and though I’m no expert, I’d like to share my observations. One of the first notable games in this genre, in my opinion, was The Exit 8, which was released in November 2023. Since then, many clones have appeared, most choosing similar locations—metros or trains (Shinkansen 0, Anomaly Exit, The Anomalous Hour). Some went further, like False Dream, set in a Japanese apartment. [img]{STEAM_CLAN_IMAGE}/45235948/f94c2e8832a4a354db36ba2bc21c2908f2b0af88.jpg[/img] [img]{STEAM_CLAN_IMAGE}/45235948/5aa0a31fa2ded4eaa5d5786157be9388d88df001.jpg[/img] [img]{STEAM_CLAN_IMAGE}/45235948/2457dd0d41c94253aace4e3fb7a247245407cc67.jpg[/img] [img]{STEAM_CLAN_IMAGE}/45235948/d018461560d6076865b69c425fadde31a8740adb.jpg[/img] I don’t attach a negative meaning to the word "clone". A clone can either simply copy ideas or develop them to new heights. Iconic games like Portal and Minecraft started as direct clones of predecessors that only geeks remember today. So, I use the term "clone" neutrally. Analyzing these games, I realized that the concept of anomaly horror is incredibly intriguing and practically flawless. [h2]Focus on Details[/h2] The main feature of this genre is that it forces the player to stay constantly vigilant and attentive throughout the game. Progress requires paying attention to details. In this state, even minor events, like a shadow or a sound, can trigger a strong emotional reaction without the need for loud jump scares or monsters. This approach is perfect for horror and doesn’t come across as cheap. [h2]Level Design and Assets[/h2] One advantage of the genre is the ability to infinitely reuse the same location, such as a corridor or train car, repeated in cycles. This simplifies development since there’s no need to create a lot of new assets, and the same location is perceived as a liminal space, creating an appropriate atmosphere. This is especially useful for indie developers with limited resources. [h2]Flexibility and Design[/h2] This genre allows developers to avoid many mistakes related to scope and scope estimation thanks to its design. You can stop active production at any point after implementing the minimal number of anomalies needed for a single playthrough. It's easy to make global changes, and the liminal space doesn’t just forgive a lost scene context or lack of cohesion—it encourages it. Minimizing damage from mistakes is key. [h2]Gameplay[/h2] In this genre, the player constantly makes choices. In each new "room," they decide: turn back or move forward? Some games enhance this with additional mechanics, such as photographing anomalies. These choices make the game more interactive and less linear. The player isn't just riding the rails of a haunted attraction or observing events—they actively participate. Indie games are often popularized by Let's Players. If a game is linear, a potential player might watch a playthrough and lose interest. But if there’s an element of randomness or interactivity, it encourages players to experience the game for themselves. [h2]Scaling and Development Speed[/h2] Another important advantage of the genre is its scalability. It's easy to add new anomalies or mechanics without changing the core structure of the game. This gives the developer creative freedom. As for my project, in just three weeks, I managed to create a fully ready demo, set up and pass Steam page verification, make a trailer, promotional materials, and even add non-essential features like Steam achievements and several additional game modes. [h2]My Experience with Metrophobia Development[/h2] [img]{STEAM_CLAN_IMAGE}/45235948/0dc4c57e9ec85573da32c2fbb9abf162ea8e6582.jpg[/img] For me, developing Metrophobia wasn’t just a way to take a break from my main large-scale project, I Want To Believe; it was also an opportunity to get this new game ready for the Scary in Steam 3 festival. [h2]"Cheap" Anomalies[/h2] The first thing I realized during the process was that not all anomalies need to be complex, noticeable, and "expensive" to develop. Initial tests showed that such anomalies are impossible to miss, and as a result, the player has no room to make a mistake in their choices. It’s crucial to include simple anomalies that demand more attention from the player while requiring minimal effort from the developer. This isn’t a cheap trick—it’s a necessity for the concept to work. These small details help keep the player alert and engaged, maintaining the tension and suspense. [h2]The Main Challenge[/h2] The real challenge for me was figuring out how to create a demo version of such a game since it’s unclear what could be cut. I haven’t had the chance to fully test my idea yet, but I’ve decided that the full game will have several spatial loops, while the demo will feature only one. [h2]Game Modes[/h2] To add replayability, I decided to include several additional modes. [img]{STEAM_CLAN_IMAGE}/45235948/1244787da65d1250fd24ce2bdaff035f5f925f33.png[/img] The first is a mode styled as "analog horror" with VHS effects. It lowers FPS, alters the graphics, adds visual noise, and creates the feeling of an old recording—something that’s in high demand today. [img]{STEAM_CLAN_IMAGE}/45235948/8c0c23c6a18786877f7722d3f24bbf4fe3520df0.png[/img] The second mode is "Dark Mode," where the player has only a flashlight and must navigate through complete darkness. This makes the game scarier and more challenging. Additionally, I’m working on a secret comedy mode, which could potentially become the game’s selling point or, more precisely, the driving force behind free promotion. The idea is that activating this mode would present new or modified old anomalies that humorously exploit horror tropes and famous memes. For instance, Metrophobia has an anomaly where a phone rings, and a terrifying voice tells the player something stereotypically creepy. In the comedy mode, it could play the viral audio "Why are you gay?" Or, imagine entering yet another room and seeing a zombie stuck in a washing machine in the middle of it. If the player has a strong sense of humor, approaching the zombie from behind reveals a second layer to the joke, where the trap turns out to be contrived, and the zombie instead eliminates the player. This could attract the attention of players and bloggers alike. It creates a kind of window into "meta-horror" and "meta-humor," and I see great potential for this mode to go viral on TikTok and imageboards. [h2]Conclusion[/h2] The concept of anomaly horror is the perfect option for those who want to create an indie game quickly, interestingly, and with minimal risk. My game Metrophobia is an example of how you can evolve this idea, adding unique mechanics and modes.