A Classic TPS with a Disturbingly Eerie World, Influenced by SCP and Backrooms. “Anomalys” Hands-On & Developer Interview [TGS 2026]

I got to try out *Anomalith*, a game where you explore otherworldly realms and fight using gunplay and “Mutation Skills,” at TGS 2026.

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It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. It’s clearly influenced by SCP and Backrooms. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]
  • It’s a classic TPS, yet the world is way too eerie. Influences from SCP and Backrooms are evident. “Anomalys” Hands-On Report & Developer Interview [TGS 2026]

"Anomalith," developed by Furyu, is a survival third-person shooter in which players explore the "Otherworld," a special space where anomalous phenomena occur.

The game was showcased at the “Tokyo Game Show 2026.” Since we were able to try it out at the venue, this article brings you our hands-on report.

In the latter half of this article, we also conducted a mini-interview with the game’s producer. We discussed how the project came to be, the horror elements, and the relationship between gunplay and the “Mutation Skills.”

A Surprisingly Traditional TPS Set in the Eerie “Otherworld”

With terms like “Anomaly” and “Otherworld” appearing in its description, I had imagined a game with a unique premise and a distinct style. However, after actually playing it, I was struck by how surprisingly simple the action mechanics are—it feels like a classic TPS.

During this hands-on session, I experienced the game’s opening sequence, exploring the interior of a building that has been transformed into the Otherworld. Armed with a handgun and a submachine gun, I made my way deeper into the building while taking down enemies roaming the halls.

The shooting mechanics themselves are straightforward, and anyone with TPS experience should get the hang of them relatively quickly. On the other hand, enemies have more health than they appear to, and it takes four to five shots from a handgun to take one down.

Of course, bullets spread, and your accuracy drops when moving, so rather than just firing wildly at every enemy you spot, you had to fight while being mindful of your limited ammo.

While exploring the otherworld, you can collect items dropped by defeated enemies, as well as gather supplies from lockers and other locations along the way.

Some of these items—such as bullets and grenades—directly impact future combat. The game’s progression—defeating enemies to collect supplies and advancing while searching rooms and lockers—offered a gameplay experience similar to that of a “route shooter.”

Since the enemies’ health is set fairly high, finding ammunition provides a significant sense of relief.

The enemies are simple yet eerie. The “Mutation Skill,” which allows you to dive into firefights, is also impressive.

While the gameplay is a relatively orthodox third-person shooter, the stage and enemy designs feel quite unique.

What left the strongest impression on me was the enemies’ design—while they aren’t extremely complex and retain a humanoid form, the textures, which look like a collage of tiles and pottery shards, create a sense of foreignness that, precisely because of its simplicity, heightens the eerie atmosphere.

Given the premise of investigating anomalous entities known as “Anomalies” and equally anomalous spaces, I personally sense an atmosphere reminiscent of SCP.

And what really sets this game apart from standard shoot-’em-ups is the “Mutation Skill” used by the protagonist.

Normally, you’ll be wielding a handgun or submachine gun and firing bullets at enemies, but the moment you activate the skill, the combat suddenly takes on the flashy nature of a “superpower battle.”

Rather than treating gunfire and superpowers as equals from the start, the game weaves the “Metamorphosis Skills” into gun-centered combat, which I felt really enhances the sense of something special when the skills are activated.

Since using the skill consumes MP, I personally appreciate that gunfights remain the main focus.

The reassuring feel of a classic TPS, the fun of a “looter shooter” where you scavenge for supplies, and a unique world based on the concept of “Anomalies.” Even in this brief hands-on session, I was able to experience the various elements that make up this game.

So, what inspired the creation of this title that combines a supernatural realm with the TPS genre? Next, we’ll hear from the game’s lead developer about how the project came to be and the key points they focused on during development.

Influenced by SCP and Backrooms. How Did “Otherworld × TPS” Come to Be? We Ask the “Anomalys” Development Team

――First, could you tell us how the concept for this game came about?

Furyu Representative: Many members of the development team love guns and TPS games, so initially, a survival horror title like *Resident Evil* was also a candidate for the project.

However, there are already so many games out there that simply making another traditional survival horror title wouldn’t stand out. So, we decided to incorporate horror elements originating from the internet—like “Backrooms” and “SCP”—which the development team loved.

The project began by combining the experience of walking through strange spaces—like liminal spaces—with a gun-based TPS.

――When I actually played it, I felt it was a game where you experience a sense of eeriness in relatively well-lit spaces, rather than just moving through pitch-black areas.

Furyu Representative: We’re careful not to lean too heavily on jump scares or games that rely solely on dark settings to create fear.

We focused on making players feel fear based on the objects present and the way the space is designed, even in well-lit areas. However, if it’s too bright, the sense of fear disappears, and it can actually end up looking cheap.

That’s why we’ve carefully fine-tuned the staging and lighting to determine exactly how much light is needed to maintain that sense of eeriness.

――The parts where you gather supplies by defeating enemies or searching lockers have a bit of a “run-and-gun” feel to them. Was that a conscious design choice?

Furyu Representative: If we made it purely a survival horror game, it would be challenging as a game, so for elements like gathering supplies, we’ve drawn some inspiration from titles like *Escape from Tarkov*.

However, we’re making a conscious effort not to make it too hardcore.

We place great importance on striking a balance with accessibility so that players who start playing out of interest in the characters and the world don’t get discouraged by the complexity of the systems and give up halfway through.

――I was also struck by how “Mutation Skills” suddenly appear in combat, which is primarily gun-based. What role do these skills play?

Furyu Representative: Guns remain the core of combat. The Mutation Skills are not meant to replace guns; they’re designed as secondary attacks or tools to support combat.

For example, we envision players using them to deliver the finishing blow to an enemy to conserve ammunition, or using them like a parry in situations where they can’t dodge an attack.

Since there are abilities that can help you escape dire situations as well as powerful moves akin to special moves, we’d be happy if players used them selectively depending on the situation, while combining them with gunfire.

――How do you go about designing Anomalies and otherworldly realms?

Furyu Representative: When it comes to characters and monsters, rather than specifying detailed shapes from the start, we convey the necessary symbols and direction to the concept artists.

We then incorporated the resulting designs into the maps while considering how they would appear in-game.

Since the director was originally in charge of map design, we’ve put particular effort into translating the impression of the concept art into spaces that players can actually explore.

――Are there any specific parts of the maps you’d like players to pay attention to?

Furyu Representative: We’ve included various elements even in areas that aren’t strictly necessary to explore as you progress through the game.

For example, if you look closely at details like the posters in the hospital or the ceiling, I think you’ll find playful touches and creative expressions added by the designers.

Rather than just creating what we’re told to, the designers on the team often add elements of their own accord. When exploring the otherworld, please be sure to pay attention to the details around you.

――Thank you very much!


“ANOMALITH” is based on a classic third-person shooter (TPS) while incorporating elements of liminal spaces and internet-inspired horror.

I’m curious to see how the game’s cycle of defeating enemies and gathering supplies, as well as the “Metamorphosis” skills used between firefights, will evolve during extended exploration. Along with the artistic elements hidden in the details of the otherworld, I’m looking forward to experiencing all of this in the full release.

*ANOMALITH* is scheduled for release on October 29, 2026, for PC (Steam), Nintendo Switch 2, andPS5.

By さかな_