Anomalies

Anomalies

The complete Anomaly Detected anomaly catalog: every confirmed anomaly type by chapter, what changes in the room, decoys to ignore and how the report threshold actually works.

~61
Tracked Anomalies
5
Chapters
4
Classes

Introduction

Anomalies is the heart of Anomaly Detected and the section this wiki was built around. The entire game is a catalogue: each contract hides a fixed pool of changes that can appear in its rooms, and a shift only spawns a subset of them, so you can never simply memorise one list and switch off. What makes the section worth studying is that anomalies fall into readable classes. Object changes — moved, duplicated or missing props — are the most reliable reads on a camera feed and the best starting point for a new player. Lighting changes come next, since a dead bulb or a lamp that has changed colour alters the whole frame and is usually noticed before the object it was hiding. Figures in frame are the most dangerous class: a silhouette in a doorway that was empty during your baseline will not move, and a still shape is far easier to walk past than a moving one. Cutting across all three is the decoy problem. Some details look wrong but belong to the normal set, and reporting one costs you both the time and, on stricter tiers, a step toward failure.

Anomaly Classes Quick Reference

ClassWhat ChangesReliabilityWhere It Appears
ObjectProps move, duplicate or vanish between your baseline and the current feedHighest — easiest to confirmEvery chapter
LightingA lamp dies, changes colour, or a room is lit that should be darkHigh — visible across the whole frameChapter 2 onward
FigureA silhouette stands in a doorway, corridor or window that was emptyLow — still shapes are easy to missChapter 3 onward
DecoyNothing real changes; the detail just looks unusualInverted — must not be reportedEvery chapter

Anomaly Classes

S

Moved Object

active

The most reliable read in the game

What You SeeA prop sits somewhere it does not belong — a chair turned away from the desk, a book relocated to the wrong shelf, a mug shifted across a tabletop that was clear during your baseline pass.
How to ConfirmCompare the object against its neighbours rather than against your memory alone. Rooms are usually laid out in a deliberate order, so an item breaking that order stands out once you stop looking for something dramatic.
ReportingReport immediately once you are confident. Object anomalies are the class where hesitation costs the most, because the read is clean and the time spent second-guessing is time no other camera is being watched.
Tier NoteOn Veteran the spawn rate rises sharply, so object changes often arrive in pairs. Sweeping a room twice before moving on is worth more than a slow single pass.
S

Duplicated Object

Two of something there should be one of

What You SeeThe same item appears twice in a frame: a doubled lamp, a paired painting where the room only ever had one, or two identical boxes stacked where the baseline showed a single crate.
Why It Is ReliableDuplication is a structural change rather than a cosmetic one, so it survives a quick glance better than a subtle colour shift and rarely requires zoom to confirm once you know the room.
Watch Out ForGenuinely paired objects. Some rooms are furnished with two lamps or two chairs by design, and reporting a design pair as a duplication is a classic decoy mistake.
Sweep HabitCount key props as you learn a room — one desk, two chairs, one lamp. A fixed count turns duplication and removal into arithmetic rather than a memory test.
A

Missing Object

The empty space where something was

What You SeeA hook with nothing on it, a bare patch on a wall where a frame hung, or a gap in shelving that your baseline recorded as full. The absence is the anomaly.
Why It Is HarderHuman attention is drawn to what is present, so a missing object rarely pulls your eye the way a moved one does. It has to be found by deliberately checking expected positions.
Best PracticeWalk your baseline in a fixed order and note what occupied each anchor point. When you re-sweep, check the anchor points first rather than scanning the room freely.
Chapter BiasMissing-object anomalies are most common on the outdoor Neighbourhood map, where street furniture and window details can disappear without changing the overall frame.
S

Figure in Frame

new

Still, silent, and easy to walk past

What You SeeA silhouette standing in a doorway, corridor, stairwell or window that was empty during your baseline sweep. It does not move and it does not approach — it simply occupies space that should be vacant.
Why It Is DangerousMotion is what human vision is tuned to detect, so a completely static figure can survive several sweeps. Players routinely spot it only after the shift has already begun to fail.
How to Catch ItTreat doorways, corridor ends and windows as named checkpoints and inspect each one deliberately on every pass. Do not rely on the figure catching your attention.
EscalationFigures are linked to the miss counter. The more reports you have let slip, the more likely the shift escalates from silent silhouettes to an entity that actively hunts the camera grid.
C

Decoy Detail

Looks wrong, is not an anomaly

What You SeeA room detail that reads as unusual on first look but is part of the normal set — an oddly angled chair, a scuffed wall, a shadow cast by a light fixture rather than by anything present.
Why It MattersReporting a decoy is worse than reporting nothing. You lose the clock time you spent deciding, you lose the time the false report consumed, and on stricter tiers you move closer to the failure threshold.
How to TellAsk whether the detail is a change or simply a feature you had not noticed yet. If you cannot name what it looked like in your baseline, you almost certainly never observed it as different.
DisciplineWhen a detail is ambiguous, leave it and move on. A missed anomaly can be caught on a later sweep; a committed wrong report cannot be taken back.

Core Mechanics

The anomaly system runs on a fixed pool per chapter, with a subset spawned into each shift. That design choice matters more than any individual entry in the catalogue, because it means the skill the game tests is comparison rather than memorisation. You are not asked to recall a list; you are asked to hold the correct state of a room in mind and notice the delta. The pool is also chapter-specific, which is why an anomaly routine that works on the bedroom set of The Residence does not transfer cleanly to the long corridors of The School. Reading the catalogue therefore has two jobs. The first is teaching the classes in order of reliability, so a new player knows which reads to trust and which to double-check. The second is training the decoy instinct: every chapter includes details that look wrong but are part of the normal set, and recognising them is a skill of its own. Around the pool sits the failure state. Missed and wrongly reported anomalies both count against you, and once the counter crosses its threshold the shift ends permanently for that contract and you queue again from the beginning.

Advantages

The clearest advantage of studying the anomaly catalogue is that it converts guesswork into a checklist of reads you can trust. Object changes are visible on an ordinary sweep, require no special equipment, and are confirmable without zoom in most rooms, which makes them the fastest way for a new player to earn a first clear. Knowing the classes also lets you prioritise. When the clock is short, an experienced player sweeps the reliable classes first and only then hunts the harder reads, which is a fundamentally different strategy from scanning each feed equally. The catalogue also protects you on the decoy front. Recognising the details that belong to the normal set stops the single most expensive beginner mistake, and that alone raises clear rates on every tier. Finally, the catalogue is the foundation of journal completion: since a journal entry only unlocks when you witness and report a specific anomaly, knowing what each type looks like is the only way to plan a deliberate capture run instead of grinding blindly.

Challenges

The main limitation is that this catalogue is community-built rather than official. Only a handful of specific anomaly names have ever been confirmed by the developer, so the section organises anomalies by class and behaviour rather than pretending to list sixty-one verified names. Players should treat class-level knowledge as solid and specific naming as indicative. The pool also moves. New contracts arrive roughly every few weeks and existing pools get rebalanced, so an entry that is accurate this month can drift after a patch. There is a practical ceiling too: class knowledge gets you to a confident sweep, but it cannot teach you the baseline of a room you have not personally walked, and no written reference can substitute for the first pass you do yourself. Finally, the classes are not equally fair — figure anomalies in particular rely on a player noticing stillness, which is a genuinely hard perceptual task and the reason so many otherwise clean runs end on a silhouette nobody saw.

Frequently Asked Questions

How many anomalies does the game actually have?+
The community currently tracks around 61 across the five live chapters, but that figure comes from player counts rather than an official in-game total, so treat it as an approximate snapshot. Every contract has its own pool and each pool grows whenever a chapter or anomaly pack is added, which means the number only ever moves upward. The useful takeaway is not the total but the distribution: the early chapters have small, readable pools, while later contracts mix in more figure and environmental anomalies that are harder to confirm.
Can I complete a journal without reporting every anomaly type?+
No. A journal entry unlocks only when you have witnessed and correctly reported that specific anomaly at least once, so completeness is strictly tied to reporting. The good news is that captures count on any difficulty tier, which makes a lower-tier run the efficient way to fill a journal rather than an admission that you cannot handle Veteran. Missable, room-specific anomalies are the usual reason a journal stalls just short of 100 percent, so plan a dedicated capture run for those rather than hoping they appear.
What happens when I report an anomaly that is not real?+
A false report costs you the clock time you spent deciding plus the report action itself, and on stricter tiers it moves you closer to the failure threshold alongside genuinely missed anomalies. Because the timer keeps running while you weigh up an ambiguous detail, a wrong report is usually more damaging than simply letting that detail pass and re-checking the room on your next sweep. The discipline to leave ambiguity alone is one of the clearest markers separating players who clear chapters from players who keep failing them.

Quick Tips

💡

Learn a room as a set of fixed anchors rather than as a picture. Pick out the objects that never move — the bed, the desk, the door frame, the window — and check those positions deliberately on every sweep. Anchoring turns a vague sense that something changed into a concrete comparison.

💡

Report the reliable classes first when time is short. Object changes are visible on an ordinary pass and confirm quickly, so clearing them early in a shift buys you slack for the harder reads later, instead of letting the clock run down while you hunt for a silhouette you may never spot.

💡

When a detail is ambiguous, leave it and move on rather than committing. A missed anomaly can be caught on a later sweep, but a wrong report is spent permanently, and the habit of not gambling on a borderline read is the single biggest improvement most players can make to their clear rate.

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