Entities

Entities

Anomaly Detected entities and threats: the lurking figure, hallway silhouettes, face and eye anomalies, jumpscare triggers and how a shift ends permanently.

4
Threat Classes
1
Shift-Ending

Introduction

Entities covers the things in Anomaly Detected that are not scenery. Most of the catalogue is furniture that has moved or a light that has died, but a minority of anomalies are presences: a shape at the edge of a feed, a pair of eyes inside a photograph, a silhouette standing in a doorway that was empty when you built your baseline. These are the anomalies that end shifts, and they deserve a section of their own because they behave differently from every other class. Scenery anomalies are passive — they sit there waiting to be noticed. Figures are also still, but they are threatening in a way that changes how a player scans a frame, and once enough reports have been missed the game escalates from static silhouettes to an entity that actively hunts through the camera grid. The escalation is tied to the miss counter rather than to time, which is why a run can feel calm for several minutes and then abruptly turn. Comprehension of this section also covers the failure state itself: what the lurking figure is, what triggers it, and how a shift ends permanently for a contract.

Threat Classes Ranked

ThreatTriggerBehaviourPriority
LurkerRepeated missed reportsActively hunts the camera gridHighest — ends the shift
SilhouetteSpawns in doorway or corridorStands still until reported, then relocatesHigh — easy to miss
Face / EyePlanted inside a room detailStatic close-up fright, no movementMedium — needs zoom
EnvironmentalLate in a shiftShadows move, lights die, doors changeLower — background pressure

Entity Profiles

S

The Lurker

active

The entity that ends a shift outright

What It IsThe escalation state rather than a spawned anomaly. Once your missed and wrong reports cross the threshold, the game stops presenting passive figures and introduces something that moves through the camera grid looking for you.
What Triggers ItThe miss counter, not the clock. A shift can feel completely calm for several minutes and then turn abruptly, which is why players who assume time is the only pressure are caught out by it.
How It BehavesIt hunts rather than waits. Instead of occupying a fixed position you can find and report, it advances through the cameras, so the only reliable response is to clear the remaining anomalies quickly.
CounterplayThere is no report that removes it. The practical answer is prevention: report early and often so the miss counter never reaches the escalation threshold in the first place.
A

Hallway Silhouette

Still, patient, and easy to sweep past

What It IsA dark human shape standing in a corridor, doorway, stairwell or window that was empty during your baseline pass. It does not approach and it does not move while you watch it.
What Triggers ItIt spawns as an ordinary anomaly in the chapter pool, so it can appear in any shift where its host location is being shown on a camera. It is most common from the third chapter onward.
How It BehavesIt stays completely static until you report it correctly, at which point it vanishes and may reposition elsewhere in the building. A missed silhouette persists and continues to count against you.
CounterplayTreat every doorway and corridor end as a named checkpoint and inspect it deliberately. Do not rely on the shape catching your eye, because stillness is exactly what human vision is worst at detecting.
B

Face and Eye Anomaly

A fright planted inside ordinary scenery

What It IsA close-up horror element hidden within an otherwise normal room detail — a face inside a framed picture, a pair of eyes in a mirror, or a shape visible only in a reflective surface.
What Triggers ItIt is tied to specific room props rather than to a global timer, so it appears predictably whenever the relevant room is in the shift and is therefore one of the more farmable anomaly classes.
How It BehavesIt is entirely static. There is no movement cue and no audio sting attached to its appearance, which means it is only ever found by deliberately inspecting wall art and reflective surfaces with zoom.
CounterplayAdd a zoom pass over every frame, mirror and reflective panel to your sweep. At normal magnification these anomalies are a few pixels; zoomed in, they are unmistakable.
C

Environmental Threat

Background pressure that builds late

What It IsAnomalies that alter the room rather than adding an object: shadows that move on their own, lights that die mid-sweep and doors that change state between one camera and the next.
What Triggers ItEnvironmental changes tend to trigger later in a shift rather than at the start, which means a room you correctly cleared during your baseline can become anomalous after you have moved on.
How It BehavesIt behaves like a slow tax on your sweep. Nothing about it is dramatic, but each one you miss contributes to the same counter that eventually escalates the shift.
CounterplayRe-check rooms you have already cleared at least once before the shift ends. A second pass late in the run catches almost all of the environmental class.

Core Mechanics

The entity layer exists to make observation genuinely stressful, and it does that by tying the failure state to your own performance rather than to a fixed timer. Scenery anomalies wait to be noticed; the escalation works the other way around. Each missed or wrongly reported anomaly moves the shift closer to the point where passive figures are replaced by something that actively hunts the camera grid, which means the pressure you feel is a direct function of how well you have been reporting. That design has a mechanical consequence worth internalising: the entity is not a separate challenge to be beaten, it is the consequence of a challenge you have already been failing. There is no report that removes it, no item that repels it and no route that avoids it. The only reliable counterplay is prevention, which happens earlier in the shift than most players expect. Layered underneath are the three static presences — silhouettes, planted faces and environmental changes — which do not chase you but are individually responsible for a large share of failed runs, because each one is deliberately tuned to be hard for human attention to catch.

Advantages

The clearest advantage of understanding the entity layer is that it converts the game from a series of jumpscares into a readable system. Knowing that escalation is tied to the miss counter rather than to elapsed time tells you exactly when a shift is in danger, and it explains why a run that felt calm suddenly turned: the cause was something you did, several reports earlier, not a random event. That knowledge changes priorities in a way that raises clear rates immediately. A player who knows the Lurker is coming will file a confident report rather than deliberating for another five seconds, because the marginal accuracy is worth less than the counter position. The individual profiles are useful for the same reason: knowing that face and eye anomalies are static, zoom-only reads turns an occasional lucky spot into a systematic part of every sweep, and knowing that environmental changes trigger late justifies the second pass that most players never bother with.

Challenges

The honest limitation of this section is that the entity layer is partly inferential. The developer has never published a full behaviour breakdown, so much of what is described here is assembled from player observation, and the exact escalation threshold has not been documented precisely enough to quote as a number. The specific names are community conventions in most cases: Veteran is confirmed through badge data, but labels like the Lurker are descriptive rather than official, and they may not match whatever the game calls the thing internally. There is also a perceptual ceiling that no reference can lift. Silhouettes and planted faces are difficult to notice by design, and understanding why they are hard does not make them easy, so the section helps most when it is used to build a deliberate zoom and checkpoint routine rather than read once for information. Finally, entity behaviour is balance-sensitive, and the newest contracts may ship with escalation tuned differently from the older maps.

Frequently Asked Questions

Can I kill or escape the entity that hunts me?+
No. There is no report, item or route that removes it once the shift has escalated — it is the consequence of accumulated misses rather than a spawn you can respond to directly. The only meaningful counterplay is prevention, which happens well before the entity appears: file confident reports promptly, avoid gambling on ambiguous details, and keep the miss counter from reaching its threshold. Players who understand this stop treating the entity as a boss encounter and start treating it as feedback about their own reporting discipline.
Are the figure anomalies always hostile?+
Not all of them attack, but they all cost you. A silhouette that never moves still counts as an unreported anomaly, and enough of those will escalate the shift into the state where something does hunt you. In practice the distinction between a harmless shape and a hostile one matters less than the fact that both must be reported. Treat every unexpected figure as an anomaly to log rather than as a threat to avoid, and the escalation takes care of itself.
Why do I keep failing runs that looked completely normal?+
Because the classes hardest to notice are also the ones that escalate the shift fastest. Still silhouettes and planted face anomalies do not move, make no sound and change nothing about the room overall, so a sweep can feel perfectly clean while two or three of them sit in the feed. The fix is routine rather than vigilance: inspect every doorway and corridor end as a named checkpoint, and zoom on every framed picture and reflective surface, rather than trusting your eye to be drawn to something that is deliberately designed not to draw it.

Quick Tips

💡

Treat every doorway, corridor end and window as a named checkpoint you inspect deliberately on each pass. Figure anomalies do not move, and human attention is tuned to motion, so the only reliable way to catch a static silhouette is to look at the places it can occupy rather than waiting for it to catch your eye.

💡

Zoom on every framed picture, mirror and reflective surface before you decide a room is clean. Face and eye anomalies are planted inside ordinary decorations and occupy only a handful of pixels at normal magnification, which makes them invisible to a general sweep and obvious the moment you look closely.

💡

Re-check rooms you cleared earlier in the shift before you finish. Environmental changes frequently trigger later in a run, so a room that was genuinely clean during your baseline can become anomalous after you have moved on to other cameras. A second pass late in the run catches almost all of the environmental class before the shift can end.

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