
The most relaxing horror game you'll ever play. Anemoiapolis exists in the uncanny valley of American architecture -- endless carpeted floors and lonely malls. Escape for your life, and enjoy the scenery.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Need patience but really good ambient game
Imagine trying to fall asleep on a floatie in an endless lazy river just to get flashbanged every 10 seconds. a true subliminal horror experience
this is a nice liminal game that never really says its the backrooms but definetly feels like its cousin or something like that
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
La flotte qui me flashbang la gueule. Incroyable je recommande.
Awesome if you like the genre !
Sehr schöner Walking Simulator mit ein paar lohnenden Besonderheiten.
Game is very fun. Has that good liminal vibe. My big complaint is that the game is very short. Not much in the way of mission objectives, just lots of walking. No entities is nice for a change of pace. If your looking for a game that has lots of fancy graphics, your at the right place. If you want challenging game play and missions, checkout other backroom style games as this is not the one.
good mood
I loved that game! Too bad that there will never be a Chapter 2 or any other Chapters. Really wanted to know what happens after the end of Chapter 1. But my hopes are still up.
Anemoiapolis* presents itself as a hypnotic, atmospheric descent into liminal architecture, but the experience ultimately collapses under the weight of its own design choices. While the initial aesthetic and haunting, corporate elevator loops create a promising atmosphere, the game struggles heavily with structural pacing, environmental logic, and player guidance. The inclusion of a ticket system in a desolate, abandoned mall environment—with zero operational arcade levels or logical purpose—feels like a lazy, artificial bottleneck designed purely to pad out a short runtime. Simple coins or token mechanics would have at least honored the physical texture and nostalgia of the setting, whereas random tickets just break immersion. Navigating the environments eventually devolves into a tedious maze of dead ends and abrupt architectural stops rather than a smooth, forward-moving liminal journey. Instead of maintaining an eerie flow, the latter half traps the player in repetitive layouts that feel more like an unfinished sandbox framework than a cohesive narrative campaign. Furthermore, labeling the game with "Chapter 1" when the continuation has been abandoned leaves the overall journey feeling abruptly cut off and incomplete. For players looking for tight, focused atmospheric horror where every room and corridor serves a deliberate purpose, *Anemoiapolis* unfortunately misses the mark, trading meaningful exploration for wandering spatial padding.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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