
Command a squad of adorably fierce warriors in Anomaly Collapse, a turn-based Roguelite strategy game that offers a fresh twist to an old formula! Face off against otherworldly beings and uncover the dark secrets of supernatural calamities. Immerse yourself in a story where every move counts!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About









Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99−35% | 637reviews | 86% | — | $301.2K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have really been enjoying this game for a few days now, and find myself really loving the gameplay loop! This game can best be described as a turn based roguelike with some strategy elements involved. The game as is, only consists of four levels (plus a secret bonus level) for you to progress through. However, the game was designed to be highly replayable. As such, the game expects you to die a couple times, or if nothing else try to beat the game with multiple characters. It's a quality over quantity type game. You would think having four levels gets repetitive fast, and in some ways it can. But, one thing that has impressed me even after my 7th run is how the game manages to have a solid variety of bosses. Basically, while it seems the end game boss never changes too much (though still slightly). All other level 1-3 bosses can and will change playthrough to playthrough. You sometimes may get a different boss on level 3, other times it might be the same one you never know which you may get. The regular enemies don't change too much playthrough to playthrough, but there is still a pretty large number of potential enemies for you to encounter in game. There are a large amount of characters to play as too. Which do level up and progress their own stats as you use them more and more to help make each run slightly easier for you. The biggest thing with this game though is sometimes rng won't be on your side, and can end runs decently fast if you're unlucky. However, with a smart playstyle you can certainly still have a successful run. I've had runs that were cakewalks, with characters having 60+ HP by the end game, and other runs where I barely have HP above 35, with items that don't really aid my squad very well. You just never know how a run may go, which is part of the fun if you're insane like me lol. Plus, this game has a very solid soundtrack, fun characters to play as, and puts gameplay first over its story which personally I like. All in all it's a great game, with Stray and Verica being my two favorite characters to play as or at least try to pull during a run. I recommend giving the game a shot if you like turn based squad games or roguelikes.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese, French, Spanish - Spain, Russian, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一、游戏性,战斗表现力优秀,构筑内容丰富,玩法框架是有深度的,可惜设计缺少深度,少了rogue游戏的一大精髓——敌我互动。这倒不是因为技能、道具之类的构筑不有趣,而是敌我的交互设计欠考虑,攻杀构筑优势无限大,所有不提供运转和伤害的部件全变成干扰项,可玩性大大降低。 以我玩得最多的rogue卡牌游戏为例,dreamquest、杀戮尖塔,攻杀的上限虽能碾压,但其他策略也有通关的办法,比如防杀、局内成长,甚至借助各种状态和控制抹消敌人的行动,当然,更多时候是进攻和防守都及格从而通关。本游戏则失衡了,原因一是每场战斗都有随回合数不断累积的惩罚机制,伤害、增援、变数,全都是回合越多损失越多,不能快速消灭敌人则很难避免战损;二是玩家的进攻构筑太畅通无阻,进攻能百分百替代防御的功能,没有类似每次行动都要承受战损,或者一定行动次数后强制结束回合这样考验防御的机制。结果就是,敌我基本没有互动,游玩过程从应对各种各样的战斗,变成了堆进攻数值打木桩,困难难度刚通关一两次的时候很有成就感,但是重复游玩就没什么乐趣了。 二、人物与剧情。Furry游戏人物是很大的卖点,我对里头每一个角色的形象都很喜欢,可惜本游戏在角色塑造上几乎是失败的。从故事基调上来看,想讲异常灾害下的群像故事,生存斗争、探寻身世、揭露黑手,他们似乎做了很多事,但结果大部分人都一无所获,都缺少弧光,我们不知道他们如何与人相处,因何而喜怒哀乐,能令玩家产生共情的点一个也没有。人是社会关系的总和,游玩过程中三名角色齐心协力,时而探讨事态,时而并肩作战,但最终这些文字几乎没有呈现他们的社会关系,他们似乎都成为了世界观的齿轮无情碾过的痕迹,变成世界观塑造的垫脚石,而唯一的破局者似乎选择了继续同流合污——太令人失望了,这是一个找不到人性闪光的黑深残故事。剧本没有重点塑造角色,反而去塑造老掉牙的类SCP世界观,这和你们的营销策略并不吻合,也让我可惜游戏里精美的人物设定基本成为了一具具空壳。
A pretty solid roguelite. Although the difficulty kinda drops substantially once you figure out how to play and win a few normal mode runs and advance in the meta-progression layer. The character designs are cute and the enemy designs are decently varied and interesting. There's a satisfying feeling watching the puzzle pieces of combat click together in real time. Even on hard mode, the game doesn't get more difficult per-se. It's just that the game dumps random fight modifiers on you so there's a billion field-wide displacements and little ticks of damage and things spawning constantly. I think I've only lost a handful of runs, and most of those were from tackling hard mode before i had a few more wins/unlocks under my belt (and didn't understand how to achieve "broken" runs). Like the other top review (at the time of writing) says, there is a lack of variety to some degree. But the gameplay is fun enough that I'd wager you at least get 15-20 hours out of it before fatigue starts to set in. At no point did I feel like "ugh my combination of characters is utterly unworkable", because most characters can pivot into alternative roles given the right items (hence the importance of unlocking more things in the meta-progression layer). Runs will go up to around 2 hours at the longest, but you can save (and quit) after every fight, so it's pretty flexible session-wise.
surpricingly good strategy in this one, it sure doens't look like it on the trailers and screenshots but it's basically furry darkest dungeon with it's own twists and it's fun^^ One run can take around 3 hours which is very much on the long side but the game is very fairly balanced so that there is a very high chance you will beat it first time going if you play it smart. If you don't then you are showered with charcter upgrades so the second run is much easier. throw in a bunch of differnt characters with differnt leader powers, and a hard mode there is alot of play yo get from this. fun game, one can easily spend more time on this than I have.
I love this game taking inspirations from many well known games and adding it's own originality to it
特别好玩的一个游戏,人物萌萌哒,而且操作简单易上手,除了前期比较坐牢,熟练角色技能之后后面的体验爽到飞起
Juegazo 10/10 lo malo es que tuve que buscar hasta debajo de una piedra para encontrarlo pero fuera de eso increíble juego
本质上还是DPS检测器,支援物看似给了很多流派选择,实则同星级强度差距较为明显。 在游戏初期人物格子解锁不多的情况下玩起来不太舒服。 游戏人物角色很多,战斗很多,但怪物相对单一,每章都是老三样。 每场之间的奖励较少,导致角色提升较小,而机制又没明显变化,玩到第二三章地图很容易疲劳,变成附魔大棒打机械哥布林。
刚出的时候玩了几个小时,感觉有点累就没继续玩了。最近看见更新DLC后回来玩了几十个小时,还挺上头的。 目前狐狸(柴犬?)、羊、狼、蜥蜴、浣熊都困难通关了。熊虎困难都折了。感觉反击还是不实用,熊则太吃遗物。 玩法上还是协力+夹击简单粗暴, [h1]狐狸[/h1]不必多说,天生被动上限就高,不愁输出、续航。 [hr][/hr] [h1]羊[/h1]真的很猛,百搭,可核心可辅助。只要队友输出次数上来了,羊的输出巨高。 稍微提下用过的初始异常物, [list] [*]【便携充电仪】:1移动力换1行动力,辅助必备。保持走位的同时还能回行动力,类似的通用遗物都是非常好用的。 [*]【混合香草】:1移动力打3格的Aoe外加驱散。[b]死而不僵[/b]都能直接驱散! [*] 【针剂盒】:非常好用的初始,不但能奶还能提升队友的协力能力 [/list] [hr][/hr] [h1]狼[/h1]暴击堆起来就很猛了。而且速度快,全队休息到第二轮满行动力开直接清场。 最后一个初始异常物【“慈悲”】,面板显示直接100+,暴击就是随便200+ [hr][/hr] [h1]蜥蜴[/h1]能力非常全面的角色。能核心能辅助 [olist] [*]击退技能。很多时候秒不掉怪都是靠击退打出攻击范围脱回合。蜥蜴自带两个击退技能,1单1群。 [*]血量百分比恢复技能。 如果拿到那个局内杀敌提升血上限的异常物,以及血量百分比输出遗物,就又肉又有输出了 [*]上debuff提升输出 [*]技能都带先发减费,每回合都能动的同时还能保证不花大哥的费用, [/olist] [hr][/hr] [h1]浣熊[/h1] 也是个非常能动的角色。汹涌返回行动力,有遗物还能重置基础技能行动力,成型后也能电表倒转。 异常物效果都挺有趣的。 [list] [*]【时间胶囊】(蚂蚁大虚空跳)可惜只能对自己用。 [*]【实验室之道】(刘禅放权) [*]【跃迁系统】群体传送 1行动力 4cd 可惜cd稍长 [/list] [hr][/hr] 下水道还只过了1个boss,另两个还没见过,还有个裂缝要求30回合到boss没尝试过。后面慢慢玩,看看做个全成就
不谈furry(我只是喜欢这种rouge的风格),玩法挺好,感觉推着你选择(明明角色已经出来了,却还是要选其他的,不选就没了),硬核回合制,需要注意环境因素,别让风吹蒙了,先打能繁殖的怪(说的就是你蜜蜂),注意随机事件,有时候天上掉油桶,尽量别贪(debuff很难受),游戏里有几处bug,遇到过一次因为风吹角色挤压然后不结算回合,遇到过N+1次触发时间后手柄不能选择的情况(但键鼠可以),通关了一次简单模式(困难模式还没有打),用的白狼医师和那个记者(感觉记者一点用没有,主要我是没啥练度),白狼带消耗一点移动力扔小刀的那个技能(先攻重置冷却),用一点移动一点行动突刺的那个技能,带一个旗帜(加一点响应格子),移动增加攻击力,一个用一点行动力换移动的技能,一堆加伤害的,医师带了一个水壶(为响应源回血),一个叫什么忘了(若响应源没有移动力,则加一点移动力),一个加护盾的,一个回血针,一个为友军提供移速的主动(给白狼),一个像稻草人的那个(加格挡),摄影师就随便了(纯划水的,也懒得换下去,主要他还能加一次盾,带了个一次性回血),我也带了个响应回血,起手白狼移动扔小刀,响应后补一点体力,突进位移加攻击,响应补一点体力,位移回去A一下,扔小刀,剩下的有啥扔啥,最终boss没放过技能就嘎了。 总体还说还挺好玩的,不要因为失败就放弃了,下一次的你会更强大. ————————————————————————————————2024/4/18 困难模式通关了,用的电猫,羊,和熊,电猫主C。 ————————————————————————————————2024/4/20 下水道这个关卡设计的比较恶心,这里的怪不是说很强,而是要考虑畸变的debuff,且大多数情况在第一关和第二关,但既然刷了肯定也是要进的。 不过游戏总体还是有意思的,下班时候可以开一局爽爽。 ————————————————————————————————2025/9/7
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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