Published by FuRyu, ANOMALITH is a survival horror third person shooter developed by Winning Entertainment Group, and set to release on Nintendo Switch 2, PlayStation 5, and PC on October 29th, 2026.
This year, the title was featured as a part of FuRyu's booth at Tokyo Game Show 2026, where we were given the opportunity to speak with the game's producer, Gai Kidokoro, to learn more.
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| (Image provided by FuRyu) |
Hello, and thank you for taking the time to speak with me! My name is Joonatan (also known as CheerfulJonsku), and I'm one of the founders, writers, and graphics designer of our little gaming site, Netto's Game Room. To start things off, could you tell our readers a little about yourself?
Nice to meet you. I’m the producer of ANOMALITH at FURYU Corporation.
This is my first time producing an original title, so I’m very pleased to have the opportunity to speak with you.
ANOMALITH is seemingly taking inspiration from the old-school Resident Evil games but with a heavier focus on action and character progression. What other games or series have inspired the developers to create ANOMALITH?
We would cite Escape from Tarkov as an inspiration, but only for certain elements, specifically its looter-shooter mechanics and the process of gathering and extracting resources.
Could you tell us more about the main character Reona herself, and how the design process was for creating her design and story?
After Romeo Tanaka had established the character settings to a certain extent, we sent the materials to MON and worked with them to develop Reona’s design.
Whenever we were unsure about a design choice, we also asked other producers and directors within the company for their honest opinions and impressions, and used that feedback to guide the process.
The game will feature expansive weapon customization; how far will a player be able to go with it? Will we be able to shoot elemental or explosive bullets with the starting guns?
Depending on the type of gun, you can customize up to six different parts, including the grip and sights.
The gun customization in ANOMALITH is designed with a more grounded approach, so there are no fantasy elements such as elemental ammunition. However, even the guns you obtain at the beginning of the game can be customized and made strong enough to use all the way through the later stages of the game, depending on how you build them.
The trailer showcased how Reona will be able to transform herself to either counter or attack with melee abilities temporarily; I take it this was a decision made to break the flow of typical shooter games. Is this an ability that will evolve alongside your weapon customization?
Yes, you can.
There are nine Anomalization Skills in total, and you can improve both the skills themselves and your stats as you upgrade them.
In addition, we’ve also included three powerful Anomalization moves, similar to martial arts techniques or special attacks.
Since the game is more action-focused than other survival-type games in the genre, how will ANOMALITH try to balance the horror aspects and survival in general?
We were very conscious of making sure that the horror and survival elements weren’t diminished by the focus on action.
If we make the player too powerful, the sense of tension that is essential to both horror and survival games can disappear. However, if players can’t become stronger, the experience can become frustrating as an action game.
To strike that balance, we made weapon upgrades a reward for exploring, defeating enemies, and putting in the effort to collect items. This allows players to become stronger while also maintaining the tension and survival aspects of the game.
What would you say is the general main theme of the game and its story? As in, what do you want to tell the player with it?
As the producer, the theme I wanted to convey is reflected in the game’s tagline: “Keep living for as long as you have a form of life.”
I’m a little concerned that the tagline may not translate perfectly, as it was originally written with the unique nuances of the Japanese language in mind. The characters in ANOMALITH are driven by a strong desire to survive and continue living.
At the same time, they also hold some rather cruel ideas about how one should live. I came up with this tagline as a way of expressing both of these sides in a single phrase.
As of right now, what has been the biggest challenge the team has had to face when it came to ANOMALITH’s development?
To the extent that I can discuss it, I’d say the biggest challenge was balancing the amount of story content with the pacing of the gameplay.
Until shortly before the demo was released, it took quite a long time before players were able to actually take control of their character. We worked on breaking up the story into smaller sections and adjusting the pacing so that we could improve this without taking away from the appeal of the story.
Is there anything else you would like to share with our readers?
Thank you very much for taking an interest in ANOMALITH. The fact that you’re interested in the game already means a lot to everyone on the team.
We hope you’ll look forward to experiencing a world that combines an eerie sense of loneliness and unease with the satisfying action of a TPS.
As is tradition in Netto’s Game Room, we like to end with a more “fun” question for the devs; what is the team's favourite character or favourite aspect they worked on for the game?
My favorite character is Sudo.
She may not be the most likable character within the portion of the game covered by the demo, but there’s a level of determination in the way she lives her life that I find almost enviable.
It seems that there’s someone on the development team who absolutely loves Imari. I later found out that they were responsible for most of Imari’s facial animations.
For more on ANOMALITH, players can visit the Steam Page to wishlist the game today, or try out the free demo for themselves.
And for more exclusive interviews like this, you can head over to our Interview Page!







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