Anomalith producer reveals that 'liminal spaces, including things like the Backrooms' inspired the upcoming third-person survival shooter
Date:
Wed, 21 Oct 2026 12:20:57 +0000
Description:
We dive into the weird world of Anomalith, FuRyu's upcoming survival shooter, with its producer.
FULL STORY ======================================================================Copy link Facebook X Whatsapp Reddit Pinterest Flipboard Threads Email Share this article 0 Join the conversation Follow us Add us as a preferred source on Google Newsletter Subscribe to our newsletter Anomalith might be one of the most interesting releases of 2026. A third-person survival shooter set in a twisted, retro vision of Japan, its a major departure from publisher FuRyu Corporations usual role-playing game (RPG) output.
It looks almost like the companys take on Resident Evil , with 17-year-old protagonist Reona Minazuki venturing into deadly anomaly zones filled with grotesque creatures at the behest of a shadowy government organization. Real-time gun combat, managing your small inventory, and keeping track of precious ammunition form a key part of every mission. Each run unfolds in an almost extraction-shooter-like format, and between missions you can use the resources youve scavenged to upgrade your gear. Latest Videos From TechRadar Watch full video here:
Theres more to Minazuki than meets the eye, though, with the hero able to harness a mysterious set of mutant powers brought on by exposure to these supernatural environments. I spoke to producer Gai Kidokoro over email to learn a little more about how this project took shape and discover some of whats in store for players. Expanded arsenal Image 1 of 3 (Image credit: FuRyu) (Image credit: FuRyu) (Image credit: FuRyu) Image 1 of 3 View Original Image 2 of 3 View Original Image 3 of 3 View Original Anomalith is Kidokoros first original project, having joined FuRyu in the companys anime division, which has helped produce hit titles like Is It Wrong to Try to Pick Up Girls in a Dungeon? , before making the leap to its gaming business to direct some licensed titles. Working on games has always been an area I was interested
in, he says, adding that his career has been a little different from that of FuRyus other producers. You may like Rebellion says Alien Deathstorm is a 'dynamically generated' survival horror game with sandbox elements and 'not another corridor shooter' 'It's a rare beast' Blackwood is nearly the John Wick-style shooter I crave, but it needs work My first 90 minutes wandering through Silent Hill: Townfall's 90s Scottish town were atmospheric and
aimless
It therefore seems only fitting that he is producing quite a unique project, with Anomalith standing apart as FuRyus first third-person shooter. Interestingly, Kidokoro says that the genre was chosen because both he and
the director love third-person shooters and guns and set out to create something based on the things they enjoy.
Rather than thinking, 'Lets deliberately challenge ourselves with a
completely different genre,' it was really more about wanting to make a game in a genre that we personally love, he continues. Get daily insight, inspiration and deals in your inbox Sign up for breaking news, reviews, opinion, top tech deals, and more. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.
This fascination with firearms seems evident in the games weapon
customization system, which lets players swap out a fairly detailed range of parts, including a variety of attachments such as sights, grips, stocks, and more. These help you personalize the appearance of each gun, but also provide statistical bonuses to help in the field. (Image credit: FuRyu) The producer is also keen to highlight the players ability to scavenge pieces of equipment called Artifacts that enhance your characters stats and change your overall build.
These include loot-based, hack-and-slash-style elements, he teases, and if
you manage to equip an Artifact with extremely high values, some skills have the potential to become incredibly powerful. What to read next 'Part of the motive was making the player feel immersed in the experience and exposed' Rebellion says '90s cassette futurism' inspired Alien Deathstorm with an engineer protagonist who 'felt like a natural fit' Control Resonant's
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The team is well aware that not everyone is going to be interested in
tweaking their guns or experimenting with the nitty-gritty of their
characters stats, which is why the game offers a wealth of cosmetic options for players to outfit themselves with some already available to try in the recent free Steam demo .
We realized that there are quite a lot of people who dont necessarily get the same enjoyment we do from firing their favorite, carefully customized gun, Kidokoro begins. We thought, 'Maybe adding character outfits and
customization would make it more fun for those players,' and thats why we ended up including such detailed character customization options. Judging
from the response to the demo, Im really glad we added the outfit customization. Uncanny valley (Image credit: FuRyu) The world design is shaping up to be a treat, with plenty of intricate detail to pore over. In fact, Kidokoro highlights this as one part of the experience that he is most excited about. The development team has put a tremendous amount of effort
into designing the Otherworlds, he explains. There are many areas where something may initially look like nothing more than an ordinary ceiling, but if you stop and look up, you might find something that gives you a real sense of unease.
He describes the fundamental concept behind it all as the anxiety and fear lurking within familiar scenery and reveals that it was inspired by popular ideas of liminal spaces, including things like the Backrooms, referring to
the viral meme featuring endless wallpapered corridors that recently inspired a horror film adaptation.
Within the development team, we often use phrases like give it a
liminal-space atmosphere when discussing the visual direction. (Image credit: FuRyu) This extends to the soundtrack. Aside from the games title theme, the music of Anomalith doesnt feature any vocal tracks. Nevertheless, the
producer argues fans can definitely look forward to the soundtrack and warns many of the tracks are quite dark and unsettling. He jokes: I recommend listening to them during the daytime.
Although Anomalith seems very different, long-time FuRyu fans will recognize some common elements shared with the publishers past games, such as the focus on a teenage protagonist. Kidokoro thinks the reasons behind this particular motif would vary depending on the title, but personally reckons that it is easier for audiences to emotionally root for younger characters.
Watching boys and girls confront unreasonable circumstances and ultimately overcome them can also feel more hopeful and moving than a story centered on adults, he continues. Of course, we have been influenced by other games. However, we try to keep those influences as references rather than simply copying them. Our main criterion is always whether a particular element is necessary for players to enjoy the world and experience of Anomalith .
We will be able to find out whether this formula pays off when Anomalith launches for Nintendo Switch 2 , PC, and PlayStation 5 on October 29, 2026. Follow TechRadar on Google News and add us as a preferred source to get our expert news, reviews, and opinion in your feeds. Make sure to click the
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Link to news story:
https://www.techradar.com/gaming/anomalith-producer-reveals-that-liminal-space s-including-things-like-the-backrooms-inspired-the-upcoming-third-person-survi val-shooter
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