Game review
Anomaly President
7 / 10
- Developer
- Phew Phew Games
- Publisher
- Phew Phew Games
- Released
- 3 August 2026
- Platforms
- Windows
- Genre
- Action Roguelike
- Monetisation
- One-time purchase at NZ$18.79. No in-app purchases and no DLC at time of writing. Checked 4 August 2026.
- Players
- Single-player only
The short version
The premise earns its keep: you're a presidential candidate by day and a vigilante by night, and the vice-presidential bosses each carry an "anomaly" power you take for yourself when they fall — the PR chief's power is making people love her. The parrying is good, the powers feel weighty, and the studio has plainly improved on Anomaly Agent. It is also a day old and reads like it. Ultrawide displays are broken, the interface looks like placeholder, enemies can't navigate the platforms they're standing on, and interactive objects fight each other for your button press. Promising, cheap, and early.
Biggest strengths
- A properly original structure — running an election campaign and a vigilante war as two halves of the same game
- Taking each defeated boss's anomaly power is a strong hook, and the powers land with real weight
- Parrying is the standout mechanic and is repeatedly singled out by players
Biggest weaknesses
- Ultrawide support is broken — 21:9 and 32:9 users report stretching, cut-off screen edges, stuttering, and a resolution setting that applies instantly rather than on confirm
- The interface looks like placeholder work, and the font doesn't match the art at all
- Enemies can't move between platforms, and encounter density swings from one enemy in a large room to seven in a corridor
Who it's for: Players who want a side-scrolling action roguelike with a genuinely fresh structure and don't mind buying into something unfinished. Not for anyone on an ultrawide monitor right now, and not for players who need a polished front end.
Our recommendation: Worth buying if the day/night premise appeals and you're comfortable with Early Access — at under nineteen dollars, with the studio patching its demo three times in a fortnight, the odds look decent. Check your monitor first: 21:9 and 32:9 users report the game either stretching or cutting off, and there's no apply-on-confirm in the resolution settings. If you bounced off Anomaly Agent for feeling stiff, several players who did say this one fixed it.
7 / 10
The president's PR chief has the power of HEART, which makes people fall in love with her. Beat her, and it's your power.
That's Anomaly President's hook, and it's a good one. You're running for office in a country falling apart, which means canvassing, building a campaign team and winning people over by day — and going out at night to dismantle the criminal networks the incumbent runs. The vice-presidential bosses each embody an anomaly, and the campaign and the violence feed each other.
It launched into Early Access yesterday. Both halves of that sentence matter.
Read the score before you read the score
Anomaly President sits at 97% positive across 437 reviews, which would normally be an emphatic recommendation. It needs context.
Of the hundred reviews I sampled across all languages, 87 are Turkish, and a substantial share of the highest-voted ones are not really about the game. The most-upvoted review on the page is a comic rant about Turkish players' taste. The second is a joke about the game fixing the writer's marriage and getting him promoted. Several others are direct tributes to Phew Phew Games' founder, who is a well-known Turkish YouTuber with a devoted following.
None of that is illegitimate. A creator's audience buying and championing their studio's game is ordinary, and plenty of those same reviewers make substantive points. But it does mean the 97% is measuring enthusiasm for a studio as much as quality of a product, and the English-language corpus — 37 reviews — is far too small to correct for it.
So I've done what the number can't: read the entire negative corpus in the original languages, and the substantive positives alongside it. What follows is drawn from that rather than from the badge.
What's genuinely good
The parry. Almost every detailed positive review lands on it, and it's the mechanic the combat is built around — well-timed defence that opens enemies up rather than merely negating damage.
The anomaly powers land too. Players describe them as weighty, helped by proper screen shake and effects, and the structural idea of taking a boss's signature ability is a stronger progression hook than another damage percentage. Combat is more varied than the studio's previous game, combos are more rewarding, and money and items earned inside a run give it a shape.
The comparison to Anomaly Agent recurs constantly and always in the same direction. Multiple reviewers who bounced off the first game for feeling stiff say this one fixed it; one estimates the studio has improved on it fivefold. That's a meaningful signal from an audience that knows the previous work.
The Fluffies — the oppressed creatures you recruit and assign to campaign departments — are the most interesting untapped idea here. When they work, they tie the daytime campaign to the nighttime fighting. Several players say they can't tell what they're doing yet.
What a day-old Early Access game looks like
The negative reviews are short, specific and consistent, which is what you want from an EA launch.
Ultrawide is broken. Two separate reports, one at 5120×1440 and one at 21:9, describe the game either stretching or cutting off part of the screen, plus heavy stuttering. Worse, the resolution setting applies the moment you touch it rather than on confirm, and one player crashed the game finding that out. If you're on an ultrawide, wait.
The interface reads as placeholder. The font is repeatedly singled out as looking like it came from a mobile game and clashing with the pixel art. The main menu draws the same complaint.
The enemies don't understand the levels. They can't move up or down between platforms, so encounters resolve into standing on a ledge. Density is erratic — one enemy in a large arena, seven in a corridor.
Inputs collide. Interactive crates sit next to climbing pipes and ziplines, all sharing a button, so combat stalls while you fight the prompt. Ziplines themselves get called redundant given you have a double jump, and the horizontal ones especially.
Level layouts repeat. More than one player describes the sensation of looping through the same room, which for a roguelike is the thing that must be fixed first.
There's also a design tension worth flagging, raised by a player who liked the first game: this one piles on systems — posture damage, items, Fluffies, buffs — faster than it explains them, and the result is that some players click through choices without knowing what they've picked. The word one used, translated, is "soup." The predecessor was simpler and hit harder.
7.0 out of 10. Rated 7.0 out of 10.
I like this a lot more than the list of faults suggests, because every one of those faults is the kind that gets fixed and none of them touches the core idea. A roguelike where you rob bosses of their powers while running an election is a genuinely new shape, the parrying is already good, and nineteen dollars is a fair price for something this early from a studio that patched its demo three times in a fortnight.
What stops it going higher is simply that it is one day old and shows it — a placeholder-grade front end, broken support for common monitors, enemies that can't use the terrain, and repetition already visible at two hours of play. That's an honest Early Access seven, not a disappointment.
Buy it if you want to back the idea early. If you'd rather arrive when it's finished, put it on the list and check back after a couple of content patches — and either way, judge it on what's in this review rather than on that 97%.
Pros and cons
Pros
- A properly original structure — running an election campaign and a vigilante war as two halves of the same game
- Taking each defeated boss's anomaly power is a strong hook, and the powers land with real weight
- Parrying is the standout mechanic and is repeatedly singled out by players
- A clear step up from the studio's previous game, with more combat variety and more rewarding combos
- Recruiting and assigning Fluffies to campaign departments gives the run structure something to build toward
- Cheap for its scope, and the studio patched its demo three times in the fortnight before launch
Cons
- Ultrawide support is broken — 21:9 and 32:9 users report stretching, cut-off screen edges, stuttering, and a resolution setting that applies instantly rather than on confirm
- The interface looks like placeholder work, and the font doesn't match the art at all
- Enemies can't move between platforms, and encounter density swings from one enemy in a large room to seven in a corridor
- Interactive objects, climbing pipes and ziplines compete for the same input, stalling combat
- Level layouts repeat enough that players describe looping through the same room
- Hit reaction on standard attacks is weaker than in the previous game, and the music is thin
- Several systems arrive faster than they're explained, leaving players unsure whether an item is helping them