Unofficial archive — not affiliated with FURYU Corporation and Winning Entertainment Group Last updated 2026-10-29
Systems · updated 2026-10-29

Combat and dives: the loop the game is built around

Dive, retrieve, return. Ammo is finite, weapon choice matters, and extraction is the point — not clearing every room.

Furniture floats in an Anomaly Zone.
Reona looking into a room where furniture floats above the floor. Official screenshot, © FURYU Corporation.

Dive, retrieve, return

The official system summary is unusually clear: Reona enters an Anomaly Zone, fights Anomalies, decides what to bring back, and extracts. Ammunition is limited, and the game asks you to manage it rather than treat shooting as free.

Items found during a dive can be taken back to the base and used there. That makes extraction the real objective; a fight you do not need is a cost, not progress.

Weapon choice

Different Anomalies reward different weapons. The official page frames weapon selection as the key survival decision, with attachments used to push a gun toward a particular combat style.

The site does not publish enemy weaknesses or a weapon tier list. This archive will not invent one. The practical rule is the one the game states: pick the tool for the encounter, not the tool with the biggest number.

What to carry home

Anomalous objects retrieved from zones feed development and upgrades. Because inventory space and ammo compete for attention, the return trip is a budgeting problem: take the materials that unlock a concrete upgrade, not everything that glitters.

The base turns those materials into weapons, gear and artifacts. The next dive is the test of whether the choice was right.

Cite this page

Anomalith Archive. “Combat and dives: the loop the game is built around.” Last updated 2026-10-29. https://anomalith.net/lore/combat-and-dives/