Anomaly Korea
A compact tower-offense RTS expansion set in alien-invaded Korea. Good for a few hours of tactical routing, not much else.
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About Anomaly Korea
Anomaly Korea is a standalone expansion to Anomaly: Warzone Earth, built around the same tower-offense conceit that made the original interesting: you control a convoy of armored vehicles pushing through enemy-held corridors, not a base or a builder. The machines have planted their towers across Korean cityscapes, and your job is to plot a route through them, sequence your units correctly, and deploy tactical abilities at the right moment to keep your convoy alive. It is a real-time strategy game stripped down to its leanest possible form, which is either a feature or a flaw depending on what you are after. The core decision loop is tighter than it sounds. Each mission gives you a map, a budget, and a selection of unit types including repair crawlers, rocket launchers, and ranged support vehicles. You slot them into your convoy in a specific order, because positioning matters: tanks up front absorb punishment, while support units behind them need that cover to function. Route selection is the other variable. Branching paths let you choose which enemy towers you engage and which you bypass, and that choice cascades into your resource economy for later waves. It is not deep in the way a Paradox title is deep, but there is a genuine puzzle-logic satisfaction when a clean route plan lines up with a well-sequenced convoy and you roll through a gauntlet without losing a unit. For strategy newcomers, Anomaly Korea is actually a reasonable starting point for the genre. Missions are short, usually under fifteen minutes, the UI explains itself without drowning you, and the consequence for failure is a quick retry rather than a cascading collapse. There is no base-building, no tech tree, no fog-of-war micromanagement. You learn a small system, you optimize within it, and you move on. That accessibility is real. The caveat is that the ceiling arrives fast. Veteran players of the original will notice that Korea adds the Turtle unit type and adjusts map geometry for the new setting, but the mechanical additions are modest. This is a palette extension, not a redesign. The weaknesses are worth naming plainly. AI behavior is predictable once you have internalized the tower attack patterns, and there is no mod ecosystem to speak of that would extend the life of the content. The mixed Steam reception (sitting around 78 percent positive on a limited sample) reflects a game that reviewers generally liked but did not feel strongly about. It is a polished, competent expansion that does not overstay its welcome largely because it does not stay long at all. Replayability hinges on self-imposed challenge runs or score optimization, and the game does little to push you toward those. If you finished Warzone Earth and want more of the same in a new setting with a handful of new wrinkles, Korea delivers that without friction. If you missed the original, grabbing both together makes sense as an introduction to a genuinely clever subgenre. Just do not expect dozens of hours of expanding complexity. What you see in the first mission is essentially what you get throughout, executed consistently and without padding. Diego, Scout Team
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Game Info
- Developer
- 11 bit studios
- Publisher
- 11 bit studios
- Release Date
- Nov 6, 2013
