Compare Mato Anomalies prices across 50+ stores and find the best deal. Developed by Arrowiz. Published by Prime Matter. Released on 3/10/2023. Available on PC, Xbox. Genres: RPG.

A neo-noir RPG set in a crumbling biopunk city where turn-based combat meets card-driven exorcism, ambitious in concept, uneven in execution.

Mato Anomalies drops you into a decaying, rain-soaked city that borrows heavily from cyberpunk and classic wuxia aesthetics, then layers a detective narrative on top of a dual-system RPG. You play across two interlocking modes: an investigation layer where you interrogate characters and piece together the city's corruption, and a battle layer where turn-based squad combat is augmented by a card-based "Mind Breach" system used to break enemy defenses. On paper, that combination sounds genuinely exciting. In practice, the gap between the concept and the polish is where most of the frustration lives. The setting is the strongest argument for giving this one a shot. Mato is a city that feels like it has actual history, district-by-district grime and faction politics that reward players who read every side note and ambient dialogue. The biopunk-meets-traditional-China visual language is distinctive enough that you will not mistake screenshots for anything else on the market. The story starts slow, as in, painfully slow, but around the midpoint it finds some genuine momentum, and the relationship between the two lead characters, Doe the detective and Gram the exorcist, develops in ways that feel earned rather than scripted. Combat is where opinions fracture. The turn-based system is competent but not deep. Enemy variety is limited, and by hour fifteen you have likely settled into a rotation that works and rarely needs adjusting. The card mechanics during Mind Breach sequences add a layer of tension that should feel satisfying, and occasionally does, but the deck-building options are narrow enough that build variety feels more cosmetic than strategic. If you are coming in expecting the kind of system depth that holds up past hour forty, you will hit a ceiling sooner than you want. The XP curve in the back third is also noticeably padded, which is a cardinal sin in my personal book. The writing quality is inconsistent. Some scenes land with real weight, and the noir tone is committed to without tipping into parody. But localization hiccups surface regularly enough to pull you out of key moments, and a few side quests exist purely to fill time rather than add texture to the world. When Mato Anomalies is firing on all cylinders, it scratches a specific itch: a story-forward RPG with a visual identity that few games can match. When it is not, it feels like a project that needed one more year in development. This one is best suited for RPG players who prioritize atmosphere and narrative over mechanical depth, and who are willing to push through a slow opening act for a payoff that is modest but genuine. If you loved the aesthetic of games like Eastward or the narrative bones of classic JRPGs but want something a bit grittier, Mato Anomalies earns a cautious look. Just go in with calibrated expectations and do not skip dialogue, because the world is better than the combat, and the combat is what most people will judge it on first. Monika, Scout Team

Mato Anomalies
RPG

Mato Anomalies

Mar 10, 2023ArrowizPrime Matter
GamerScout Says

A neo-noir RPG set in a crumbling biopunk city where turn-based combat meets card-driven exorcism, ambitious in concept, uneven in execution.

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About Mato Anomalies

Mato Anomalies drops you into a decaying, rain-soaked city that borrows heavily from cyberpunk and classic wuxia aesthetics, then layers a detective narrative on top of a dual-system RPG. You play across two interlocking modes: an investigation layer where you interrogate characters and piece together the city's corruption, and a battle layer where turn-based squad combat is augmented by a card-based "Mind Breach" system used to break enemy defenses. On paper, that combination sounds genuinely exciting. In practice, the gap between the concept and the polish is where most of the frustration lives. The setting is the strongest argument for giving this one a shot. Mato is a city that feels like it has actual history, district-by-district grime and faction politics that reward players who read every side note and ambient dialogue. The biopunk-meets-traditional-China visual language is distinctive enough that you will not mistake screenshots for anything else on the market. The story starts slow, as in, painfully slow, but around the midpoint it finds some genuine momentum, and the relationship between the two lead characters, Doe the detective and Gram the exorcist, develops in ways that feel earned rather than scripted. Combat is where opinions fracture. The turn-based system is competent but not deep. Enemy variety is limited, and by hour fifteen you have likely settled into a rotation that works and rarely needs adjusting. The card mechanics during Mind Breach sequences add a layer of tension that should feel satisfying, and occasionally does, but the deck-building options are narrow enough that build variety feels more cosmetic than strategic. If you are coming in expecting the kind of system depth that holds up past hour forty, you will hit a ceiling sooner than you want. The XP curve in the back third is also noticeably padded, which is a cardinal sin in my personal book. The writing quality is inconsistent. Some scenes land with real weight, and the noir tone is committed to without tipping into parody. But localization hiccups surface regularly enough to pull you out of key moments, and a few side quests exist purely to fill time rather than add texture to the world. When Mato Anomalies is firing on all cylinders, it scratches a specific itch: a story-forward RPG with a visual identity that few games can match. When it is not, it feels like a project that needed one more year in development. This one is best suited for RPG players who prioritize atmosphere and narrative over mechanical depth, and who are willing to push through a slow opening act for a payoff that is modest but genuine. If you loved the aesthetic of games like Eastward or the narrative bones of classic JRPGs but want something a bit grittier, Mato Anomalies earns a cautious look. Just go in with calibrated expectations and do not skip dialogue, because the world is better than the combat, and the combat is what most people will judge it on first. Monika, Scout Team

Tags

steamBiopunkCard-Based CombatDetective NarrativeTurn-Based RPGWuxia AestheticsStory-DrivenDeck MechanicsNeo-NoirSingle-playerSteam AchievementsFull controller supportSteam CloudFamily SharingTurn-Based CombatDeck-BuildingVisual Novel ElementsDetective NoirAnime Art StyleCyberpunk SettingParty-Based RPGSupernatural Mystery

System Requirements

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Reviews & Ratings

Steam
71%(196)

Game Info

Developer
Arrowiz
Publisher
Prime Matter
Release Date
Mar 10, 2023

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