Petro Anoxian horror strategy game makes Frostpunk look very positive

Petro Anoxian horror strategy game makes Frostpunk look very positive

Do you know when you drop your beautiful, shiny pen and it rolls under your bed, and you look under it and see it winking from the depth of a super dust rabbit, moldy lake and abnormal debris that absorbs too much light? Only me? I need to get out of the mold spray more often.

Ok, how to be a child and you lift a round, round and wet stone underneath the writhing from you in a passionate knot of boneless bodies, boneless bodies and a thousand small legs? Right. The Anoxia station is like that and too, a strategic game of drilling. The recently released Demo itch.io is around the edges, but I admire the vibe.

Cover photo for youtube videosAnoxia Station – Play Horror, Survival, Strategy – PC 2025

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In Anoxia station, you lead a large drill, moving into the depths of a world that is about to die. In each chapter, you will deploy your rig so you can build resources such as refineries and converters, search for oil groups on your radar, then move to the area or expand in that direction.

You will also have to worry about keeping your workforce exist, happy and not destroyed. This is difficult, because there is a lot here can kill you or make you uncomfortable: heat, suffocating, radioactive, earthquake, maragus mushrooms, human betrayal behavior, OH and insects. You will definitely want to avoid insects.

Right now, my proud rig HMS Dork fortress is nestled near a group of egg -sized eggs. I don’t know what hidden in eggs and I don’t want to find out. If anyone in my crew asked about them, I would say they were just really sticky rocks. I will also build a Pronto watch tower, so that I can equip my crew with a grenade.

Each level based on random bricks is an unhealthy 2D art block, viewed from a cramped and angular prospect. The buildings form cracks of pipes, windows and turbines, their accessories are blurred by hanging fog and wobbly and silly camera. The sound includes machine tones, constructive rumbling and unknown organic noise. Building anything here feels like an assumption, like you are inviting darkness to care.

Once again, I admire the vibe. I am less interested in the interface made up of very small icons and texts. It is difficult to find necessities, even give instructions, and it is uncomfortable because each time has time to timer. You can pause with F11, but you cannot queue orders while the time is suspended. Perhaps I will adapt to the presentation in a difficult way, but it will be a pain if I have to manage any special drilling activity. Right now, I just worried about the bricks around my rig. Especially one of the sticky rocks.

According to the developer Yakov Butuzoff, Anoxia station is specially inspired by violations, Polytopia and Frostpunk. They wrote a small blog about the core mechanics, emphasizing the creation of random and unpredictable maps: clearly, one of the main goals is “to ensure something crazy happens every time”. Full game has been out … at some points.

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