Investigate 200 scene-based cases, spot evidence that does not belong, explain each anomaly, and build a searchable Archive. Then test 100 challenge images across four distinct Protocol Trials in this single-player observation and reasoning puzzle.
An ordinary scene can hide one detail that breaks its entire world.
Join the Temporal Anomaly Bureau as an investigator assigned to evidence that does not belong. Examine homes, public spaces, workplaces, infrastructure, production floors, logistics sites, and specialist facilities. Identify the suspicious detail, determine why it is anomalous, and preserve the result in your case Archive.
Every case asks you to do more than click the most conspicuous object. Compare nearby details, follow physical relationships, distinguish genuine evidence from plausible distractions, and select the explanation that fits what is actually visible.
Cases cover three broad anomaly families:
The main investigation contains 200 cases across 10 chapters. The campaign begins with familiar everyday scenes and expands into public services, professional environments, production, logistics, infrastructure, and more specialized investigations.
Case structures include single anomalies, plausible decoys, evidence chains, and multi-anomaly sweeps. Progress is saved locally as chapters are completed.
After reaching the campaign unlock point, investigate the same curated pool of 100 challenge images under four different rule sets. These are 100 distinct challenge images—not 400 separate images.
Revisit completed campaign cases through the Case Archive. Search by case number, title, anomaly, or keyword; filter by chapter, anomaly type, and read state; and review the image, observation, explanation, knowledge notes, and evidence breakdown.
Challenge Records collect each discovered challenge file in one place and display results from all four protocols without duplicating the underlying case.
Switch between English and Simplified Chinese, adjust master/music/effects volume, toggle mute and fullscreen, scale the interface, reduce motion, enable high contrast, and disable countdown pulsing. The game contains instrumental music and interface effects but no spoken dialogue.