Anomaly Company maps and locations
Anomaly Company ships two maps: the Office (level 4 — lobby, hallways, archive, glass office, big office; 50 anomalies) and the Hotel (3F — six areas; 57 anomalies). The Asylum was removed on September 14, 2026 and is not playable.
Anomaly Company is a two-map game, and both maps are a single continuous floor you learn like the back of your hand: the Office — level 4 of a corporate tower — and the Hotel, one third floor of rooms and corridors. Together they hold all 107 documented anomalies. A third map, the Asylum, would have joined them in September 2026; you know how that went.
This page walks both playable levels area by area, with the landmarks worth memorising first.
The Office (Level 4)

Official screenshot from the game's Steam page — one of the office hallways.
The Office is a loop of five connected areas. Learn one anchor object per area and you'll never be lost:
- Elevator lobby — where you spawn. The LEVEL 4 DATA PROCESSING sign, the lobby chairs, the Obsidian Surveillance Solutions sign and the elevator doors are all anomaly bait. So is the carpet.
- Hallways — connect the lobby to the rest of the floor. Numbered doors anchor this area: 404, 405 Servers and 406 Exec. The poster walls live here too.
- Archive room — tape recorders, a wall chart and the records shelves. Smallest area in the game, five anomalies, all quick checks.
- Glass office — behind glass, naturally. A fax machine, and a history of changing its entire layout. Yes, it jumpscares.
- Big office — the open-plan floor with desks for workers 1–7. The busiest area in the game: 17 anomalies, from a skeleton in worker 1's chair to a fish flood at worker 7's desk.

Official screenshot from the game's Steam page — the hallway by room 405 (Servers).
The Hotel (3F)

Official screenshot from the game's Steam page — the hotel's hallways do not stay this calm.
Six areas, 57 anomalies, and the tightest corridors in the game:
- Front hallway — spawn: the elevator, a couch, a suitcase and a wall of eye posters.
- Main hallway — the spine of the map, rooms 301–311, and 20 anomalies — the densest stretch of any area. Landmarks: the couple's cart, the "Darwazze" poster wall, and room 306's banging door.
- Room 302 — the detective's room. Twelve anomalies, several behind the bathroom door.
- Room 311 — the doll room, plus a housekeeper whose legs stop sticking out from under the bed.
- Kitty Lounge — where you meet Kitty (orange, usually) and, more often than you'd like, the Umbrella Killer.
- Back hallway — the quietest corner of the map, and home to the floating umbrella.
- Numbers matter here too. The hotel leans on its room numbers: swapped numbers are an all-level anomaly, and the "3F" signs can tilt.
The Asylum (removed)
The Asylum was 1.0's headline addition — a third map ("Blackwell Asylum") built to be the scariest level in the game. It lasted three days. After players pointed out its resemblance to Outlast, the developer checked, agreed, and pulled the map and its Steam assets, reporting the marketplace asset pack that had been its base. The full story is here.
Which map should you learn first?
The Office. It's wider, gentler, and its anomalies are chattier — most of them want to be seen. Treat it as your classroom. The Hotel is great once you've got your sea legs and miserable as a first date: tighter corridors, subtler swaps, and routes that end with something running at you.
Both maps keep growing. The developer added three new Office anomalies in the very first patch after Early Access launch, and has said each map will be expanded over time.







