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All Store Items in Anomaly Detected — Prices & When to Buy

Every store item in Anomaly Detected — from the $25 Anomaly Remover to the $2,500 permanent Scanner — what each does and when to buy.

9/18/2026 Ch.4 The Hospital Last updated: 9/19/2026 3 min read
All Store Items in Anomaly Detected — Prices & When to Buy

The Store on the main menu sells six items bought with shift earnings — no Robux involved. Five are single-use consumables; one is a permanent tool worth saving for. Prices are in-game dollars earned by completing shifts (see the how to play guide for the payout rules). Consumables you carry into a shift sit in the hotbar at the bottom of the screen with their remaining counts.

The item hotbar during a shift in Anomaly Detected — a stack of five Anomaly Rooms, two Anomaly Type Scanners, and one Global Anomaly Remover under the Store camera feed

The hotbar mid-shift: five Anomaly Rooms, two Type Scanners, and one Global Anomaly Remover ready to burn. (Community gameplay capture, The Neighbourhood Store feed.)

What does every store item do?

Item Price Effect
Anomaly Remover $25 Removes one anomaly in the area you are currently viewing — no category needed
Anomaly Room $35 Tells you which room contains an active anomaly
Anomaly Spawner $50 Encourages an anomaly to spawn
Anomaly Type Scanner $85 Reveals the categories of the anomalies currently active on the stage
Global Anomaly Remover $100 Removes every active anomaly on the stage (new ones can still spawn)
Anomaly Scanner $2,500 Permanent. Check the total active-anomaly count plus whether one is in the area you are viewing — has a cooldown

Which items are actually worth buying?

Anomaly Remover ($25) — the emergency brake. One anomaly you cannot categorize, one room you cannot clear before overwhelm: $25 deletes the problem. The best-value consumable for standard play.

Anomaly Room ($35) — narrows the hunt. When the feeds all look fine but something is active, this names the room. Useful on later chapters with more cameras, like The Hospital.

Anomaly Spawner ($50) — a Journal-farming tool, not a survival tool. Deliberately spawning anomalies sounds backwards until you remember the Journal wants you to see rare anomalies — this is how completionists grind entries.

Anomaly Type Scanner ($85) — anti-fail insurance. Shows which categories are active, so you file the right report instead of guessing between Relocation and Rotation. At $85 versus a burned fail, it pays for itself on tight shifts.

Global Anomaly Remover ($100) — the panic button. Clears the whole stage at once. Expensive because it is the strongest consumable — save it for the moment three anomalies stack up with two fails left.

Anomaly Scanner ($2,500) — the only permanent purchase. Live anomaly count plus a yes/no on your current view, on cooldown. A long-term investment: it replaces thousands of dollars of consumables if you play regularly, and it is the closest thing to the R$49 Anomaly Scanner gamepass — which gives the same ability for Robux instead.

What is the best spending strategy?

Early money goes furthest on cheap consumables — a $25 Remover has saved more shifts than any other purchase. The $2,500 Scanner is the first real milestone: once you can afford it, consumable spending mostly stops mattering. If you are pushing Journal completion, the Spawner-plus-Type-Scanner combo is the natural farming loop.

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