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.
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 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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