Your first run in one loop
Start with an egg you can actually bring home. Take it to your plot, hatch it, place the anomaly, and give it some food. Once that creature starts earning cash, your empty lab finally has a way to fund the next run. The huge, flashy egg across the map can wait.
That is the whole early game in miniature. You steal eggs from SCP monsters, hatch anomalies, feed them to gain levels, and spend their money on the lab. The treadmill builds speed between runs, while the food shop sometimes forces you to work around an empty shelf.
| First-session priority | What to do | Why it matters |
|---|---|---|
| 1 | Take an egg from a guard you can escape | An egg has no value to your lab until it gets home |
| 2 | Place and hatch the egg at your plot | This converts the stolen egg into an anomaly |
| 3 | Place the anomaly in an open slot | Placed anomalies display cash-per-second output |
| 4 | Buy available food and feed it | Feeding is the observed way to gain anomaly levels |
| 5 | Train on the treadmill | More speed opens safer attempts against faster guards |
| 6 | Reinvest cash | Lab, plot, Luck, treadmill, and Toy Roller surfaces compete for money |
Steal an egg you can actually bring home
Walk through the nearby areas before grabbing anything. Some guards have a recommended-speed label, and the jump between targets can be steep. Take the label seriously. If your speed falls well short, go back to an earlier target and bring home an easier egg.
Turn toward your plot as soon as you pick up the egg. Looking at the other nests while a guard is chasing you is an easy way to lose the one you already have. After a failed attempt, train for a bit or choose a closer target. Scout first, grab once, and head straight home.
Hatch, place, and read the result
At the plot, place the egg in the available hatch point and wait for its displayed timer. Hatch waits differ, so use the timer in your current server rather than memorizing a number. When the hatch completes, collect the result and place the anomaly in your lab.
Now read the cash-per-second value shown for the placed anomaly. That number gives you a practical comparison between residents. A visually impressive creature is not automatically the best early earner, and a modest hatch can still fund food and speed training.
An egg’s appearance does not give you a dependable result table. Hatch it and judge what comes out rather than assuming its color or size guarantees a particular anomaly.
Feed before you chase the next zone
Use the food shop to buy what is currently in stock, then feed a placed anomaly. Available choices include burgers, pizza, sandwiches, and Eyeball Soup, but the game does not display a universal XP table. Judge food by the level change shown in your own session.
Feeding can increase an anomaly’s level, size, and observed cash output. Check the resident again after feeding so you know whether the purchase improved your economy. If a premium-looking food is unaffordable or out of stock, keep earning and use a cheaper available item instead of freezing your entire route.
Build speed in short, purposeful sessions
The treadmill adds speed while you train, and treadmill upgrades can increase the observed gain rate. Train toward a target: pick an egg guard, read its recommendation, then return to the treadmill until the attempt stops being obviously mismatched.
Optional trails and Robux speed multipliers are not required for the base loop, and their price or effect can change. Check the live shop before considering either. You can still progress with cash, treadmill use, and sensible target selection.
Spend cash where it removes your current bottleneck
Your next upgrade should solve the thing stopping your loop:
- If guards catch you, train speed or improve the treadmill.
- If your lab fills, inspect the Plot upgrade and compare it with selling a weak resident.
- If income feels slow, feed a productive anomaly before replacing everything.
- If you are already escaping safely, explore Luck or Toy Roller without assuming an undocumented formula.
Toy Roller can produce small artifacts with visible percentage bonuses. Read each artifact’s card rather than assuming every roll gives the same bonus. Luck and Plot are also upgrade surfaces; inspect their live panels instead of relying on an unofficial cap or formula.
Beginner mistakes that waste the most time
Aiming too far ahead wastes more time than almost anything else. A high-zone egg does nothing for you if it teleports back or its guard catches you. It is just as easy to neglect your residents while spending every dollar on another theft attempt, even though those residents pay for the rest of the game.
Also avoid filling every slot without comparing output. If you eventually need room, keep the residents that contribute more and use the sell interaction cautiously. Finally, do not wait forever for one food item. Stock changes; buy a usable alternative or spend the interval training.
FAQ
What should I do first in Raise an Anomaly?
Steal a reachable egg, return it to your plot, hatch it, place the anomaly, and feed it. Completing that full loop gives you both income and a clear next upgrade.
How do I know which egg to steal?
Read the nearby recommended-speed label and watch the guard. Start with a target your current movement can handle instead of choosing by egg size or appearance alone.
How do I earn money early?
Place hatched anomalies in your lab. They display cash-per-second output, and feeding can improve a resident’s level and observed earnings.
Do I need Robux speed multipliers?
No. They are optional purchases. Train on the treadmill and reinvest earned cash if you want to follow the standard progression loop.
What should I upgrade first?
Upgrade the system that blocks your next successful run: speed for failed escapes, treadmill for slow training, or lab capacity and residents when space or income is the problem.