Raise an Anomaly Progression: What to Do First and What to Upgrade Next
Run the Raise an Anomaly progression loop in order — steal, hatch, feed, earn, reinvest — with first-session priorities, zone move-up rules, and bottleneck-based reinvestment choices.
Quick answer
Raise an Anomaly progression is one repeating loop with a fixed order: steal eggs from SCP monsters, hatch them to unlock new anomalies, feed the babies so they level up, earn money from the grown anomalies, and spend that money upgrading the lab. The lab is the safe half of every run — stolen eggs become babies there, and cash starts only after something is living in the lab. You do not start with a complete team; the roster is built one egg at a time on a five-player server, and the loop repeats rather than finishing once.
- Steal eggs from SCP monsters
- Hatch eggs to unlock new anomalies
- Feed baby anomalies to level them up
- Earn money from grown anomalies
- Upgrade your lab so the next steal becomes possible
How the core loop works
The order matters as much as the steps. Reinvested money buys the speed, food, and capacity that make the next steal possible, so income and training feed each other across cycles. Because the roster grows one egg at a time, every cycle ends by funding the next one rather than by reaching a finish line.
First session: run the full loop once
Complete the whole loop once before optimizing anything — the point of the first session is to finish one clean cycle so the lab has income and a clear next upgrade. Getting away from the guard is only half the job: the economy begins only after the egg is hatched and the anomaly placed, which is why this order finishes one loop before starting another run.
Comparison
| 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 |
A shorter form of the same checklist: before opening Merge or a New Zone, steal one egg, hatch it, feed the baby, and collect lab cash. The first session is complete when a hatched anomaly is in the lab, has been fed, and you know where the next egg would come from.
Feed before the second steal
Feeding is a loop step, not an optional chore. Feed the anomaly already on the plot before stealing a second egg: a fed baby is income, an unfed baby is a decoration, and without food the lab does not level and cash stays small. Fit food purchases between egg attempts rather than turning feeding into a separate grind — residents pay for food, and food improves the residents that fund the next upgrade. For a new lab, buy food that leaves enough cash for the next essential action. When choosing who eats, stages beat names while income figures are unpublished: a Level 1 of anything is worse than a Level 50 from a nominally weaker family, so feed the baby closest to an adult frame.
Speed: the throttle on the whole route
Your speed determines which egg runs are practical, while anomaly income pays for food, treadmill training, and lab improvements, so the two progression tracks feed each other. Train for the next guard, not forever — pick one target, read its displayed recommendation, train until the attempt stops being obviously mismatched, then retest the route. Upgrade the treadmill when slow training holds back the next egg route; if you already outrun every reachable guard, put the cash into the lab or another hatch instead. Observed in play: a level-two treadmill raised training to +8 speed per second. Optional trails and Robux multipliers accelerate the loop but do not replace it — the standard progression completes with earned cash, treadmill use, and sensible target selection alone.
When to move to a new zone
Zones are the progression ladder. New players begin in a small lab with a nearby steal; stay in the starting zone until one anomaly is hatched and feeding, because dying on a deeper steal before the plot pays is how first sessions stall. Community reporting makes treadmill Speed the gate to higher zones — if a door, wall, or guardian stops you, train Speed before blaming the egg. The move-up rule is conservative: advance only when the previous guard has become comfortably escapable, since barely surviving one run is not readiness for an awkward carry. A zone run stays steal, escape, hatch, feed — not a campaign mission. The only officially announced zone addition is the New Zone from the 16 September 2026 group shout; deeper numbered zones (Zone 7, Zone 8) appear only in community reports and server notices, not a published map.
Reinvest in the current bottleneck
The next purchase should solve whatever is currently stopping the loop — not empty the balance:
Tips
Guards catch you
Train speed or improve the treadmill.
The lab fills up
Inspect the Plot upgrade and compare it with selling a weak resident.
Income feels slow
Feed a productive anomaly before replacing everything.
Babies stay small
Food is the fix.
Cash piles up with nowhere to go
Put it into Plot or the next zone.
Escapes already feel safe
Luck and Toy Roller are later spends — read the live text and test one level, since Luck has no documented guarantee of rare hatches.
Grown anomalies print money, so spend it on lab stations before Robux passes. This order repeats rather than finishes once: after every major hatch, re-check what is slowing the loop, because a stronger anomaly changes income while a better treadmill changes which eggs you can reach.
The repeatable mid-game rhythm
Mid progression is a rhythm that alternates treadmill sessions with cash generation, not a longer version of the first scramble. One cycle:
Roadmap
- 1
Collect income
Start every cycle from what your placed residents have earned.
- Collect current income from placed residents.
- 2
Feed
Turn shop stock into levels.
- Check shop stock and buy one or two affordable foods.
- Feed the resident you selected in advance.
- 3
Read and train
Point training at one chosen guard.
- Read the new level and income.
- Train on the treadmill toward one chosen guard.
- 4
Steal one egg
Bring home one reachable egg.
- Use hatch-timer downtime to collect cash, buy food, train, or plan base slots.
- 5
Hatch and place
Convert the egg into output.
- Hatch, place, and read the new anomaly's cash-per-second output.
- 6
Sell only when blocked
Free a slot without losing income.
- If plot capacity blocks the next placement, sell the weakest confirmed contributor once the replacement has hatched.
- Place the replacement.
- 7
Re-check the lab
Pick the next bottleneck.
- Take another look at the lab and pick the next bottleneck.
Then repeat. Repeatable cash in the lab beats a graveyard of unhatched eggs, and each finished hatch funds the speed and lab upgrades needed for harder targets.
Observed stage milestones
These single-session observations show how the loop scales stage by stage. Every number is a live label from one server on one day, not a permanent table. No fixed per-zone speed requirement is established, so treat the recommendation displayed in your own server as the reference — recorded sessions have shown different figures as the game changes, and prices, shop stock, and gating can move after updates such as the 16 September 2026 New Zone/Merge patch.
Data table
- Stage
- First reinvestment
- Observed Marker
- Treadmill level 2 cost $1,000, saved up from placed-anomaly cash
- Stage
- Early training rate
- Observed Marker
- Level-2 treadmill trains +8 speed per second
- Stage
- Early guards
- Observed Marker
- Recommended speeds of 1,000, then 10,000 observed near the starting area
- Stage
- Mid zone gate
- Observed Marker
- Zone three displayed a 200,000 recommended speed
- Stage
- Hatch timers
- Observed Marker
- About 25 seconds, 40 seconds, and two minutes in early play; deeper runs observed 30 minutes to 2 hours
- Stage
- Feeding value
- Observed Marker
- A $10,000 Eyeball Soup raised one anomaly eight levels at once, while cheap burgers barely moved others
- Stage
- Late loop
- Observed Marker
- Fed anomalies earning hundreds of thousands to millions per second; endgame speed gates observed in the billions
- Stage
- Full route
- Observed Marker
- A first-session player reached the end of the zone ladder by stacking speed training, feeding, and reinvestment
Progression mistakes that stall the loop
The same time-wasters come up again and again:
Mistakes to avoid
- Problem
- Aiming too far ahead — a high-zone egg is worth nothing if its guard catches you or the egg teleports back
- Fix
- Early progress comes from clean, affordable runs, not one desperate high-risk steal.
- Problem
- Training forever while neglecting residents
- Fix
- The residents pay for everything; skipping their upkeep makes the next treadmill upgrade unnecessarily slow.
- Problem
- Filling every slot without comparing output
- Fix
- Keep the residents that contribute more, and sell cautiously — only when a better hatch is waiting.
- Problem
- Waiting on an empty food shelf
- Fix
- Stock changes; do another loop job and return later.
- Problem
- Spending early cash on Luck or Merge
- Fix
- Luck has no documented rarity guarantee, Merge recipes are unpublished, and neither teaches the steal.
- Problem
- Leaving the starting zone before one stable loop
- Fix
- Finish the loop first; everything after that is optimization.
Related Guides
Steal an Egg and Escape
Read the speed label, scout a route, and escape the chase so your stolen egg reaches the lab.
Feed & Level Up
Learn why feeding is the only way anomalies level and what each feed changes on your resident.
Lab Upgrade Order
Follow a bottleneck-first order for Treadmill, Luck, Plot, Toy Roller, and the Merge Machine buys.
