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About This Game

The endless darkness and the somber, long passages of a military complex have become the abode of evil, as thousands of blood-thirsty creatures fill its offices, storehouses and mysterious laboratories.
Your mission is simple: clear the base at all costs. You will be provided with explosives to help you gain access to the teleports from where thousands of pitiless creatures pour. A stationary gun will aid in the defense of the area. You have been granted access to the most advanced weapons technology money can buy. As you earn your pay, you can equip yourself with additional weapons in the arming area and biomechanical implants that will make your fighting abilities super human.
The alien invasion has begun, we have one chance, and that is to stop them cold in their staging area. Do not allow them escape this facility, you are our last hope. The fate of humanity now depends on you!
  • About 1,000 monsters on each map, showing up to 100 monsters simultaneously on one playing screen
  • Many hours of game play with 10 missions and a survival mode
  • Full-on-action male or female character
  • Character upgrade facility
  • 9 weapons of mass destruction
  • Red or Green blood selection
  • Highly imaginative selection of enemies
  • Reactive music which helps to drive the action
  • Useful gadgets - flash lights, medkits, battle drones
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Title: Alien Shooter
Genre: Action, Indie, RPG
Developer:
Sigma Team Inc.
Publisher:
Sigma Team Inc.
Franchise:
Alien Shooter
Release Date: 15 Sep, 2003



English,Russian



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I always wanted to get my hands on game demos as a kid.<\/b> This being one of them, it hasn't aged a bit!

  • Alien Shooter is exactly what it looks like on the tin, no story required.
    <\/li>
  • The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.
    <\/li>
  • Nab some green armor and run around like a knockoff Doomguy.<\/li><\/ul>It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal!<\/i>. I always wanted to get my hands on game demos as a kid.<\/b> This being one of them, it hasn't aged a bit!
    • Alien Shooter is exactly what it looks like on the tin, no story required.
      <\/li>
    • The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.
      <\/li>
    • Nab some green armor and run around like a knockoff Doomguy.<\/li><\/ul>It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal!<\/i>. I always wanted to get my hands on game demos as a kid.<\/b> This being one of them, it hasn't aged a bit!
      • Alien Shooter is exactly what it looks like on the tin, no story required.
        <\/li>
      • The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.
        <\/li>
      • Nab some green armor and run around like a knockoff Doomguy.<\/li><\/ul>It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal!<\/i>

        Staff Officers:
        Hi all,

        Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events.



        The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain.

        For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game.

        Bugfixes/Changes:

        • Staff officers now appear in the HQ screen.
          Chief of Staff: Affects order delay for all units.

          Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks.

          Administration: Affects passive morale loss and replenishment rate of units in reserve.

          Logistics: Affects food/water regain when in range of kitchens.

          Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise.

          The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir."

        • Random events and decisions now appear every now and then.



          These can sometimes cause temporary effects that affect the whole division.



        • Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced.
        • Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation.
        • Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions.
        • Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance.
        • Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer.
        • Added a few more variations to the officer portraits.

        Important notes:
        You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future.

        You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.

        Thanks for playing!. First Update!:
        Hi all,

        Thank you to everyone who has supported the game thus far, it's an honour to see you all playing the game! Based on the feedback I've gotten today, I've decided to release a small update with some minor quality of life improvements:

        • Selected units are now indicated visually. This admittedly should have been included from the get-go, but I got so used to everything that it didn't even cross my mind.
        • "Attack Unit" now works. I made some last minute changes last night and didn't realize that I had accidentally broken something that had been working fine up until now.
        • Mouse scrolling is now included in the game.
        • Heavy rain now damages tiles. I removed this originally because I thought it might be annoying to constantly have to repair trenches. Let me know if you enjoy this feature or not, as I'm on the fence about it myself.
        • Full screen is set by default.
        • Added missing tooltips to Order of Battle and Aerodrome subscreens. Hope they help!
        • Artillery attack animations now appear as static images when the game speed is set to 3 or 4. Having them animated at such fast speeds actually lags the game, so this will have to do. Animations still remain in place at a game speed of 1 or 2. Some of you have asked for visual indicators when attacking with machine gunners or rifle units. I'm still trying to come up with the best way to do so.
          [\list]

          Minor issues, but I hope even such small changes help you all enjoy the game more!
        . Portraits:
        Hi all,

        Some issues with the help text have been addressed, as well as some minor changes that hopefully improve the user experience. I've also added portraits into the game for officers and pilots. This adds literally nothing to the game except for kind of looking cool. I'll add more variation as I go, but for now at least it's functional.

        Bugfixes/Changes:
        • Portraits have been added for officers and pilots.



        • Some typos and grammar issues in the help text have been fixed.
        • Section about officers has been added to the help text.
        • Watch Duty is now possible in blockhouses.
        • Structures built in houses and forests are now partially visible.
        • Weather conditions now affect artillery. Number of squares hit within an artillery unit's attack range is now reduced in adverse weather conditions.
        • Artillery now actively avoids tiles which would be unfeasible to stop in, such as dugouts and houses.
        • Bug in which two-tile sized houses were not properly providing cover over both tiles is now fixed.
        • Units will no longer be able to stop in tiles if they are over the crowding limit. I'm hoping this addresses some concerns with regard to the feasibility of having hundreds of men crammed into a single tile by forcing players (and the AI) to be a bit more proactive in building comprehensive trench networks.


        Thanks for playing!. Some Info in the Discussion forums!:
        Hi all,

        I've noticed that there have been more than a few wishlists in the short time this game's Coming Soon page has been available on Steam. For more information about the game, feel free to check out the Discussion forums. There are a few threads that shed light on some of the mechanics of the game.

        Of course, feel free to contribute! The game is still in development, so I'm more than happy to take suggestions and answer questions about the game!

        Thanks for the interest!. Hotfix:
        Hi all,

        Just published a quick hotfix for two easy-to-fix yet important bugs that were introduced in the last update.

        1. Fixed dugouts, blockhouses, and mine entrances not working. I broke this when I tweaked the code to allow for field supply dumps.

        2. Offensives no longer reset if the enemy performs an offensive first.

        Sorry about these bugs, folks. Guess I introduced too many new features in the last update :)


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