
The evil Raksha have taken over the Earth. They hunt humans for sport - and you're next! Can the hunted become the hunter....?
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 20 reviews with recorded playtime.
Reviews
Интересная андвенчура, повествующая о неспешном герое противостоящим инопланетным захватчикам. В игре простые загадки, для решения которых не потребуется много времени, но придется приложить логику. Графика - пререндерные задники и спрайты персонажей, но сделанные даже по современным меркам очень неплохо. Детализация мира отличная. Музыка подкачала - сопровождает она нас только в прологе и недолгих стычках. А вот боевая система непонятная. Вроде и много типов вооружения, есть даже прокачка, есть разная броня - но как все это работает без пол литра не разберешься. Кроме боевки есть еще система пси-умений, из которых важно лишь лечение, а остальные - лишняя трата "маны". И кого-то будет раздражать неспешность главного героя. По нему стреляют, в него кидают гранаты или гоняться мутанты - а он неспешным шагом идет куда глаза глядят. Что само по себе объяснимо: в игре присутствует регенерация здоровья и не так много аптечек, количество которых компенсируется как раз неспешностью героя. Есть еще минус - невозможность сохраниться на последнем уровне, но проходится он максимум минут за 30, если быть крайне осторожным и не идти напролом. В целом могу эту игру посоветовать любителям игр конца 90-х. Неплохой сюжет, колоритные персонажи с отличной озвучкой, 6-7 часов на прохождение.
A cool post apocalyptic Action RPG/Adventure game about fighting off an alien invasion; I guess this is the closest to an XCOM RPG as it gets. Deserves to be played even today.
Alien Earth is a janky but charming 90s action-RPG where you scavenge junk, craft weapons, and fight alien bug overlords at the world’s slowest walking pace. The visuals and voice acting hold up surprisingly well, the atmosphere is great, and the mix of adventure + RPG ideas is oddly compelling. It's hella clunky, sure, but for fans of retro oddities, it’s a neat little time capsule. https://steamcommunity.com/sharedfiles/filedetails/?id=3608010462 https://steamcommunity.com/sharedfiles/filedetails/?id=3606691355
A very badly designed game. I got it because I thought it was a spiritual successor to the old Shadowrun games. It isn't it is absolutely terrible.
Buggy game, but it has very good and funny dialogue. Very good voice acting. Game is difficult and you have to load a lot from save points. Its and old game, but i like its style once you get to the city. Bit like fallout 1 and 2.
Alien Earth, developed by Beam Software and published by Ziggurat, is a forgotten relic of late 1990s PC gaming that straddles the line between action, adventure, and role-playing. Set in a bleak post-apocalyptic future, the game imagines a world ravaged by nuclear catastrophe and subsequently conquered by a race of insectoid aliens known as the Raksha. Humanity has been reduced to a primitive existence under their rule, forced to live in hiding and periodically hunted for sport. You play as Finn, a reluctant hero chosen as prey in one of these so-called “hunts,” who must not only survive the ordeal but uncover the truth behind the alien domination and his own place within it. It’s a classic underdog setup that channels both science fiction and survivalist tones, setting the stage for a journey that mixes combat, exploration, and puzzle-solving in equal measure. At its heart, Alien Earth is an isometric action-adventure that borrows liberally from several genres. From the start, it establishes a rhythm of cautious exploration, scavenging, and crafting. The world is presented as a series of interconnected environments—overgrown jungles, abandoned cities, underground tunnels—each filled with traps, secrets, and hostile creatures. While the basic structure is reminiscent of games like Crusader: No Remorse or early Fallout, Alien Earth carves its own identity through its blend of resource management and RPG elements. Finn begins weak and ill-equipped, but as you explore, you gather raw materials and learn to craft rudimentary weapons and tools. The crafting system is surprisingly robust for its time: combining scrap metal, bottles, and fuel can yield makeshift explosives, while other combinations produce weapons like spears or axes. There’s no traditional leveling system; instead, Finn improves through repeated use of items and abilities, a form of organic progression that rewards persistence and experimentation. Combat is both a necessity and a test of patience. The isometric perspective can make aiming awkward, and movement feels clunky by modern standards. Yet beneath its roughness lies a certain charm. You can engage enemies with melee weapons, firearms, or psionic powers—abilities that allow Finn to heal, create shields, or unleash bursts of energy. The variety of combat options gives players flexibility in approach, though the mechanics themselves can feel unrefined. Many encounters reward caution over aggression, forcing you to use the environment to your advantage, retreat when necessary, or rely on crafted items to tip the odds. The scarcity of resources adds tension; every bullet or medkit feels valuable, and mismanagement can spell disaster. In this sense, the game captures a sense of survival that aligns perfectly with its narrative setting—a world where humanity’s ingenuity is its last weapon. Exploration is the game’s strongest suit. Alien Earth excels at atmosphere, painting a world that feels genuinely alien and decayed. The environments, though dated in presentation, evoke a sense of desolation and mystery. Rusted machinery, derelict structures, and alien technology are scattered across landscapes that tell their own stories without exposition. The visual design uses the isometric angle effectively to create layered spaces that invite curiosity, even if the fixed camera and limited resolution can make navigation clumsy. Sound design further enhances the immersion. The ambient noises—wind howling through ruins, the hum of alien energy, the distant cries of unseen creatures—build a haunting backdrop that reinforces the sense of isolation. The sparse musical cues arrive at key moments, heightening tension or melancholy. It’s a game that thrives on mood, drawing you into its world not through spectacle, but through atmosphere and tone. The narrative unfolds through dialogue with survivors, data logs, and environmental storytelling. Finn’s journey gradually expands beyond simple survival, hinting at larger questions about the Raksha and the human resistance. While the writing is straightforward, it manages to convey themes of defiance, sacrifice, and the cyclical nature of human ambition. The characters you encounter—scientists, scavengers, and rebels—serve as mirrors of a society on the brink of extinction. Some seek redemption, others cling to false hope, and a few simply want to survive another day. The plot progresses steadily, though the pacing occasionally falters due to backtracking and the game’s sometimes unclear objectives. Certain puzzles require lateral thinking, demanding players to combine items or trigger environmental mechanisms in unintuitive ways. These moments can be frustrating, especially without modern conveniences like quest markers or detailed maps, but they also reflect an era when games trusted players to experiment and observe. Visually, Alien Earth carries the distinct aesthetic of its time—detailed but low-resolution pre-rendered backgrounds, sprite-based characters, and a muted color palette that fits the tone of decay. The design work shows genuine craftsmanship within the limits of 1990s technology. Environments feel alive in their stillness; every shadow and scrap of debris tells of a civilization long past. Animation can be stiff, and the user interface occasionally cumbersome, but the overall presentation retains a certain gritty charm. The voice acting, while uneven, adds personality to key scenes, and the atmospheric soundscape compensates for any shortcomings in fidelity. In its best moments, the game feels immersive in a way that transcends its technical constraints, pulling players into a world where the remnants of humanity cling to survival against overwhelming odds. Alien Earth’s greatest strength lies in its ambition. It attempts to merge storytelling, crafting, combat, and exploration into a single cohesive experience—a difficult balancing act that few games of its era dared to attempt. While it doesn’t always succeed, its willingness to experiment is commendable. The crafting system, survival mechanics, and nonlinear progression were ahead of their time, foreshadowing ideas that would become common in later action-RPGs and immersive sims. However, the same ambition also exposes its flaws. The interface can be cumbersome, combat imprecise, and navigation confusing. Save points are scarce, and the absence of modern conveniences like autosave or clear quest tracking can make progress feel punishing. Yet these imperfections are part of its character, a reminder of an era when experimentation mattered more than accessibility. In retrospect, Alien Earth feels like a rough gem buried beneath the sands of time—imperfect, dated, but undeniably earnest. It may not have achieved the critical acclaim or technical refinement of its contemporaries, but it offers an experience that’s both distinctive and strangely compelling. Its hybrid of genres, atmospheric storytelling, and commitment to player-driven exploration make it a fascinating artifact of PC gaming’s experimental period. For modern players, it stands as both a curiosity and a testament to a studio that dared to dream bigger than its means. Alien Earth may not shine with the polish of modern remasters, but its world of rust, ruin, and resilience continues to echo with a strange beauty—a reminder of a time when even flawed ideas could feel bold and full of promise. Rating: 6/10
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Читать прохождение в Стране Игр, конечно, было намного интереснее, чем играть сейчас в этот старый микс Дьяблы с адвенчурами. Сломал на пульки и всё равно промучился до конца игры. Завершающий уровень это что-то с чем-то, его предваряет нуднейший уровень по добыче трёх ключей: лифт -> активация двери -> лифт-> путь с боями до ключа -> путь обратно -> повторить три раза. Во время всего этого веселья нельзя сохраняться, как и в дальнейшем, до самого конца. Один раз я умер на охраннике королевы. После таймера, на котором я убился во второй и последний, чёрт его дери, раз идёт ролик концовки этого говна, который я посмотрел в сети. Never Ever Again in the Verse. p.s. В роликах в сети у проходящих больше двух пси-абилок, не понял как их добывать, и всратости этого куска кода они не исправили бы. p.p.s. Сохранения в определённых разрабами местах в играх - рак жопы сатаны. p.p.p.s. А, королеву нужно было отравить шприцем, о котором я совсем забыл.
wow, this game is just awful. shadowrun snes is my favorite game of all time, and while they took the formula from it, there's nothing but a messy, disgusting monstrosity here. it's got the charm of an old NES game where the devs never finished it. you have to walk everywhere, there's 10 second music clips that will play with each encounter (so awful, only made it to the second stage), it's the most joyless slop you'll ever encounter.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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