
This is a fight for survival. Xenomorphs swarm in overwhelming numbers. Every room could be your last.
Most likely between $3.7M and $10.4M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 62% | approximately $6.1M |
| PlayStation | $49.99 | — | — |
| Epic | $49.99 | 86% | #37 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $25.33 on Steam · China (−49%). Compare 31 prices in 15 markets →
Reviews
Themes across 1702 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
I enjoy the new graphics and the new customizations it has. The story line is also intriguing. I do feel that the character customization lacks more representation. There isn't a darker tone for skin color, yet we have Zula Hendricks in the Alien: Rogue Incursion game. The game can get buggy and crash no matter how much I try to lower my quality and FPS. I would also get stuck in the geometry at some moments, which sucks because I would find awesome teammates, but due to technical difficulties, I would have to restart the game and lose progress and communication with them. I wish there were better ways to see if an added friend is online as well. All in all, I am in love with the game. I know it's fresh out the oven so it'll have some issues. I look forward to the updates in the future for it to become more enjoyable.
Co Op fun shooter that's not filled with micro transactions and PVP extraction mechanics. This game has great potential and while some bugs may be present its less buggy than half the other shooters when they come out.
游戏还行。我真受不了这个沙比机枪塔了,瞄准之后一年才开枪,无人机好多了,只需要瞄准半年。能不能改改这白痴攻击方式?看着火大
Fan of the first, lots of good things going on here despite what reviews are saying. I am excited to see what they have down the pipeline.
Great sequel (evolution?) to the original AFE. FTE2 offers a more streamlined player experience, and one way this is achieved is by cutting down the number of weapons and amalgamating the original Marine classes/kits into new ones. This is balanced out by adding meaningful and enjoyable weapon options through Traits and Augments, as well as the new Specialist class. The Specialist is a particularly great addition, allowing you to cross-kit abilities and traits from the fixed Marine kits — as long as you've unlocked them first. This gives you a lot of room to experiment with Specialist builds on the Endeavor, then take them into the field or Horde Mode to test and refine them. Want to make a ridiculously powerful tank Specialist? An uber-Medic? You can. I'm currently experimenting with a Specialist running the Rumble Sentry with Electrical Field (Machinist class) for slowing groups of approaching Xenos, combined with Stasis Bolts for locking down priority targets (Hunter class). Together they provide excellent area control — slowing the horde while giving me the ability to single out and immobilise anything particularly nasty. It's a really satisfying way to control the flow of a fight. The trade-off is that this build sacrifices some raw damage output, so I need a Marauder or another high-damage Marine in the Fireteam to complement it — another good example of why team synergy and how your builds work together really matters. You can also level up Marine classes faster once you've unlocked each class's 10% XP boost perk (universal), then stack them onto the class you are levelling - really handy. I really appreciate the level and set design of Stoor's Boon. It feels eerily familiar to Hadley's Hope from Aliens — Cold Iron have absolutely nailed the frontier-colony aesthetic. The level design also makes much better use of verticality: overbridges, stairwells, looking down into areas you're heading towards, and seeing Xenos gathering and climbing towards you is really cool. The gameplay loop still works and is enjoyable: move through an area, fight increasingly large groups of Xenos, Synths, etc., defend or activate something, survive, and keep pushing forward. And that's ultimately why I think this is a great sequel. It's essentially the same game, but with more targeted customisation, four-player co-op — a huge positive, giving you more firepower and better opportunities for team synergy — and greater enemy variety. I'll mention the level design again, because it really does make a difference. It's no longer as simple as "hold this choke point." The Xenos (and the devs) are smarter, so you have to be smarter, too. When I first saw a Xeno Warrior quickly sidestep my firing line and attempt to flank me, I was genuinely impressed! Being able to crouch and melee are also meaningful additions, and some weapons now have selectable fire modes. These are options that simply weren't in the original AFE and add more depth to the moment-to-moment gameplay. Another thing I really like is how the challenge cards and consumable items have been handled. Challenge cards are no longer randomised with one card selected for the mission — they're all applied. Loads better. Likewise, sentries, grenades, mines, etc. (consumables) are unlocked once through purchase and are then available to take on missions. Again, loads better. Overall, there's better progression and replayability through the combination of classes, weapons, perks, abilities, weapon progression, challenge modifiers, consumables and, perhaps most importantly, build experimentation. There are technical problems and bugs, but these will hopefully be ironed out and, at least for me, they aren't game-breaking. A patch is also due to address some of these issues at the time of writing. To be honest, I don't have the same gripes with the NPC scripting that many others have pointed out. Rather than having a token or stereotypical army grunt who simply gives and takes orders, the different NPCs actually have their own personalities, quirks and attitudes. It's another small but welcome way the game adds variety and makes the world feel a little more alive. I think Cold Iron have again tried to evolve the NPC's from original AFE. Overall, I'm really enjoying it. Is it a true sequel, or more of an evolution of AFE? Maybe a bit of both. But for me, that's not necessarily a bad thing. It takes what worked in the original, streamlines and expands it, and adds more than enough new systems and options to make me want to keep playing.
Is good!
Aliens Fireteam 2, more of the first one but looks significantly better
Я купил игру на старте и никому не рекомендую так делать. Провёл 200+ часов в 1 части, которую купил за 400 рублей с DLC (в 10 раз дешевле, чем базовая игра сейчас!!!) и уверен, что не замечу разницы с этой игрой.
烂
Good sequel that really just offers more of the same, only with slightly higher production values and 4 player co-op this time around. Gameplay is fun and there's a huge amount of grinding to be done if you want to get all the things - but only 16 missions to grind in, which sounds reasonable but isn't enough to keep interest up for more than a couple dozen hours. There's also more chatty noseringed lesbian girlbosses here than I am able to tolerate, but at least you can shut them up. Sort of.