
Single-player arena shooter. Weird weapons. Relentless robots. Easy to play, hard to score. Enter the chaos, shoot the bots, and compete in the Monthly Challenge.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Alien Grounds is a fast sci-fi action FPS built around arena shooter combat against relentless enemy hordes - a clean, high-speed loop of short runs, escalating pressure, and mastery. It blends boomer shooter energy with a sci-fi setting and light roguelite structure.
Each mission is a short run with its own score.
Completed mission scores add to your Overall Score.
Play the next mission, or replay to improve your result.
Progress saves after each mission you complete.
Runner - fast, light hits.
Tank - slow, heavy hits.
Shooter - keeps distance and fires.
Phantom - subtle and hard to see.
Pistol - Low damage, limited ammo.
Automatic Rifle - Standard damage with recoil and spread. Ammo refills when low.
Laser Gun - Standard damage with infinite energy and no recoil, but overheats if overused.
Gravity Gun - Standard damage with infinite energy and no recoil, but speeds up the fight.
Annihilator - Close-range panic button with a short recharge.
Chem Gun - Poisons enemies. Kills trigger after enough enemies are poisoned.
Freeze Gun - Area control tool that locks enemies in place. Slow recharge.
Easy - Relaxed and forgiving. Learn the systems.
Medium - The intended experience. Balance and precision matter.
Hard - Deadlier enemies. Tight resources. Highest multipliers.
Your Overall Score is ranked on two leaderboards: monthly and all-time.
Top monthly players are added to the Hall of Fame.
Score higher by:
Headshots
Shoot fireballs
Knock enemies off the map
Use the gravity gun at high speed
Use the pistol
Avoid powerful weapons (chem gun, freeze gun, annihilator)
Play higher missions and harder difficulty levels
Have fun. Shoot more. Score higher.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ulepione na gotowych asetach gówno nie warte nawet za darmo xD ani strzelanie, ani chodzenie, ani wrogowie, ani fabuły, której nie ma, no nic nie można tu polecić. nie wiem kto dał tu pozytywną ocenę, ale musiał zostać przekupiony XD
Curto bastante o joguinho. Pra quem gosta de time/score attack é um prato cheio.
те кто не осели окончательно ... в ...
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Alien Grounds is a focused science-fiction arena shooter built around fast combat, repeated missions, and the pursuit of increasingly impressive scores. Developed and published by emagnetic, it favors straightforward action over an elaborate narrative or complicated progression system. The central appeal comes from entering combat arenas, dealing with waves of robotic opponents, completing missions, and gradually learning how to turn ordinary victories into more efficient and rewarding performances. Its structure makes it easy to understand while leaving enough room for players to improve their technique over repeated attempts. Each mission operates as a self-contained challenge with its own score. Completing missions contributes toward an Overall Score, while finished stages can be replayed whenever the player wants to improve previous results. This gives the campaign an arcade-like rhythm in which reaching the end of a mission is only part of the objective. Players who enjoy optimization have additional motivation to revisit familiar encounters, experiment with different weapons, increase the difficulty, and discover methods of eliminating enemies that generate better scores. The robotic enemies are divided into recognizable combat roles. Fast-moving Runners pressure the player through mobility, Tanks trade speed for greater durability and offensive power, and Shooters create ranged threats that discourage remaining stationary. Phantoms introduce another complication through their reduced visibility, requiring greater awareness when an arena becomes crowded. The enemy roster is not excessively complicated, but these distinct roles complement the game's emphasis on movement and quick decision-making. Encounters become more interesting when different enemy types appear together and force the player to constantly reprioritize threats. Weapon design adds considerably more variety. The pistol is comparatively weak and has limited ammunition, yet its usefulness is tied to the scoring system because relying on it can increase potential rewards. The automatic rifle provides a more conventional firearm with recoil and spread, making it a dependable general-purpose choice. The laser weapon eliminates traditional ammunition concerns but can overheat, encouraging controlled firing instead of simply holding down the trigger. These differences make weapon selection about more than choosing whichever firearm produces the most immediate damage. More specialized equipment expands the tactical possibilities. The Gravity Gun is particularly interesting because using it while moving quickly can increase the intensity of combat and create opportunities for better scoring. The Annihilator functions as a powerful close-range option but is restricted by its recharge requirement. The Chem Gun allows poisonous effects to be spread among enemies, while the Freeze Gun provides valuable crowd control by temporarily immobilizing groups. These powerful tools can make survival easier, although the scoring rules sometimes reward players for avoiding them. As a result, the strongest equipment is not automatically the best choice for someone chasing leaderboard positions. This relationship between survival and scoring is one of Alien Grounds' smartest ideas. Extra points can come from actions such as landing headshots, knocking enemies out of the arena, shooting fireballs, using particular weapons, moving aggressively, or accepting additional restrictions. Choosing a harder difficulty also provides greater scoring opportunities. The system encourages players to move beyond simply surviving encounters and instead develop a more deliberate combat style. A safe and efficient strategy may complete a mission, but taking greater risks can produce a substantially more satisfying score. Easy, Medium, and Hard difficulties provide a natural progression through this system. Easy is useful for becoming familiar with enemy behavior, arenas, weapons, and basic mechanics. Medium provides a more balanced challenge, while Hard increases the danger and places greater demands on resource management and combat execution. Importantly, higher difficulty is connected to stronger scoring potential. This gives experienced players a practical reason to challenge themselves instead of treating difficulty selection as nothing more than an optional test of endurance. Leaderboards further support the competitive nature of the game. Monthly and all-time rankings turn individual mission improvement into a broader competition, while the Hall of Fame concept gives successful monthly competitors additional recognition. Monthly rankings are particularly appropriate because they provide recurring opportunities for active players to compete rather than leaving the leaderboard permanently dominated by old records. Steam achievements, Steam Cloud functionality, controller support, and leaderboard features complement this replay-driven approach. Alien Grounds does have a deliberately limited scope. Anyone expecting a large cinematic campaign, extensive storytelling, complex characters, exploration-heavy environments, or an enormous RPG progression tree may find the experience relatively modest. Its roguelite elements support repeated play rather than transforming it into a deeply randomized character-building game. The emphasis remains firmly on shooting, movement, enemy management, and score optimization. That narrow direction can make the experience feel repetitive for players who require constant new content, but it also keeps the game from becoming distracted by systems that do not contribute directly to its central action. The presentation follows the same functional philosophy. Futuristic arenas and mechanical enemies establish an uncomplicated science-fiction setting that suits the rapid combat. Rather than attempting to overwhelm players with spectacle, the environments serve primarily as spaces for maneuvering, controlling groups, and exploiting opportunities during hectic encounters. The relatively accessible system requirements also fit the character of an independent shooter designed around immediate gameplay rather than cutting-edge graphical technology. The game's period in Early Access was used to refine the experience before its full release. During that development phase, emagnetic worked on areas such as balancing, pacing, performance, and general polish. That process fits a score-focused shooter particularly well because small adjustments to enemy behavior, weapon effectiveness, difficulty, and mission flow can significantly affect whether repeated runs remain enjoyable. Ultimately, Alien Grounds works best for players who appreciate compact arcade shooters and enjoy mastering mechanics through repetition. Its strongest feature is the way scoring influences combat decisions, encouraging players to deliberately accept disadvantages or additional danger instead of always relying on the safest weapons and strategies. Enemy variety, specialized firearms, multiple difficulty levels, replayable missions, achievements, and competitive leaderboards all reinforce that central philosophy. It may not offer the scale or narrative depth of a traditional campaign-driven FPS, but its focused approach gives score chasers a clear reason to keep returning. For an independent arena shooter centered on improvement, experimentation, and competitive performance, Alien Grounds delivers a straightforward but thoughtfully structured experience. Rating: 6/10
666
düşmandan çok zaman öldürmelik
喂喂,你这敌人画的也太简单了吧,而且完全无视了重力了吧?敌人就像纸片一样飞?
At first i thought this was just a mere joke of game. Little did i know that this game would change my life for the better. Just because i gave this game a chance.
有成就 没中文 异域战场 《异域战场》是一款快节奏科幻第一人称射击游戏,核心为竞技场围剿无尽敌潮。游戏流程紧凑短促、压迫感层层递增,十分考验操作熟练度;融合复古猛冲射击的热血手感、科幻世界观与轻度肉鸽机制。 任务机制 每一场任务都是一局短对局,单独结算对局分数。 所有通关任务的分数累加为总积分。 可开启下一任务,也能反复重刷冲击更高得分。 每完成一局任务自动保存进度。 敌人种类 疾行怪:移速快,伤害偏低 重甲坦怪:行动迟缓,重击伤害极高 射击怪:保持距离远程输出 幻影怪:身形隐蔽,难以锁定 武器列表 手枪:伤害偏低、弹药量有限 自动步枪:标准伤害,存在后坐力与弹道散布;弹药偏低时会自动补给 激光枪:标准伤害,无后坐力、能源无限;持续开火会过热锁枪 重力枪:标准伤害,无后坐力、能源无限;会整体加快战场交战节奏 歼灭炮:近距离应急爆发武器,冷却时间较短 腐蚀喷枪:给敌人叠加毒素,毒素累积足够后直接毒杀目标 冰冻枪:区域控场,冻结敌人行动;冷却速度慢 难度档位 简单:节奏宽松、容错高,适合熟悉游戏机制 普通:官方标准体验,考验操作平衡与精准度 困难:敌人杀伤力大幅提升,物资紧缺,积分倍率最高 积分排行 总积分同步登上月度、历史两大排行榜。 月度榜顶尖玩家会载入名人堂。 提升积分的加分方式 爆头击杀 击碎敌方火球 将敌人击出场地边界 高速状态下使用重力枪作战 使用手枪完成击杀 少依赖强力武器(腐蚀喷枪、冰冻枪、歼灭炮) 挑战更高关卡、更高难度模式 游玩初衷 尽情开火、畅快战斗,冲击更高分数即可。
nice attack killer
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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