
The 2D side-scrolling shooter from The Behemoth is back! With your mighty blaster and a group of mysterious kids by your side, destroy the agency and reclaim your spaceship!
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 Sep 5 → 0.43/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 Hominid HD, the award-winning 2D side-scroller from The Behemoth, is now available for Steam! With hand-drawn graphics, excitingly fast gameplay, and the humor that started it all, loading up this title is like traveling decades back in time, with improved visuals and the same hardcore gaming experience.
Navigate your surroundings by jumping, dodging attacks, grabbing agents, and digging underground! Use your trusted blaster to shoot at anything in your path and hurl grenades towards your enemies for epic explosions! Catch agents off guard with your knife in close-up combat, or chomp their heads off if that’s more your style.
Whether you’re playing solo or 2-player local co-op, Alien Hominid HD is back with the three classic difficulty options:
Easy - 7 lives and continues, with two shields from weapon pickups
Normal - 5 lives and continues, with one shield from weapon pickups
INSANE - 3 lives and continues, one hit kills
Tired of chomping heads? All of the original mini games are here for any aliens wanting a quick break, including:
Over 500 levels of PDA Games
Super Soviet Missile Mastar
All You Can Eat
Neutron Ball
Pinata Fiesta
Challenge Mode
And that’s not all – the game is complete with Steam achievements, in addition to weekly and monthly leaderboards for all three difficulties! Come back to the game that started it all for The Behemoth while crossing your fingers and hoping you remember those pesky boss patterns…
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 621reviews | 95% | — | $189K |
| $8.39−30% | 155ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
jogo foda da porra, muito punk irado comunistas e crianças gordas(e aliens é claro),como uma empresa começa tão bem?????
à la base j'l'avais vue dans un mod fnf l'alien jaune. J'ai bien fais d'me renseigner un peu sur lui parce qu'la on est sur un jeu mais il est incroyable pour vrai ! Franchement c'est à essayer l'jeu est vraiment bien de fou !
I love challenging games this is awesome
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Portugal*languages with full audio support
| $11.99 |
| 57ratings |
| 96% |
| — |
| not modelled |
| $11.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely insufferable to play. I only played for about an hour and a half, and during that time, I felt an unspeakable amount of rage. If you like being on a verge of nervous breakdown, this game is for you. But I'm sure there's not a lot of people like this.
Level 2 is absolute cinema.
The Behemoth started off with a fast-paced hit-and-run game that may not be as nostalgic as Castle Crashers, but trust me, this game has it all: dashing 2D design, intense boss fights (particularly near the end), loads of humor and heart, and particularly the addition of Turbo Fire.
like
小时候认为好久才能通关的游戏 大了玩着就Happy Ending了 敬童年!!!
O Alien favorito da criançada Super Meat Boy, Henry Stickmin, Friday Night Funkin e tantos outros jogos com aquela estética marcante de Flash e Newgrounds devem muito a Alien Hominid, um jogo de 2004 que incrivelmente também lançou para os consoles da época além do flash, sendo desenhado por Dan Paladin e Tom Fulp (fundador do Newgrounds), que logo fundariam o estúdio The Behemoth, que posteriormente fariam o legendário Castle Crashers. Mas tudo começou aqui, nesse curto jogo, que transborda personalidade. É um run n' gun no melhor estilo Metal Slug, é o que dá pra dizer da gameplay. Você atravessa niveis majoritariamente horizontais, cujo núcleo do desafio está em desviar dos projéteis abundantes dos inimigos e matá-los, com seu personagem (o alien amarelo cabeçudo) morrendo com um hit, mas isso sendo compensado com muitas vida e créditos antes de tomar um game over. Há diversos power-ups de balas diferentes, com vantagens diferentes, que também vem junto com um escudo que te permite levar um ou dois danos antes de morrer, e assim como Metal Slug, as armas tem balas, e se você morrer perde elas e volta com o tiro buxa padrão. E como aqui não estamos limitados a fichas de fliperama, temos créditos limitados, com o jogo salvando ao final da fase e isso cria um equílibrio perfeito. O jogo não se torna muito punitivo, mas ainda exige cuidado e foco, pois quando você morre, o invicibility frame quando você retorna dura menos de um segundo, e se for descuidado, pode perder um crédito inteiro em menos de trinta segundos. Claro, como um bom jogo desse gênero, temos bosses incríveis. Dada a estética exagerada com violência e gore cartoon descontraídos, eles puderem criar bosses com ideias malucas, com o humor fazendo parte dos seus padrões de ataque, e diria até melhores que os de Metal Slug, as vezes seguindo uma linha mais Treasure de boss do gênero. O jogo é lindo, a trilha sonora fez eu voltar no tempo pois ela tem realmente um tempêro Flash que nem sei explicar direito. É isso, é um jogo foda mesmo anos depois e sendo o pioneiro dessa estética, e isso é surpreendente, e é bem curto, dá pra zerar em uma hora se você jogar bem, mas cada segundo é carregado de personalidade, agora meu sonho é jogar esse de dois e ver o quão caótico é.
Das Spiel ist grafisch auf seine ganz eigene Art wirklich wunderschön und auch die Verbindung zur kreativen Indie-Videospielschmiede Newgrounds, die sich in Humor und Stil widerfindet, macht es vielleicht zusätzlich sympathisch, aber wenn es dann um den Spielspaß geht, es hat ein paar ernsthafte Design-Schwächen. Im Grunde möchte man hier ein neues Metal Slug machen, aber Metal Slug ist das nicht. Das Spiel ist deutlich hektischer, okay, kann man so wollen. Aber teilweise dann auch von Gegnern überladen, so dass man den Überblick über ihre Schüsse verliert, denen man aber doch ausweichen muss. Hier kann man sich anschauen wie die Gegnerplatzierung beim Vorbild Metal Slug sogar bei scheinbarer Überflutung mit Gegnerscharen, besser gelöst ist, was dort sogar bei 4:3 Bildschirmformat gelingt. Einige der Bosse sind nicht wirklich schwer, eher wird es nervig gemacht, ihre Schwachstellen zu treffen. Und dabei taucht auch ein ganz großes Problem auf: Der Sprung. Durch die ständige Notwendigkeit zum Ausweichen über langsam fliegende Projektile zu springen, und auch die Art und Weise wie Bosskämpfe und Level mit mehreren Ebenen arbeiten, kommt dem Springen in diesem Spiel eine entscheidende Rolle zu. Es ist aber nicht dosierbar! Ob man den Sprungknopf nun kurz antippt oder lange gedrückt hält, immer folgt ein gleich hoher, und auch übrigens sehr langsamer und auch noch ungleichmäßiger Sprung, denn auf der Hälfte der Höhe lässt das Sprungtempo nach, um sich dann wieder zu beschleunigen. Das macht den so wichtigen Sprung quälend und riskant und so gar nicht dem rasanten Tempo entsprechend, das im restlichen Spiel vorherrscht. Und zu guter letzt ist es in diesem Spiel schlicht und einfach nicht möglich, diagonal zu schießen. Warum? Gerade wenn man in den Levels hügeligen Untergrund hat, bei dem einem beim Vorwärtslaufen teils nur die Möglichkeit bleibt (1) über die Köpfe der Gegner hinwegzuschießen, während diese einen weiterhin treffen oder (2) zu springen, wobei man aber garantiert bei der Landung getroffen wird, sollte man entweder diagonales Feuern einbauen oder auf die Hügellandschaften im Level verzichten. Oder war hier ein Doppelsprung geplant (was die Pause zwischen den Sprüngen erklären würde), und wurde in letzter Sekunde rausgestrichen? Weder im Spiel noch im Internet war dazu irgendwas zu finden. Die Option für einen solchen Doppelsprung, um selber zumindest zwischen den zwei Sprunghälften dosieren zu können, wäre wünschenswert. Nett und lustig, aber solche Probleme hätte man ausbügeln können (und könnte das, theoretisch, eigentlich auch immer noch, mit einem Patch, der eine Einstellungsoption zwischen vollautomatischem Einheitssprung und manuellem Doppelsprung hinzufügt).
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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