
Unleash a fury of powerful weapons as you blast your way through armies of Alien forces hell-bent on taking you down! Battle through 14 intense levels and prepare to face a barrage of beastly-sized bosses that will test your every skill. Each of your 10 weapons comes with two firing modes and you’ll need all of them!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看杰特视频才知道的这个游戏,同时也了解到CI这个烂作批发公司,而本作就是他们从一堆烂作里精挑细选出来上steam的游戏其中的一员(尽管还是很烂) 主角长的像穿着战争机器铠甲的奎托斯,两个gow融合了说是。 核心问题是难度太tm高了,哪怕你选最低难度(谁家管最低难度叫挑战…),敌人还是会像疯狗一样对着你狂轰滥炸,你说榴弹兵炸一下也就算了,步枪兵也能丢榴弹,而且步枪兵的火力非常猛,武器不过热就一直射,而且还总有隐身兵跑过来贴脸硬控你。ttk也很抽象,爆头很快秒杀,不爆头得打半天才死,而敌人各个都有多动症,老是乱跑。 视觉表现还不错,游戏里的一个重要玩法就是利用爆炸物快速清理敌人,有的地方还能触发连环爆炸,非常爽。 前期体验是最折磨的,露头就被射,躲掩体就被炸,而且有些掩体还会被破坏掉,很容易就暴毙掉。 流程十分街机化,线性一路向前,每过一到两关就有boss战,中间还穿插轨道射击关和机甲关。并且玩家采用不同类型的方式击杀或者找到收集品都会奖励分数,分数用来解锁被动技能,最多装备三个。这个可是摆脱牢笼的关键钥匙,特别是最后两栏里的加爆炸抗性和加能量子弹抗性,装上后才真正变成一款有正常体验的fps。(完全站撸是不可能的,只是暴毙率低了很多) 最厉害的被动是最后的“巨大手枪”,游戏默认的手枪就是纯垃圾,不能丢弃,虽然无限子弹,但大部分时间另外两把武器都不缺子弹。而当你装备了“巨大手枪”后,他就摇身一变成了最强武器,杂兵一枪非死即残,打boss也是框框掉血条。
好玩
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Sep 9: that day the store answered for this game elsewhere and gave no price in those. The 13 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, French, Italian, Spanish - Spain, Japanese, Polish, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
nie git
Tremenda basura
oyun oldukça jenerik bir fps hiç bir artısı olmadığı gibi oyunda ateş etmesi bile keyifli değil
W sumie spoko sci fi jednak trochę poziom trudności przegięty.
Jeu plein d'action.Vaut la peine.Vraiment pas cher en solde.
这个游戏美术射击手感音效非常棒,但是优化非常垃圾以及难度是来折磨人的我玩黑暗之魂和仁王都没那么崩溃,我打到最后一个boss的二阶段实在是受不了把难度调成挑战,打完这个游戏感觉就是终于结束了,好屎的游戏
Alien Rage - Unlimited, developed and published by CI Games, is a straightforward, action-driven first-person shooter that leans heavily into arcade-style intensity while borrowing structural elements from more modern, linear campaigns. It sets out to deliver relentless combat above all else, and while it succeeds in creating bursts of satisfying chaos, the experience as a whole reveals a tension between its old-school ambitions and its more contemporary design choices. The premise is intentionally simple, placing players in the role of a heavily armed operative sent to contain an alien outbreak on a mining facility. The narrative exists largely to frame the action rather than drive it, offering minimal character development or emotional investment. Instead, the game pushes players from one firefight to the next with little downtime, creating a pace that rarely slows. This approach works best when the gameplay is firing on all cylinders, but it also means there is little narrative depth to fall back on when the action falters. Gunplay is where the game shows its strongest qualities. Weapons feel weighty and responsive, with each firearm offering both primary and alternate firing modes that encourage experimentation. Switching between these modes in the middle of combat can create moments of tactical decision-making, even within the game’s otherwise fast-paced structure. The scoring system adds another layer, rewarding players for precision, speed, and aggressive playstyles. Headshots, kill streaks, and efficient takedowns all contribute to a sense of momentum that pushes players to stay engaged and constantly moving forward. Enemy design supports this aggressive pacing by introducing a variety of alien types that demand different responses. Some enemies rely on heavy firepower, others on speed or stealth, and certain encounters require quick adaptation to survive. Boss battles attempt to elevate the experience further, offering larger-scale encounters that test endurance and pattern recognition. While these fights can be visually engaging, their quality varies, with some providing satisfying challenges and others feeling overly drawn out or mechanically repetitive. Where the game begins to struggle is in its balance and overall structure. Difficulty often feels uneven, with sudden spikes that rely more on overwhelming the player than encouraging skillful play. Enemy placement and attack patterns can sometimes feel unpredictable in a frustrating way, leading to moments where failure seems less about player error and more about design inconsistency. Combined with a checkpoint system that can force players to repeat extended sections, this can disrupt the otherwise fast-paced flow and lead to unnecessary frustration. Level design further highlights the game’s limitations. Environments are largely linear, guiding players through a series of corridors and combat arenas that, while functional, lack variety and memorability. The industrial sci-fi setting is serviceable but rarely distinctive, relying on familiar visual motifs without adding much personality. Over time, this repetition can make the experience feel monotonous, as new areas often blend together rather than offering a sense of progression or discovery. Visually, the game delivers a competent presentation powered by Unreal Engine 3, with dynamic lighting, particle effects, and destructible elements adding to the spectacle of combat. Explosions and weapon effects provide moments of visual intensity, but the overall aesthetic remains generic, failing to leave a strong impression. Audio design supports the action adequately, with impactful weapon sounds and environmental effects, though it lacks the nuance needed to elevate the atmosphere beyond its functional role. The inclusion of multiplayer modes adds some additional value, offering classic competitive formats such as deathmatch. These modes capture the game’s fast-paced combat in a more open setting, but they are limited in scope and do not provide enough variety to sustain long-term interest. As a result, multiplayer feels more like an extra feature than a core component of the experience. Ultimately, Alien Rage - Unlimited is a game that understands the appeal of fast, aggressive shooters but struggles to fully realize its potential. It delivers moments of genuine excitement through its solid gunplay and scoring mechanics, yet these strengths are often offset by issues with balance, repetition, and a lack of originality. It feels like a game that draws heavily from its inspirations without quite achieving the same level of polish or identity. In the end, it stands as a competent but uneven shooter—one that can be enjoyable in short bursts for players seeking straightforward action, but one that falls short of leaving a lasting impact. Its strengths are clear, but so are its limitations, resulting in an experience that is engaging in the moment yet difficult to fully recommend without reservation. Rating: 7/10
Good clean game no tricks , the deeper your in the harder it gets.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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