
This terrifying 1990s sci-fi first-person shooter from Capstone Software has you venturing deep into the dark and twisting test chambers of Corridor 7 to combat a hostile takeover of Earth.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 15 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 41reviews | 85% | — | $9.7K |
| $2.99−70% | 62ratings | 62% | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is my favorite game on this engine. An atmospheric game that creates a mood that is even somewhat poetic, subtly melancholic. There is something from the movie Alien in terms of atmosphere. Here you have to be careful, count bullets, monitor your health, and save your battery. Yes, there is a problem with outdated controls, but not on the Steam Deck. I was even able to set up something similar to a mouselook. The left stick is for walking and dodging (WASD), and the right touchpad works as a mouse (Y axis turned off). Not perfect, but surprisingly good. Would love to see a remake or sequel one day.
Capstone снова берёт движок Wolfenstein 3D, но хотя бы пытается убедить его, что на дворе 1994-й: затемнение, радар, разные боеприпасы, тёмные этажи с визором, инопланетяне и секретная лаборатория, где марсианская железяка открыла портал и закономерно устроила всем пи3дец. Идей неожиданно много, атмосфера местами даже работает. Проблема только в том, что Doom уже вышел. Поэтому ты ползаешь по прямоугольным коридорам, ищешь карточки и лифт, расстреливаешь картонных пришельцев и всё время ощущаешь, будто кто-то попытался пересказать Doom человеку, у которого на компьютере установлен только Wolfenstein 3D. Для Capstone — почти триумф. Для 1994 года — очень уверенный шутер из 1992-го.
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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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bei Corridor 7 handelt es sich um ein Spiel in der Modifizierten Wolfenstein Engine. Die Steuerung ging gut mit einem Controller von der Hand. Das Game ist ähnlich Simpel wie die Wolfenstein Games, es geht ums Sammeln von Munition und Lebensenergie (wird hier durch Med Terminals gemacht) auch von den Waffen her ist es ähnlich gehalten. Bei den Waffen gibt es lediglich Bewegungs Minen (Proximity Mines) die man gegen die Aliens einsetzen kann. Eine Besonderheit des Games ist, das die Prozente der Kills auf der Map mit dem Schwierigkeitsgrad verankert sind. Man solle ein Station von Aliens befreien, doch anstatt immer mehr Aliens muss man je nach Schwierigkeit immer mehr % schaffen um den Fahrstuhl zur nächsten Ebene Freizuschalten. Auch fand ich klasse das das Spiel auf dem leichtesten Schwierigkeitsgrad eine aufgedeckte Map hat was ungemein dem Einstieg und der Orientierung hilft. Natürlich muss man Sagen das, dass Game in nichts wirklich herausragend ist. Wer aber die [u] [b] Wolfenstein Classic Spiele mochte sollte definitiv einen Blick riskieren ich hatte einen spaßigen Playthrough. [/b] [/u] Einen Vergleich mit Doom und Co. würde das Game aber nicht bestehen.
A diamond in the rough 3d shooter from the haydays of 3d shooters. It's more along the lines of Blake Stone than Doom ( Which I like). There are ammo and health vending machines for you to use and a nice variety of weapons to blast the baddies with. You also get a visor that has infared and nightvision to see better in the dark with and also to help fight enemies who can cloak. The enemy AI is decent and It's pretty gory for an old game and the sound and weird visuals give this game a nice 90's atmosphere. You should consider getting it if you like old 3d shooters or are interested in gaming history. It's pretty good for it's time.
This game came out after Doom, which, for a game running on the Wolfenstein 3D engine, might as well have been a death sentence. Unfortunate, too, since Corridor 7 has a couple features Doom didn't even have at launch or in the 90s, such as multiplayer-only deathmatch maps and, get this, an autosave feature! Quite the QoL feature/innovations for what's often simply labeled as shovelware not worth giving a second look. So how about we give it that second look, eh? We're more than far enough removed from Doom's or C7's releases for both's tech to be considered dated, f*ck it. Starting off, Corridor 7's got great atmosphere, trekking thru seemingly retro-future office environments with wall textures that have moving artwork. Keeps things visually stimulating compared to the dull graphics of many other raycast FPS games. It might also occasionally jumpscare you, which I think is indicative of Capstone's attempt at creating a more horror-centric atmosphere. Even the floor and ceiling are gradients which fade from purple and white into pitch black, which is presumably supposed to emulate a feeling of darkness as you plunge further into the facility. Between the adlib floppy disk soundtrack and the CD music, I recommend playing with the former only because the latter will sometimes just... not play, depending on if you're paused when music stops, at least I think? Regardless, there's no redbook audio, so no looping. That might be the issue. ANYWAYS... It's also got a map feature, unlike Wolfenstein 3D, and you can see it in full on Lieutenant difficulty, unlike Blake Stone: Planet Strike. So there's that. It's got arguably the largest arsenal of any of the games running on the Wolf3D engine, only rivaled by ROTT... but hey, at least C7 doesn't have a carry limit, unlike that game. It even has multiple ammo types, a feature exclusive to this game, at least in this engine, it seems. Operation Body Count might be an exception to that, but... don't play that game. It's also got only 40 levels max compared to Wolfenstein 3D's or Blake Stone's 60, at least, only 40 mandatory ones. And it's only 40 if you're playing the CD version. The floppy disk version only has 30. Much more tolerable length. Still, I recommend playing it piecemeal. Level design is underrated in Corridor 7, if still very much a product of its time. It's very mazey, but in every level, if you wall-hump the very edges of the map for some time, you'll eventually access the perimeter surrounding the level, gaining access to secrets, extra powerups, so on. The consistency of this is appreciated, as it gives you something to look for in every level. They even change it all up in the last 10 levels, giving you mostly only ammo for your alien weapons, which freshens up the final levels significantly since things can get a tad stale once you obtain the tri-barrel power blaster earlier in the game, especially when combined with the abundance of bullet ammo for human weapons you get throughout the rest of the game. The tri-barrel is super strong and just doesn't chew through much ammo compared to the alien weapons, so the balancing shift once you go through the portal to the aliens' turf is a must. Also, on a side note, the lack of any height variation in games of this sort make the inclusion of this game's proximity mines absolutely glorious. Feels good to plant one only for the bulkiest enemies who chew through your health/armor to get one-shot by its explosion while trying to pursue you through any of the titular corridors. Be careful not to trap yourself somewhere with one of your own mines when no alien is after you, though, as your mines will one-hit kill you as well. Having spent significant time with the game, if you've got the proper control setup and a bit of patience, I think I can safely recommend C7. Especially if you have a special affinity for simple raycast first-person shooters. It's just over the price of a fast food meal, I'd reckon that's plenty bang for your buck.
Да уж, времена проходят. Была эта игра у меня в 90-х на первом пне. И мне она тогда казалась такой крутой! И очень сложной. Я её всё хотел пройти. Но увы, у меня была установлена какая-то косячная версия, что на 6 или 7 уровне игра застревала. В итоге пройти не удалось. А жаль, на тот момент игра казалась очень атмосферной. Ну и да - вовсю рубился в Дум и Квейк уже. А что сейчас? В это конечно уже невозможно играть. И дело даже не в игре, а в том, что эта версия для DosBox. Был бы какой-то мод или улучшение под современные экраны, и управление (как EcWolf хотя бы), то можно было бы пройти! Но увы, не нашёл подобного. Если всё таки такое есть, скажите плиз. А пока это не проходимо в таком виде. Как один из первых шутеров, и в целом, пусть назовём - 3д игр, это конечно раритет, но нужен срочно ремастер. Иначе так про игру забудут.
Corridor 7: Alien Invasion, originally developed by Capstone Software and later re-released on Steam by Ziggurat Interactive, is a relic of early 1990s first-person shooter design that reflects both the ambition and the technical limitations of its era. Built on a modified Wolfenstein 3D engine, the game places players in the role of a Special Forces operative sent into a secret research facility overrun by hostile alien forces. The premise is straightforward science fiction: a mysterious artifact retrieved from Mars has triggered an extraterrestrial invasion, and it’s up to you to descend through increasingly dangerous levels of the complex to contain the threat. While the narrative framework is simple, it provides enough context to drive the action forward through its maze-like corridors. Gameplay is structured around floor-by-floor progression within the facility. Each level functions as a self-contained arena where players must eliminate enemies before unlocking access to the next area. This “clear the floor” requirement distinguishes Corridor 7 from some of its contemporaries, forcing players to thoroughly explore and engage with each map rather than sprinting toward an exit. Keycards are required to unlock doors, adding a layer of exploration and backtracking typical of early shooters. The level design relies heavily on narrow hallways, square rooms, and maze patterns that reflect the constraints of the Wolfenstein-style engine. Combat is fast-paced but mechanically simple. Players wield a variety of weapons, including conventional firearms and more advanced energy-based armaments encountered as the game progresses. Enemy variety includes humanoid aliens and other hostile creatures, each with different durability and attack patterns. While the weapon arsenal provides some diversity, it lacks the tactile punch and fluidity of later shooters that benefited from more advanced engines. Encounters often hinge more on positioning and resource conservation than on dynamic movement or advanced AI behaviors. One of Corridor 7’s more interesting features is its environmental utility systems. Instead of scattering health and ammo pickups randomly across the map, the game introduces wall-mounted stations where players can replenish supplies. This design choice gives resource management a slightly more strategic feel. Additionally, the inclusion of infrared and night vision modes allows players to navigate darker areas and detect hidden threats. These features add a modest layer of tactical depth that distinguishes the game from purely straightforward corridor shooters of its time. Visually, the game remains firmly rooted in early 1990s design. Environments are composed of flat textures, sprite-based enemies, and angular architecture. The blocky geometry and repetitive corridors can feel dated, especially when compared to the groundbreaking level design innovations that emerged shortly after its release. However, for players with an appreciation for retro aesthetics, the simplicity carries nostalgic charm. The science-fiction theme helps set it apart from other Wolfenstein-era shooters that focused on historical or military settings. Sound design contributes to the atmosphere with ambient noises and weapon effects that enhance tension, though it remains basic by modern standards. The claustrophobic layout of levels combined with sudden enemy encounters can still generate moments of suspense. While the game lacks cinematic storytelling or complex scripting, its isolated setting and relentless enemy presence create a consistent sense of pressure. Historically, Corridor 7 occupies an interesting position in FPS evolution. Released during a transitional period for the genre, it attempted to expand upon the Wolfenstein formula at a time when technology was rapidly advancing. Compared to contemporaries that introduced more open environments and verticality, it feels conservative in its design choices. However, it also experimented with features like multiplayer modes and expanded content in later versions, demonstrating early ambition within technical limits. In its modern Steam release, Corridor 7 serves primarily as a preserved piece of gaming history. It appeals most strongly to players interested in experiencing early FPS design or revisiting the era of sprite-based shooters. Those expecting refined mechanics, complex storytelling, or expansive environments may find it dated. Yet within the context of its time, it represents an earnest attempt to build upon foundational shooter mechanics while experimenting with science-fiction themes and resource-based systems. As a retro experience, it offers insight into the developmental path that would eventually lead to the more sophisticated first-person shooters that followed. Rating: 6/10
Вульфештейн для богатых. Тут прям одно вдохновение и копипаст за другим, но играется бодро и на том спасибо.
Replaying this got me feeling like a BOOMER. Corridor 7's exactly the same as you remember playing it in the 90s. The game runs smooth with no performance issues.
Conçu à partir du moteur de 'Wolfenstein 3D', ce FPS rétro est bien coloré... Les décors sont plutôt bien pensés et variés : Trousse de premier secours incorporée dans un mur ou terminaux d'accès pour les portes bleues et rouges. Le bestiaire d'extraterrestres hostiles est varié (d'avantage lorsque vous approchez de la fin...) ! La lunette spéciale, entre infra-rouge et vision nocturne est excellente pour traquer les ennemis et contourner des pièges. L'arsenal est appréciable (surtout en comparaison à la version disquette !). Sans omettre la musique de qualité (synthétiseur à l'époque !), ce jeu est un régal mais il faut avoir la qualité de savoir mémoriser les succesions de pièces et de... Corridors !
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