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Alien Shooter Download Computer

Updated: Mar 9, 2020





















































About This Game The endless darkness and the somber, long passages of a military complex have become the abode of evil, as thousands of blood-thirsty creatures fill its offices, storehouses and mysterious laboratories. Your mission is simple: clear the base at all costs. You will be provided with explosives to help you gain access to the teleports from where thousands of pitiless creatures pour. A stationary gun will aid in the defense of the area. You have been granted access to the most advanced weapons technology money can buy. As you earn your pay, you can equip yourself with additional weapons in the arming area and biomechanical implants that will make your fighting abilities super human. The alien invasion has begun, we have one chance, and that is to stop them cold in their staging area. Do not allow them escape this facility, you are our last hope. The fate of humanity now depends on you! About 1,000 monsters on each map, showing up to 100 monsters simultaneously on one playing screen Many hours of game play with 10 missions and a survival mode Full-on-action male or female character Character upgrade facility 9 weapons of mass destruction Red or Green blood selection Highly imaginative selection of enemies Reactive music which helps to drive the action Useful gadgets - flash lights, medkits, battle drones 1075eedd30 Title: Alien ShooterGenre: Action, Indie, RPGDeveloper:Sigma Team Inc.Publisher:Sigma Team Inc.Franchise:Alien ShooterRelease Date: 15 Sep, 2003 Alien Shooter Download Computer alien shooter for windows 10. alien shooter zombie 2. alien shooter 2 download full version + crack. download alien shooter the beginning apk. alien shooter for ps4. alien shooter 3 pc full version. alien shooter free mod apk torrent. tai game alien shooter hack cho pc. free download game alien shooter full version for pc-laptop. alien shooter 2 english language pack. alien shooter full version free download for windows 10. alien shooter cheat code. alien shooter unlimited money for pc. alien shooter cheat codes for android. alien shooter android. alien shooter cheats for ipad. alien shooter hack pc download. alien shooter revisited for android. alien shooter 4 pc game. alien shooter 78. alien shooter trainer. alien shooter pl torrent chomikuj. alien shooter 2 portable download I always wanted to get my hands on game demos as a kid. This being one of them, it hasn't aged a bit!Alien Shooter is exactly what it looks like on the tin, no story required.The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.Nab some green armor and run around like a knockoff Doomguy.It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal!. I always wanted to get my hands on game demos as a kid. This being one of them, it hasn't aged a bit!Alien Shooter is exactly what it looks like on the tin, no story required.The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.Nab some green armor and run around like a knockoff Doomguy.It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal!. I always wanted to get my hands on game demos as a kid. This being one of them, it hasn't aged a bit!Alien Shooter is exactly what it looks like on the tin, no story required.The thing I always thought was the coolest is how many enemies can fit on the screen, and it still kind of is to this day.Nab some green armor and run around like a knockoff Doomguy.It's a simple game, sure, but in-your-face nonetheless. Cue the 2000's metal! Hotfix 4: Hi all,Was a bit sick this past week, so I mostly focused on small-ish things rather than adding anything totally new.Bugfixes/Changes:The Alternate Font was bugged out and would often crash when used. I've managed to track down the issue and fix it."Supply Area" order was buggy due to the units in question sometimes resupplying with invalid load types when automatically resupplying from the rear. I've fixed the issue so that units will no longer resupply with invalid load types.Following on from the previous issue, units that automatically return to resupply in the rear will select load types based on the prevalence of open ground within their assigned areas/routes. More open ground means a higher probability of shells for artillery, while more trenches, comm. trenches, and the like means ammo/tools.Following even further on with supply types, non-artillery units will no longer take shells from supply units.Obscured units that appear when fog of war is enabled now match the colour of their faction properly instead of all looking British. This was an easy fix that really should have been a day one type thing, but it was such a minor issue that I kept putting it off.AI has been improved so that it will now consolidate new forward trenches better (setting up new kitchens, field hospitals, comm. trenches) if it manages to take them from the player.Readiness regain rate has been slowed in sub-optimal weather.Food regain rate has been increased for units in dugouts.Upgrades now actually reduce division Valour points again. I disabled this at some point for my own testing and forgot to re-enable it.Hitting the ESC key while in the middle of a construction order now clears and resets the mouse cursor.Pilots now cannot be withdrawn until the Wireless Radios upgrade is unlocked.Wireless Radio upgrade also cuts order delay in half.Thanks for playing!. Still Alive: Hi all,Sorry for the lack of updates recently. I've been tweaking the AI, so there's not a ton of new things to visibly show off - it's all been under the hood work. Just to keep up some of the interest, here's a short GIF showing an enemy wiring party at work.I've also added an Air Activity screen. I'm debating on whether or not to allow the user to actually have some control over their pilots, but for now it's more of a "passive" screen that simply allows the user to view more details of currently deployed pilots.. Saving is in!: Hi all,By popular request, I've gotten Save/Load into the game. Give it a try and let me know if there are any issues with it. I've tested it thoroughly, but it was a lot more difficult to implement than I thought it would be. There's a bit of a lag when loading games, but as far as I can tell it's working fine. Note that Autosave does NOT work yet, and won't until I'm certain regular saving works perfectly.Changelist:Save/LoadOrder of Battle tree now shows unit action, so you can see a rough overview of what everyone is doing.'X' button on unit action menu has been enlargedThe ESC button can now be used to deselect all selected units. The pause menu will only appear once all units are deselected.Bugfixes:Small bug where game would revert to full screen when returning to main menu if full screen had been disabled.Numbers on HQ screen, such as casualty figures, etc, are now updated and shown properly.Spacebar can now be used to play/pause the game timer. This was doable before, but there was no delay to prevent the button from flipping on and off rapidly.Assigning a Supply unit to supply an area now deselects the unit properly (so that other units can be drag-selected). Previously, drag-selecting units after using "Supply Area" would cause the Supply unit to move up.Thanks for playing!. Quabity Auschwitz: Hi all,Some quality of life updates that have been requested by some of you have been included. Destructible terrain not in yet, but I just wanted to release this update in the hopes that it makes the game a bit easier to play. There are some important things addressed here.Bugfixes/Changes:I've redesigned the unit information window so that units and their superiors/subordinates are easier to see and select. Let me know what you think!Autosave now works. You can save daily, weekly, or monthly.The ability to schedule attack orders using the Scheduled Order screen.A Retreat button once you send units over the top. This also works when you use the "Charge Positions" order.Thanks for playing!. Staff Officers: Hi all,Sorry for the long delay between updates. Fairly sizeable content update this time, as I've added both divisional staff officers and random events. The headquarters screen now contains a section which allows you to assign divisional staff officers, each with different effects on the division as a whole. Additionally, the frequency, type, and possible outcomes of random events are dictated by who you assign to these positions. For instance, it might not be worth it to have a competent Chief of Staff if his personal traits aren't very good, as the events and decisions he forces you to deal with might be a giant pain.For now, the number of events and decisions is limited to one per officer type - I'll be adding to it gradually as I continue to work on the game.Bugfixes/Changes:Staff officers now appear in the HQ screen.Chief of Staff: Affects order delay for all units.Operations: Affects artillery effectiveness and readiness decay when both attacking and switching tasks.Administration: Affects passive morale loss and replenishment rate of units in reserve.Logistics: Affects food/water regain when in range of kitchens.Intelligence: Affects success rate of air reconnaissance and revealing of units due to noise.The help text for this new feature is also included. Additionally, German staff officers now have the "von" in their surnames, and British staff officer names will sometimes be preceded with "sir."Random events and decisions now appear every now and then.These can sometimes cause temporary effects that affect the whole division.Since your Operations officer now affects the number of tiles attacked by artillery batteries, the default number of tiles bombarded is reduced.Following on from above, the number of tiles bombarded is now affected by current readiness levels. This is to encourage more frequent drilling and troop rotation.Readiness used to be reduced when in reserve, as sort of a tradeoff to the restoration of morale and numbers. Readiness now increases when in reserve. However, readiness now goes down when units attack, to simulate the breaking down and overuse of equipment. Thus it becomes necessary to rotate troops even after taking offensive actions.Fog of war has been tweaked to make it harder to scout enemy positions without constant reconnaissance.Aerial reconnaissance is now more difficult, but can be mitigated with a good intelligence officer.Added a few more variations to the officer portraits.Important notes:You might notice a few references to something called "unit cohesion." This is irrelevant for now, but will eventually come into play once I get the Russians, Italians, and Austrians into the game. No timeline yet on when that happens, but it's just something for the future.You might also note that a lot of traits for the staff officers, such as "Reactionary" don't have proper tooltips. This is related to some of the random events I have in mind for future updates, so proper tooltips will appear for these traits once I hash out their associated events.Thanks for playing!. Portraits: Hi all,Some issues with the help text have been addressed, as well as some minor changes that hopefully improve the user experience. I've also added portraits into the game for officers and pilots. This adds literally nothing to the game except for kind of looking cool. I'll add more variation as I go, but for now at least it's functional.Bugfixes/Changes:Portraits have been added for officers and pilots.Some typos and grammar issues in the help text have been fixed.Section about officers has been added to the help text.Watch Duty is now possible in blockhouses.Structures built in houses and forests are now partially visible.Weather conditions now affect artillery. Number of squares hit within an artillery unit's attack range is now reduced in adverse weather conditions.Artillery now actively avoids tiles which would be unfeasible to stop in, such as dugouts and houses.Bug in which two-tile sized houses were not properly providing cover over both tiles is now fixed.Units will no longer be able to stop in tiles if they are over the crowding limit. I'm hoping this addresses some concerns with regard to the feasibility of having hundreds of men crammed into a single tile by forcing players (and the AI) to be a bit more proactive in building comprehensive trench networks.Thanks for playing!. Fonts!: Hi all,The game has been crashing quite a bit, most of the time when starting a new map or returning to the main menu. I've managed to track it down to an issue with the font loading improperly. I've now changed the default font from Century Schoolbook to good old Times New Roman. It's no longer period appropriate, but at least it won't be causing issues any more.Bugfixes/Changes:Crashes when returning to the main menu or starting a new map have been fixed!Font is now Times New Roman.If fog of war is enabled, enemy-controlled tiles will now be seen as open ground when clicked on until they are revealed.Bug in which showing unit attack ranges would reveal hidden tiles when fog of war was enabled has been addressed.Line of sight has been tweaked so that units can no longer shoot over hills.Some pathfinding optimizations have taken place, which hopefully makes the game run a bit smoother.Elevation Map now appears above other ground tiles, making it easier to see the elevation of trenches, etc.Errors in calculation of total division numbers, morale, supply, and readiness have all been fixed.Bug with names and alternate names of reserve units disappearing have been fixed.Default names of units now have proper notation. For instance, 1st Brigade, 2nd Battalion, C Company, 3rd Platoon is now 1/2/C/ 3rd Platoon.Star shells now decrement properly when used.Units supplying an area no longer distribute supplies to units outside that area.I'm still working on getting Help text into the game, accessible from the pause menu. Let me know if there's anything that needs more explaining and I'll make sure it gets in right away.Thanks for playing!

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