Compare 1979 Invasion Earth prices across 50+ stores and find the best deal. Developed by Jonni The Dodger. Published by Ecomasphere. Released on 1/19/2017. Available on PC. Genres: Action, Adventure, Casual, Indie, Strategy.

Four Space Invaders-style mini-shooters bundled into one low-budget package - fine for a quick nostalgia hit, thin on everything a competitive shooter player actually wants.

I put some time into 1979 Invasion Earth expecting a tight little arcade shooter and got something that sits closer to a hobbyist passion project than a polished release. The concept is honest enough: four casual arcade shooting modes built around the kind of fixed-gun, descending-alien-grid gameplay that ate your pocket money in 1979. Galaga, Space Invaders, that whole lineage. If you grew up with those cabinets, the visual language will read instantly. If you didn't, there's not much here to bridge the gap. The three solo modes give you some structural variety. Arcade Mode runs the classic loop - three lives, stage clears, advancing zones, escalating alien formations. Skillshot Mode flips the pressure by removing enemy return fire entirely, making your challenge about clearing kill quotas rather than dodging bullets. It sounds easier than Arcade but the accuracy demand catches players off guard. Survival Mode is the one with the most replayability: single life, waves ramping every thirty seconds, pickups to shoot for score multipliers, and a visibility problem where all that screen noise starts eating incoming bullet telegraphs. That tension is actually the most interesting mechanical wrinkle in the whole package. The local two-player Battle Mode requires one person on keyboard and one on an Xbox-compatible pad, which is a setup constraint that will immediately rule out a lot of couches. Here is where I have to be straight with you. There is no online play. No netcode to evaluate, no ranked mode, no lobby system. The community footprint is essentially zero - nine total Steam reviews at time of writing, no active forum threads, no competitive scene. For anyone who plays shooters for the multiplayer loop, this offers nothing. The local PvP is three rounds of score comparison, not a real head-to-head shooter. The controls are simple enough that a mouse or a pad with any polling rate works fine - this isn't a game that will stress your hardware in any direction. The post-launch update did bring graphical improvements, tighter controls, and faster projectiles, which suggests the developer was genuinely iterating on feedback. A missing options menu with no volume controls is the kind of rough edge that sticks out on a paid product. The trading cards exist if you care about that side of Steam, but that crowd and the arcade-shooter crowd don't overlap much. Bottom line: this is a tiny solo project built out of nostalgia, not a shooter you pick up to compete or grind. If you want a ten-minute arcade session and have zero expectations around multiplayer infrastructure, it does what it says on the tin. Shooter players looking for anything resembling a ladder, movement tech, or real PvP should keep scrolling. Fred, Scout Team

1979 Invasion Earth
ActionAdventureCasualIndieStrategy

1979 Invasion Earth

Jan 19, 2017Jonni The DodgerEcomasphere
GamerScout Says

Four Space Invaders-style mini-shooters bundled into one low-budget package - fine for a quick nostalgia hit, thin on everything a competitive shooter player actually wants.

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Screenshots & Media

Screenshot

About 1979 Invasion Earth

I put some time into 1979 Invasion Earth expecting a tight little arcade shooter and got something that sits closer to a hobbyist passion project than a polished release. The concept is honest enough: four casual arcade shooting modes built around the kind of fixed-gun, descending-alien-grid gameplay that ate your pocket money in 1979. Galaga, Space Invaders, that whole lineage. If you grew up with those cabinets, the visual language will read instantly. If you didn't, there's not much here to bridge the gap. The three solo modes give you some structural variety. Arcade Mode runs the classic loop - three lives, stage clears, advancing zones, escalating alien formations. Skillshot Mode flips the pressure by removing enemy return fire entirely, making your challenge about clearing kill quotas rather than dodging bullets. It sounds easier than Arcade but the accuracy demand catches players off guard. Survival Mode is the one with the most replayability: single life, waves ramping every thirty seconds, pickups to shoot for score multipliers, and a visibility problem where all that screen noise starts eating incoming bullet telegraphs. That tension is actually the most interesting mechanical wrinkle in the whole package. The local two-player Battle Mode requires one person on keyboard and one on an Xbox-compatible pad, which is a setup constraint that will immediately rule out a lot of couches. Here is where I have to be straight with you. There is no online play. No netcode to evaluate, no ranked mode, no lobby system. The community footprint is essentially zero - nine total Steam reviews at time of writing, no active forum threads, no competitive scene. For anyone who plays shooters for the multiplayer loop, this offers nothing. The local PvP is three rounds of score comparison, not a real head-to-head shooter. The controls are simple enough that a mouse or a pad with any polling rate works fine - this isn't a game that will stress your hardware in any direction. The post-launch update did bring graphical improvements, tighter controls, and faster projectiles, which suggests the developer was genuinely iterating on feedback. A missing options menu with no volume controls is the kind of rough edge that sticks out on a paid product. The trading cards exist if you care about that side of Steam, but that crowd and the arcade-shooter crowd don't overlap much. Bottom line: this is a tiny solo project built out of nostalgia, not a shooter you pick up to compete or grind. If you want a ten-minute arcade session and have zero expectations around multiplayer infrastructure, it does what it says on the tin. Shooter players looking for anything resembling a ladder, movement tech, or real PvP should keep scrolling. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerachievementstrading-cardstier:aaaFixed-Gun ShooterArcade SurvivalLocal PvPScore AttackWave EscalationRetro ArcadeSingle-Session Play

System Requirements

Minimum

OS
Windows XP, Windows Vista, Windows 7, Windows 8, Windows 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
160 MB available space
Graphics
DirectX 9 graphics device
Processor
1 GHz or faster 32-bit (x86) or 64-bit (x64) processor

Reviews & Ratings

No ratings available

Game Info

Developer
Jonni The Dodger
Publisher
Ecomasphere
Release Date
Jan 19, 2017

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