
Alien Hallway
A two-hour tug-of-war flashgame that somehow ended up on Steam. Fine for a lunch break, painful if you were hoping for anything resembling strategic depth.
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Screenshots & Media

About Alien Hallway
My spreadsheet instincts kicked in the moment Alien Hallway loaded: unit types, cooldown timers, an upgrade shop with gold rewards tied to star ratings per level. On paper this looks like a bite-sized lane-pusher worth an afternoon. The reality is that the decision tree collapses almost immediately. You spawn engineers to collect energy, then queue up soldiers when their cooldown clears, manually trigger grenade throws when the icon lights up, and call in an airstrike every thirty seconds. That is the full loop, start to finish, across every level in the campaign. No positional play, no unit counters to figure out, no branching tech path. The upgrade shop lets you reduce cooldown times, bump unit levels, and expand energy capacity, but the correct upgrade order reveals itself fast and never changes. The unit roster gives you flamethrowers, riflemen, snipers, shotgunners, machine gunners, and a laser class as your highest-tier option. On the alien side there are roughly ten enemy varieties, including a suicide bomber that at least demands you time a grenade response. In practice, though, there is no meaningful rock-paper-scissors relationship between your classes and the enemy types. Frontline units absorb hits while ranged units output damage from behind them, and that is about as tactical as it gets. The per-level star grading does reward efficiency and pushes you toward replaying earlier stages on higher difficulty to grind gold for upgrades, which some players find compulsive and others find tedious within the first sitting. Where Alien Hallway earns mild goodwill is in its total commitment to being uncomplicated. Controls are single-click, the campaign spans three planets with escalating alien sizes and mech-suited variants on the later worlds, and a full run clocks in somewhere between two and three hours even at a relaxed pace. For someone who wants aliens exploding on screen while half-watching a video, it delivers that with no friction whatsoever. The Metacritic score of 60 feels accurate: critics flagged shallow mechanics and weak visuals, while a subset of Steam players appreciated it as exactly the kind of low-investment time-filler it advertises itself as. The honest problem, from a strategy perspective, is that there is nothing to master. Cooldown management is the only real skill, and once you invest a few upgrades into reducing those timers the game essentially plays itself. There is no mod support, no skirmish mode, no difficulty setting that rebalances unit cost or enemy AI behavior in a meaningful way. Compare it to contemporaries like Swords and Soldiers, which offered an in-game tech tree and multiple factions, and the gap in ambition is obvious. Alien Hallway is what you get when someone builds a prototype tug-of-war and ships it without a second layer of design on top. Newcomers to the genre will not be harmed by starting here, but they will quickly outgrow it, probably within the same session. Diego, Scout Team
Tags
Steam Deck & Linux
Runs on Linux but with crashes or issues. Based on 7 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7/Vista/XP
- Sound
- DirectX 9.0c compatible sound card
- Memory
- 1GB
- DirectX®
- 9.0c
- Processor
- 1.6 GHz
- Additional
- Microsoft XNA Framework 3.1
- Video Card
- 128 MB DirectX 9.0c compatible or better video card with pixelshader 2.0
- Hard Disk Space
- 100MB of free space
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Reviews & Ratings
Game Info
- Developer
- Sigma Team Inc.
- Publisher
- Sigma Team Inc.
- Release Date
- Aug 19, 2011







