
Alien Hallway 2
Sixty minutes of breezy lane-pushing fun that nosedives into a currency grind wall right when the unit roster gets interesting. Fans of Sigma Team's back catalog get the most mileage here.
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Screenshots & Media

About Alien Hallway 2
My spreadsheet instincts kicked in about three missions deep, when I realized the real game in Alien Hallway 2 is not pushing aliens back to their base but managing a painfully tight resource loop that decides whether your squad lives or gets steamrolled. The core loop is a side-scrolling lane pusher: you spawn fighters from your end of a corridor, they auto-march toward the alien spawn point, and you trigger class abilities on cooldown while your Miners vacuum up the minerals needed to add fresh bodies to the line. It is fast, it is loud, and for the first handful of levels it feels like a sharply paced mobile-style tactics game that somehow landed on PC with reasonable production values. The eight fighter classes are where the design has its best ideas. Shooters handle the mid-tier chaff with grenade throwsto clear clumps, Snipers pick off high-value targets from long range using a heavy ion rifle, Medics carry a morale cooldown that temporarily pumps the stats of nearby squadmates, and Miners exist purely to feed your economy rather than fight. Putting a Medic in the right position before a boss wave, or timing a Sniper behind a wall of cheap Shooters, produces small but genuine moments of decision-making that make the class roster feel purposeful rather than cosmetic. Boss encounters add another layer by demanding you burn specific unit types into the fight rather than spamming whatever is cheapest. Here is where honesty becomes necessary. The upgrade economy is broken in a way that the community has flagged repeatedly and Sigma Team has never fully addressed. Gold costs for mid-tier and late-tier upgrades scale much faster than mission rewards, so you will hit a wall around the halfway point of the roughly 20-level campaign where replaying earlier stages becomes the only viable option. That is not strategic depth, that is artificial length. Worse, at least one unit ability, reportedly affecting special attacks on certain classes, has a documented bug that went unpatched. For a game with no mod support and no co-op, the longevity question is answered pretty quickly: you are looking at four to eight hours depending on difficulty, and the harder settings amplify the grind rather than the tactics. For strategy players coming from something like Alien Shooter TD, which the community broadly considers Sigma Team's best tower-defense work, this sequel will feel like a step sideways rather than forward. The absence of hotkeys is the single most baffling omission: clicking and dragging to deploy units during a frantic push, when enemies are eating through your frontline, is an interface decision that punishes the game's own pacing. Still, if you want something to run in the background of a slow afternoon, the visual clarity is solid, the alien enemy variety keeps early missions from feeling identical, and the Sigma Team aesthetic of glow-heavy sci-fi corridors holds up. Approach it as a compact lunch-break time-killer with a hard ceiling on depth, not as a serious tactics game, and the mixed Steam reception starts to make sense. Diego, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7 (service pack 1), 8, 10
- Storage
- 400 MB available space
- Graphics
- 512 MB video card
- Processor
- Intel Core 2 Duo T5200 @1.6GHz / AMD Athlon 64 X2 3600+ @2000MHz or better
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Sigma Team Inc.
- Publisher
- Sigma Team Inc.
- Release Date
- Oct 5, 2017







