Compare Alien Shooter TD prices across 50+ stores and find the best deal. Developed by Sigma Team Inc.. Published by Sigma Team Inc.. Released on 1/13/2017. Available on PC. Genres: Action, Indie, Strategy.

Tower defense with actual ammo management and per-soldier skill trees - a tighter loop than most of the genre, though its shallow story and generic maps will test your patience before the late levels get interesting.

I went into Alien Shooter TD expecting a reskinned Plants vs. Zombies with sci-fi gore slapped on top. What I found instead is a tower-defense with a handful of mechanical wrinkles that genuinely change how you think about unit placement and resource flow - not enough to make it a genre landmark, but enough to keep a strategy-minded player engaged through its 35 missions. The core twist is that your seven soldier classes - SWAT shotgunners, Marines with machine guns, Tactical Forces flamethrowers, Snipers, Heavy Forces with rocket launchers, and Light and Heavy Energy troopers - are not passive turrets. Each unit carries three weapon slots, and the cheapest weapon in the loadout determines deployment cost. That single rule generates a surprising amount of pre-wave calculus: do you fit a cheaper sidearm into slot one to save startup cash, or do you arm up immediately and risk running dry on credits when the armored alien variants show up mid-wave? On top of that, ammunition is finite and costs money to replenish mid-mission. Running a wave dry and watching your killbox go silent because you forgot to budget for reloads is the kind of punishing feedback loop that respects your intelligence. Supply drones and land mines serve as emergency levers when the economy goes sideways, though leaning on them too hard usually signals a positioning mistake earlier in the build. Progression is layered enough to satisfy. Soldiers gain skills through a training tree, weapons can be modified or scrapped for parts, and the loot crates that drop mid-mission add a light randomization angle - you might get a weapon upgrade, you might get junk worth recycling. Four difficulty tiers per mission (including an expert mode unlocked by clearing hard with a perfect run) give completionists real reason to replay maps they already know. Endless survival stages appear every five levels and serve as a genuine stress test for whatever unit composition you have been building toward. The Steam community sits at roughly 84 percent positive across several hundred reviews, which tracks with the overall feel: solidly built, occasionally frustrating, not groundbreaking. The problems are real and worth flagging. Enemy variety is thin - you will identify the fast small bugs and the slow armored heavies inside the first hour, and the roster barely expands from there. Map environments are repetitive, the story framing is non-existent beyond a commander-versus-alien-invasion premise, and there are no graphics options worth mentioning beyond a windowed/fullscreen toggle. The AI does not adapt, so once you crack the optimal positioning for a given map, replaying it on a higher difficulty becomes a budget puzzle rather than a tactical one. There is also no co-op, which community feedback consistently flags as a missed opportunity given how naturally the format would fit a two-commander mode. For a newcomer to the genre, the early levels ease you in reasonably well - you start with only SWAT and Marines available, which forces you to learn ammo economics before the class roster opens up. The difficulty spike in the first two waves of each mission (counterintuitively, the hardest point of any level) is steep, but restarts are fast and the loop is short enough that failing early rarely feels wasteful. If you have already put hundreds of hours into Kingdom Rush or Bloons TD and want something with more direct unit customization, the three-slot weapon system and per-class skill trees will feel like a worthwhile side trip rather than a main course. Diego, Scout Team

Alien Shooter TD
ActionIndieStrategy

Alien Shooter TD

Jan 13, 2017Sigma Team Inc.
GamerScout Says

Tower defense with actual ammo management and per-soldier skill trees - a tighter loop than most of the genre, though its shallow story and generic maps will test your patience before the late levels get interesting.

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About Alien Shooter TD

I went into Alien Shooter TD expecting a reskinned Plants vs. Zombies with sci-fi gore slapped on top. What I found instead is a tower-defense with a handful of mechanical wrinkles that genuinely change how you think about unit placement and resource flow - not enough to make it a genre landmark, but enough to keep a strategy-minded player engaged through its 35 missions. The core twist is that your seven soldier classes - SWAT shotgunners, Marines with machine guns, Tactical Forces flamethrowers, Snipers, Heavy Forces with rocket launchers, and Light and Heavy Energy troopers - are not passive turrets. Each unit carries three weapon slots, and the cheapest weapon in the loadout determines deployment cost. That single rule generates a surprising amount of pre-wave calculus: do you fit a cheaper sidearm into slot one to save startup cash, or do you arm up immediately and risk running dry on credits when the armored alien variants show up mid-wave? On top of that, ammunition is finite and costs money to replenish mid-mission. Running a wave dry and watching your killbox go silent because you forgot to budget for reloads is the kind of punishing feedback loop that respects your intelligence. Supply drones and land mines serve as emergency levers when the economy goes sideways, though leaning on them too hard usually signals a positioning mistake earlier in the build. Progression is layered enough to satisfy. Soldiers gain skills through a training tree, weapons can be modified or scrapped for parts, and the loot crates that drop mid-mission add a light randomization angle - you might get a weapon upgrade, you might get junk worth recycling. Four difficulty tiers per mission (including an expert mode unlocked by clearing hard with a perfect run) give completionists real reason to replay maps they already know. Endless survival stages appear every five levels and serve as a genuine stress test for whatever unit composition you have been building toward. The Steam community sits at roughly 84 percent positive across several hundred reviews, which tracks with the overall feel: solidly built, occasionally frustrating, not groundbreaking. The problems are real and worth flagging. Enemy variety is thin - you will identify the fast small bugs and the slow armored heavies inside the first hour, and the roster barely expands from there. Map environments are repetitive, the story framing is non-existent beyond a commander-versus-alien-invasion premise, and there are no graphics options worth mentioning beyond a windowed/fullscreen toggle. The AI does not adapt, so once you crack the optimal positioning for a given map, replaying it on a higher difficulty becomes a budget puzzle rather than a tactical one. There is also no co-op, which community feedback consistently flags as a missed opportunity given how naturally the format would fit a two-commander mode. For a newcomer to the genre, the early levels ease you in reasonably well - you start with only SWAT and Marines available, which forces you to learn ammo economics before the class roster opens up. The difficulty spike in the first two waves of each mission (counterintuitively, the hardest point of any level) is steep, but restarts are fast and the loop is short enough that failing early rarely feels wasteful. If you have already put hundreds of hours into Kingdom Rush or Bloons TD and want something with more direct unit customization, the three-slot weapon system and per-class skill trees will feel like a worthwhile side trip rather than a main course. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Ammo ManagementUnit LoadoutSkill TreeEndless Survival ModeWave DefenseGoreLoot CratesDifficulty Tiers

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 8 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 (service pack 1), 8, 10
Memory
2 GB RAM
Storage
500 MB available space
Graphics
512 MB video card
Processor
Intel Core 2 Duo T5200 @1.6GHz / AMD Athlon 64 X2 3600+ @2000MHz or better

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Game Info

Developer
Sigma Team Inc.
Publisher
Sigma Team Inc.
Release Date
Jan 13, 2017

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What platforms is Alien Shooter TD available on?

Alien Shooter TD is available on PC.

When was Alien Shooter TD released?

Alien Shooter TD was released on 13 January 2017.

Who developed Alien Shooter TD?

Alien Shooter TD was developed by Sigma Team Inc..