Compare It came from space and ate our brains prices across trusted key stores and find the best deal. Developed by Triangle Studios. Published by Triangle Studios. Released on 3/19/2015. Available on PC, Xbox. Genres: Action, Casual, Indie.

Four friends, a flashlight, and an endless tide of neon-pink brain-munchers: the fun is real, but so is the ceiling.

I have a soft spot for arcade shooters that know exactly what they are, and this one wears its identity like a fluorescent badge. Triangle Studios built a top-down twin-stick shooter around a single, satisfying loop: push through labyrinthine levels, hit safehouse checkpoints Left 4 Dead-style, reach the giant alien egg at the far end, and blow it to pieces. The campaign runs six levels spanning rooftops, alleys, sewers, a clinic, a riverside, and a cave, while a separate survival mode adds twelve arena-style stages where you simply hold the line against relentless waves. That is the full content inventory, written down in one breath, and you should hold that in mind before you buy. What works, though, genuinely works. The six weapons - pistol, machine gun, shotgun, plasma rifle, laser rifle, and rocket launcher - each behave differently enough that swapping mid-run feels like a decision rather than a formality, and each can be upgraded three tiers using cash dropped by kills. Hitting a fully-charged laser rifle that pours out a solid beam of light is the kind of tactile payoff that keeps you chasing the next upgrade cycle. The flashlight mechanic is a small but clever touch: you only fire in the direction your beam points, so movement and aiming are the same gesture, which creates a pleasing pressure even at low difficulty. Placeable turrets, mines, and shields picked up from scattered crates add a tiny layer of strategic breathing room when the hordes get oppressive, and the difficulty range from standard to flat-out Insane means solo players who want punishment can find it. The soundtrack leans hard into spacey, erratic techno that escalates with the action - exactly the kind of underscore a game like this needs to sustain its energy. Here is where I have to be honest with you, because I care about your evening. The art direction is a study in contrast - neon-pink aliens popping against near-monochrome grey environments - and it looks striking in screenshots. Across a full session it reads differently: every map, whether it is a sewer or a hospital rooftop, ends up feeling textually identical. There are no permanent upgrades carrying across runs, no story threads pulling you forward, and no enemy variety deep enough to force tactical adaptation. Most alien types just converge on you in numbers; a handful dodge or absorb extra bullets, but nothing in the roster reinvents the encounter formula. Critics and community voices alike point to repetition setting in fast, and the absence of any meta-progression means there is little to pull you back once the six campaign levels are done. The co-op question matters enormously here. Solo on medium difficulty, the campaign is completable in a single sitting without dying, which tells you the difficulty calibration is tuned primarily around a group. With three friends crammed onto a couch - or connected via Steam Remote Play Together - the game finds its best version of itself. Coordination around choke points, reviving a fallen partner, and divvying up turret placement all make the thin content feel fuller than it is. The classic branch on Steam still carries the original online co-op mode if you want it, though Triangle Studios has flagged that classic multiplayer is effectively dead at this point. Worth knowing before you plan a remote session. If you already own a couch co-op library and are looking for the deepest, most replayable shooter in it, look further. But if you want something with a zero-learning-curve, a genuinely punchy feel in the weapons, and a soundtrack that earns its neon aesthetic, this holds up for a few focused evenings. It is the game equivalent of a late-night arcade cabinet: limited, loud, and briefly magnetic. Kai, Scout Team

It came from space and ate our brains

It came from space and ate our brains

Mar 19, 2015Triangle Studios
GamerScout Says

Four friends, a flashlight, and an endless tide of neon-pink brain-munchers: the fun is real, but so is the ceiling.

PCXbox
Steam Deck VerifiedProtonDB Gold
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Historical low: €3.99

GamerScout Verdict

Best grabbed with three friends on a couch who want mindless arcade energy and do not need a reason to keep coming back.

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About It came from space and ate our brains

I have a soft spot for arcade shooters that know exactly what they are, and this one wears its identity like a fluorescent badge. Triangle Studios built a top-down twin-stick shooter around a single, satisfying loop: push through labyrinthine levels, hit safehouse checkpoints Left 4 Dead-style, reach the giant alien egg at the far end, and blow it to pieces. The campaign runs six levels spanning rooftops, alleys, sewers, a clinic, a riverside, and a cave, while a separate survival mode adds twelve arena-style stages where you simply hold the line against relentless waves. That is the full content inventory, written down in one breath, and you should hold that in mind before you buy. What works, though, genuinely works. The six weapons - pistol, machine gun, shotgun, plasma rifle, laser rifle, and rocket launcher - each behave differently enough that swapping mid-run feels like a decision rather than a formality, and each can be upgraded three tiers using cash dropped by kills. Hitting a fully-charged laser rifle that pours out a solid beam of light is the kind of tactile payoff that keeps you chasing the next upgrade cycle. The flashlight mechanic is a small but clever touch: you only fire in the direction your beam points, so movement and aiming are the same gesture, which creates a pleasing pressure even at low difficulty. Placeable turrets, mines, and shields picked up from scattered crates add a tiny layer of strategic breathing room when the hordes get oppressive, and the difficulty range from standard to flat-out Insane means solo players who want punishment can find it. The soundtrack leans hard into spacey, erratic techno that escalates with the action - exactly the kind of underscore a game like this needs to sustain its energy. Here is where I have to be honest with you, because I care about your evening. The art direction is a study in contrast - neon-pink aliens popping against near-monochrome grey environments - and it looks striking in screenshots. Across a full session it reads differently: every map, whether it is a sewer or a hospital rooftop, ends up feeling textually identical. There are no permanent upgrades carrying across runs, no story threads pulling you forward, and no enemy variety deep enough to force tactical adaptation. Most alien types just converge on you in numbers; a handful dodge or absorb extra bullets, but nothing in the roster reinvents the encounter formula. Critics and community voices alike point to repetition setting in fast, and the absence of any meta-progression means there is little to pull you back once the six campaign levels are done. The co-op question matters enormously here. Solo on medium difficulty, the campaign is completable in a single sitting without dying, which tells you the difficulty calibration is tuned primarily around a group. With three friends crammed onto a couch - or connected via Steam Remote Play Together - the game finds its best version of itself. Coordination around choke points, reviving a fallen partner, and divvying up turret placement all make the thin content feel fuller than it is. The classic branch on Steam still carries the original online co-op mode if you want it, though Triangle Studios has flagged that classic multiplayer is effectively dead at this point. Worth knowing before you plan a remote session. If you already own a couch co-op library and are looking for the deepest, most replayable shooter in it, look further. But if you want something with a zero-learning-curve, a genuinely punchy feel in the weapons, and a soundtrack that earns its neon aesthetic, this holds up for a few focused evenings. It is the game equivalent of a late-night arcade cabinet: limited, loud, and briefly magnetic.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supporttrading-cardscloud-savestier:indieCouch Co-opWave SurvivalWeapon UpgradesFlashlight MechanicHorde ShooterNeon AestheticHigh Score ChaseRemote Play Friendly

System Requirements

Minimum

OS
Windows 7 64-bit Windows 7, Windows 8 (8.1) or Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
NVIDIA® GeForce® GTX 6-series or faster
Processor
Intel® Core™ i3 or better
Sound Card
DirectX® Compatible Sound Card or stronger

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Game Info

Developer
Triangle Studios
Publisher
Triangle Studios
Release Date
Mar 19, 2015

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What platforms is It came from space and ate our brains available on?

It came from space and ate our brains is available on PC, Xbox.

When was It came from space and ate our brains released?

It came from space and ate our brains was released on 19 March 2015.

Who developed It came from space and ate our brains?

It came from space and ate our brains was developed by Triangle Studios.