Compare When They Arrived prices across trusted key stores and find the best deal. Developed by Second Reality. Published by Second Reality. Released on 1/7/2019. Available on PC. Genres: Action, Adventure, Indie, Simulation.

Thirty percent approval out of 83 Steam reviews tells you most of what you need to know before spending a single minute here. A buggy, unfinished alien-survival sandbox that promises crafting, hunting, and a Mars endgame it never actually delivers.

I kept a mental checklist going as I worked through When They Arrived: resources gathered, traps built, deer hunted for food, ores mined for crafting blueprints. By the end of a session, the checklist had more red marks than green. The core pitch is a first-person open-world survival game set after an alien invasion, built around scavenging, base construction, combat skill cards, and an ATV to drive between enemy-infested areas. On paper, that is a serviceable low-budget sandbox. In practice, the execution undermines every one of those systems before you get comfortable with any of them. The mechanics that do exist show some ambition. You mine ores, convert them into crafted objects, construct structures and traps, manage hunger and thirst, and hunt wildlife including wild boars and deer for food while avoiding bears and wolves. A card-based skill progression panel is supposed to give your build some direction. There is even a stated goal of collecting parts to build a "mini-mole hole" device and eventually repairing a spacesuit to reach Mars and destroy the alien bridgehead. That Mars location, however, was listed as unfinished at launch and still unfinished in later community posts. Promising an endgame destination and then shipping without it is a structural problem, not a polish issue. The bug reports from players paint a consistent picture: harvesting a deer can lock mouse control and force a full restart, meat fails to replenish hunger, and using a bed can send the character into an infinite sleep loop that ends in death by thirst. Those are not edge-case bugs in obscure systems. They are breakdowns in the primary survival loop: eat, sleep, survive. When the survival verbs themselves do not function reliably, no amount of alien lore or open-world scale compensates. The Steam community sits at roughly 30 percent positive across 83 reviews, one of the clearer negative signals a sub-five-dollar game can carry. From a systems-depth perspective, which is where I spend most of my critical attention, there is genuinely little to analyze. The card-based skill panel suggests the developer understood that progression mechanics matter, but without a stable base loop to reward that progression, the cards feel decorative. There is no mod ecosystem to speak of, no visible tutorial infrastructure, and no indication of active patch support in recent community discussions. The game exited Early Access in January 2019 and the conversation around it since then has been quiet in all the wrong ways. The honest audience for When They Arrived is extremely narrow: someone curious about ultra-low-budget Eastern European indie survival experiments and completely unbothered by broken core systems. Survival fans who want even a modest baseline of functional mechanics are better served by nearly anything else in the genre. The alien invasion premise had potential as a hook, but potential and delivery are not the same column in the spreadsheet. Diego, Scout Team

When They Arrived

When They Arrived

Jan 7, 2019Second Reality
GamerScout Says

Thirty percent approval out of 83 Steam reviews tells you most of what you need to know before spending a single minute here. A buggy, unfinished alien-survival sandbox that promises crafting, hunting, and a Mars endgame it never actually delivers.

PC
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Historical low: €0.99

GamerScout Verdict

Skip it unless broken survival loops and an unfinished Mars endgame are genuinely your idea of a weekend project.

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Screenshots & Media

Screenshot

About When They Arrived

I kept a mental checklist going as I worked through When They Arrived: resources gathered, traps built, deer hunted for food, ores mined for crafting blueprints. By the end of a session, the checklist had more red marks than green. The core pitch is a first-person open-world survival game set after an alien invasion, built around scavenging, base construction, combat skill cards, and an ATV to drive between enemy-infested areas. On paper, that is a serviceable low-budget sandbox. In practice, the execution undermines every one of those systems before you get comfortable with any of them. The mechanics that do exist show some ambition. You mine ores, convert them into crafted objects, construct structures and traps, manage hunger and thirst, and hunt wildlife including wild boars and deer for food while avoiding bears and wolves. A card-based skill progression panel is supposed to give your build some direction. There is even a stated goal of collecting parts to build a "mini-mole hole" device and eventually repairing a spacesuit to reach Mars and destroy the alien bridgehead. That Mars location, however, was listed as unfinished at launch and still unfinished in later community posts. Promising an endgame destination and then shipping without it is a structural problem, not a polish issue. The bug reports from players paint a consistent picture: harvesting a deer can lock mouse control and force a full restart, meat fails to replenish hunger, and using a bed can send the character into an infinite sleep loop that ends in death by thirst. Those are not edge-case bugs in obscure systems. They are breakdowns in the primary survival loop: eat, sleep, survive. When the survival verbs themselves do not function reliably, no amount of alien lore or open-world scale compensates. The Steam community sits at roughly 30 percent positive across 83 reviews, one of the clearer negative signals a sub-five-dollar game can carry. From a systems-depth perspective, which is where I spend most of my critical attention, there is genuinely little to analyze. The card-based skill panel suggests the developer understood that progression mechanics matter, but without a stable base loop to reward that progression, the cards feel decorative. There is no mod ecosystem to speak of, no visible tutorial infrastructure, and no indication of active patch support in recent community discussions. The game exited Early Access in January 2019 and the conversation around it since then has been quiet in all the wrong ways. The honest audience for When They Arrived is extremely narrow: someone curious about ultra-low-budget Eastern European indie survival experiments and completely unbothered by broken core systems. Survival fans who want even a modest baseline of functional mechanics are better served by nearly anything else in the genre. The alien invasion premise had potential as a hook, but potential and delivery are not the same column in the spreadsheet.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayertier:sub-5Alien InvasionBase BuildingCard-Based ProgressionOre MiningOpen World SurvivalBuggyAbandoned Early AccessFirst-Person Survival

System Requirements

Minimum

OS
WindowsXP (Service Pack 3)
Memory
4 GB RAM
DirectX
Version 9.0
Storage
5120 MB available space
Graphics
NVIDIA GeForce 9800GT
Processor
Quad Core Processor
Sound Card
DirectX®-compatible

Recommended

OS
Windows 7 or higher
Memory
8 GB RAM
DirectX
Version 11
Storage
5120 MB available space
Graphics
GTX 670 2GB / AMD R9 280 better
Processor
Intel Core i5-7500 3.4GHz
Sound Card
DirectX®-compatible

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Game Info

Developer
Second Reality
Publisher
Second Reality
Release Date
Jan 7, 2019

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What platforms is When They Arrived available on?

When They Arrived is available on PC.

When was When They Arrived released?

When They Arrived was released on 7 January 2019.

Who developed When They Arrived?

When They Arrived was developed by Second Reality.