Alien Hominid Invasion
by The Behemoth · 1 Nov, 2023
9 downloads
About the Game

Steal intel from your enemies to sabotage their plans, observe the oddities of human life, blow up bosses, and mutate into a variety of powerful alien forms in order to take down the not-so-secret agents that are dead set on ruining your day.
Are you ready to assist your Mothership with the invasion of planet Earth?

Invade with up to four players through online co-op, couch co-op, or both!
Play across skill gaps with difficulty being set per player – one player can choose Friendly while another loses their mind on Insane!
Choose from three difficulty levels and two life insurance modes:
Mastery Mode - earn more experience and better drops, but lose it all on death… YOLO!!
Permakeep - the standard alien invasion experience… There's nothing wrong with wanting to keep your stuff!

Unlock and equip an astronomical arsenal of unique weapons, boosts, and cosmetics to customize your alien.
Complete missions, level up, and mutate your alien to deploy new mechanics like super speed, healing, and flight!
Discover your preferred weapon, boosts, alien head, and mutation combos by experimenting with all the buffs (and debuffs) alien technology has to offer! What playstyle will you choose?
Remember: You can’t kill your agents if you don’t drink your juice!

Determine your own gameplay path with a non-linear leveling experience. Invade randomly-assembled neighborhoods from hundreds of hand-crafted city blocks to reach enemy headquarters.
Reach Sewer Kid Hideouts to unbox all your loot and spend your hard earned lunch money from your underground allies!
Unlock additional mutations after destroying each enemy HQ, get a holo-hug from Mama, and prepare for your next mission!
Redeem Mothership Data to load in bonus modifiers like extra lunch money, shield power ups, and more! Don’t forget to say thank you.
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
Message from the Mothership
Good morning invaders! Today we have a small patch to fix a few bugs and address some of the feedback you’ve left since we dropped the Juicy Variety Update.
Sending a big chicken BAAAWK to the Discord community for reporting the Shield Agent bug and providing invaluable feedback on recently added features! These chickens couldn't do it without you.
{STEAM_CLAN_IMAGE}/36979166/927b4937ed37b79b73bb79079fec452aadd10cb6.gif
Fixes
- Gameplay - Fixed an aggression bug causing the Shield Agent to be a tad OP.
- Gameplay - The Orbiter projectile no longer hurts the enemy the player is riding.
- Gameplay - Adjusted the alien run speed based on feedback.
- Gameplay - Fixed a bug where the Sky Van would occasionally get stuck.
- Gameplay - Adjustments to Installball_b movement and pathfinding.
- Level - Fixed various collision bugs with the Highway level.
- Level - Fixed a bug where Kid Forts would spawn in inaccessible areas.
Message from the Mothership
It’s time to deck the headquarter halls with grenade garlands, Digestor choirs, and adorably adorned aliens! That’s right, Part 1 of Alien Hominid Invasion Update 1.2.0 has finally arrived to Steam!
Along with plenty of bug squishing that we were able to implement thanks to YOU sending us your feedback, this update is loaded with alien gifts for all! Update Part 1 will be focusing on adding 23 new achievements, a more interesting map algorithm that forces harder choices, giving players larger pools of starter equipment for more interesting re-plays, boss tuning and a good number of bug fixes. Go get those new achievements and show us what you're made of!
Coming soon… Update Part 2 will be the largest update we've had yet, focusing on variety and player feedback that will make level-to-level gameplay more different -- featuring new hazards, vehicle usage, adjustments to objectives, some new enemies & more dropping next year
Happy Holidays, from our team to yours!
More Achievements, Cosmetics, and CHOICES
1. 23 New Achievements
A whole new set of achievements have arrived! Time to show us what you've got. Again.
2. Updated Map Algorithm
What's that you say? You like making more meaningful decisions in your invasion paths? We have great news for you, then!
There are more deliberate pathways in the generated mission maps, making it more common to have hard choices! Uh oh! Overall Danger-Per-Level added per block has been lowered to compensate for the longer pathways that can appear.
3. Mutations Galore?
When you defeat a boss at their HQ, you can now select from a wider initial pool of Mutations, increasing randomness and making playthroughs more curious!
4. New November AND Winter Seasonal Attire
The aliens have observed us and increased the discoverable alien head pool with November-esque and Winter cosmetics!
Balance Pass
1. Alien Irradiator
This weapon now takes 0.3 seconds longer to reach ultra-white-hot-melting on targets.
2. Enemy Danger Level Behavior
We've tuned the Agency's scaling to work differently. In later Danger Levels, enemies won't fire bullets with as much boosted velocity as before, meaning the cloud of green death will approach you a bit slower and give you a better chance to dodge!
3. Agency Grunt Standard Issue Blaster
Grunts are massacring invaders, and still will, though their damage per-bullet output has been lowered, along with a longer time to reach maximum velocity for more of a "tell."
4. Agency Mini-Mech Attack
Damage per-bullet output is lowered when Agents are operating the Mini-Mech. They don't know how to use them as effectively as you!
5. Installball 2.0, Spinner of Fists
Installball’s Megaflight ability now tracks players better - "Injustice rains from above!” Stationary tantrums hurt less, because stationary tantrums shouldn't hurt that much.
6. Lozenge Man Attack
Damage per-bullet output lowered for Lozenge Man, whose main job is supposed to be more "slowing aliens down" and less "mowing aliens down like he's holding four blasters at once.”
7. Hunterbot Attack
Speed, range, and follow time on the Hunterbot's projectiles have been slightly reduced, but their homing has been increased. Hunterbot attacks should still be spooky, but are now a bit more satisfying to dodge.
Other Changes
1. Update to Maximum # of Enemies, Part 2
Previously, we lowered the number of enemies that spawned per player. Now, we've tweaked the solo experience as well. The overall number of enemies should look less like a flood and more like a... slightly smaller flood.
2. Update to Objective Placement
Objective objects (fishbowls, ice cream, etc.) now have a greater chance of spawning lower in the level. Aliens are great climbers (and flyers!), but repeatedly needing to get to the tops of tall buildings could be especially rough on new invaders.
Bug Fixes
- Compat - Fixed a bug where setting the max framerate caused issues on high framerate monitors
- Input - fixed several analogue issues with Pro Controllers
- Input - fixed button icon orientation for Joy-Cons when Steam Input is enabled
- Input - added additional controller configurations
- UI - Fixed bug where Claim All was awarding additional loot
- Gameplay - Dispatcher aliens now inherit damage boost
- Gameplay - Fixed bug where enemies were spawning inside the jungle gym frog
- Level - Fixed various art sorting bugs
- Level - Fixed bug where quickly moving through the Pre-HQ doorway affected guard animations
- Level - Fixed camera bug with the 3rd Pre-HQ doorman
- Enemies - Fixed bug with Installball_b getting stuck on objects
- Enemies - W.A.S.P. and Hunters now take damage from deflected turret bullets
- Checkpoint - Fixed bug where 2 keys would sometimes appear during Checkpoint levels
- Online - Fixed a visual delay that occurred when changing pigments in the hideout
- Online - Fixed bug where Hunter death particle effects were sometimes missing for clients
- Online - Fixed a desync that occurred when a player enters the hideout while a mutation is already activated
- General - Various Local and Online QOL bug fixes
Part 2 Coming Soon…
Message from the Mothership
Kicking off our first Alien Hominid Invasion update, Part 1 brings 23 new achievements, along with some hard decisions, variety, and more balance! This will be followed by Part 2 which will bolster the delight of destroying Earth with even more significant improvements and new content!
Update Patch Release Timing
Part 1 of this update will go live sometime in December.
More Achievements, Cosmetics, and CHOICES
1. 23 New Achievements
A whole new set of achievements arrive in our next update! Some of these are retro-active, AKA time-traveling achievements, meaning the game knows what you’ve done and will reward you with the new achievements next time you sign into your profile. Others will have to be earned. You'll keep all progress made on your already hard-earned achievements, of course!
2. More Choices
What's that you say? You like making more meaningful decisions in your invasion paths? We have great news for you, then!
{STEAM_CLAN_IMAGE}/36979166/91854f3a9b8230e7eb6b2897d78345b6be6e7a5f.png
There will be more deliberate pathways in the generated mission maps, making it more common to have hard choices! Uh oh! Overall Danger-Per-Level added per block has been lowered to compensate for the longer pathways that can appear.
3. More Choices 2.0
When you defeat a boss at their HQ, you can now select from a wider initial pool of Mutations, increasing randomness and making playthroughs more curious!
4. November Seasonal Attire
The aliens have observed us and increased the discoverable alien head pool with November-esque cosmetics!
Balance Pass
1. Alien Irradiator
This weapon now takes 0.3 seconds longer to reach ultra-white-hot-melting on targets.
2. Enemy Danger Level Behavior
We've tuned the Agency's scaling to work differently. In later Danger Levels, enemies won't fire bullets with as much boosted velocity as before, meaning the cloud of green death will approach you a bit slower and give you a better chance to dodge!
3. Agency Grunt Standard Issue Blaster
Grunts are massacring invaders, and still will, though their damage per-bullet output has been lowered, along with a longer time to reach maximum velocity for more of a "tell."
4. Agency Mini-Mech Attack
Damage per-bullet output is lowered when Agents are operating the Mini-Mech. They don't know how to use them as effectively as you!
5. Installball 2.0, Spinner of Fists
Installball’s Megaflight ability now tracks players better - "Injustice rains from above!” Stationary tantrums hurt less, because stationary tantrums shouldn't hurt that much.
6. Lozenge Man Attack
Damage per-bullet output lowered for Lozenge Man, whose main job is supposed to be more "slowing aliens down" and less "mowing aliens down like he's holding four blasters at once.”
7. Hunterbot Attack
Speed, range, and follow time on the Hunterbot's projectiles have been slightly reduced, but their homing has been increased. Hunterbot attacks should still be spooky, but are now a bit more satisfying to dodge.
Other Changes
1. Update to Maximum # of Enemies, Part 2
Previously, we lowered the number of enemies that spawned per player. Now, we've tweaked the solo experience as well. The overall number of enemies should look less like a flood and more like a... slightly smaller flood.
2. Update to Objective Placement
Objective objects (fishbowls, ice cream, etc.) now have a greater chance of spawning lower in the level. Aliens are great climbers (and flyers!), but repeatedly needing to get to the tops of tall buildings could be especially rough on new invaders.
Part 2 Coming Soon…
{STEAM_CLAN_IMAGE}/36979166/fa332e1d2c44909193bc9621c35e7b1727a79c09.png
NOTE: This post only covers content and balance updates. We are still reviewing all your feedback and bug reports, and there are a myriad of bug fixes coming along with this update! Keep invading, and stay tuned for more details!
Message from the Mothership
After observing many, many invaders, we've made a few changes to some weapons and a couple of bosses to bring you an even more finely-tuned experience. Read up on the knitty-gritty below, and please keep letting us know your thoughts!
Weapon Updates
How does damage work?
When the alien pulls the trigger, each bullet will be assigned damage within the given spread of numbers randomly. The numbers represented below are MINIMUM -> MAXIMUM damage per bullet.
1. Human Machine Gun
Human Machine Gun now has more oomph per clip, due to downtime of reloads.
Damage change on REGULAR SHOT:
Before: 5.25 -> 10.5 (x5 bullet)
After: 5.7 -> 11.25 (x5 bullet)
2. Lightning Gun
This weapon originally didn’t scale well in higher tiers and will now reward aggressive chargeshot + regular shot assault combos.
Damage change on REGULAR SHOT:
Before: 3 -> 4.5
After: 3.3 -> 6.0
Damage change on CHARGE SHOT ZAP:
Before: 1.65 -> 4.2 (interval 0.15/second)
After: 2.1 -> 4.95 (interval 0.13/second)
3. Energy Knife
Energy Knives, also known as swords, can no longer come with Fire Rate modifiers, as invaders couldn't swing fast enough to notice.
4. Minigun
Minigun now spins up faster, hits a little harder at maximums, and is a little easier to control on recoil.
Firerate Before: 0.20 -> 0.075
Firerate After: 0.10 -> 0.075
Maximum damage on a bullet:
Before: 8.70
After: 9.15
Range maximum change:
Before: 6.75 meters
After: 7.75 meters
5. Megashot
Megashot now applies its status effect on initial contact and third hit, has faster base speed bullets, and has a shorter chargeshot time.
Base Critical Hit Chance from -5% to 3%.
Apply-Status chance on REGULAR SHOT:
Before: 51% mega-acid1, 25% mega-acid2
After: 100% mega-acid1, 45% mega-acid2
SPEED change on REGULAR SHOT:
Before: 5.5 -> 7.5 meters/second
After: 6.5 -> 9.0 meters/second
CHARGE TIME on CHARGE SHOT:
Before: 1.40 seconds
After: 1.20 seconds
6. Sawed Off
When firing, the lucky high rolls of the damage for this weapon scaled incredibly with high tier gear. It should feel unchanged in most scenarios.
Damage change on each pellet REGULAR SHOT:
Before: 12 -> 28.5 (base crit chance 5%) x3 pellets
After: 10.5 --> 19.5 (base crit chance 2.5%) x3 pellets
7. Spreadshot
Needed a little more oomph. Got oomph.
Before: 3.9 -> 6.0 (x3 bullet)
After: 4.5 -> 6.45 (x3 bullet)
Boss Updates
1. Installball 2.0, Next of Spin
- Health reduced
- Eye projectile damage down
2. Bustletron, Spinner of Fists
- Health reduced
- Bustletron fist missiles now do less damage to invaders (10% health damage instead of 20%)
Other Changes
Update to Maximum # of Enemies
Aliens now add 0.75 additional enemy slots per player instead of 1.0 (4.0 maximum slots to 3.0 maximum slots). What this means in human terms is that there won't be as many maximum enemies in 3-4 player games.
Message from the Mothership
Greetings, invaders! Can you believe Alien Hominid Invasion has been out for a week already? We appreciate all the support and feedback on the game so far, and we’ve been hard at work making the necessary changes to improve your invasion experience.
Today’s hotfix will be a small, but necessary one to improve server timeout issues for online play. We currently have a larger patch in the works focused more on balance-related tweaks, so please keep an eye out for that update coming soon!
Fixes
- Made it so that players can still host an online session if join codes are not functioning properly.
- Corrected cinematic animator Fernando Finamore’s name in the credits. Shout out Fernando!
- Fixed a bug causing Japanese and Korean subtitles and captions to display incorrectly.
Current Release
25102023
Uploaded Dec 21, 2023
System Requirements
How to Install
BeLauncher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.0 GB
25102023
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