New Intel From the Mothership – Alien Hominid Invasion Update

Greetings earthlings! It’s been a while since we’ve sent an intel transmission down to Earth from the Mothership…

We’re here today to give you some secret deets straight from the aliens themselves! While we’re mostly working on creating epic boss battles to elevate your human gaming experience, we have a ton of smaller additions we’re ready to share with you.

Updates detailed in this post will include changes to enemy visuals, game difficulty, helper AI aliens, and weapon attacks. Now, what we’ve all been waiting for – juicy deets on the game updates!

1) Sweeper enemies are a lot more (visually) sweepery, and they can now swarm levels!

A swarm happens when a large amount of a single enemy type appears randomly in your level. Getting swarmed by Flybot Sweepers is a bit scary, as you’ll have to dodge (or jump over) a ton of green beams at once.

2) Shields from loot now show a rotating shield and provide lots of health!

Some alien heads have ‘shield’ modifiers on them, providing a much-needed buff to navigate the hazards that Alien Hominid Invasion brings. The shield only guards the part of the player it is facing, which makes dodging bullets more fun!

3) All aliens are now a bit squishier, making the game a tad more difficult.

*sad alien squish* Remember to dodge, jump, and dig your way around the enemy forces… and use your new fancy schmancy rotating shield to dodge bullets, of course!

4) Helper AI aliens will now stay on your shoulders and fire along with you!

Little AI aliens can spawn in to help you out; they come with their own weapons ready to crawl onto your shoulders and melt the enemy. You can also ride on their shoulders, only getting knocked off if you take damage from an enemy.

5) Danger level is now shown on the bottom of the invasion map and rises with every city block cleared.

This way, you can have a little more heads up as to what is waiting on the other side.

6) Last but certainly not least, some weapons have bigger, better, and STRONGER charge attacks!

We tweaked some of the charge shots and they look suuuuuuper cool and a lot more murdery. The Six Chambers gun (above) now has a ricochet charge shot that bounces off the edge of the screen!

The Sawed Off gun’s charge shot now has a bouncy shotgun shell.

The alien’s Photon gun now has a better charge shot that reaches farther and deals slightly more damage, but the projectile moves slower than before.

The Acid Shot gun now has a charge shot that has bouncing blobs of green goo!

That’s all for today’s development update! Looking for more intel? Have no fear — we actually have loads more updates to share with all of you humans, so be on the lookout for another dev stream coming early next year!

Do you have any thoughts you’d like to share about our upcoming game? If you have yet to join, be sure to check out our Discord server, where you can chat with our devs and other fans of The Behemoth’s games.

Until next time, earthlings!

Alien Hominid Invasion Developer Notes: A Lot to Digest

Our latest and greatest in Alien Hominid development has been quite hefty. It’s a whole lot to digest, one might say… and with good reason

Ah yes, the fan favorite Digestors have made their way to be a part of this new era of invasion-ing, and have arrived to help you jump on your enemies. If you were somehow able to survive until the Area 51 section of Alien Hominid HD, you’ll recognize those little shark finned chaos agents. How cute!

But that’s not all, of course; there’s a huge list of changes we showed off in our most recent development livestream. To uncover all of our secrets, you can check out the replay or just keep reading on this page you’re already conveniently on.

  • Digestors are back from the original Alien Hominid! They’re joining the fray and will run with your alien like pack animals and jump on enemy shoulders
  • Crabwalker enemy has been introduced as a hazard. This Anti-rooftop-alien creature hops past you and turns on an UPWARDS beam!
  • Escar-slow bot added. An Agency robot that slows players when they’re close by
  • New hazard “ladders” force players to jump through the missing rungs or over top
  • Minimechs now have to be targeted on their chassis, as bullets will zip through the wheelbase
  • The Acidshot and Flamethrower weapons now leave messes on walls and floors for extra chaos
  • Alien Spreadshot damage increased
  • Certain things make the Alien flinch now (like the standard agent blasters and sniper shots) which leaves players vulnerable for a few frames 
  • Alien base stats have been reduced slightly with loot having increased benefits, making your loot matter more
  • The life system has been reworked — life count carries level to level within a run
  • Roads have been made lumpier to capture more of that wonky chaos feel
  • The Bonus Level HUD has been updated for more clarity
  • Kids will get excited and reward the player at the end of bonus levels
  • Bonus levels are now 5 waves instead of 10 and significantly more spooky
  • There are now less objectives total per city block and less intel is required to do objectives (Making for snappier potato-chip-like levels)
  • A cute speech bubble mutation icon will now appear over player when a charge is ready
  • Added big bright pickup animations when picking up loot, hearts, or objective items for extra fun and clarity
  • Mothership coins have been added for purchasing unlocks or altering your next run — you can only purchase one unlock, but in multiplayer everyone can buy one each…. 
  • Aliens now look up when you press up on the controls to anticipate shooting upward
  • Aliens now visually run faster or slower when their respective runspeed has been altered
  • Alien antennas fitted with physics technology for more adorable bouncing around

A couple of these things haven’t been fully implemented into the game yet, but they’re well on their way! We hope this latest round of notes has gotten you even more excited about the impending Invasion. I know we are, and we’re the ones working on it!!