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Alien Grounds News

⚠️ Enemy Behind Alert - Update #4 is Live!

Hi everyone,

Big thanks to AndersonSmith on Reddit for highlighting a key issue - no warning when enemies approach from behind.

With a boost from alien tech and your feedback, here’s what’s added:

[h3]⚠️ Enemy Behind Alert[/h3]
The HUD alert triggers when these conditions are met:
  1. The player is not moving or moving backward
  2. An enemy is within the backward alert cone (the cone narrows with higher backward speed)
  3. The player is not turning too fast

It’s a small change that adds real situational awareness - especially on tougher waves.
Don’t like it? You can fully customize it in Settings:
  • Visual + Beep
  • Visual Only (default)
  • Beep Only
  • Off

Test it out and let me know if it helps. I’m always listening - and updating.

— emagnetic

📢 Story is Coming to Alien Grounds (Starting Update #5)

Hi everyone,

A lot of you asked for it - and you're right. Alien Grounds needs more meaning behind the chaos.

So here's the deal: I'm starting to build a story into the main game itself, not as a separate mode, but woven into the experience - one piece at a time, starting with Update #5.

Now, my Hollywood team went on strike when I couldn’t afford coffee, so I’ll be writing this myself. Expect short transmissions, map context, weird signals, and a hint that there’s more going on beneath the surface...

What’s the story?
Let’s just say it’s… waking up.

— emagnetic

☠️ Update #3 - Hard Mode is Here!

Hey everyone,

Hard Mode is now live: switch to it from the Main Menu.

[h3]🎮 Difficulty Modes Overview[/h3]

🧊 Chill Mode (Proposed)
• Score Bonus: 0.1x
Revive on defeat - score and wave position are kept
• Player Damage: 1.0x out, 0.1x in
• Default enemy count and wave size

⚙️ Core Mode (Default)
• Score Bonus: 1.0x
Revive on defeat - score and wave position are kept
• Player Damage: 1.0x out, 1.0x in
• Default enemy count and wave size

💥 Hard Mode (New)
• Score Bonus: 1.5x
Restart wave on defeat - wave score is lost
• Player Damage: 0.5x out, 1.5x in
• More active enemies; increased wave size

🚀 Elite Mode (Proposed)
• Score Bonus: 3.0x
Restart game on defeat - total score and wave progress are lost
• Player Damage: 0.3x out, 2.0x in
• Much more active enemies; maximum wave size

[h3]💡 Mode Switching[/h3]
Switching between modes keeps your score and wave progress.
You can start in Core Mode and move to Hard Mode anytime via the Main Menu.

⚠️ Note: In the proposed Elite Mode, being defeated will reset everything - you'll return to Wave 1 with zero score.

[h3]📈 What’s Next?[/h3]
Once modes are finalized and balance is settled, the next step will be leaderboards.
Have experience with great (or terrible) leaderboard systems?
Let me know what you'd like to see!

— Emagnetic

🔥Hard Difficulty Coming Soon + Controller Gameplay Clip

Hey everyone,

A new Hard difficulty mode is in development and planned for the next update!

This mode will offer a tougher experience from Wave 1, not just a shortcut to Wave 50 like the current Mission path.

[h3]Here's what to expect:[/h3]
  • More enemies per wave
  • Tougher enemies that are harder to kill
  • Deadlier attacks
  • No Revive on death - you’ll restart from the beginning of the current wave

If you're looking for a real challenge, this mode is for you.
[hr][/hr]
In the meantime, here’s a quick clip of me playing Wave 50 with an Xbox controller - with Aim Assist ON, it feels way more manageable.

[previewyoutube][/previewyoutube]
Thanks for all the support - more updates soon!

— Emagnetic

🔧 Update: Gamepad Aim Assist + Settings Improvements

Hi everyone,

New update just dropped - driven by your feedback.

[h2]🎮 New: Aim Assist (Gamepad)[/h2]
  • You can now toggle Aim Assist ON/OFF in Settings.
  • It improves aiming feel during shooting, but does not auto-lock onto enemies.
  • In testing, it helped boost accuracy - let me know how it works for you!

[h2]⚙️ Settings Menu Improvements[/h2]
  • Fixed: Some Settings options were not accessible via gamepad. Thanks to kolacape for the helpful feedback!
  • Improved layout for better clarity and navigation with gamepad.
  • Quality options now show clearer guidance.
  • Gamepad setting is now placed near the default focus button for quicker access.
  • Changed Left Trigger aim from toggle to hold-to-aim (more standard).
  • Updated default graphics settings for better performance out of the box.

[h2]🐞 Bug Fixes[/h2]
  • Fixed: Left-handed mouse settings incorrectly affecting gamepad aiming.

Thanks for helping shape the game —
Emagnetic