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Alien Grounds News

Update: Invert Y-Axis Options + AA Performance Boost

[p]Hi everyone,

This update adds more player control and improves performance on lower-end systems:[/p]
  • [p]New Invert Y-Axis settings
    You can now choose:[/p]
    • [p]Off, Mouse only, Gamepad only, or Both[/p]
    • [p]Available in the settings menu[/p]
  • [p]Anti-Aliasing adjusted for better performance[/p]
    • [p]High & Epic use TSR (higher quality)[/p]
    • [p]Medium & Low use FXAA (faster)[/p]
    • [p]FXAA can give up to 20% more FPS on low-end GPUs[/p]
  • [p]Fixed: Main Menu overlapping buttons[/p]
  • [p]Fixed: FPS limiter now applies correctly through the UI[/p]
[p]Thanks for your continued feedback and support!

--emagnetic[/p]

Engine Upgrade & Visual Improvements

[p]Hi everyone,

This update brings several improvements and refinements:[/p]
  • [p]Upgraded to Unreal Engine 5.6 - for improved performance and future compatibility[/p]
  • [p]Updated enemy color scheme - clearer visuals and improved distinction during combat[/p]
  • [p]New Colonnade effect added - enhances atmosphere in the Ruins map[/p]
  • [p]Handgun shot sound improved - smoother audio feedback[/p]
[p]Thanks for playing and stay tuned for more updates!

--emagnetic[/p]

Update: Bullet Hit Reactions + Footsteps

Hi everyone,

This update improves how combat feels and sounds:

🔸 Bullet Hit Reactions
Enemies now react when hit by handgun fire - adding a sense of impact and responsiveness, especially up close.

🔸 Enemy Footsteps
You’ll now hear a soft, subtle step as enemies approach. It’s not loud, but enough to help you sense their movement and presence.

Thanks for playing and for all the feedback!

--emagnetic

New Difficulty System

Hi everyone,

I’ve added three difficulty levels:
  • Easy - based on the old Core mode
  • Normal - inherits from Hard mode
  • Hard - now even harder than before

Each difficulty has separate save data, including scores, health, ammo, and mission progress.

New Features:
  • A remaining enemies counter now appears in the HUD.
  • Balance improvements across all difficulties:
    • Phantom enemies are removed during early waves
    • Fireballs appear later and scale up slower on lower difficulties
    • Fireball speed and quantity scale by difficulty
    • Slight blackout effect added after a fireball hit
    • Enemy movement speed ramps up more aggressively on Hard

Let me know how each level feels - especially if you survive on Hard!

--emagnetic

🎮 New: Raw Gamepad Input

Based on feedback from power users in the controller community, I’ve added a new Raw Gamepad Input option.

This mode bypasses all in-game processing (dead zones, curves, sensitivity scaling) and lets you fine-tune your controller externally - through hardware software, drivers, or Steam Input.

You can toggle Raw Gamepad Input in the game’s Settings menu. It’s a small but important step toward smoother controller play - especially on high-end pads and Steam Deck.

In addition, maps now look noticeably better on low graphics settings. I’ve reworked lighting and skylight handling to improve visual quality without increasing performance cost.

Huge thanks to the r/controller community for the feedback and expertise!