Hello Captains! This is the last preview, today we are going to introduce the renovation of Alien Marauder's gameplay. Are you looking forward to it?
Before we begin, let’s take a look at the recent game updates:
- 3 new vexan units
- 1 new defense tower
- 2 new were maps added in the Survival Mode (currently 4 maps in total)
Alien Marauder will start the EA version on November 18th of 2021.
Game Settings & Hotkeys
Like other RTS games, in Alien Marauder you can modify your gameplay settings, click "Setting" on the main screen in order to modify them. The system has two sets of shortcut keys for players to set, although the game plan provides a preset value, players can adjust according to their own habits, after all, you should use what suits you best!

Game Difficulty
Survival Mode
As stated in Spoiler Episode 2, Survival Mode has two different victory goals. Under the same conditions, "Mode 2" is more difficult than "Mode 1".
The Difficulty Score ranges from 30 to 1,245, and players can adjust the difficulty by themselves.


We sincerely suggest that new players start with 30 points of difficulty, first adapt to the rhythm and operation of the game and get familiar with the game content, and then go on and challenge higher difficulties. However, if you’re dying to challenge the highest difficulty, we can only pray for you.

Defense Mode
In the defense mode, we have added the hell difficulty and suicide difficulty. Because the creators are still stuck in the basic mode, they failed to unlock these two difficulties, but I saw colleagues and other captains’ videos doing the challenge, 100,000 aliens on the same screen need to be experienced by the captains themselves. If you successfully finish the challenge, remember to send us screenshots or videos of it!

Hero Design
After choosing the game mode and difficulty you’ll decide which hero to use, each mode currently provides two heroes, the captains need to choose one of the four heroes, of course, the hero’s damage and positioning are different, players can choose their hero according to their play style. For example, Layton is good at long-range attacks, while Baldur is good at melee combat (specific heroes can look back at Spoiler Episode 1).


The hero system is one of our most important systems, and we have given a lot of thought and verification to the design of hero skills, initially divided into three parts: peripheral skills, combat skills and operational skills.
Peripheral skills: is the general game "proficiency", proficiency growth will give the hero some additional benefits, but as proficiency increases, the benefits are more on the honor level than on the numerical level, preventing overpowering at high proficiency
Operational skills: Each hero has completely different operational skills in building, gathering, and troop composition, with some heroes favoring economy, long-range, army leadership and others favoring melee combat, and their own strength.
Combat skills: specific to the game, because as mentioned before we do not want players to overuse micromanagement to gain a great advantage, combat skills are basically based on this concept, generally by 2 active +1 passive +1 ultimate, 2 active skills need some release timing and positioning requirements, the cooldown is very short, which is also the biggest requirement for the operation, passive skill generally only provides value growth, and the ultimate is a strategic skill, it generally has a very special use depending on the situation, rather than the other skills.
The above three points make up the basic design idea of our heroes, like having the root of the tree and the fork of the foundation, and what we do subsequently is to make combinations on these basics to provide players a completely different game experience as much as possible.
