AlienFall.io — How to play
A free real-time multiplayer arena game. The floor wears out under everyone's feet and crumbles into the void — break tiles, dodge rivals, and be the last one standing.
Controls
- Steer & aim — your character follows the mouse
- Jump — Left click or Space (hold to keep hopping)
- Use item — hold Right click or E to aim (your strike zone shows in red), release to fire
- Shove — with empty hands, the same Right click or E knocks back whoever is in front of you
Those are the default controls: you can change the keys — or swap the mouse buttons — in the game’s Settings.
The arena
Every step wears the hexagonal tiles down. Worn tiles crack, then fall — taking anyone standing on them into the void. Jump across gaps, keep moving, and force your rivals onto crumbling ground. You score by making tiles fall and by knocking other players out. And not all kills are equal: you pocket a third of the score of whoever you drop. Hunting the big ones pays far more than hunting the small; an assist is worth half.
When you arrive — and on every respawn — you drop in from the sky and stay see-through for a second and a half: nobody can touch you, and you can neither shove nor pick anything up. Use it to read the ground before you commit.
Items
- Purple = instant boosts (temporary, activate on pickup): Boost, Double Jump, Anvil (your steps wear a wider area).
- Cyan = held items (carried, one at a time — hold Right click/E to aim, release to fire): Grenade (dropped at your feet, it blasts everyone around it away), Glue Launcher (glues rivals in front of you — no jumping, slowed down), Laser Gun (shoves everyone caught in its beam far ahead).
- Red effects are bad news — getting glued or blasted near a hole usually ends badly. Keep your distance.
The three boosts — 8 seconds, one at a time
Picking one up cancels the previous one.
- Boost — you move 1.7× faster.
- Double Jump — a second jump in mid-air.
- Anvil — your steps wear the floor much wider. Deadly for trapping others… and dangerous for you.
The three weapons — one in hand at a time
Hold to aim, release to fire. Every shot is telegraphed: your target sees the zone on the floor and hears the signal before impact. Fire anyway.
- Grenade — 0.35 s wind-up. Dropped at your feet, it blasts everyone within 3 tiles and throws them 5 tiles away. ⚠️ The only weapon that also hits in mid-air: jumping will not save you.
- Glue Launcher — 0.3 s wind-up. A 120° arc in front of you, up to 4 tiles. Anyone hit is glued for 4 seconds: no more jumping, and their speed collapses. A well-timed jump dodges it.
- Laser Gun — 0.4 s wind-up. A beam 6 tiles long. It does not push by a fixed distance: it drags its target to 8 tiles from you. Point blank, they fly far; hit at the edge of your range, barely at all. A well-timed jump dodges it.
And with empty hands?
The Shove: 0.4 s wind-up, 70° in front of you, ready again every 5 seconds. It pushes from 1.5 to 4 tiles depending on your tier. It can be jumped over too.
Shove
- With empty hands, your Right click becomes a shove: it sends anyone in the cone in front of you flying. Free, ready every 5 seconds — but not while jumping, and useless against someone high in their own jump. The higher you climb the leaderboard, the further it throws.
- The chevrons above each head show that rank: one to three, and the crown for the leader. A well-decorated rival shoves harder than you do.
- An item in hand replaces the shove — it is the same button. Sometimes staying unarmed is the right call.
The ring on the ground under your feet tells you everything: it marks where you are going to land, it fills up in cyan as your shove recharges — a full ring means you can shove — and it turns grey when you cannot (mid-air, or while you are still invulnerable). A wider purple ring draining away is how long your bonus has left. A dashed red ring is the glue holding you.
Attacks announce themselves
- Every attack — grenade, glue, laser, shove — arms for a split second before it fires. A red « ! » pops above the attacker’s head (replacing their crown or chevrons while it lasts); and if the blow threatens you, its zone lights up on the ground at your feet and a warning sound rings out.
- The aim is locked the moment they release: the blow will land where it was announced, not where you are. Step out of the zone — or jump over it, a well-timed jump clears glue, lasers and shoves. And don’t try to interrupt the blow: once announced it will fire — only the attacker’s death cancels it.
- Held items can be armed and fired even mid-air. The shove needs both feet on the ground: you cannot start one while jumping, and if you jump while it arms, it waits for you to land.
Crown & coins
The current leader wears the crown and regularly collects taxes — bonus coins, just for being on top. But the longer they reign, the bigger the bounty on their head: whoever drops them takes it all. Grab coins scattered across the arena and spend them in the Shop on skins and accessories. Everything is cosmetic — no pay-to-win, ever.
Your coins and cosmetics are saved on this device. A free account — optional, in Settings — brings them with you on all your devices.
Tips
- Never linger on cracked tiles — one more step can be one too many.
- Jumping is free: it clears holes, and well timed it dodges glue, lasers and shoves. Not grenades though — the blast rises with you.
- An early Glue Launcher or Laser near the edge is an instant knockout.
- The crown makes you rich — and makes you a target.
- Never walk along a hole with someone behind you — one shove is all it takes.
- Your blows are announced too, but the zone travels with you while they arm: keep chasing your target to hold them inside. And aim where they are about to be, not where they are. Only the grenade stays where you dropped it.
- The aim locks the instant your rival releases: a sharp swerve right on the « ! » sends the blow into empty space.