Aliens Online

Roadmap

Our goal is one authoritative game server for the original Windows client and a TypeScript browser client. Native beta comes first. The browser client, Project Luna, is playable as an early beta at luna.muthur.us.in. Both paths must share fair combat, mission progress and saved careers.

Statuses follow the project plan, cached for up to ten minutes; shipped code still needs the required gameplay evidence. What doesn't work yet is listed under known limitations. See what already shipped in the changelog, and help test on Discord.

Roadmap reviewed 2026-10-09. Milestones are acceptance goals, not release dates.

A · Native playable beta

0 of 6 done

Finish the original Windows experience: both factions play a shared mission, reach a result, return to the lobby and keep their progress.

  • Secure accounts and saved careers

    In progress

    Use one account across the website, launcher and game. Create and reload characters safely, with progress that survives restarts.

  • One shared world

    In progress

    All players should see the same aliens, movement and deaths. Shared spawning is implemented, but native clients still move and attack locally. Server navigation and multiplayer verification must resolve the remaining differences.

  • Combat that counts

    In progress

    Every supported Marine weapon damages AI and player-controlled aliens. Grenades are visible to both sides, each kill counts once, and repeated Marine respawns and Alien body transfers remain fair.

  • Fireteams and persistent missions

    In progress

    Deploy alone or with a fireteam, join late and reconnect to the same mission progress. Separate missions stay isolated.

  • Missions that finish

    In progress

    Complete Eradication and Timed Eradication on a verified map, including wins, failures, timeouts, results and a clean return to the lobby.

  • Stable multiplayer sessions

    In progress

    Verify the current published launcher in real gameplay, then complete 20 consecutive mission cycles and a two-hour two-player session without unexplained crashes or disconnects.

B · Native public release

1 of 5 done

Qualify every advertised map and mode, finish the remaining native features, and keep operation and recovery dependable.

  • Verified objective modes

    In progress

    Capture, Retrieval, Demolition and Stranded need complete multiplayer results on their supported maps. The Retrieval Core is now placed by the server on every map (pick it up with AO Launcher v0.1.129 or later); it still needs testing in real games. Unverified combinations stay experimental; one completed map does not qualify an entire mode.

  • Progression and presentation

    In progress

    Verify Alien progression, medals, portraits, motion tracking and fireteam cameras against the original game and documented revival rules.

  • Complete lobby and equipment behavior

    In progress

    Private tables, invitations, rosters, chat, friendly fire, flame weapons and corpse looting need acceptance through the actual Windows client.

  • Reliable operation and releases

    In progress

    Supervision, recorded deployments, off-box backups and restore drills are in place. Finish measured production capacity, real-load recovery and the remaining release/security checks.

  • Clear player guidance

    Done

    Keep installation instructions, known limitations, release notes and the bug-report path aligned with what has actually been verified.

C · TypeScript client playable beta

0 of 8 done

Project Luna, the browser client built from Zrikz’s work with his permission, is playable now at luna.emeraldsolitaire.com. It uses the same accounts, game server and saved careers. Two browser players can finish every mission type together. What remains: every screen checked against the original, players on Windows and in the browser in the same mission, the beta additions, and a beta testers can rely on.

  • Play in your browser

    In progress

    Sign in with your website account, pick or create a Marine or Alien, and join Staging or the Hive, fireteams, chat and missions from the browser. It is live as an early beta; it does not replace the Windows client yet.

  • Every screen as the original

    In progress

    Each screen is redrawn from the original art at the original positions, and every screen now has a Classic version. The title card, AGS roster, character detail, staging, exit menu and mission list are done. Still to come: a side-by-side check of every screen against the original game, plus the last details of character creation, tables and fireteams, the debrief, options and the in-mission HUD.

  • Sharp at any screen size

    In progress

    Full-screen at your display’s own resolution and aspect ratio, with the Classic HUD kept in place while the view widens. A faster GPU renderer with automatic render scaling has passed its picture checks on all eight maps and is next to ship, after a final check on a second graphics card.

  • Every mission, start to finish

    In progress

    Eradication, Timed Eradication, Capture, Retrieval, Demolition and Stranded already finish with a shared result for two browser players. So do all 39 authored map and mode pairs. Grenades and corpse looting are shared between players. Next: the remaining weapon effects, cameras and sounds, and repeated deaths and body transfers.

  • Explicit feature compatibility

    In progress

    Enable only features the client and server both support. Optional presentation must not change damage, progression or the rules of a Classic mission.

  • Native and browser players together

    Planned

    Windows and browser players share the same lobby and missions: grenades, deaths, body transfer, chat and saves, for both factions. An automated test lab now puts a real Windows client and a browser player in the same mission. Verified with real Windows clients, not browser tests alone.

  • Beyond the original: touch, art packs and custom maps

    In progress

    Added to the beta: touch controls for phones, optional art packs (starting with Zrikz’s experimental graphics; the original art stays the default), and later an in-game map editor with custom maps for browser players. Touch controls and art packs are built and awaiting checks on real phones and side by side with the original; the map editor has not started.

  • A beta testers can rely on

    In progress

    Error reports, chat /report, first-run hints, an in-game What’s new, a tester quick start and clear messages when something fails are in place. Still to come: long-session stability and performance, transport security, and rehearsed upgrades and rollback. A later Unity port remains optional, not scheduled.

D · Broader custom-client release

0 of 2 done

Expand only after the shared playable journey is accepted. Keep the original Windows client supported and publish exactly which modes, browsers and optional rules work.

  • More verified maps, modes and platforms

    Planned

    Expand the advertised client matrix with measured performance, secure asset delivery and repeatable upgrades. Desktop packaging is a later option.

  • Selected Enhanced rules

    Planned

    Consider additions such as use-based skills, Hive Instinct and Engineer loadouts only with explicit rules, persistence tests and fair mission admission. They are not promised beta features.

Being tested

Features under evaluation. Enabled labels reflect the production profile reviewed on 2026-10-09, not live telemetry; operators may change settings for a test.

  • Practice missionsenabled at review

    A S.C.A.R.E. training arena where nothing counts: no deaths, ranks or medals are saved.

  • AI Marine companions and squadsenabled at review

    AI Marines fill small squads to four, or form opposing squads for Alien-only missions.

  • Queens lay eggs

    AI Queens lay eggs near themselves from the map’s own egg budget.

  • Fair-play audits

    The server checks shots, movement speed and character uploads, logging anything suspicious.