- Release Year: 2016
- Platforms: Windows
- Publisher: Two Headed Monkey UG
- Developer: Two Headed Monkey UG
- Genre: Action, Strategy, Tactics
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 59/100

Description
Alpha Decay is a sci-fi first-person multiplayer shooter fused with real-time strategy mechanics, where teams of four players compete to destroy the enemy’s core while defending their own from relentless radioactive decay that threatens to explode and wipe out the base. Set in procedurally generated futuristic environments with dynamic day-night cycles and weather, players gather resources, construct buildings for weapons and airstrikes, upgrade gear, and engage in cooperative base-building and intense shootouts against rivals or AI.
Alpha Decay Reviews & Reception
steambase.io (59/100): Mixed rating from 27 total reviews.
Alpha Decay: Review
Introduction
In the crowded arena of 2016’s indie scene, where Steam Greenlight was a battleground for ambitious hybrids and Early Access promises, Alpha Decay emerged as a bold fusion of first-person shooter frenzy and real-time strategy depth. Developed by the obscure German studio Two Headed Monkey UG, this 4v4 multiplayer shooter tasked teams with not just outgunning opponents but outbuilding and outlasting them amid a ticking radioactive doomsday clock. Its legacy is one of untapped potential—a sci-fi gem that blended base-building tension with visceral gunplay, only to fade into obscurity amid matchmaking woes and a barren player base. This review argues that Alpha Decay stands as a fascinating footnote in hybrid genre experimentation, deserving rediscovery for its innovative core loop despite execution flaws that doomed its commercial viability.
Development History & Context
Two Headed Monkey UG, a small indie outfit with no prior releases, launched Alpha Decay into a gaming landscape dominated by polished MOBAs like League of Legends and battle royales on the horizon. Announced in mid-2016 via Steam Greenlight and a Kickstarter push, the game hit Early Access on September 2 (full release dated November 8 by some sources), built on Unity for accessible PC deployment. The studio’s vision, as detailed on ModDB, was to merge RTS resource management—echoing StarCraft‘s economy—with modern FPS action akin to Team Fortress 2, all under the pressure of an unstable radioactive core.
Technological constraints of the era played a key role: Unity’s procedural generation enabled infinite maps with day/night cycles and dynamic weather, but server instability plagued multiplayer. A free 120-minute demo carried progress to full purchase, a savvy tactic amid Greenlight’s volatility. News posts from June-August 2016 hyped an open beta, reflecting grassroots marketing. Yet, as an Early Access title in a post-No Man’s Sky skeptical climate, it struggled against giants like Overwatch (May 2016 release). The studio’s single-game focus suggests passion over polish, with updates ceasing post-launch, mirroring many indies crushed by live-service demands.
Narrative & Thematic Deep Dive
Alpha Decay eschews traditional single-player storytelling for emergent multiplayer drama, but its sci-fi premise weaves a compelling thematic tapestry. Players inhabit a post-apocalyptic world where two factions vie for survival on procedurally generated islands scarred by nuclear fallout. The central antagonist isn’t just the enemy team—it’s the titular “alpha decay,” a relentless radioactive erosion devouring each side’s core. This mechanic symbolizes entropy and inevitability, forcing cooperative urgency: ignore the decay, and your base self-destructs in a cataclysmic explosion.
Characters are archetypal—no voiced protagonists or branching dialogues—but player roles emerge organically: the drone-harvesting scout, the turret-tending defender, the airstrike-calling artilleryman. Dialogue is minimal, limited to in-game pings and chat, emphasizing teamwork’s fragility. Themes of resource scarcity, strategic asymmetry, and technological arms races resonate deeply; upgrading guns via “weapon cards” (unlocked post-match) or buildings like the Pulse Cannon evokes Cold War mutually assured destruction. The day/night cycle amplifies tension—night raids under stormy skies heighten paranoia—mirroring survival horror like State of Decay (unrelated despite name). While lacking plot twists or lore dumps, the narrative unfolds through matches: a desperate final push as decay ticks to critical, bases crumbling in real-time spectacle. It’s a parable of collaboration versus collapse, innovative for multiplayer but narratively shallow compared to story-rich hybrids like Planetside 2.
Gameplay Mechanics & Systems
At its heart, Alpha Decay deconstructs the FPS-RTS hybrid into elegant loops: gather, build, fight, decay. Matches pit 4v4 teams (or AI bots for solo play) on procedural islands dotted with resource mines. Direct-control FPS movement feels responsive—Unity’s polish shines in gunplay—but innovation lies in base-building accessed via hotkeys or a radial menu.
Core Loop Breakdown:
– Resource Management: Scout mines, deploy drones (vulnerable to enemy raids), harvest passively via Refineries. Drones add risk-reward, lootable upon destruction.
– Base Expansion: Spend resources on 10+ buildings. Drone Stations boost mining efficiency; Refineries provide steady income; Gun Improvers/Suit Upgraders unlock paths (Kinetic for raw DPS, Fire/Ice/Poison/Electric/Radioactive for synergies). Offensive options like Pulse Cannons enable airstrikes (countered by Interceptors/Disruptors), while Turrets (Rifle/MG/Grenade) fortify perimeters.
– Combat & Progression: Start unarmed; craft guns from loadout cards (thousands of combos via upgrades). Character suits enhance mobility/shields. Kills grant boosters for weapons.
– The Decay Mechanic: Cores degrade over time, exploding at 100%—a brilliant timer pressuring turtling. Matches end via enemy core destruction or timeout victory.
UI is clean but cluttered in chaos: minimap tracks drones/buildings/decay %, hotkeys streamline building. Flaws emerge in balance—Pulse Cannons dominate uncoordinated teams—and matchmaking sparsity (peak ~1 player online). Bots fill gaps effectively, enabling solo practice. Progression persists via credits for cards, fostering replayability. Innovative synergies (e.g., Electric vs. shields + team fire) reward theorycrafting, but netcode lag and absent tutorials hinder accessibility.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Resource Gathering | Procedural variety, drone risk | Mine camping meta |
| Building | Strategic depth (e.g., Disruptor counters) | UI micromanagement |
| Combat | Fluid FPS, upgrade trees | Balance issues (airstrikes OP) |
| Decay Timer | Tense pacing | Punishes slow teams |
World-Building, Art & Sound
The sci-fi/futuristic setting—a ravaged archipelago of procedural islands—immerses via environmental storytelling. Misty shores, jagged cliffs, and glowing decay veins evoke Rust‘s desolation, enhanced by day/night/weather (rain obscures vision, night favors stealth). Procedural generation ensures replayability: save seeds for custom maps across three biomes.
Art direction is functional low-poly: blocky bases contrast organic terrain, cores pulse with Geiger-counter menace. FPS models are detailed—weapons glow with elemental effects (fiery trails, icy slows)—but textures feel dated, a Unity staple. Sound design elevates: throbbing decay hum builds dread, drone whirs and cannon booms punctuate chaos. Gunfire varies by upgrade (electric zaps, poison hisses), with weather audio (howling winds) amplifying isolation. No orchestral score, but ambient synths suit the tension. Collectively, these forge paranoia: a foggy night raid on a turret-lined base feels cinematic, though pop-in and aliasing betray indie budget.
Reception & Legacy
Launch reception was muted: no MobyScore, zero critic reviews on MobyGames, Metacritic silent. Steam garnered 27 reviews (59/100 “Mixed”)—praise for hybrid novelty, gripes over dead servers and balance. ModDB news (demo release Sep 7, 2016) sparked brief hype, but player counts plummeted post-Early Access.
Commercially, obscurity reigned: no sales data, delisted from active Steam promotion. Influence is niche—prefiguring Fortnite‘s building-FPS but predating Survarium‘s decay themes. Echoes in Core Decay (unrelated) highlight naming trends. As a Unity Early Access casualty, it exemplifies 2016’s indie glut: ambitious, servers die, forgotten. Yet, its decay mechanic influenced survival hybrids like Rust updates, and procedural islands anticipated No Man’s Sky variety.
Conclusion
Alpha Decay is a noble experiment—a multiplayer crucible where FPS adrenaline meets RTS strategy under apocalyptic pressure. Its mechanics innovate brilliantly, from synergistic upgrades to decay-forced pacing, crafting tense, cooperative spectacles on ever-shifting islands. Yet, plagued by sparse players, balance hiccups, and vanishing support, it never escaped indie purgatory. In video game history, it earns a cult niche alongside forgotten hybrids like Natural Selection 2: a proof-of-concept for genre fusion, warranting remasters or private servers. Verdict: 7/10—play for the highs of a perfect 4v4 siege, mourn the what-ifs. Rediscover it via Steam relics; it deserves a second decay cycle.