- Release Year: 2007
- Platforms: Windows
- Publisher: Encore, Inc., Funbox Media Ltd.
- Developer: L39 Studios GmbH i. Gr.
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Reloading, Shooting, Timed missions
- Setting: Egypt, Medieval, Modern
- Average Score: 40/100

Description
Alien Disco Safari is a first-person shooter set in Egypt where players must repel an alien invasion inspired by NASA’s Pioneer missions. The game’s premise involves aliens who, after hearing disco music broadcast into space by the shuttle Deep Probe Nine, decide to conquer Earth, leading to fast-paced, single-screen levels where players use simple point-and-shoot mechanics. With timed missions, auto-save functionality, and modes including tutorial and training, the game offers a retro-styled action experience as players shoot their way through the invasion.
Gameplay Videos
Alien Disco Safari Free Download
Alien Disco Safari Cracks & Fixes
Alien Disco Safari Reviews & Reception
howlongtobeat.com (40/100): The game is a really mediocre On-Rails-Shooter
Alien Disco Safari: A Cautionary Disco Ball in the Dark
Introduction: The Groove That Refused to Move
In the vast, neon-dusted archive of gaming history, few titles encapsulate the chasm between a brilliantly absurd premise and a profoundly conventional execution quite like Alien Disco Safari. Released in 2007 for Windows by the obscure L39 Studios GmbH i. Gr. and published by Encore, Inc./Funbox Media Ltd., this on-rails shooter promised a collision of cosmic horror and1970s dancefloor fever. Its legacy, as documented across fragmented database entries and scant critical rubble, is not one of forgotten genius but of a stark case study in missed potential—a game whose entire creative thesis evaporates the moment you begin to play. This review argues that Alien Disco Safari stands as a curious artifact of the mid-2000s casual/budget game glut: a title whose superficial whimsy cannot mask a fundamental lack of ambition, resulting in an experience that is neither cult classic nor infamous flop, but simply… there. Its true historical value lies not in its play, but in what it reveals about an era of gaming where a quirky logline could, for a brief moment, justify a full commercial release.
Development History & Context: The Studio in the Shadows
To understand Alien Disco Safari, one must first look at its creator: L39 Studios GmbH i. Gr., a German developer whose very name evokes a cryptic assembly of letters rather than a storied brand. The “i. Gr.” suffix indicates a German legal structure (Gesellschaft mit beschränkter Haftung in Gründung), meaning “limited liability company in formation,” hinting at a small, possibly transient operation. Analysis of MobyGames credits reveals a studio deeply enmeshed in the world of value-priced, casual-oriented titles. The same core team—including Project Manager/Designer Björn Heußner, Creative Director Alex Suarez, and key artists Falko Kuzyna, Michael Decher, and Nadine Wennerhold—appears on other Encore/Funbox releases like Hoyle South Beach Solitaire and the Runes of Avalon series. This is not a studio of auteurs but of versatile contract workers, fluent in the language of quick-turnaround, low-budget products for a specific retail shelf.
The technological and market context of 2007 is crucial. The rails shooter, a genre pioneered by Virtua Cop and perfected by Time Crisis, was experiencing a renaissance on PC via budget compilations and niche releases. House of the Dead and Virtua Cop 2 were the genre kings, but their success spawned a tide of imitators targeting the casual and value-conscious consumer. Alien Disco Safari landed squarely in this segment: a CD-ROM title sold in big-box stores and on download platforms for a modest sum. Its business model was “Commercial” with a one-time purchase, eschewing any modern monetization. The constraints were obvious: a small team, a tight budget, and a mandate to create a “complete” product with minimal artistic or technical risk. The result was a game built on a rigid, recycled template—single-screen, static backdrops, point-and-click mechanics—with the disco-alien premise acting as a thin, topical veneer. It was a product of its time and economic bracket: disposable, yet earnest in its disposable-ness.
Narrative & Thematic Deep Dive: A Premise in Search of a Plot
Alien Disco Safari‘s narrative is a fascinating exercise in narrative minimalism, delivered via a brief synopsis on the main menu and the Metacritic description. It is explicitly inspired by the real-world Pioneer 10 and 11 plaques, but with a pivotal, ludicrous twist: instead of sending images of humans, the fictional “Deep Probe Nine” carries disco records. This single alteration sets the stage for the entire game. The extraterrestrial response is not philosophical curiosity, but an urgent, music-driven invasion. The aliens, upon hearing the “funky” sounds of Earth, decide Earth itself must be conquered to satisfy their newfound groove.
This is a premise ripe for satire—a commentary on cultural imperialism, the absurdity of assuming universal aesthetic preferences, or a campy homage to 1970s sci-fi B-movies. Yet, the game utterly fails to explore any of it. There are no characters to speak of. The player is an anonymous shooter, a disembodied cursor. The aliens are faceless, generic sprites with no design hints at a culture obsessed with disco. There is no dialogue, no lore, no environmental storytelling. The Egyptians-themed levels (Cairo) and Parisian stages exist purely as static backgrounds, with no attempt to weave the disco-invasion premise into their fabric. A golden scarab or the Eiffel Tower might be on screen, but a dancing alien? Never. The theme is a tagline, not a narrative engine. The “story” concludes with a stark, unceremonious “YOU WON” screen with no credits, a final slap to any sense of closure or world-building. The game’s thematic promise—the collision of ancient monuments and interstellar disco—remains a purely conceptual idea, never realized in code or asset.
Gameplay Mechanics & Systems: The Rails, The Grim
As a rail shooter, Alien Disco Safari adheres to an intensely simple control scheme: left-click to shoot, right-click to reload. There is no movement, no cover, no complex interactions. All gameplay occurs across 48 levels (as documented by HowLongToBeat), each a single, static screen viewed through a first-person perspective. The core loop is brutally straightforward: a timer counts down; enemies spawn from various points; you must shoot them to accumulate points; reaching a score threshold before time expires clears the level.
The gameplay is bifurcated into two distinct, repetitive modes:
1. Ground Levels: Set against Egyptian or Parisian backdrops. Enemies (various alien sprites) march, fly, or pop up from the ground. Power-ups appear: clocks (+15-20 seconds), score multipliers (2x, 3x), a slow-motion effect, and the elusive “golden aliens” (worth 500-1000 points vs. a standard 500). These levels constitute the bulk of the game and are moderately engaging due to the presence of these power-ups and the need for quick target prioritization.
2. Air Levels: Set against a space station backdrop. Here, the player shoots descending alien saucers. Critically, these levels lack extra time or golden alien power-ups, making them significantly tighter, more stressful, and less fun. The scoring requirement often feels punitive here, creating a frustrating difficulty spike within an already monotonous structure.
The progression system is non-existent. There is no character upgrade, no persistent weapon unlocks. Weapons are selected from a radial menu at the start of each level and include: a terrible starter pistol, a laser gun, a large laser, a machine gun, a heavy machine gun, EMP grenades, rockets, and a sniper rifle. All special weapons (laser, large laser, EMP, rockets) are single-use, permanently depleted from your inventory upon expenditure. The sniper rifle is uniquely flawed: its “zoom” and “reload” functions are bound to the same mouse button, requiring a frustrating double-tap to cycle, as noted by the HowLongToBeat reviewer. This isn’t an innovative system; it’s a relic of clunky, unpolished design.
The user interface is functional but barren. The “Autosave” feature that lets you quit and resume is a lone bright spot in an otherwise dated package. The game’s “innovation” is its pure, uncompromising reduction of the rail shooter to its most basic arithmetic: time vs. points vs. repetitive sprites.
World-Building, Art & Sound: A Silent, Static Planet
The game’s presentation is its most aggressively mediocre facet. The world-building is entirely absent. The “setting” is listed as “Egypt (Medieval / Modern)” on MobyGames, a bizarre categorization reflecting no in-game reality. The backgrounds are flat, 2D images—stereotypical, low-resolution paintings of the Sphinx, pyramids, or a Parisian street. They have no life, no parallax, no interactive elements. They are not worlds but tableaus, museum dioramas you shoot at.
The art direction, handled by Kuzyna, Decher, and Wennerhold, is simplistic and cartoonish. Alien designs are generic green or grey blobs with legs, lacking any disco-inspired flair—no bell-bottoms, no afros, no glitter. The animation is basic, consisting of simple walk cycles and explosion effects. The visual style aims for a “retro” feel, as noted by the Absolute Games critic, but lands in the realm of “low-effort.” It is not charmingly crude like early Doom; it is just crude.
Sound design follows the same pattern of minimal competence. The HowLongToBeat review succinctly states: “There is no disco music in the game mind you, only music i remember hearing in game is the main menu music.” This is the game’s greatest ironic failure. The entire narrative hook is disco, yet the soundtrack is either absent or consists of generic, forgettable menu tune. Sound effects are standard arcade blips, zaps, and explosions. The audio does nothing to enhance the theme, the tension, or the atmosphere. It is functional placeholder noise. The disco promise is a bait-and-switch; the player receives none of the promised aesthetic, only the barren mechanics.
Reception & Legacy: The Silence of the Disco Ball
Upon its March/April 2007 release, Alien Disco Safari was met with a wall of critical indifference punctuated by tepid disdain. The aggregated MobyGames critic score of 46%, based on a mere two reviews, tells the story of a game that barely registered on the radar.
* Absolute Games (AG.ru) awarded it 70%, calling it a “веселый и грамотно сделанный виртуальный тир” (a cheerful and competently made virtual shooting gallery). This review, while acknowledging its bright, “retro” aesthetic, essentially grades it on a curve as a simple time-killer for “carnival shoot-’em-up” fans. It’s a review of pity and lowest-common-denominator tolerance.
* HCL.hr Gaming Portal delivered a scathing 22%, dismissing it as a game that will “bore you quickly” and is only worth buying to prove you can waste $20 on trash. The Croatian review highlights its utter inconsequentiality.
Commercial performance data is non-existent, but its swift transition to abandonware (as seen on My Abandonware, where it was once freely downloadable before being delisted) and its current status as a $5 digital relic on the ZOOM Platform suggest it was a commercial afterthought. Its “legacy” is purely archival: it is a data point in the MobyGames database, a footnote in the “Disco” and “Egypt” theme lists. It has not influenced any subsequent games. The “Disco” game sub-genre it briefly touches on would later be more famously, and profoundly, explored by Disco Elysium (2019)—a game whose thematic depth and RPG mechanics make the comparison almost comical. Alien Disco Safari represents the nadir of the “single-concept” budget game: a logline that never escapes the pitch meeting.
Conclusion: The Final, Unanswered Beat
Alien Disco Safari is not a “bad” game in the infamous, compelling sense of Big Rigs: Over the Road Racing or E.T. the Extra-Terrestrial. It is a game of profound and exhaustive nothingness. Its disco-alien premise is a lazy metaphor for its own development: a flashy, loud idea that collapses under the weight of its own emptiness. Technically, it works. Its rails shooter mechanics are functional, if dated and frustrating in parts. But it offers no challenge worth remembering, no world worth exploring, no aesthetic worth appreciating. The absence of disco music in a game about disco-invading aliens is not just a flaw; it is the perfect metaphor for the entire project—a complete disconnect between promise and product.
Its place in video game history is secure, albeit in a dustbin labeled “Budget Rail Shooters of the Late 2000s.” It serves as a stark lesson in the diminishing returns of concept without execution, and a reminder that not all forgotten games are lost treasures. Some are simply lost. For the historian, Alien Disco Safari is a clear, textual artifact: a game whose every documented detail—from its 48 repetitive levels and its two-polar-opposite reviews to its total lack of post-launch life—tells the same story. It is the sound of one hand clapping in an empty, silent disco, a game that asked the universe to dance and then forgot to put on the music.
Final Verdict: 28/100 – A technically operational but themically void and mechanically barren rail shooter that fails to capitalize on its single redeeming idea. It is less a game and more a corporate checklist given digital form.