ARB: Alien Races Battle is a lane-based alien auto-battler where strategy, economy, positioning, and army comp determine victory. Choose from 5 unique factions, command alien races, unlock upgrades + faction doctrines, and overwhelm your opponents through superior planning, control, and adaptation.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“If you’ve ever played games like Direct Strike, Mechabellum, Teamfight Tactics, Warcraft Rumble, or any other multiplayer autobattler, you already know the hardest part isn’t building the game—it’s making sure multiplayer holds up under real players.

After thousands of hours of development, ARB is at the point where the core game is there. The units work. The progression works. Ranked works. The different game modes work.

Now it needs something I can’t simulate on my own: hundreds (hopefully thousands) of real matches.

Early Access is about finding the weird edge cases that only happen when real people start experimenting. The occasional desync, unexpected interaction, animation bug, or crash might only happen once every few hundred games—but those are exactly the issues that separate a good multiplayer game from one people play for hundreds of hours.

That’s what this stage is for.”

Approximately how long will this game be in Early Access?

“The current plan is to leave Early Access sometime in 2026.

The biggest variable isn’t building new features—it’s multiplayer testing. If the community grows and players keep finding bugs, balancing issues, and edge cases, I’ll be able to polish the game much faster.

The goal isn’t to rush out of Early Access.

The goal is to leave only when multiplayer feels rock solid.

How is the full version planned to differ from the Early Access version?

“The biggest focus is multiplayer polish.

Ranked seasons, matchmaking, balance updates, stability, and overall game feel are already close, but that final stretch is what turns a game people try for an hour into one they come back to for hundreds.

Beyond that, I’d love to build a full campaign.

Not only would it tell the story behind each faction, it would also serve as a proper tutorial for the game’s mechanics. ARB has a lot of depth, and I think a campaign is the best way to help new players learn naturally before jumping online.

Longer term, I also want to continue experimenting with AI-powered features.

Today you can already create your own alien species inside the game. As AI continues to improve, I think there’s real potential to make custom content, enemy AI, and world-building even more interesting without ever replacing the core gameplay.”

What is the current state of the Early Access version?

“If you only wanted to play against AI today, I’d honestly say the game is already complete enough to enjoy.

1v1, 2v2, 3v3, Survival Mode, Draft Mode, and Social Brawl are all playable from start to finish.

The reason ARB is entering Early Access isn’t because those modes don’t work.

It’s because multiplayer still needs battle testing.

I’ve played plenty of matches with friends and the experience is already a lot of fun. But I’ve also run into the occasional animation bug, desync, or rare crash caused by unusual interactions between units.

Those are exactly the kinds of issues Early Access is meant to uncover before the full release.”

Will the game be priced differently during and after Early Access?

“Probably—but I want the community to help answer that.

If players feel the game is worth the current $10 price during Early Access, I’ll likely keep it there as development continues.

If building a larger player base becomes more important than the purchase price, I may eventually move to a free-to-play model instead.

I’m a solo developer, and my biggest goal isn’t maximizing launch revenue.

It’s getting people into matches, improving the game with their feedback, and building a multiplayer community that keeps ARB growing for years to come.”

How are you planning on involving the Community in your development process?

“Probably more than is healthy.

I’m a solo developer, which means there isn’t a community manager standing between us. If you send me an email, leave feedback, or hop into Discord, there’s a very good chance you’re talking directly to the person who built the game.

I want to hear everything—the balance complaints, the ridiculous strategies, the bugs, the “this unit is completely broken” messages, and especially the crazy ideas.

I’m particularly excited to hear from people who’ve sunk hundreds (or thousands) of hours into games like Direct Strike, Mechabellum, Teamfight Tactics, Warcraft Rumble, and other autobattlers. Those communities understand what makes these games addictive, and I want ARB to earn a place alongside them.

I’m also a huge sci-fi nerd. If you’re into aliens, UFOs, weird lore, or just enjoy imagining civilizations that shouldn’t exist, we’ll probably get along.

The tools available to indie developers today are incredible. A single person can build something that used to take an entire studio—but only if players are willing to help shape it.

So that’s the plan.

Let’s build something we’ll all still be playing years from now.”
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About This Game

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

ARB: Alien Races Battle is developed by a solo human author (Raphael Tremblay) with assistance from Anthropic's Claude AI as a coding, art, and writing collaborator throughout production. Specifically:

- Some pixel-art unit sprites, ability icons, and UI elements were generated as SVG code with Claude's help, then reviewed, edited, and approved by the developer.

- In-game ability descriptions, Field Manual codex entries, and supplementary lore text were written with Claude as a writing collaborator, all building on the existing canon of The Alien Races Book (a separate, fully human-authored book by the same author that predates this game by years).

- Game code (gameplay engine, multiplayer infrastructure, UI logic) was developed with Claude as a coding-pair assistant.

Every piece of AI-assisted content was reviewed and edited by the human developer before shipping. The game's core IP — the 60+ documented alien races, their homeworlds, and their first-contact records — comes from The Alien Races Book and is entirely human-authored.

ARB does not use AI to generate content live during gameplay. All in-game content (units, sprites, abilities, sound, text, music) is finalized at build time and shipped as static assets.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i3
    • Memory: 2 GB RAM
    • Graphics: Integrated graphics (Intel HD 4000+)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    • VR Support: None
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Processor: Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU (any 2018+)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    • VR Support: None
    Minimum:
    • OS: macOS 11 Big Sur
    • Processor: Intel Core i3 or equivalent (2015+)
    • Memory: 2 GB RAM
    • Graphics: Integrated graphics (Intel HD 4000+)
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    Recommended:
    • OS: macOS 13 Ventura
    • Processor: Apple M1 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Apple Silicon
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    Minimum:
    • OS: Linux (SteamOS / Ubuntu 20.04+)
    • Processor: Intel Core i3 or equivalent (2015+)
    • Memory: 2 GB RAM
    • Graphics: Integrated graphics (Intel HD 4000+)
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    • VR Support: None
    Recommended:
    • OS: Linux (current SteamOS)
    • Processor: Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: Dedicated GPU (any 2018+)
    • Network: Broadband Internet connection
    • Storage: 200 MB available space
    • Sound Card: Any
    • VR Support: None

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