Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.

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Blog RSS Feed Report abuse Latest News: Alpha 26. Batteries not included.

1 comment by justanotherdsalt on Apr 6th, 2014

The battery pack has been discharged and sent for recycling, and weapon magazine sizes have been adjusted to compensate. The radar item now uses the backpack slot (which means that, once again, it conflicts with the battlesuit - you can't have both). The jetpack can be activated when falling after a jump. Also, the ignition cost is halved. Turrets will prefer targets which require less turning time for aiming. Deconstruction of buildings has been streamlined. Telenodes no longer require power.

Dretch and mantis health are reduced to 30hp and 75hp respectively, and mantises must wait longer between pounces. The booster now emits a spore cloud when healing aliens.

Vsays are now local (map area) by default.

HUD changes
Kill assists by players are now shown for kills by players or buildings, so long as the assistant did enough damage. Team indicators are also shown. (Right now, these are inconsistent: we still use [H] and [A] elsewhere.)

●King Slayer was blasted by ●ultran00b; ●Dr Fail assisted

You can use a style which uses icons representing the kill method (well, mostly - we need some extra icons) with "/set cg_emoticonsInMessages 1" or go back to the verbose style with "/set cg_emoticonsInMessages 1". (You may also notice that the text is a little smaller.)

The scores display now uses the advanced alien class icons, matching the momentum bar usage.Builders now see, on the building status indicators, a mark indicating the amount of power required by that building.

Rendering and graphics
We have improved textures for the dretch, trapper and acid tube, and improved textures and model for the drill.Leaf surface merging (map render optimisation) and VBO vertex deformation are now enabled by default. These result in, respectively, more efficient rendering and more efficient handling of animated models. Also, IQM culling is improved a little and trilinear filtering is enabled by default.

There are some lighting improvements: the light grid interpolation has been adjusted a bit, and there are also some changes to avoid darkening of buildings and player models near walls. Smooth alpha blending and light vector scaling now work properly.

Bug fixes
We've found and fixed the cause of the ‘stuck key' bug: press and release a key, to which some command such as+leftwas bound, with the space of one local frame and the release would be mis-handled. Also fixed are some bugs related to loading of maps, re-initialisation, executable pathname(!) and TTY console input. ‘/modcase' console variable interpolation is re-enabled, and ‘/map' and ‘/devmap' command completion (layout name lookup) is fixed.

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Unvanquished Alpha 26 Universal

Unvanquished Alpha 26 Universal

Apr 6, 2014 Full Version 0 comments

Everything you need in one package, for Windows, Linux, and Mac. Check our website for the release post and/or Linux distro-specific packages.

Post comment Comments  (20 - 30 of 73)
Cago Jul 15 2013, 1:46pm says:

Instead of translating into "galician" translate the game into Spanish... Really this is like ... woah

+4 votes     reply to comment
Rhyl3yMaster Jul 8 2013, 9:17pm says:

New update fixed bots spamming the armory ;D FINALLY.

+3 votes     reply to comment
Rhyl3yMaster Jun 28 2013, 5:39pm says:

Totally lookin' forward to the competition. Prepare to get your *** dropped ;D

+2 votes     reply to comment
Rhyl3yMaster Jun 28 2013, 5:42pm replied:

My clan will win btw :D

+2 votes     reply to comment
Guest Jun 25 2013, 5:30am says:

This game is very promising.

Btw: could you update the generic installers for linux?

+1 vote     reply to comment
Ciarank Jun 23 2013, 11:55am says:

This looks brilliant i would love to play this game will it be free to play or will you have to buy it?

+2 votes     reply to comment
kharnov Jun 24 2013, 12:59am replied:

Free. We will always be free and open source. We don't believe in making people pay for anything we produce.

If you want to play it, we're in open alpha. You can download the game now if you want, and play it on one of the servers we have up. There's one server filled with bots if you want to practice.

+4 votes     reply to comment
kharnov Mar 16 2013, 2:59am replied:

Update: we now have the Australian server updated for the latest release. Look for Aussie Assault. It may or may not have bots, but you can grab some friends and play there. If you want to experience our bots, check out one of the other servers with them.

+2 votes     reply to comment
kharnov Mar 14 2013, 7:33pm replied:

Nice to hear that you'd like to do a review of it! Let me know when you get it up, so that we can all see it.

Regarding locations, we do have servers located around the world, and there should be one in Australia. It might not have been updated recently, but I can get the guy running it to do so.

We have intelligent bots, and the human variety can build at the moment, provided that they're given a layout to work with. Our bots work off a behavior tree system.

+2 votes     reply to comment
ildamos Aug 3 2013, 5:11am replied:

Been a long time since I logged in. Thanks for the heads-up! One last bit: Is there a LAN mode? I'd like to introduced this to my friend's cyber cafe.

+1 vote     reply to comment
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Released Feb 28, 2012
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