Current Lambda Wars release version: Beta 2.3.6 (June 2014)

Lambda Wars (formerly called Half-Life 2: Wars) brings the struggle between the human resistance and their Combine overlords to a multiplayer real-time strategy setting.  The Lambda Wars beta only requires Alien Swarm installed to play.  It features 3 multiplayer game modes: Sandbox, Annihilation and Overrun, showcasing the Rebels and Combine playable factions and a full-fledged RTS interface and HUD. There is also a singleplayer tutorial and a handful of singleplayer missions.

The Lambda Wars requires Alien Swarm to play (free).

For questions, comments, suggestions, and support for any of our past or upcoming betas, visit our forums.

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Blog RSS Feed Report abuse Latest News: Lambda Wars Beta 2.3.6 Released

1 comment by Ennui on Jun 15th, 2014


Hi folks! We're back with the latest update for Lambda Wars: Beta 2.3.6. This is a pretty minor release that mostly focuses on bug fixing, updating the internal version of Python and some other small improvements to game balance, sound and visuals. You can read the full changelog at the end of this post. This release does not have an incremental patch, so you'll have to download the full EXE or zip file below (approximately 1gb) to install.

Stay tuned though, because as you remember we were Greenlit early this year and we're still moving steadily towards our inaugural release on Steam later this year. More details on that soon!

Recruiting a Gameplay UI Designer!

We're still looking for a gameplay UI designer to help us rebuild the interface (menus/lobby first and eventually the ingame interface) in HTML5 via Chromium Embedded Framework. If you're a visual designer adept with CSS and JS and have a knack for UI/UX get in touch via our recruitment forum.

Lambda Wars 2.3.6 Changelog
Improvements and Balance:
* Reduced Strider's Dark energy cannon damage radius from 200 to 100
* Reduced Strider's Dark energy cannon cooldown from 30 to 20 seconds
* Reduced black and regular headcrabs HP to 80
* Reduced fast headcrabs HP to 60
* Unit selection interface: control + left click unit type in hud unit selection will filter selection on that type, while control + right will do the inverse.

* Add combine victory and defeat effects

* UPDATED: hlw_base4 (flora)
* UPDATED: hlw_meltdown (flora, various)
* UPDATED: hlw_slums (flora)
* UPDATED: hlw_synth (various)
* UPDATED: hlw_village (flora, various)
* UPDATED: hlw_waste (flora, various)
* UPDATED: or_base4 (flora)
* UPDATED: or_hill (flora)
* UPDATED: or_washedaway (flora)

CPU Player:
* Rebel CPU Player now collects scrap

* Improve cleanup of stuck enemies
* Headcrab cannisters are no longer launched between waves
* Scaled down bounding box of Headcrab Poison boss to prevent navigation issues on or_trapped

* Potentially broken buildings when the client requested a full game update due packet loss
* Combine Elite AR2 alt fire ability firing at wrong target due faulty aim code
* CPU player placing too many barracks, while not producing any units
* CPU player is now always ready in overrun
* Incorrect unit navigation when jumping off cliffs/edges (e.g. getting stuck)
* Headcrabs flying up to an unreachable location after being spawned from a killed zombie (in particular or_base4)
* Overrun game mode endless wave type not working
* Overrun game mode waves not progressing
* Strider's Dark energy cannon ability not taking resources
* Fix fog of war incorrectly revealed around control points in some cases due mismatch between server and client parameters
* Tooltips of units and abilities not disappearing on machines with a low framerate
* Upgrade energy fields of medic being shared with saboteur and scout, due which they can stay invisible forever
* Fortification of control point not removed after becoming neutral due a player being defeated
* When a zombie dies "chopped", it would potentially not be removed and become invisible and not solid

* Add name and description for "Ungarrison All" Ability
* Updated Python from 2.7.6 to Python 3.4.1
* Updated spanish translation, thanks to JLMCYT

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Lambda Wars 2.3.6 FULL EXE

Lambda Wars 2.3.6 FULL EXE

Jun 9, 2014 Full Version 13 comments

Install Instructions: 1. Run the Installer and follow the instructions. 2. Restart steam. 3. "Lambda Wars" should now appear in your games list. If you...

Lambda Wars 2.3.6 FULL 7z

Lambda Wars 2.3.6 FULL 7z

Jun 9, 2014 Full Version 2 comments

Install Instructions: 1. Extract contents into your sourcemods folder (default location: C:\Program Files (x86)\steam\steamapps\sourcemods). 2. Restart...

Lambda Wars 2.3.5 7z PATCH

Lambda Wars 2.3.5 7z PATCH

May 10, 2014 Patch 4 comments

Install Instructions: 1. Extract contents into your sourcemods folder (default location: C:\Program Files (x86)\steam\steamapps\sourcemods) and overwrite...

Lambda Wars 2.3.5 FULL EXE

Lambda Wars 2.3.5 FULL EXE

May 10, 2014 Full Version 7 comments

Install Instructions: 1. Run the Installer and follow the instructions. 2. Restart steam. 3. "Lambda Wars" should now appear in your games list. If you...

Lambda Wars 2.3.5 FULL 7z

Lambda Wars 2.3.5 FULL 7z

May 10, 2014 Full Version 0 comments

Install Instructions: 1. Extract contents into your sourcemods folder (default location: C:\Program Files (x86)\steam\steamapps\sourcemods). 2. Restart...

Lambda Wars 2.3.4 FULL 7z

Lambda Wars 2.3.4 FULL 7z

Feb 23, 2014 Full Version 1 comment

Install Instructions: 1. Extract contents into your sourcemods folder (default location: C:\Program Files (x86)\steam\steamapps\sourcemods). 2. Restart...

Post comment Comments  (50 - 60 of 1,939)
Reborn:X Jun 9 2014, 1:41pm says:

Changelog for the new version please.

+1 vote     reply to comment
ThexPlaguexDoctor Jun 4 2014, 10:35am says:

I think that the Headcrabcanister launcher is owerpowered because i just collect points and spam them so the Headcrabs infects the whole enemy base but at some buildings they have problems to damage them so I need to clear it up.

+1 vote     reply to comment
ceu160193 Jun 4 2014, 11:10am replied:

This is exactly how they supposed to be used. This tactic called Operation Ravenholm.

And it's not that powerful, because headcrabs are rather weak against medium or heavy infantry. If enemy base has enough of those, headcrabs will be destroyed with their shells.

+1 vote     reply to comment
ceu160193 Jun 1 2014, 3:07pm says:

Increase range of veteran rebels to 1000-1200 HU and reduce their health instead. Their fire rate is too low for effective combat, so make them range support.

Also make autocast option for Combine Elite Energy Ball attack.

+1 vote     reply to comment
Reborn:X Jun 1 2014, 6:26am says:

So I was playing Lambda Wars for a while and I decided to post my suggestions and the bugs located in here. I know it might not be the best place considering the forums is more prepared but, oh well here's my two cents:

1. The unit voices for the Resistance are kind of too loud compared to the Combine when playing. I would suggest lowering them down a little bit. Right now they stand out from the background heavily.
2. When I selected an enemy unit, it played out a sound like I was the owner of that unit. This seems like a common problem in many modern RTS games and mods.
3. The AI fails to capture points in some locations under a bridge like in the city maps, it just moves under it and stays there. I noticed the same with my AI when giving waypoints.
4. The Combine drones mine falls through a hard surface when deployed. I noticed it on the Antarctica map but it could be the same issue on other maps.
5. Sometimes the Combine Elite fails to switch weapons when ordered to switch AR2/SG. It does change the stats but not display the graphic change. Don't know if it fires differently.
6. You should change the Metropolice description from "light infantry" to paramilitary police force. Light infantry is something completly different military-wise. Also, not all of them are happy to serve the Combine.
7. The Combine Soldier changes the skin to a Nova Prospekt prison guard when the rifle is exchanged for a shotgun. Not sure if it was intended to be.
8. The SP missions seem broken at some times. The obj at the radio op aren't clear, Combine does not storm the house at the other one.
9. I would suggest adding more units to the Combine Special Operations Command. Right now they're kind of useless for a single elite riflemen and a semi-useful sniper. Perhaps add a leader unit and a heavy human synth?
10. Would be cool if the camera would zoom on a newly created unit when clicking it's hint icon.

+1 vote     reply to comment
ThexPlaguexDoctor Jun 4 2014, 10:30am replied:

7: All Combine shotgunners have this skin in Half Life 2 so it's intended I think.

+1 vote     reply to comment
ProgSys May 31 2014, 4:49am replied:

1. No idear
2. Our programmer is mostly busy with fixing bugs and steam support. And sadly writing a good AI is very hard :(
3. Well RPG or Veteran Rebel take 2 population, because they are endgame units

+1 vote     reply to comment
ceu160193 Jun 1 2014, 10:08am replied:

1. It must be bug, because allows Saboteur freely deploy C4 everywhere and sabotage mines/turrets, unless revealing units used.
2. Replacing buildings used by AI is hard? Garrison by Barracks, Armory by Munition Depot, Special Operations by Spec Ops, Synth Factory by Vortigaunt's Den. Only big issue can be with scrap points.

3. In Sandbox mode I can put 2 Combine Elite/Sniper units in Aid Station just fine.

+1 vote     reply to comment
Sander Jun 1 2014, 2:23pm replied:

1. This sounds like a bug.
2. Currently 2.3.5 has a bug which causes the Rebel CPU player to place too many barracks. The Rebel CPU also doesn't collect scrap yet, due which it does not place higher tier units. I hope to add this soon.

+1 vote     reply to comment
ceu160193 Jun 1 2014, 2:55pm replied:

Ok then. Sadly Combine AI on Hard difficulty also builds many buildings, while almost all of them remain unused: for example, there can be up to 3 Synth Factories, but only 1 actually produces synths.

+1 vote     reply to comment
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Released Sep 25, 2012
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Highest Rated (14 agree) 10/10

Very original, very fun, and i see a LOT of great potential for this mod in the long run.

Nov 27 2010, 2:33pm by Heroman117

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