SAMA is a hand painted, digging and puzzle adventure where you take the role of a mining ship and the little Alien blob crew hijacked by a pirate ship. Your Aliens have to dig, fight and puzzle their way through the subterranean worlds fulfilling the ransom demand. Can you do it?

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Available april 2020

Reaching this milestone and being able to set a date for release is extremely exciting and a bit scary for us. When we started developing this game all the way back in 2016, we had no idea just how much work we signed up for and just how long it takes to develop a game when you are only 2 people doing it. Reflecting on that makes this day feel even sweeter, to finally start seeing the result of all that hard work.

So, in this blog we’d like to give you all a quick breakdown to let you know how SAMA developed since our last dev blog back in August 2019.

Level design

Changing the level design to be more linear in the beginning of the game has been a good move with our Alpha testers. We continued following this path and doing some more tweaking on the remaining levels and trying to add certain design aspects to each level making each one more unique.

The puzzle rooms are now sorted in difficulty order from 1 to 10 in each level. If a player finds one tricky they will now know which ones should be good to start with and which ones are better to leave to the end.

Enemy enhancements

2-block enemies now stay in specific areas specifically designed for them rather than being spawned randomly across the levels. We kept getting a lot of weird behaviour and bugs with the bigger ones moving across areas where they’d get stuck on 1 block ledges. This way they not only work as intended; they are now a bigger part of the level design in acting like smaller mini bosses with specific traits that will make it harder to get through certain areas.

Blog images jan 2020 2 block ene

Several enemies have got an upgrade in looks, how they act and what they can do to add more diversity in enemy encounters and battles.

The Oyse bulbous plant creature starts pulsating and will blow up and multiply if you approach too close to it. The Phantus can now both fly and walk moving up and down to ledges it previously could not reach, making it hard for you to avoid it or even hide. Oh yes, it also shoots projectiles through it’s tail, making it a very dangerous enemy.

The Draker lay eggs that explodes and expels a powerful missile seed that can go through blocks to find you. The Guld leaves trails of little bombs that are deadly and the Murderia shoots out single projectiles in all directions like an automatic weapon. The Bagice can now grow its sharp crystal tendrils from the ceiling as well as the floor and the Kator does a roll at high speed to try and hit you like a bowling ball.

Blog images jan 2020 jaxer

We have added a new Enemy to Aura called Jaxer. It hides in blocks and shoots out as some speed when the player gets near. Around the floor and ceiling near the Jaxer nests we added icy spikes that will warn of this enemy hiding nearby but also to add some difficulty in trying to pass these nests without taking damage.

The Bosses have all been given an overhaul in movement tracks and the speed and variation within those tracks. Some extra things were added to make them feel more unique such as projectile impacts spawning enemies. The final boss scene has an environmental mechanic to help with the fighting. The bosses now also drops higher ratio of health and oxygen boosts so the player has a fairer chance of fighting without running out of oxygen before fight is over for example.

GUI changes

We changed the name “Inventory” to “Cargo Bay” in the menu to make it clearer this is the content you have collected and have stored in the ship, not what you are carrying on you.

Blog images jan 2020 cust screen

We have done some major work on the GUI part of the game, with the Customization screen getting the bulk of these changes. We have moved around the different upgrade areas and put the weapon selection in a way so the player can view and decide on the weapons independently of setting the Primary and Secondary choices. This solves the issue with players having to manually reset the equipped weapon choice to the one they want after viewing other weapons which was quite frustrating.

The way the numbers are displayed in the materials needed section has now changed to show how many you got and how many are needed so you can compare and choose where to use your items in a more calculated manner.

Blog images jan 2020 ai messages

Overall, we have added lots of more sounds both to the levels and animals there, but also to the GUI end cut scenes. We have tweaked and added a bunch more messages popping up from the pirate and Antalasia when the player is teleported back to the ship with (or without) loot to make the player feel more engaged with the protagonists of the story.

Steam connection

We have moved over our game to the Steam platform so new testers now access the game from there. We chose this quite recently to see how that would work for the actual release further on, making us familiar with all those procedures before the live release.

Blog images jan 2020 achievement

Being on Steam we’ve also been able to add achievements to our game. Not only are achievements good for little rewards as you play the game, but it also creates a competitive part for those players enjoying getting all achievements and seeing their progress both within the game and from the Steam library.

So with a few more months left until “Something Ate My Alien” hits the store front on Steam, we will continue tweaking and testing so the game will be the best it can be.

If you haven’t already, consider adding SAMA to your wish-list on Steam so you don’t miss out once it is released in April:

Dev Blog #09 – Exciting changes & release date extension

Dev Blog #09 – Exciting changes & release date extension


We've been busy the last month implementing changes suggested from our Alpha testers, and we've decided to extend the release date.

Dev Blog #08 - The mines are alive with the sound of SAMA

Dev Blog #08 - The mines are alive with the sound of SAMA


Alpha testing, new sounds and new mechanics! It's been a hectic few weeks, but we've finally got a new Alpha version out. Read out latest blog to see...

Dev Blog #07 – Steaming ahead to Alpha

Dev Blog #07 – Steaming ahead to Alpha


It's been a busy few months at Rokabium Games. Read all about our recent changes, Steam page launch and a brand new Trailer video below.

Dev Blog #06 – Art Evolution of SAMA

Dev Blog #06 – Art Evolution of SAMA


This is a blog about the Art work evolution for the game "Something Ate My Alien", and the work that has been done over the past 2 years.


Looking good, hope to see the final product on Linux :)

Do reach out to when you're ready!

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RoKabiumGames Creator

Sorry, I missed your comment!

We have done a quick port to Linux to see how it would work... and it was fine! :)

Currently we are running Alpha testing on Windows only though. But we are planning to do a Linux one 'soon'. So will let you know when.

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Excellent sounds good, look forward to hearing from you!

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RoKabiumGames Creator

Hi Liam,

It's been a bit longer than we wanted, but we've just committed to releasing on Linux.

We're currently in Alpha testing now, and are looking for some Linux testers if you know of anyone? :)

Hopefully we should be launching in April, so not long now! :)

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I'm more than happy to help ( as I'm sure my readers will be - feel free to post in the forum

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