It strikes every few seconds — attack, or get them out. ✕ shows the map.
◍ your crew ⌁ dashed = in the ducts ▲ fire the alien is hidden — track it with a Tracker.
Command the crew of the Nostromo. A xenomorph is loose. Kill it, or escape in the Narcissus — before the air runs out.
A faithful web port of the ZX Spectrum game (BUGFIX 1.7), Long Game. Definitive rules. Original graphics. Mouse + keyboard.
It strikes every few seconds — attack, or get them out. ✕ shows the map.
◍ your crew ⌁ dashed = in the ducts ▲ fire the alien is hidden — track it with a Tracker.
A xenomorph is loose aboard. The game runs in real time: the ship — and the alien — keep moving while you think, so press Space (or the ⏸ button) to pause whenever you need to plan; you can still inspect the ship and give orders while paused. Give your crew one order at a time and kill it (15 wounds) or escape in the Narcissus shuttle, before the oxygen runs out.
Click a crew card (or press 1–7), then click a highlighted room on the map or a "Move to" chip. Each order takes a few seconds — a dashed arrow on the map shows where each crew member is heading, the ring around their marker fills as the order completes (⛏ ⚔ ❄ badges mark other jobs), and ✖ cancels.
Everyone has two hands: ✋ front (active) and ⇄ back (stowed). Get picks an item off the floor, Leave item drops one, and clicking the back-hand slot swaps hands. Only the front-hand item does anything.
When the alien shares a room, ATTACK uses the front-hand weapon — but hurt or terrified crew won't obey. Incinerators and lasers wound it; extinguishers only scare it; the Net jams it once; the Harpoon Gun kills it… along with everyone in the room.
The alien is hidden on the map. A Tracker in the front hand beeps at motion in the rooms next door — and a quiet sweep steadies the crew's nerves. Jones the cat senses it too, once caught (corner him holding the Net or Cat Box).
Remove grille opens a room's duct hatch; Enter the air duct crawls in (one crawler per duct). Ducts shortcut between decks — but an open grille is a door for the alien too.
Stand in the right room to work its fixture: blow an airlock from Corridor #6 (may eject the alien — kills everyone in the airlock), self-destruct in Commd Centr (5:00), fight engine fires, hypersleep in the Cryo Vault. To escape: get every living crew member and Jones aboard the Narcissus, then LAUNCH.
💡 Armed crew are braver; watching a crewmate die breaks morale. Oxygen drains faster as the crew shrinks. Space pauses. And… not everyone aboard is what they seem.