Build a galactic energy network in this real-time 4X strategy game. Premium, fully offline, no ads, no in-app purchases. Buy once, play forever.
The sequel to the real-time strategy classic Alien Tribe 2, which reached the Top 10 in over 25 countries.
Explore a distant galaxy. Colonize new worlds. Research ancient technologies. Connect entire solar systems into one unique energy network.
It all began with a single night of heavy partying: After escaping Maloc territory, the Fifo threw the biggest party in their history – and forgot to invite their ark ship's autopilot. Big mistake. The autopilot, a long-outdated onboard AI with centuries of loyal service, had finally had enough: Before sunrise, it beamed the entire tribe down to an unknown planet in a distant galaxy. The Fifo woke up with no ship, no way home – and a legendary hangover their descendants would later call the "Time of the Heavy Head."
And that's not all: The ruthless Maloc have picked up their trail again – most likely the autopilot betrayed their position out of spite. And in this new galaxy lurk the Kytar: adorable to look at, but anything but harmless. There is one hope. The autopilot has given the Fifo a nearly impossible task: Settle every solar system and connect them all into one energy network – then it will return. Provided the next party is even bigger than the last.
Now it's up to you.
EXPLORE AN UNCHARTED GALAXY
Send research ships into unexplored solar systems. Discover anomalies, investigate ancient wrecks, and unlock long-forgotten alien technologies. Every game takes place in newly generated solar systems – no two are alike.
BUILD YOUR ENERGY NETWORK
The heart of Alien Tribe 3 is your energy network: Connect solar power plants, planets, and defense structures into a galactic energy grid – the backbone of your entire infrastructure. If a connection fails, every colony and station behind it loses power. Plan carefully and defend every line.
EXPAND YOUR EMPIRE
Colonize planets and build mining stations, research centers, repair stations, and defense structures. Secure resources and create an economy that keeps running even under constant enemy pressure.
RESEARCH AND ADAPT
Expand your options with a dynamic, card-based research system and around 25 technologies. Every decision comes at a price: Will you focus on military strength, science, or economy? Every game plays out differently.
COMMAND YOUR FLEET
Control harvesters, construction ships, research ships, colony ships, and warships in real time. Every ship class has its own role.
FACE THE MALOC
The Maloc attack in waves from different directions, growing stronger over time. Build defense platforms, secure choke points, and decide when expansion matters more than defense.
PREMIUM, OFFLINE, FAIR
Buy once. Play forever: no ads, no in-app purchases, no pay-to-win. Fully playable offline – on a plane, on a train, or on your couch.
FEATURES
• Real-time strategy with 4X elements: exploration, expansion, research, combat
• A galactic energy network at the core of every strategic decision
• Card-based research system with around 25 technologies
• Procedurally generated solar systems – every game is different
• Over 15 buildable stations and ships for economy, research, and defense
• Specialized ship classes, each with its own role
• Premium game: fully offline, no ads, no in-app purchases
• Optimized for iPhone and iPad
The galaxy awaits. Build your energy network. Save the Fifo tribe.
Great game. Love it. Looking forward to expansions.
Sinister_Intentions
I already posted this review, but it’s not showing up, so I’m trying again. Sorry if it posts twice.Anyways- Fun game! It’s addictive. I’ve played it enough that winning has become routine for me, but I’ve found myself replaying it regularly anyways because the ambiance is nice, and the trek to become sustainable is fun. I hope you guys continue to expand.I do have a few suggestions for the suggestion box. These are mostly based around the content that already exists in the game.The “Kytra are eating your harvester” type notifications can get annoying. First because they’re a bit loud in relation to the music. So a “Notification volume” slider or something would be nice. Also. If you’re in system and you get an attack notification- and click on it, it just takes you out of the system, but not to the attack. And it’s gone before you can click it a second time. Having those notifications hang out long enough to take you to the attack would be nice. Currently, mid to late game when you have lots of transports going all over, you can end up with this nonstop stream of intrusive notifications that don’t really help you. It can be a bit much.There’s no “destruct” button for food harvesters. Sometimes I build one on accident. Or I find myself wanting to get rid of one or two after my system population caps out, to free up power for other things like defenses or more labs, but I can’t.Since the “fleet” function already exists, being able to assign a combat ship to a harvester or science vessel would be nice, so it follows it around and acts as an escort.It would also be great to be able to set a fleet to “auto patrol”, similar to how science vessels and harvesters automate.Repair drones only seem to repair stuff that’s more than 10-20% damaged. When it only has a little damage it gets ignored. It would be nice if they went around and topped everything in range off. (Having an inactive repair drone just chilling next to that one ship in your fleet that has a green line drives us OCD folks nuts.)A version of the corvette that slowly repaired the other ships in the fleet while its idle instead of attacking would be cool. So you had the option of trading off a little firepower for some remote repair. Maybe you could even fly it around manually to repair stuff thats out of repair station range.When you’re on the universe map, and you click on a star, a window pops up showing planets, and planets colonized. It would be helpful if it were expended to show more system info. Current population/max population. Power and food production. Resource output. And maybe told you if there were any idle ships or enemies in the system? Just an expanded basic system overview with any of that would help.Also if the win screen gave you similar info. Total population, planets colonized, number of techs researched, totals of ship types produced, ships lost, enemies destroyed, waves cleared, etc. that type of stuff.It would be helpful if your turrets stopped shooting at Kytra that are being dragged into Kytra containment, because at that point they’ve become a resource so you’re just shooting your own resource.Score seems to be based on how much stuff you build. It seems like it should be the opposite, and instead should be based on how quickly/efficiently you’re able to win the game. So winning in less time, with less building, leads to a higher score. Since it’s harder to do.A difficulty slider would be nice. One simple way to do it would be to have say, a 20 level difficulty slider, with the very top levels being nightmarishly hard, and works by each level simply reducing the time between attack waves by 5-10% or so. So higher difficulty just makes the waves come faster. Score could then be modified by difficulty so higher scores come at higher difficulty. So once you beat the game, you can challenge yourself to beat harder difficulties.And if all that happened…. a leaderboard would be cool so you can track where you rank globally.And then you can challenge yourself to beat everyone else. And if you manage to accomplish all that and become the best player in the world- you get… Idk. A million dollars. Or…. the fame and glory that comes with being #1.Ok disclaimer. All those suggestions were relatively small (except the million bucks). But this last one is a doosie…It would be really cool to be able to play as the Malocs, and your goal is to snuff the annoyingly cute little Fifo out of existence! (I bet they’re a nightmare to deal with astropolitically, they probably get everything they want…) even their name is cute! The ability to use other races could be added as expansion that cost a couple bucks to access.The player could be given some sort of upgradeable Maloc mothership to base from, that shows up in the corner of an occupied and defended Fifo system. Your mothership generates resources over time, and you use those to upgrade its production or systems, and produce combat ships and fleets to break down the Fifo defenses and eradicate them. You wouldn’t have the same diversity of expansion as the current game, but it would be made up for by diversity of attack options. You can choose to weaken them by crippling their industrial output taking out their harvesters, or interrupting their power grid, or blitzing into system and taking out their food synthesizers or energy collectors to starve them out or depower their production. Every few minutes you could use that red circle wormhole thing to transport a fleet somewhere to attack from… You’d have to keep an eye out for colony ships to make sure they weren’t recolonizing systems you had already cleared. And when you blew those up sometimes you’d hear their squeaky little distress calls go out as they blew up “Eeeeeeep- Help uuuusssss…BOOM!!” And watched the derelict hull of their ship go tumbling through space as the fires went out, and little green corpses tumble out into t
Good Potential, But Released Too Earl
wilsonsuccess!
Wanted to really like this game because the previous title was quite fun, but this one was disappointing. The interface and fleet controls feel buggy and inconsistent, making basic gameplay frustrating at times. Enemy progression also becomes very predictable, which removes much of the challenge and replay value and causes the game to feel repetitive fairly quickly.The biggest issue for me was the end-game balance. The final planet maintenance system appears broken. Even with technology fully upgraded, I could not create a sustainable resource balance. It felt less like a difficult strategic challenge and more like mechanics that were not functioning correctly.Overall, the game gives the impression that it was released before enough testing and balancing had been completed. With more bug fixing, balance work, and quality checks, I think there is a good game underneath, but right now it feels rushed to publish.
Developer Response
Thanks for the detailed feedback. I really appreciate you taking the time to write this.I understand the frustration you’re describing. Issues with interface consistency and fleet controls are something we’re actively working on, as they should feel reliable and predictable at all times.The points about progression and especially the late-game balance are also very important. If the endgame feels unsustainable even with full upgrades, that’s not the intended experience, and we’re currently reviewing both balance and underlying mechanics there.Your comment about the game feeling rushed is fair. We’re continuing to improve and refine it based on feedback like yours.If you’re open to it, feel free to reach out to us at contact@ukando.eu with more details (or a save/screenshot). That would really help us track down what’s happening in your case.Thanks again. Feedback like this helps us focus on the right areas.
Awesome so far, needs some bug fixing and a better tutorial
Super.Fan123
Love the core concept, but the game needs a lot of Quality of life features-1. Be able to create “groups” so I can send multiple fighters at once, the follow command spreads them out too far or you drag the wrong one that’s not the leader2. Science vessels run from combat, right they parked under enemy stations and die3. Be able to move buildings once built. Destroying a mining depot once the local asteroids are cleared is such a waste instead of flying it to the next cluster. Same for power nodes/defense stations if I want to change adjust my grid4. I’ve played for 1.5 hours in the same save, 5 or 6 solar systems colonized. Food is a huge issue, constant alert that pops are starving. (Add a setting to mute the alerts noise at least?) The game prompts you to “transport food” but I can’t find how to manually move resources around.
Developer Response
Thanks a lot for taking the time to write this. This is genuinely helpful feedback.A few of the points you mention are exactly the kind of Quality of Life improvements we want to tackle. Better unit control (like grouping fighters) is on our list, and science vessels parking under enemy stations is clearly not intended behavior. We’ll look into that.Regarding buildings, moving them freely is a bit tricky because it ties into the power grid mechanics. Right now the intended way to adjust your setup is to recycle structures (you get part of the resources back, accessible via the info panel on a long-press), but if that isn’t obvious, that’s on us. We need to make this much clearer in the UI. We’re also looking into better options here.The food system is probably on us the most. Food is transported automatically by transporters, but only within the same solar system. And right now the game does a poor job explaining that. The alerts also trigger too early (when storage hits zero, not when people are actually starving), which makes it feel more critical than it is. We’ll improve both the messaging and the alerts so it’s clearer what’s going on.Thanks again. Feedback like this helps us improve the game in the right places.
Alien Tribe 3 — What's New
Languages
* Spanish: Play the whole game in Spanish — menus, hints, Compendium, research, trade offers and every story dialog, written to read like a story rather than a manual
* French: The entire game is now also available in French, from the first tutorial step to Grubb's last complaint
Fixes
* Corrected spelling mistakes in several German trade offer texts
We're continuing to improve balance, UI clarity, and core systems based on player feedback.
Version 1.5.1
The developer, Ukando Software, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .
Data Not Linked to You
The following data may be collected but it is not linked to your identity:
Usage Data
Privacy practices may vary, for example, based on the features you use or your age. Learn More
Accessibility
The developer has not yet indicated which accessibility features this app supports. Learn More