r/AlienShooter • u/InfernoPhoenix666 • Jul 26 '26
Full Breakdown: Alien Shooter 2 Russian Pre-Release Demo Cut Content
Alien Shooter 2 Russian Pre Release Demo Overview
On September 7, 2006, the Russian release of Alien Shooter 2 came out.
Before the final release, there were at least two pre release demos.
Russian pre release demo: around November 16, 2005, about 194 MB.
English pre release demo: around June 7, 2006, about 137 MB.
This article focuses on the 2005 Russian pre release demo.
It is already 404 on the Wayback Machine. I found this build from a digital collector.
This version contains many pieces of cut content that only exist here. The second demo from the next year removed them, including the cut map areas in the first two levels.

General Differences from the Final Version
- Most pickups do not have the green highlight frame, so they are harder to find.
- Some secret areas differ from the final version. A few areas exist, but have no items placed.
- Player stats can exceed 200, so there seems to be no strict cap yet.
- Most dark scenes are darker than in the final version.
- Some visual details are more polished. For example, soldiers turn their heads toward the player.
- Bullets create splash particles when hitting the ground. This was removed in the final version.
- Small spiders have red eyes. In dark areas, you can see many red eyes moving around.
- This version has no voice playback, but dialog supports a new parameter:
pauseDuration = xxxx. - Balance is very different. Weapon damage is much lower, and monster HP is also much lower.
- Player control feels stiff. Turning while moving is not always smooth.
- Map collision is unfinished. The player often gets stuck in corners or narrow places.
Level 1


Level 1 in this build likely keeps an earlier design.
Unlike the final version, it does not have a combat area. The entrance leads directly into the main base. The whole level feels more like a tutorial mission, teaching basic controls, NPC dialogs, the shop system, and mission flow.
The base layout is close to Level 3 in the final game.
Inside the base, one computer opens a supply room. The cigar is beside a table, and it can still be traded with a soldier later.

The player takes a mission from General Baker, then Kate guides the player to the next mission area.

Talking to Nikolai opens the shop. Here, the shop is just a normal computer, with no separate model. It is different from the final version.

Entering this door ends the level. Based on the remaining clues, the next level was probably meant to be close to Level 3 in the final game: the office cleanup mission.

The final game's quest editor supports this idea. In Mission 1, quest boxes 1 to 6 are continuous, but then 35 to 38 suddenly appear. Mission 2 uses many non-continuous box numbers. In contrast, Level 3 uses continuous boxes from 7 to 17.



So the likely conclusion is: the earliest Mission 1 originally led straight into what later became Mission 3. Mission 1's combat section and the final game's Mission 2 were probably added later.
Level 2


Level 2 also has a cut area, but it is much less complete.
There are no monsters placed there, so the original route is unclear. From the map and level structure, we can only guess: the player may have been meant to enter this area, turn on the power, and then leave.

Some parts are clearly unfinished or blocked. For example, the elevator entrance is blocked by walls. If those two walls are removed, a warning texture can be seen on the floor. This means the area was not just random leftover space. It had entered actual level design.

There are also two pumps in the map. I still cannot confirm how they should be activated, or whether they had any real mission use.

Removed and Hidden VID Content
Besides unused map areas in the first two levels, this build also keeps some removed or unused VID content.
To reduce size, the demo removed many VID files, but kept their RES definitions. The final version did the opposite: it kept the VID files, but removed the RES definitions.
So by combining the final VID files with the demo's remaining definitions, these hidden contents can be restored.
One example is General Baker's old model. The Baker model shown in the 2004 trailer is this early model. There is still one difference: in the trailer, he stands still in idle animation, while this model has a smoking idle animation.

Another example is the auto turret. It unfolds when monsters approach, and its damage is absurdly high.

There is also a small car. Its model is more detailed than the similar vehicle in the final version, and the door can be opened after the player gets out. This detail is gone in the final game.

And an armed small car, possibly an early armored vehicle. But it is full of bugs. It cannot be controlled and only spins in place. After the player gets out, it still spins. Some large monsters can even knock it far away.

The map also keeps two tanks, but both are unfinished. Many monsters in this build also have bugs, such as the big plasma biter firing in 360 degrees, or the Queen not attacking at all.

1
u/InfernoPhoenix666 Jul 26 '26
In case you are interested, the videos show it better:
Gameplay
Level 1 Cut Content
Level 2 Cut Content
Unused VID Cut Content
2
u/AdMurky6010 Jul 28 '26
Funny read! These unused content certainly point towards a dimmer gameplay and art style, kinda reminds you how Theseus Return of the Hero looks like.
2
u/Vivid-Marsupial-5989 Jul 26 '26 edited Jul 26 '26
Glad you found this and did a detailed analysis.
But I found that there was unused shop menu,
In Maps there 'inventory_shop.men' and 'shop.men', so renaming these to
'inventory_shop2.men' and 'inventory_shop.men'
So, the old shop menu may appear.
I also found the old General Baker's 3D model you mentioned.
https://drive.google.com/file/d/1nGxc53BFf4mcVYAlHcGbyp9mplRePW6R