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Five rows of aliens, one cannon, zero room for panic.

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Shoot down the descending alien formation before it reaches your cannon. Regulars rate the challenge "Rhythm game in disguise" and the tempo "The fewer aliens left, the faster they march". Pick-up-and-play controls: ← → handles move the cannon; on mobile, space / tap takes over. Its lineage traces back to 1978 (Taito). Like everything on our Space Shooters row, Space Invaders plays free in the browser: no download, no signup.

When a plain high score stops being enough, today's daily Invaders challenge deals every player the identical seeded run until midnight UTC, and the global Space Invaders leaderboard keeps the score.

The History of Space Invaders

Back in 1978, Taito shipped Space Invaders and the fixed shooter was born. Our Space Invaders is that idea rebuilt line by line for the browser, tuned so a Taito-era regular would still feel at home.

Fast facts about Space Invaders
Original titleSpace Invaders
Debuted1978, in arcades
Created byTomohiro Nishikado (Taito)
GenreFixed shooter
LegacyHelped launch the arcade golden age
Our tributeSpace Invaders
Space Invaders - the original arcade game
Space Invaders (Taito, 1978) - the alien-blasting landmark our Space Invaders is built on.
1978the year the aliens invaded
5rows of marching invaders
4shields between you and doom

Want the whole story - the milestones, the legacy, the timeline? Read the full history of Space Invaders → or browse games like Space Invaders.

Inside the Space Invaders Cabinet

TL;DR: Shoot down the descending alien formation before it reaches your cannon. Expect rhythm game in disguise at a pace that's the fewer aliens left, the faster they march.

Space Invaders is the game that taught the world to duck. Five rows of eleven aliens shuffle across the screen, drop a step, and shuffle back - And every one you shoot makes the survivors march faster, until the last invader is a sprinting panic attack.

You get one cannon, four crumbling shields, and a laser that fires a single shot at a time, so every miss costs real seconds. Up top, a mystery UFO drifts by with bonus points for anyone confident enough to chase it.

Our version keeps the 1978 rhythm intact and adds the modern comforts: crisp keyboard and touch controls, a daily seeded run where every player faces the exact same invasion, and leaderboards to prove you held the line longest. It plays less like a shooter and more like a drumbeat you are trying to survive. Steady hands clear the wave. Greedy hands feed the aliens.

Cabinet Specs

MissionShoot down the descending alien formation before it reaches your cannon.
RowSpace Shooters
Skill curveRhythm game in disguise
TempoThe fewer aliens left, the faster they march
Lineage1978 (Taito)
OriginalSpace Invaders - Taito, 1978 (full history)
Daily runSeeded challenge, resets midnight UTC
ScoreboardGlobal top 50, score-ranked

Learn Space Invaders in Five Moves

1

Slide the cannon along the floor

Use the left and right arrow keys, or drag on mobile, to move your cannon across the bottom of the screen. You can keep moving while your shot is still in the air.

2

Fire one laser at a time

Press Space or tap to shoot. Only one of your shots can be on screen at once, so a miss means waiting for it to travel all the way up - Make every squeeze count.

3

Duck behind the four shields

The bunkers above you soak up alien bombs, but they crumble a little with every hit - Including your own shots from below. They are cover, not walls, and they will not last the wave.

4

Pick off the mystery UFO

Every so often a red saucer glides across the top of the screen. Hit it for a surprise bonus - But only when no alien bomb is falling toward the lane you are standing in.

5

Never let them land

If the formation reaches the bottom of the screen, the invasion succeeds and the run ends no matter how many lives you have left. Clear all 55 aliens and a fresh, faster wave takes their place.

Score Higher at Space Invaders

Sharpest tip

Shoot the edge columns first. The formation only drops a row when its outer edge touches the side of the screen, so trimming the outside columns gives the swarm a longer walk - And gives you more time before it descends.

  1. Learn the march rhythm. The aliens step on a beat that quickens as they die; aim at the tile a target is about to step into, not the one it is standing on.
  2. Ration your one laser. A missed shot travels the full screen before you can fire again, and that dead second is when bombs find you. Skip low-percentage shots at the top rows early in the wave.
  3. Carve a firing slit. Shoot a small notch through one of your own shields, then snipe through the gap while the rest of the bunker still blocks incoming fire.
  4. Treat the UFO as a bonus, not a mission. Chasing the saucer across open floor while bombs fall is how strong runs end - Take the shot only when your lane is clean.
  5. Meet the last invader mid-screen. The final alien moves at a flat sprint, and camping in a corner leaves you nowhere to dodge when it dives past your level.
  6. Take the safe points when the swarm is low. Top-row aliens pay the most, but a destroyed cannon collects nothing - When only a handful remain, kill whatever is closest to landing.

House Rules & Spin-Offs

Space Invaders Part II (1979)

Taito's fast sequel added color, flashing bonus UFOs, invaders that split when shot, and the first-ever intermission scenes between waves.

The Galaxian lineage

Namco's 1979 answer let aliens break formation and dive-bomb in color; its 1981 sequel Galaga added the famous tractor beam and dual-ship rescue.

Cocktail-table rules

Sit-down two-player cabinets, standard in Japanese cafes, alternated turns and flipped the whole screen so player two could face the invasion from the opposite seat.

Space Invaders Extreme (2008)

Taito's 30th-anniversary reboot turned the march into a rhythm game, with pulsing music, score chains, and boss saucers on handheld consoles.

Invaders Questions, Answered

Why do the aliens speed up as I shoot them?
It began as a hardware accident. Designer Tomohiro Nishikado's 1978 board drew fewer aliens faster, so the march naturally accelerated as the swarm shrank - And he liked it so much he kept it as the difficulty curve.
How many aliens are in each wave?
Fifty-five: five rows of eleven, just like the original cabinet. Clear them all and the next wave arrives tougher than the last.
What is the UFO worth?
The mystery saucer pays a random bonus that beats any single alien in the formation. In the 1978 arcade version it ranged from 50 to 300 points, and our version keeps that spirit of the lucky-dip jackpot.
Can my shields be destroyed?
Yes. Alien bombs chew them from above, your own lasers chip them from below, and descending invaders erase any shield they touch. Expect to end most waves in open air.
What happens if the invaders reach the bottom?
The game ends instantly, even if you have lives in reserve. A landing is a loss by definition - The whole point is that they never touch down.
How does Space Invaders scoring work?
Higher rows pay more: the top-row aliens are worth the most and the bottom row the least, with the UFO paying a bonus on top. Surviving deep waves is where big totals really come from.
Is the daily Space Invaders run the same for everyone?
Yes. The daily challenge seeds the invasion from the date, so every player faces the same wave pacing and the same UFO timing - A level playing field for the leaderboard.
Can I play Space Invaders on my phone?
Absolutely. Drag anywhere on the screen to slide the cannon and tap to fire. The one-shot-at-a-time rule works exactly like it does on keyboard.

More where Space Invaders came from: work through the space shooters row, brush up in the arcade glossary, or settle score questions in the player FAQ. Guide last tuned 2026-07-06.

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