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Alpaca Sprint

Screenshots

Alpaca Sprint screenshot 1
Pre-Launch Trailer trailerWatch trailer on Steam ↗

Alpaca Sprint

Brown Hammer Studios · Published by Brown Hammer Studios · Official site ↗

2 user reviews — 100% positive (2 reviews) · 14 achievements

Last updated 27 Sept 2026

Run, dodge trees, and see how far you can get in this retro arcade inspired runner!

DJCTQ l

£0.89

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £0.89 · Highest: £0.8930 Sept 2026

Indie, Casual · 2023 · More under £5 games

Alpaca Sprint from Brown Hammer Studios invites you to test your reflexes as you run and dodge trees, aiming for the highest score in this casual, retro-inspired game.

About this game

Alpaca Sprint is an adorable infinite runner featuring one of the greatest animals to ever exist. Inspired by the T-Rex Runner game in Google Chrome, you will guide your alpaca through a series of levels, but beware: many obstacles stand in the way of being able to let the wind soar through your wool!

Featuring simplistic gameplay, a beautiful NES-inspired soundtrack, and wonderful spritework, Alpaca Sprint is a nod to simpler times when the biggest achievement was beating your friends for the best score. Don't worry though: actual achievements still exist, too. Alpaca Sprint also includes local and online leaderboards (online leaderboards may only be available on mobile devices). If retro arcade style gaming is your thing, you'll feel right at home with Alpaca Sprint.

System Requirements

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Minimum

Minimum:
  • OS *: Windows XP or later
  • Processor: 1.5 GHz Processor or later
  • Memory: 1 GB RAM
  • Graphics: 1GB or better
  • Storage: 300 MB available space
  • Sound Card: Yes
  • VR Support: None

Recommended

Recommended:
  • OS: Windows 10/11
  • Processor: 2.5 GHz Processor or later
  • Memory: 2 GB RAM
  • Graphics: 2GB or better
  • Storage: 600 MB available space
  • Sound Card: Yes
  • VR Support: None

Supported Languages

English

Latest news

  • Patch NotesOfficial

    v1.0.8 is live!

    I have another small update here to fix some of the audio issues that were brought to my attention. This should (hopefully) fix all of the problems folks were having regarding the game sounds as a whole. In this update I am including the v1.0.7 hotfix I put out, because it should be clear that there were two very different issues happening here. I thought I had fixed the issue being presented originally, but realized the other issue wasn't actually an issue at all, but more an oversight on my part. Let's get into it. 1) Resolved an issue where starting a new game either by clicking the "Restart" button or clicking "Back" and then starting a new game would reset the audio to the maximum. -- This was a bug on my part. The game is intended to reset all global variables back to their original state, so I used a command to do that. Unfortunately, I tie the game audio to a global variable (so that all audio across the game knows how loud or soft it is supposed to be), and it was affecting those as well. I removed the "Reset All Global Variables" command in favor of resetting them manually. It's more code to work with, but keeps the results as intended. 2) Added a feature within the game to allow it to save the state of your volume options after closing the game. -- I mentioned this in the forums when it was brought up, but this wasn't actually a bug. It wasn't intentional either. I simply did not think to add this in, which is why it's an added feature. Since the game had no way of saving those global variables and loading them on launch, it would simply go back to their initial state when the game was closed. The game was simply doing what it was supposed to be doing. I realized after how this could be problematic, so I've implemented the ability to save those sound settings. A couple of notes here: in order for the sound settings to save, you MUST click the back button. If the game were forcibly closed after sounds were adjusted, it will not save and will revert back to...
    Read full article on Community Announcements (PeaTeaSix)
  • Patch NotesOfficial

    Version 1.0.7 is live!

    I know the subtitle is sketchy, and I'm sorry -- I honestly do not ever know if the Steam Achievements are working until I push the build and can test it for myself BUT I followed the steps I found online to make them work this time, and was verrrrry meticulous about it, so fingers crossed. Please note: if you've earned in-game achievements already, you'll need to reset your data in the Options menu if you want to unlock them. I do apologize -- I am fairly certain I know how to get Steam to backfill those achievements, but it's a lot more work than I am willing to put into such a small game. With that being said, here are the bug fixes that were put in place with 1.0.7: - While this happened before 1.0.7 released, it's worth noting that with Doom's help in the forums, I was able to resolve the issue with Linux users not seeing the game properly after downloading. It was my fault due to being so new and Steam being a convoluted mess to navigate through. Sorry if I wigged anyone out. - I fixed the global variables related to BGM and SFX so now when all the important globals reset, your audio doesn't destroy your eardrums. That was a simple oversight on my part. - I found a memory leak where the game continued to spawn trees after your alpaca collided with something. If you waited too long on the back/reset screen after getting a game over, the trees would continue to spawn and suck up all of your resources. I'm lucky I caught that in debug because it could have been easily missed. - I found a bad collision check that continued to occur after game over, which shouldn't have been happening. Thankfully this one didn't have the bad negative connotations that the bug above did, but it was worth finding and fixing. Assuming that the achievements are working now, and the above bugs were all that was left, I think Alpaca Sprint might finally be in a place where I can let it rest. If anything is still out of order, I will continue to fix it as I go, but my hope is to be done s...
    Read full article on Community Announcements (PeaTeaSix)
  • Patch NotesOfficial

    Minor Update and Known Issues

    Hey everyone, first of all. Let me say thank you, first and foremost, for playing my game. The support from friends and family is always appreciated, but to know there are some out there who don't know me from any other person on the internet but had enough interest to take a jump on my game, you guys are awesome, and I appreciate you wholeheartedly. As you probably guessed with the simplicity of this game, I'm very new to the game development world, so my games are anything but perfect. Try as I might to launch this game with all of the bugs ironed out of it, it seems some still snuck their way in. Fear not! I do have plans to squash them in an upcoming release, so bear with me. With that being said, let's talk about it: 1) The game's BGM/SFX reset back to maximum after a game has been played. - This was my fault for not paying attention to a global variable reset I put into the game when you either start a new run, or go back to the title screen. I tied the BGM/SFX to global variables so they would persist throughout the game, and their defaults are 10, so that was on me. I've already fixed it, and it'll be released in 1.0.7. 2) Achievements in game are firing off, but the associated Steam achievement isn't. - This has to do with Steamworks and Valve being a nightmare to integrate with. :) They have a very stringent way to implement their achievements when you are using what I did to build this (Construct 3), so if anything is even the slightest bit off, it doesn't work. I think my problem was due to a text file within the folders being saved as UTF-8 instead of ANSI. Yes, it's that dumb. I know I've gotten these to work before, as I have earned achievements myself, so I'm going to try that when I release 1.0.7 and see if that fixes the problem. There is a downside to this -- my code doesn't know how to retrofill achievements. And by my code, I mean me, so you'll likely have to do a data reset (which can be found on the Options page) in order to acquire these achi...
    Read full article on Community Announcements (PeaTeaSix)
  • AnnouncementsOfficial

    Alpaca Sprint is here!

    Well, after a long few months of development, testing, more development, more testing, and trying to understand Steam's convoluted way of publishing games, Alpaca Sprint has finally arrived on Steam, and I couldn't be happier about it. It's kind of surreal, honestly, to see a project as small as Alpaca Sprint sitting next to such big titles in my library, but I am very proud of myself, and this tiny little game that is the start of what will eventually be a long career for me. For those of you who don't know, game development has always been the be all, end all goal for me. I work other jobs to make a living, but when you talk about that one career path that is just rewarding to its core, and makes me feel good about being alive more than anything else, it's game development. And while this may not be the next-gen AAA title that I'm sure a lot of people actually want to see, this is mine, crafted by my own two hands (and some help from some commercial free assets), and it is humbling. There was a lot about this process I came in fully aware of. I knew that I'd run into several bugs that would make me want to bash my head in, only to realize I was just misplacing a punctuation mark. There would be strange interactions with my game due to disorganized logic. That each and every aspect of my game would only exist if I put it there. But there was also a lot I didn't know coming into this that was a huge eye opener for me. For example, self publishing is a BEAR. I didn't mind so much since this title was small and I wanted to experience it for myself, but I will absolutely seek out publishing help going forward with any titles more substantial than an indie arcade game. Alpaca Sprint is a labor of love. What started out as a "oh, I'll just make a clone of a simple game, will only take me a week or two" turned into a five month long endeavor. Granted, I have a lot of IRL stuff to contend with too, but even thinking about the mechanics that were put into the game, not a si...
    Read full article on Community Announcements (PeaTeaSix)

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