
The acclaimed strategy game from the creator of X-COM. Fight tactical battles on procedural maps against a foe that adapts to your tactics. Manage diplomacy and economy on a global scale. Research, explore, overcome. Now includes Steam Workshop support for mods!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 7.2Kreviews | 73% | — | $3.5M |
| $29.99 | 990ratings | 74% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 864 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
Strengths of Phoenix Point Tactical combat depth Turn-based battles reward positioning, cover use, and careful ability management. Stealth, obstacle destruction, and threading shots through tight spaces are fun tactical options. Enemy mutations and resistances force strategy adaptation, and the varied enemy design keeps encounters engaging. Meaningful class and loadout choices Infiltrators, snipers, assaults, berserkers, heavies, technicians, and priests can all be customized with weapons, armor, abilities, and augmentations. Strategic layer and resource management Managing multiple bases, havens, research, and production adds long-term planning. Havens can provide soldiers, supplies, and research benefits. Research choices and facility expansion have real consequences for future missions. The Mist The Mist encroaches on bases and territories, forcing more invasions and adding constant pressure. It makes defense and expansion decisions more meaningful. Enemy Design The artistic design of the enemies and how they move is very well done. Summary of Opportunities for Improvement Phoenix Point has amazing tactical and strategic systems, but the interface limits how deeply players can engage. Managing soldier inventories is tedious, and key economic and resource info such as itemized income, expenses, stockpiles, and modifiers is scattered across menus. Streamlining these systems would let players focus on tactics and strategy rather than menu navigation. Quality of Life Improvement Suggestions (Interface and Information) A unified strategic economics and operations page (MOST IMPORTANT) Piecing together income, expenses, mutagen generation, research progress, and production modifiers across menus is tedious. A unified economics page should show itemized resource income, expenses, stockpiles, and modifiers, with links to bases, facilities, and production queues. This lets players spot bottlenecks, track production, and make decisions quickly while keeping bases useful. Players want to see not just what is built, but also where resources from base facilities and other sources come from. Loadout presets (MOST IMPORTANT) Manually re-equipping armor, weapons, and items each mission makes experimentation more tedious. Presets for sniper, infiltrator, assault, berserker, heavy, technician, or priest builds would save time and make trying new strategies easier. An unequip all button and other unequip options (MOST IMPORTANT) Currently removing all gear from a soldier requires ten to fifteen clicks. Quick buttons like unequip all, unequip backpack, or unequip armor would streamline managing large squads. Improved sorting and filtering in the inventory (MOST IMPORTANT) Weapons, armor, and items are long lists. Both personnel and manufacturing pages allow sorting by class, but not by damage type, tactical role, armor rating, accuracy, perception, etc. Sorting columns and filter dropdowns would make late-game gear management faster and less tedious. Multi soldier inventory management (MOST IMPORTANT) Right now, you must check each soldier individually. A pre-mission squad screen showing everyone’s inventory in one view, like XCOM 2, would make comparing loadouts easier. Waypoint chains for aircraft routing Currently, you can only set a plane route one destination at a time, and only after arriving and finishing a task at that location. Being able to queue multiple waypoints before departure would let players plan more efficient travel between sites and reduce constant manual intervention. Actions log for damage and effect notifications During battles, damage, healing, status effects, and abilities flash briefly and disappear. An actions log would let players review what happened in a turn without replaying it. Research clarity Research requirements are often only revealed once a previous research is finished, and prerequisites can be hidden behind RNG from factions. A single interface showing all tech, prerequisites, and faction requirements or a research tree would make planning paths much easier. Manufacturing queue automation Queues stop when resources run out. Rules like resume when materials reach 50 percent or pause if food drops below 100 would prevent production from silently stalling. Fast loot options for scavenging missions Clicking every crate after a fight is tedious. A fast loot option would save time while keeping combat meaningful. Finally: new maps, new enemies, new weapons, new augmentations, and new abilities are always welcome changes! Conclusion Phoenix Point needs to show what it already has more clearly and give players better control and better access to the game mechanics. It has a good tactical and strategic ideas and foundations, but just needs to help players access them easier.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 865 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ever since the last update one of the many bugs that has appeared is when switching weapons, the type weapon you are switching from becomes empty of ammo for all other weapons of that type assigned to other squad members reguardless of where they are assigned. In other word if you switch out a sniper rifle, all sniper rilfes of that type assigned to squad member are now empty of ammo.
策略性强!!!!好玩!!!!
Meilleur jeu de la série UFO, XCOM etc. Le concept est le même mais tout a été amélioré. Les combats spatiaux sont plus intéressants, les possibilités, les tactiques et variétés d'ennemis et d'équipement sont juste incroyables, Excellent jeu. Je recommande vraiment à tous les adeptes de la chasse militaire aux aliens
L'ho ripreso qui che su Epic mi viene da vomitare, gran bel gioco anyway
(Only played with Terror From The Void + Officer Mod) After one try on veteran (+/- end of january in game) I started over on rookie. I am now near the end (I guess), but got burned out because of the repetition in missions, environments and enemies and some awfully annoying mechanics around capturing creatures. While with XCOM: LWOTC I felt like: Yeah, this failed, I am going to try some things differently next time. In this game I don't feel motivated to move on or start over. I feel I lack tactical options. So I am going to put the game down for now. Maybe will finish it over the next couple of weeks. But not sure if I am 3 missions away or another 20. (edit --> turns out some important mission didn't spawn when it should, so that was the final drop of motivation for now, haha) But I still had more than 100 hours of fun, so definitely recommend. PS: If you are planning to play with controller, prepare to have a mouse at hand. Inventory management and character management are just broken and annoying. Resetting the cursor to the top left after chosing a skill for example. PSPS: Controller Tip -> Remap R-stick -press to mouse middle button, so you are able to zoom out during tactical missions for example. Otherwise this will bring up a developer helper interface.
Мне в игре понравилось все и могу порекомендовать игру всем кому нравятся пошаговые стратегии
As of now, the game is simply amazing! It's a wonderful spiritual successor to the original UFO in my opinion. It really has that additional tactical and logistical layer that is missing from the newer Xcom games, copared to Ufo and Terror from the deep. The soldier customization / dual classing and perks, the aiming & simulated shots, the story, and ovverall feeling of waging a global war against the pandorans is just perfection. I also like the 3 faction system, albeit it's hard for me personally to not try and be allied with all 3. It can be a while until the game really pulls you in, but once it does it's hard to let go.
if you miss X-com Classic play this...
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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