
The war continues... X-COM: UFO Defense brought you to a galactic battlefield. X-COM: Terror from the Deep brings the alien terror into a totally new dimension.Seeking to take advantage of a weakened Earth, X-COM's deep space foes unexpectedly change strategy and launch a powerful second front against planet Earth.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I'm a big fan of the first X-Com UFO Defense, and even beat that game with a single soldier as a challenge. Terror from the Deep is so difficult it is tedious, even on the easiest difficulty. And the maps (especially terror missions) are HUGE. In the first game I could literally finish a map in 5-10 minutes, but it takes a couple hours of slogging through dozens of doors and corridors to finish the TFTD maps. I've tried a few times to play this and it is just too much micro-managing and punishment. If you like Dark Souls type of games, maybe you'll like this!
Flawed successor, as multiple bugs can thwart your progress... Those can be got around by things like XComutil, which I highly recommend! After bug avoidance, the game is still fun if more difficult than its predecessor, and as a horror fan I like the allusions to H.P. Lovecraft's works.
You will spend your first mission realizing that your entire starting armory is essentially store credit 90% of it is trash and pretty much useless in a few days just sell it and Arm 60% of your squad with Gas Cannons (HE).Arm 40% with Jet Harpoons (only as a backup or for reaction fire).Give everyone 2 Grenades. Research Gauss immediately. And keep the grenades flares ink and tazer. And Beware once the big buff Lobstermen show up they’re going to penetrate you so hard in places your Gauss rifle can't protect that you'll wish you had a Drill to satisfy them first so dont slow down on research try to aim for 100 scientists minimum whenever you have the money to recruit more.
I grew up with XCOM UFO Enemy Unknown and XCOM Terror from the Deep. Some of the best RPG games ever made. Highly recommended. Nostalgia. Difficulty is high - fair warning, just like Fallout 1 & 2.
This and XCOM UFO Enemy Unknown (also known as UFO Defense) are the parents of turn based CRPGs. Graphically by todays standards they look poor but the gameplay still has a huge level of depth that is lacking today. And for the challenge gremlins you will love this game if you like turn based strategy games. This game is hard.
X-COM: Terror from the Deep stands as one of the most demanding and atmospheric tactical strategy games of its era, a sequel that took the original formula of X-COM: UFO Defense and submerged it into a world of deep-sea dread. Developed by MicroProse Software and published by 2K, it places players in command of a revived X-COM organization in the year 2040, where alien forces have once again risen—this time from the ocean depths. The world’s previous defenses are rendered obsolete by the saltwater environment, forcing humanity to rebuild its arsenal from scratch while battling a new wave of aquatic invaders. The shift to underwater warfare changes not only the setting but the tone of the entire experience, trading the cosmic mystery of UFOs for the eerie silence of the abyss. The result is a game that feels both familiar and deeply unsettling, drenched in tension and uncertainty from its opening moments. The gameplay structure remains faithful to the original X-COM’s dual-layer design, balancing high-level strategic management with turn-based tactical combat. The Geoscape mode challenges the player to manage bases, funding, research, and global defense, while the Battlescape mode tests the player’s command skills in missions that can turn disastrous with a single misstep. MicroProse, under pressure to deliver a sequel quickly, reused much of the original game’s engine and systems, which ensures a strong sense of mechanical depth but also makes the game feel punishingly rigid. Every decision carries weight—researching the wrong technology or losing a skilled aquanaut can have cascading consequences. What makes Terror from the Deep particularly notorious is its unapologetic difficulty. Unlike the first game’s accidentally lenient settings, this installment enforces its challenge with precision. Missions are longer, enemies deadlier, and resources scarcer. Even with knowledge of X-COM tactics, players often find themselves outmatched, battling both the aliens and the game’s brutal design philosophy. What truly separates Terror from the Deep from its predecessor is its atmosphere. The ocean setting introduces a unique kind of horror—one born of isolation, pressure, and the unknown lurking in the darkness. The color palette is cooler and more muted, the soundscape more foreboding, and the sense of claustrophobia much stronger. Fighting aliens inside sunken ships, drowned colonies, and alien bases evokes a creeping dread that few strategy games have captured since. The artwork and enemy designs enhance this feeling, blending Lovecraftian influences with biomechanical nightmares that look right at home in the deep. Even though the graphics today are dated, the pixel art and limited animations manage to convey a haunting beauty that continues to impress retro fans. The eerie soundtrack, punctuated by ambient tension rather than melodic themes, adds to the sense of unease that defines the game’s identity. However, the same complexity that gives Terror from the Deep its depth can also lead to frustration. Missions often stretch for hours, especially the two-part terror missions on cruise ships or alien colonies, where a single surviving alien can force the player to comb through massive, multi-level maps. The game’s insistence on thoroughness—searching every corner, managing every resource, planning every move—demands immense patience. Some research paths are counterintuitive, and certain technologies can only be unlocked in a strict order, leaving players trapped if they make early missteps. The interface, though functional for its time, can feel cumbersome, especially during extended engagements where micromanagement becomes exhausting. These flaws are not just minor inconveniences—they are fundamental to the game’s character, shaping it into an experience that rewards discipline, foresight, and endurance more than reflex or improvisation. Yet beneath the difficulty lies a uniquely satisfying sense of mastery. Success in Terror from the Deep feels genuinely earned, the result of careful learning, strategic adaptation, and an understanding of how to survive in a world designed to crush you. Losing troops, bases, or missions is inevitable, but rebuilding stronger each time is what gives the game its lasting power. Its punishing nature mirrors the themes it embodies—humanity’s desperate fight for survival in an alien, unforgiving world. Every victory, no matter how small, feels monumental, and every failure teaches hard lessons that carry forward into the next attempt. For players who crave tension, depth, and consequence, Terror from the Deep offers one of the most enduringly rich tactical experiences in gaming history. Even decades after its release, X-COM: Terror from the Deep remains a hallmark of strategy design. Its aged visuals and interface can deter newcomers, but those who persist will discover a game that combines haunting atmosphere with uncompromising strategic complexity. It stands as both a continuation and a reflection of its predecessor—a mirror image that magnifies its brilliance and its brutality. While it may not innovate drastically in mechanics, it excels in tone and challenge, embodying the spirit of old-school design where every choice matters and every mission could be your last. It is a game that does not merely test your skill but your resolve, leaving players with the lasting impression that survival, in the depths or otherwise, must always be fought for. Rating: 8/10
The setting is cool and all, but imo, it's largely just a re-skin of the original that they made more annoying to play as the early game weapons are absolutely useless.
I have HOURS in this game in the long long ago and yes it is more complex, larger maps, and can be very hard at times but it is still a GREAT game. I love this almost as much as I love the original X-Com
Despite its age, still the best small squad tactics turn-based game EVER! The soundtrack adds up to a dark nightmarish scenario, tentaculats waiting around the corner...its just awesome!
Classic game, really fun
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| X-COM: UFO Defense | $708K | 4K | 95% | $4.99 |
| X-COM: Apocalypse | $131.1K | 948 | 89% | $4.99 |
| X-COM: Terror from the Deep | — | 319 | 90% | $1.49 |
| XCOM: Enemy Unknown | $23.2M | 58.4K | 93% | $14.99 |
| Xenonauts | $4.5M | 5.1K | 87% | $24.99 |
| BATTLETECH | $28.4M | 33K | 84% | $39.99 |
Related
| Vae Victis - Khan | $129.2K | 341 | 81% | $14.99 |
| Koa and the Five Pirates of Mara | $129.2K | 442 | 92% | $19.99 |
| A-Train PC Classic | $129.1K | 151 | 79% | $23.99 |
| 天下镖局 | $129.3K | 231 | 58% | $17.99 |
| Arthurian Legends | $129.1K | 575 | 90% | $11.99 |
| ROBOTICS;NOTES DaSH | $129.3K | 280 | 68% | $34.99 |