
Experience hardcore, sci-fi dungeon crawling in this dark, atmospheric roguelike. Xenomarine offers tactical turn-based combat with hundreds of unique items and upgradable weapons and armor, as well as massive replayability thanks to its randomly generated content.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty good roguelike with a space marine setting instead of the usual fantasy setting. This game is easier than nethack, but still can satisfy the need for a roguelike experience. For those that struggle with it, it has an adventure mode to avoid starting the game over when you die. As such, it can be a good entry point to get a feel for roguelikes or to get your quick fix. As a side note, the dev overall has been pretty quick and responsive to fix bugs mentioned in the discussion section.
[h1] Featured in my Lost on Steam New Episode! [/h1] An unboxing for video games! You can watch the highlights of this game and the two others featured this week here: https://www.youtube.com/watch?v=A7ahFoxWuQ8 I started a new short segment called "Lost on Steam" which features games that have few reviews for one reason or another. Definitely not necessarily negative, just games that slipped by people. This is one of the featured games this week! Did you ever play Pixel Dungeon or Shattered Pixel dungeon on Android? This plays very similarly to that. Each move / action / attack / is a single turn in the game and you have to choose wisely. Each time you take a single action the enemies will get one too. You move a space, the enemy moves a space. You attack, the enemy will most likely also attack. Balance is really key here. The game offers you many different types of weapons / upgrades / perks to keep you interested and busy, and the random layout of each stage keeps the game fresh for you. My BIG and only issue with the game is that just TURNING your character to face another direction, takes a turn. This mean if they are behind you you have to use two turns to turn first to the left or right, and then another turn to be looking 180 from where you started. It just makes the game a little too tedious. That's the best criticism I can come up with. The rest of the game is great fun and a super tough challenge (at least for me). I'd highly recommend checking this out if you're into the genre. Join the Curator group for more reviews and "unboxing" of unknown games! https://store.steampowered.com/curator/34634494/
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Awesome roguelike. Like DoomRL and DCSS had a baby
Only play this if you enjoy suffering. Pretty much every enemy encounter is a 'haha got ya xD' mechanic. The game has a skewed action economy stacked against the player as you lose a turn to change direction while enemies dont. Each run boils down to you vs rng, gambling on did the game give you more medkits than it forced you to take damage. Even if you position optimally and play as safe as possible, the game still likes to throw fights at you that you simply do not have the resources to survive.
I was very pleasantly surprised by the quality of Xenomarine and the amount of fun I got out of it. I habitually buy lots of cheap indie games (especially around the holidays) in the hopes that they will be good and sometimes that pays off greatly and this was such a time. In fact, I almost didn't buy it because the screenshots of the graphics and some other miscellaneous aspects of the Steam page made me think it may be yet another cheap indie game that didn't deliver but I was quite wrong. Xenomarine does a great job of delivering on its promise: no other game I've tried captures the feeling of Alien-like sci-fi gameplay dynamics in a turn-based game as well as this one does! It feels more authentic and captures the desired feeling of a xenomorph infested environment substantially better than certain other turn-based sci-fi (traditional) roguelikes do. Xenomorph creates the feeling of managing the space around you and your own movements through it that embodys that feeling well. In particular, some things about this game that may seem awkward at first glance (and did to me too on the first 2-3 runs I tried) are in fact elegant strokes of gameplay genius once you actually fully appreciate them in the context of really grasping how to play Xenomarine well. The net result is that optimal play of Xenomarine rests precisely in behaving like a soldier traversing a tech complex in a xenomorph sci-fi setting. That is a great achievement: that optimal play resides in the proper fantasy and not so much in abusing mechanisms (at least until late game, if you accumulate enough resources and power). Most notably in that respect are the facts that (1) movement is only in the four cardinal directions (no diagonals) in such a way that *turning* your facing direction also takes a whole turn (just like moving or attacking) and you can only attack in your facing direction and (2) one-tile corridors are *much* less common than in virtually all other traditional roguelikes (in fact, 3x wide corridors is the norm in Xenomarine, thereby making corridor kiting tactics less often effective and hence the gameplay more strategically interesting when enemies potentially flanking you is accounted for). You can also strafe to move in just one turn but *without* changing your facing direction. Choosing what do with your facing direction and turning vs strafing both in the heat of the moment and planning that in advance matters a great deal in Xenomarine. Alongside that dynamic, a subset of actions such as turning flashlights on or off or using your proximity ping radar devices or switching to a *prepared* (quickslot residing) weapon consumes *zero* turns and thus a very thoughtful and simulation-appropriate dynamic is the result in full context. Admittedly, the graphics are not great, but in practice such graphics also feel substantially better in-game than the game's Steam store page would lead you to believe. So, I was surprised by how little the graphics bothered me and how easily I was drawn into and immersed in the feeling of battling xenomorphs in a sci-fi tech complex. The greatest weakness is probably actually that the game would have benefited from having activated abilities (like "spells" or "feats" or "specials" in other games) for enemies. As it stands, the enemies *mostly* just engage in direct combat and each has an element type that also has an associated status effect that has a chance of applying to you on each hit. This is interesting enough up to a point, but does limit the potential hours of fun you'll likely get. For me, at around 14 hours in and having completed basically all the most substantive things in the game, the gameplay has largely played for me but could have extended for a couple dozen more hours if the gameplay had had more substantive variety. A few enemies do special things besides status effect hits, but it is rare (e.g. creating smaller alien summons). Nonetheless, don't let that deter you from trying it if you like turn-based roguelikes and such. A significant portion of the players who dislike this game probably haven't given enough time to figure out the corridor management and anticipation and planning dynamic that makes this game fun. The fun is definitely there once the big picture of that dynamic clicks for you. More broadly speaking, if this game had sufficiently better graphics and deeper gameplay (such as spell-like interesting abilities for most enemies) then it would go from merely being good as a game in general terms (and *great* as a turn-based xenomorph battling simulation specifically) to being all-around awesome and much more popular. It's a classic example of how "little" things like that (one or two aspects of a game that warp people's perceptions greatly) can really decrease how many people end up experiencing and appreciating the underlying fun of a well-made and satisfying indie roguelike like this. As long as you give it enough of a try that you figure out the intended flow of play then I think you'll like it if you like turn-based sci-fi roguelikes at all. I'd estimate 5 to 20 hours of fun depending on your tolerance for repetition and your personality as a gamer. Enjoy!
Xenomarine, developed and published by Fourfold Games, is a modern interpretation of a classic roguelike framework, combining procedural exploration, tactical turn-based combat, and a grim science fiction setting that emphasizes isolation and survival. It draws heavily from the genre’s traditional design principles—permadeath, randomness, and system-driven progression—while presenting them through a more accessible visual style. The result is a game that feels both familiar and demanding, offering depth for those willing to engage with its systems while remaining largely uncompromising in its approach. The premise is straightforward but effective: you are a lone marine trapped within a hostile, alien-infested station after your squad has been wiped out. From the outset, the game establishes a tone of vulnerability, placing the player in an environment where resources are scarce and danger is constant. Rather than relying on a structured narrative, the game allows its story to emerge through gameplay—each run becoming its own tale of survival, failure, and gradual improvement. This minimalist approach to storytelling aligns with the roguelike tradition, where the player’s experience takes precedence over scripted events. Gameplay unfolds in a turn-based, grid-based format, where every movement and action must be considered carefully. The pace is deliberate, encouraging players to think ahead and anticipate threats rather than react impulsively. Exploration is driven by procedural generation, with each run presenting a different layout, item distribution, and enemy configuration. This ensures a high level of replayability, as no two attempts feel exactly the same. However, this randomness also introduces variability in difficulty, sometimes creating runs that feel significantly more manageable—or more punishing—depending on the circumstances. A key strength of Xenomarine lies in its depth of systems. Players can acquire a wide range of weapons, armor, and equipment, each with distinct properties that influence combat and survival. Progression is flexible, allowing players to develop their character through a combination of skills and gear rather than being locked into predefined roles. This encourages experimentation, as different combinations can lead to vastly different strategies. Whether focusing on stealth, ranged combat, or more aggressive tactics, the game supports a variety of approaches, giving players the freedom to adapt to each run’s unique challenges. Combat is tense and methodical, often hinging on positioning and resource management. Limited visibility plays a significant role, forcing players to move cautiously and consider the risks of every step. Enemies can emerge unexpectedly, and encounters can quickly become overwhelming if not handled carefully. This creates a constant sense of tension, as players must balance exploration with survival. At times, however, this system can feel unforgiving, particularly when unexpected threats arise from outside the player’s immediate awareness, leading to moments that feel more punishing than instructive. The learning curve is notably steep, with the game offering minimal guidance in understanding its mechanics. While this design encourages discovery and mastery, it can also make the early experience challenging, especially for those unfamiliar with traditional roguelikes. Success often comes through repeated attempts, as players gradually learn how different systems interact and how to approach various situations. This trial-and-error approach can be rewarding for some, but it may also deter players who prefer a more structured introduction. Visually, the game adopts a clean pixel-art style that effectively conveys its dark, industrial setting. The environments are functional and atmospheric, with lighting and design choices that reinforce the sense of isolation. However, there is limited variation in the visual design of levels, which can make extended sessions feel repetitive. While the procedural generation adds variety in layout, the overall aesthetic remains consistent, sometimes to the point of monotony. Audio design is similarly restrained, relying on ambient effects rather than a prominent soundtrack. This choice supports the game’s tone, emphasizing solitude and tension, but it also contributes to a somewhat sparse atmosphere. While effective in short bursts, the lack of audio variety can make longer sessions feel less engaging. Pacing follows the traditional roguelike loop, with each run representing a fresh attempt at progression. The inclusion of an alternative mode that allows for continued advancement offers some flexibility, but the core experience remains centered on repetition and mastery. This structure rewards persistence, as players gradually improve their understanding and refine their strategies, but it also means that progress can feel slow and demanding. Ultimately, Xenomarine is a game that fully commits to its design philosophy. It offers a deep and challenging experience built around tactical decision-making and procedural unpredictability, appealing strongly to fans of classic roguelikes. At the same time, its steep learning curve, limited variety, and unforgiving mechanics may limit its appeal to a broader audience. In the end, it stands as a solid and thoughtful entry in the genre—one that delivers meaningful depth and replayability for those willing to invest the time to master its systems, even if it does not significantly evolve beyond its traditional roots. Rating: 7/10
Damn, this is hard. I'm dying a lot. Definitely captures the essence of a roguelike in a sci-fi disaster setting known from Doom or Alien movies. Simple graphics. Nice atmospheric touches. Does what it attempts to do.
Весьма ладная игра!
not fun. at all.
Quite a good game. Can be hard to get into, but the customization and the difficulty are rewarding to the clever. Just remember to turn off your light every so often.
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