
Xenonauts is a strategy game in which you control a multi-national military organisation defending a Cold War-era Earth from alien invasion, using small squads of persistent soldiers to eliminate the extraterrestrials and recover their technology in turn-based ground combat.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
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
Engagement
Hours played at review time, across 43 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
Look, i would really like this game. The foundation is here and it has ben a lot of fun. BUT there is a relly big problem. Ufo assault. Ufo are designed to have 1 entrance(or a couple) and no way around it. Long corridors where your squad has to take multiple reaction shots only to try to take a foothold. You fave to charge into enemy fire without any strategy or alternative way. Yes, you can use grenades, yes you can use cover. There are many tactics, BUT, having to do it EVERY SINGLE MISSION, is just too boring and frustrating. The original X-com and the firaxis one AT LEAST, had the ability to breach enemy ufos or find another tactic that is not SPAM EVERY SINGLE GRENADE YOU HAVE AND HOPE FOR THE BEST. I really would like to like this game, but a game is a game and if become a chore EVERY MISSION, then is not more a game i wuold recomend.
56 hrs ingame, tried it 2x. The game has some problems. The worst for me is the troop selection. In one menu, you have to select what troops on what dropship. In another menu, you have to select the items. But often the game does not remember these changes, so you leave the base or with the wrong troops, or with the wron equipment. And because you can see only the selected troops, you cannot strip weapons / armor from a wounded soldier to put them on another one. Would be simpler if i could equip all troops from the selection menu. A smaller problem is an audio bug. Usually when a xeno runs inside of a ship, you start listening this metallic sound until the end of the battle.
I'm no professional when it comes to this series. This is my first playthrough. Unfortunately, it does not match X-COM: UFO Defense, 2, or 3—even with X-Division and other overhaul mods. 1. The game cheats a LOT! I know, I know... "aliens see and hear better than you," "it's XCOM, baby," etc. But somehow, the alien AI always knows where you are, meaning you can't use stealth or flanking correctly even when your guys are high-level professional soldiers already. 2. Reaction shots are completely useless, even when your soldiers are high-level professionals. The alien always shoots first, and 90% of the time it's a shot to the face—even when you reserve 100% of your Time Units (TUs), do not move, near the doors etc - to counter it (if that mechanic even works properly here). 4. Most of the weapons are useless except rocket launcher and minigun (very close). I especially hate the sniper rifle; it's the most let down compare to X-Com. It misses a 92% shot most of the time, and it's extremely weak! SMGs and shotguns are totally useless too. 5. LoS (Line of Sight) blocking is awful for you, but it doesn't seem to apply to the aliens. 6. When my soldier has 100+ TUs, why the ***k can't I perform two or more actions (e.g., shoot and heal at the same time)? The game always limits me to one action with heavy weapons (especially with rockets), and I can never reserve TUs for the next round. 7. Air combat is a cool concept, but it's not well implemented. I mostly just auto-resolve now. 8. Graphically it's okay, and I like the style. However, a 2D map without camera rotation is an awful implementation by today's standards. I can't see anything when objects block the view. The worst part is losing a weapon and trying to "find" it on the ground! I have lost gear many times behind objects that don't become transparent when you look at them. 9. Sound—what the hell is this? Boring sound effects. Boring music. No atmosphere. 10. No weapon or other comparison system. You cannot compare weapons in the game, making it very difficult to see what you should buy. You always need to open a Wiki to make a decision, but even there, you can't easily compare stats side-by-side. UI is not user friendly. XCOM wasn't the best too but it was a game from 90s. This is newer, should be improved. 11. Repetitive gameplay. Everything seems to be replicating. The missions and actions just feel like copies of each other over and over again. 12. Nothing new or special to outshine X-COM. It is just a 1-to-1 copy of the same gameplay. etc. I know this was a limited indie project. It's now abonded project. There will be no improvements. I will still play it to the end, but I do not recommend it. Better to switch to Xenonauts 2, maybe is or will be a much better experience, but I will hold off on buying that one for now.
Xenonauts (CE) was highly addicting for me. But this does not make it a good game. I have had fun with it. At times I think I like it, but I cannot in good conscience recommend this game for anyone attempting an XCOM style ironman veteran difficulty run. The critical problem with the game is it appears the dev(s) recognised a few elements of XCOM (1994) that needed improvement. Namely air-combat and squad tactics. They focused on these to the detriment of essentially every other part of the game. At every turn the game seems designed to hamper your fun. You can't breach UFOs from any angle anymore, you must go through the prescribed means of doing so. This makes every mission feel very samey and requires you to play in an optimal way. Not a fun way, an optimal way. The game is effectively a tightrope walking simulator. You will play the exact way the game wants you to play or so help you God. Aliens can pretty much see through walls, know where you are, while you are left at the mercy of your own line of sight. Getting new recruits to replace the dead ones in the middle-late game is a massive pain, since the aliens are going to be fielding upgraded versions of theirs but you are relying on fresh faces. Other ventures into the genre helped solve this issue with some catch-up mechanics like getting new recruits who are already more advanced. But here if you face a few squad wipes it is basically game over. On top of that the game is still buggy to this day, you run the risk of what is essentially a save corrupting bug if you don't have the game installed to your C: drive. There are little 'choices' that are designed to drive you up the wall. If extracting from a mission, your weapons left inside the dropship will be deleted on returning to base. Oddly the game does not do the same for the armour on any dead soldiers you cart to the dropship. I have effectively lost the 80 hour campaign I was on because I extracted from a bad mission but forgot to keep the weapons in the inventory of the extracting soldiers. This is not fun, or fair. It appears to be a consequence of the dev(s) not wanting you to leave missions with alien loot left on the floor of your dropship. Do you see the problem here? A clear oversight/glaring problem has appeared in the game as a result of the dev(s) wanting to counter-act a tactic you could do in XCOM (1994). I can understand wanting to flip the table and try something else, but that thing you try needs to be fun and interesting in its own right instead of being a 'HA GOTCHA!' for fans of the original XCOM. Finally the worst part about Xenonauts is that it just lacks sauce, or soul. I don't like relying on such an arbitrary idea but it just feels grey and lifeless. The reliance on tension, fear and stress only go so far. People who have played the game understand. The enemy designs are flat, texture-less. The environments are boring and samey. There is no spice, no texture. If this was the only issue I would look past it, but it just begins to grate on you in concert with all the other problems of this game. As of writing this I have not totally abandoned this campaign. I will try to beat the game, even if this run fails. I ought to point out I have also lost a 100+ ironman campaign in the last mission because a soldier shot a rocket into a wall. I hope Xenonauts 2 is a better game and stands on its own instead of trying to be XCOM but more stressful and frustrating.
All these years I've been going back to the original UFO: Enemy Unknown, and while I enjoyed the modern XCOM and XCOM 2, I've been hoping a proper updated version of the original would one day be made. Xenonauts is a quite faithful remake with more modern graphics. It does a lot of things well. Alas, Xenonauts comes close only to fail majestically in some crucial aspects. Good things first. Air battles are well designed (although due to the extremely high number of UFO encounters, even they eventually wear out their welcome). Base management is solid. Graphics are OK, maybe a bit plain but clear and do their job well enough. With Community Edition and mods, there is a lot of map variety. There are many neat details, including some nice QoL aspects (like automatically creating new and updated tools when research is ready). Unfortunately the bad things are so many and so pivotal they outweight the good things. The game is a buggy mess. Some examples: every now and then the geoscape can't be clicked anymore. The only way to fix this is to exit, launch the game again, start a new game, then load a save from the broken game from this new game. Saves made during ground missions sometimes break, AND loading them not only freezes the game every time, the game also then can't be force closed in any normal manner. The only way is to Win+tab, move the frozen game to a new desktop, then use Task manager to kill it. The game also freezes in some combat situations, e.g., when an alien fires at a unit on a teleporter. There are also random Runtime Error crashes. Apart from the bugs, the biggest problem with Xenonauts is that the gameplay is just not fun nor interesting. In the big picture the main challenge comes from money. In the traditional non-sensical way, the mankind fights the species-ending apocalyptic event of alien invasion by penny-pinching. In X-COM and XCOM there were ways to make money on the side. In Xenonauts there is not. This means one must know where to place the sites, and what to build and research in which order. There is very little leeway; making suboptimal choices will most likely lead to failure regardless of anything else done in the game. Not fun. There is no sense of achievement at any point. For example, you use a lot of effort, time, money, and rare materials to research and manufacture an armor for your troops. It makes no visible difference, aliens now have better weapons and still one-shot you. You use even more effort, time, money, and rare materials to research and manufacture an even better armor. It weights so much it renders your normal troops useless. Not fun. In the gameplay loop, ground battles take up the majority of playtime. Especially modern XCOM 2 excelled in this part. However, in Xenonauts the aliens always camp in corners. And they always know where you are. Avoiding getting killed by their reaction fire the moment you enter requires incredibly tedious preparations, especially for every single room one checks. If you're not a completionist, it is possible to win a crash site mission by clearing out just the UFO and holding it for a time. But that does not make the missions enjoyable, only less time-consuming. Practically every single crash site mission still ends up in the exact same situation where the aliens camp in the tightest protected corners of their ship and reaction fire at anyone who enters, and the same boring routine is required again and again and again to eliminate them. Ships of same size always have the same layout. There is only a handful of different enemy types (typical variation comes from more powerful versions of the same enemy type, i.e., the same thing with a different color scheme & with more hit points and higher damage output). As a result, the missions are mind-numbingly repetitive and tedious to the extreme. And there are A LOT of them. By the end of fourth month I had already racked up almost 80 ground missions. UFOs also spawn in hordes, so everytime there's UFO activity, you will be doing nothing but ground battles for a long time after. The walls of the UFOs can't be breached, so you regularly have to sacrifice someone because there is no way to avoid getting shot by the corner campers when entering a room through the only door. And then there are alien bases, with rooms chock-full of non-moving Time Unit (i.e., action points) hoarding damage sponges each of which can kill a fully armored soldier with 1-2 shots, all just waiting for anyone to enter. Out in the open, aliens can see you from farther away than you can see them even in broad daylight, frequently resulting in you getting shot without seeing what killed you even though you were facing the shooter directly. Darkness does not hinder aliens' vision in the slightest, but you can hardly see the other side of a road; despite all the dabbling with the incredible alien technology, mankind never invents night goggles. The AI also exploits the shortcomings of the daft binary view cone system the game has: moving aliens stay exactly outside your troops' 90 degree tunnel vision. All this cheesing by the AI feels very gamey, immersion-breaking, and peeving. Not fun. Clumsy UI and illogical line of sight make ground battles even more vexing. At the beginning you're fighting the UI as much as the aliens, and even though one eventually learns to cope with its quirks, it remains annoying. For example, there is simply no sensible way to use grenades, because it is impossible to throw them over ANY obstacle. And it is impossible to predict when walls and other obstacles prevent LoS and offer protection and when they do not, there's no rhyme or reason to it. You can get shot through walls and floors. But when you, for example, stand 20 meters away from a drone which levitates high above a pile of hay, sometimes you can't target it at all, and when you can, you still can't shoot it because the pile of hay below it somehow blocks your shot. Not fun. Disclaimer: I played Community Edition, I don't know if the vanilla game has these same problems. But I do know it lacks many fixes that XCE has.
I like it, but the game has some shortcomings. The aliens seem to lack a little bit of character. Even today i can recollect the sound of a gillman or and aquatoid's death scream. A tentaculat plopping in wet destruction. This game lacks that character. Weapons are very real-world equivalent, which might be good for some people, but i don't quite get the satisfaction. Gas cannons were meaty and powerful, jet-harpoons were weak but forgiving to miss with, I don't quite get any of that game balance here. Rifles were about just as powerful as a pellet or two of the shotgun and the accuracy of your troops are so low you might as well use everyone like a shotgunner. Early game weapons are not great. Grenades are not great. For whatever reason Mr Gollop must have thought big blasts made the game too easy, so you didn't get any of the 4-5 square explosions from a default grenade. Even the big boy grenade has a 3x3 blast radius, exactly the same as the default nade. Explosions are not fun unless they were delivered from a bazooka, but the zooks were heavy, so even that was a big tradeoff in the fun factor. I'm very near the end, no disrupter pulse equivalent weapons, so I suppose this game doesn't do big explosions at all. Stun weapons aren't great too (xcom had immediate effect knockout blasts, this sets a gas that you had to gamble a turn end on). Overall gunplay gets a 5/10 out of me. Sound design a 6/10. Game's an 7.5/10, because you really end up repeating the same mission over and over again. Like at some point in the old games you start hating terror missions for it's length and complexity and the chore of hunting aliens, in this one, even with downed UFOs, you have to hunt them in the middle of a suburb or a factory, it's just that.. grating. Also, not sure why, but the game seems to drop less civilians in this game, I was a fan of non-stop hearing aliens blast civs (Hidden action screams are lol) turn after turn, until it gets quieter and you know they're going to start hunting you now.. not a perfect recreation, hopefully it gets better.
In very simple terms, Xenonauts is X-com UFO 1994 from Temu, but X-com's formula is so good that, even though this is the budget rip-off version, there's still a fair amount to enjoy there for fans of that style of game. You can definitely tell it lacks the nuances, atmosphere, balancing, and brilliance of the original UFO 1994, but just having discovery-driven, turn-based, alien annihilating fun still works. And there are actually a few refinements and quality of life additions here that are very welcome too. I'd say if you're the kind of person who would happily watch Red Sonja after indulging in Conan the Barbarian, then fill your boots with this.
hands down the worst experience i had in front of a computer
[h3]Очк[i]а[/i]навты[/h3] [b]Оценка[/b] : 6/10 Играл я на сложности «ветеринар» и первую попытку провалил, оказавшись банкротом на третьем месяце. Моей главной ошибкой явилось размещение обеих баз на территории СССР. Я решил покрыть максимальное количество территории, а оказалось, что надо покрывать не территорию, а материки. В результате в игре существует идеальное количество баз, которое размещено в идеальных местах. Итак, баз должно быть три и они должны быть расположены примерно так: https://steamcommunity.com/sharedfiles/filedetails/?id=3713737452. Такое расположение и количество гарантируют комфортные экономические условия и геополитическую стабильность; даже Австралия у меня не отвалилась, хотя, судя по карте, должна была. И это основная проблема «глобальной» части игры: если есть оптимальное размещение, а все другие размещения содержат исключительно проблемы, то сам процесс выбора баз теряет свой смысл. Ты не можешь отыгрывать здесь свою любовь к кенгуру или пингвинам, ты должен ставить базы там, где они идеально покрывают земной шар. Поэтому эту часть игры можно было бы спокойно убрать и дать игроку размещать базу там, где ему нравится. В остальном же у меня претензий к глобальной части нет: базу развивать интересно, исследования и технология сделаны на уровне и т. д. и т. п. Зато претензий к вылазкам, а точнее к тактической системе у меня вагон и маленькая тележка. А учитывая то, что львиную долю времени ты проводишь в бою, именно проблемы с вылазками максимально повлияли на моё общее восприятие игры. Первое, с чем ты сталкиваешь в бою — это система TUS, т. е. система очков хода. Зачем было использовать эту убогую систему, когда ещё со времён Fallout (может, и раньше) есть система AP (очков действия), мне совершенно не ясно. Она тупая, неудобная и совершенно не подходит для [i]тактического[/i] боя, потому что для построения тактики ты должен обладать максимальной полнотой информации, а здесь получается чёрт-те что. К примеру, у солдата стоимость выстрела 20 TU, ты перемещаешься на некоторое расстояние, оставляя 21 TU, но оказывается, что тебе надо 23 TU, чтобы выстрелить! Я очень долго не мог понять, что на каждый поворот тоже затрачиваются TU, и если для выстрела твоему солдату нужно куда-то повернуться, то нужно затрачивать TU. Как при этом можно просчитывать перемещения? Понятия не имею, приходилось всегда с запасом оставлять и перемещаться постепенно. Отдельно тут хочется отметить тяжёлое оружие, которое я таскал с собой на задания просто потому что. На деле солдат с таким оружием зачастую был малополезен до того, как появляется броня Predator. Потому что TU хватает лишь на то, чтобы сделать пару шагов и уже нужно стрелять. Так что он у меня в основном бегал и только иногда стрелял. Но это не единственная проблема. Твои солдаты растут в званиях и опыте, их TU тоже растут, но и стоимость выстрелов тоже растёт! В результате снайпер как мог сделать один прицельный выстрел в начале игры, так и сможет сделать только один прицельный выстрел в конце. Я уже плохо помню «XCOM», но помню насколько имбой у меня там были прокаченные снайперы, здесь же на них было грустно смотреть. В результате лучшими бойцами тут являются те, кто может в одиночку завалить пришельца. А для этого нужно подойти и в упор всадить в него очередь (ну или не в упор, если тяжёлым пулемётом). Если же ты не можешь себе позволить в упор убить очередью (нет TU), то доходит до того, что нужно до четырёх (!) солдат задействовать для выпиливания супостата. Так что лучшим оружием большей части игры для меня была дубинка, потому что она гарантированно вырубает врага. Всё это происходит из-за идиотской системы TU, общей имбовости инопланетян (которым надо максимум два выстрела, чтобы убить любого, в любой броне), а также «невероятной» системе поражения, при которой «знаменитые» xcomовские 95% в упор превращаются в промах. Но это ещё не всё, даже если вы не промахнулись, то разброс урона находится в пределах от 50% до 150% от номинала (это если верить подсказкам в игре). Я наблюдал и 4, и 70 урона от очереди по андроиду, поэтому не знаю, что там насчёт нижней границы в 50%. Таким образом, когда начинается твой ход, ты не знаешь точно, сколько конкретно тебе нужно TU, сколько примерно ты сможешь нанести урона, если попадёшь, и сколько вообще надо нанести, потому что здоровье инопланетян неизвестно! О какой тактике в таких условиях может идти речь? В результате я очень много загружался. Я не помню ничего близко похожего в «XCOM». Из-за всего этого игра получилась значительно сложнее творения Firaxis, но сложность здесь не оттого, что тебе задачу дали интереснее, а оттого, что игра просто больше про удачу, а не тактику. Можно ли сократить количество загрузок? Да, если меньше рисковать и перемещаться медленно и аккуратно. При моей тактике вылазка занимала где-то от 20 минут. При медленной, это было бы не меньше часа, скорее всего. А учитывая, что тут их в районе сотни, то... Даже при моей тактике к концу игры я больше стал бомбить районы сбития, а не ходить на вылазки, просто потому что надоело. Если бы я по часу тратил на каждую, то я бы просто игру бросил. Есть тут и режим «Ironman» (одно сохранение и ты его не контролируешь), и если в «XCOM» я рассматривал прохождение оного, то тут совершенно точно нет. Я почитал на Reddit, как народ его проходит, и это просто насилие над собой: закидывание всё взрывчатыми веществами, а также использование «шахидов». Вот такие примерно сентименты там царят: «солдаты это расходный материал, вы же не будете волноваться о потере marines в Starcraft?». Для меня такое отношение к отряду просто неприемлемо, и это ещё раз показывает, что в игре нормальной тактикой и не пахнет. https://steamcommunity.com/sharedfiles/filedetails/?id=3713738079 Но раз зашла речь про взрывчатку, то я не могу не отметить, что нашёл её абсолютно бесполезной. Народ воспевает дымовые гранаты, но на моей практике даже Caesans плевали на дым и убивают твоих солдат в нём так же, как если бы его не было. Максимально прокаченные electroshock grenade нанесли Heavy Drone 48 урона, а красному андроиду аж целых 9! И в их описании написано, что они хороши против механических врагов! Две максимально прокаченных базовых гранаты не убили двух жирных ящериц, зато затраты TU на их бросок просто колоссальные. В общем, взрывчатка — мусор. В свою первую попытку я попробовал купить танк и нашёл его тоже бесполезным и даже вредным. Он сильно ограничен в перемещениях, выдерживает только два выстрела, и его нужно заново покупать после этого, тратя драгоценные часы механиков. При этом занимает место двух солдат, лишая их опыта. Во второй раз я купил Hyperion уже после того, как у меня появилась D-54 Valkyrie, и место под солдат перестало быть проблемой. Самый сильный танк оказался в целом настолько же бесполезен, насколько и первый: просто игрушка, которая почти нигде не может проехать. Единственное место, где он реально оказался кстати — это последняя вылазка в игре: только там сделано всё, чтобы танк мог нормально ездить. Ну и несколько придирок тезисно: - Overwatch работает отвратительно. Срабатывает не у всех, зачастую только после того, как кого-то атакуют. Особенно «классно» это наблюдать против Reaper. - Нельзя прервать игру во время хода противника. Я должен всё досмотреть и только потом смогу загрузить игру. - За горящий внутри корабль, в котором вообще ничего не видно — отдельные лучи поноса. - Как же задолбало заново одевать всё на бойца после госпиталя. - Больше одного «Autoresolve» подряд на глобальной карте, и игра часто падает. - По описанию Predator выдерживает ядерный удар, но пасует перед одним Reaper... - Поиск пути (pathfinding) у летающей брони отвратительный. В целом «Xenonauts» неплохая игра, созданная по «X-COM формуле». Может быть, она ближе к «UFO», чем к «XCOM», но не является ли это её основной проблемой? В любом случае, для знакомства с «X-COM» есть более интересные альтернативы.
я не знаю как я умудрился не заметить это в магазине стима на протяжении 12 лет, просто не знаю... На лето я себе занятие нашел, буду сбивать НЛО, тарелочница я короче
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
| Sakuna: Of Rice and Ruin | $4.5M | 5.7K | 92% | $29.99 |
| Town of Salem | $4.5M | 36.3K | 88% | $4.99 |
| Hello Neighbor 2 | $4.5M | 4.2K | 81% | $39.99 |
| XCOM®: Chimera Squad | $4.5M | 23.4K | 71% | $9.99 |
| Clone Drone in the Danger Zone | $4.5M | 39K | 96% | $6.99 |
| Over The Top: WWI | $4.5M | 6.6K | 84% | $19.14 |
Related
| X-COM: UFO Defense | $708K | 4K | 95% | $4.99 |
| Empire of Sin | $6.6M | 6.3K | 48% | $39.99 |
| Templar Battleforce | $271.9K | 982 | 93% | $9.99 |
| X-COM: Apocalypse | $131.1K | 948 | 89% | $4.99 |
| Xenonauts | — | 773 | 80% | $4.99 |
| Super Robot Wars 30 | $10.5M | 6.5K | 86% | $59.99 |