
Wage a global war of resistance against an alien invasion. Command turn-based tactical battles, build a network of covert bases, directly control your fighter wings, and achieve strategic victory in a simulation of asymmetric warfare against a technologically superior foe.
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Xenonauts 2 is a strategy game that puts you in charge of a multinational military organization tasked with eliminating an extraterrestrial threat. Working from the shadows, you must seek out and engage the growing alien presence wherever it appears. Expand and manage a covert network of bases across the globe. Pursue research and development to bridge the technological gap with the alien invaders. Train, arm, and command your ground troops wherever the alien threat emerges.

It is 2009 - the Cold War continues, and the Berlin Wall still stands. In the shadows, a secret organization works beyond arbitrary political boundaries to gather information about a greater threat to humanity. Mysterious sightings of unidentified flying objects and unknown beings have grown more common, coinciding with escalating international tensions and panic. Those who report such sightings frequently disappear without a trace, and it is clear that the aliens grow bolder with each passing day. Time is of the essence.

Knowledge is power - unfortunately, little is known about the alien menace when you take charge. You will need to engage in combat operations around the globe to learn what you're up against. Eliminate extraterrestrial forces in deadly tactical battles to recover research samples, allowing your scientists to improve your equipment and slowly uncover the truth about the alien invasion.
A massive variety of enemy types will keep you on your toes as you fight against a multitude of species, each with their own strengths, weaknesses, and fighting styles. Securing alien bodies to perform autopsies on will give you insights into their potential weaknesses, allowing you to prepare accordingly.
Aliens aren't all you'll be fighting - human agents known as Cleaners work in tandem with the extraterrestrial threat, bringing with them added varieties of troops, combat locations, and mission objectives. The Cleaners work to further alien goals and objectives, operating directly under their influence - any strike against the Cleaners is an indirect strike against their alien overlords. You will have the opportunity to gather intel by infiltrating their bases, securing data, and seeing how far the conspiracy goes.
Every combat engagement is an opportunity to learn more about the enemy force and how it fights - if you're willing to take the risk. Will you look to quickly eliminate active threats using explosives, grenades, and missiles, or will you take a more tempered approach to secure bodies and alien technology that can be taken back to HQ for autopsies and reverse-engineering? Will you focus on the development of airpower to bring down UFOs and investigate their crash sites for additional intel? Your adversary has the advantage in both technology and equipment – any choice you make will involve tradeoffs.

The war against the alien force takes on a global scale - as they attack indiscriminately, your troops must be prepared to operate across the globe using multiple bases, taking time between operations to rest, recuperate, rearm, research, and eventually reengage the enemy. No two campaigns are the same as complex simulations ensure even the smallest variances in decisions will have far-reaching impacts across the entire game.
A small radar station in Alaska detects an anomaly over the Bering Strait. Air Bases in Kamchatka and Yukon scramble jets to investigate, chasing multiple bogeys each, bringing them down over the water. Thousands of miles away, a radar station in Italy works in tandem with response teams stationed at a base in Algeria and an air base in France to take down alien operations on the Iberian Peninsula. Meanwhile, a new base is being built in Southeast Asia where the invaders have slipped through the cracks multiple times, inciting panic. Build, design, and manage multiple bases, each with its own squadrons of fighter jets and transports, radar arrays, research teams, operatives, and more. Consider the limitations of fuel ranges when you place them and use a grid-based construction system to optimally lay each of your bases out. Specialize your bases for detection, rapid response teams, research, manufacturing, and defenses as you see fit.
Pursue multiple avenues of research to acquire a vast variety of aircraft, vehicles, weapons, armor, and other battlefield equipment to experiment with. Your approach on the battlefield will be determined by a combination of the terrain you're engaging in and what equipment you've chosen to bring to the field. The presence of mechanized combat platforms and vehicles can tilt many situations in your favor as they break through cover and deliver particularly devastating ordnance, though their use can come at the cost of the ability to procure valuable resources from intact alien bodies and equipment. The research tree is vast, with over one hundred projects to unlock, allowing you to take on the alien threat with your own personal strategic and tactical touches.
Infuse alien technology across all manner of equipment, and even develop autonomous battlefield combat platforms and sentry guns to assist with your forward operations as well as the defense of your bases. If you give your engineering teams enough time, money, and resources, you'll find yourself well equipped for the threat - unfortunately, all three are perpetually scarce. Will you rush to produce automated combat platforms to minimize the threat to your operatives? Or produce additional dropships to respond to more threats at a time? Or will you seek improved armaments for your fighters to strengthen their ability to intercept and take down alien squadrons?
Training centers you build at your bases allow soldiers to improve their combat capabilities during downtime, but actual combat experience is of course of unparalleled value. Each mission gives your operatives an opportunity to improve their abilities according to the actual actions they take in combat, and even earn medals for their deeds.

Whether fighting in the air or on the ground, your tactical prowess is put to the test when engaging alien attackers. Battles are extremely dangerous affairs, asking you to manage positioning, ammunition, lines of sight, cover, and much more besides - many of your operatives will get wounded, and many of them will die, but those that survive grow more experienced and are more capable of taking on future dangers.
Scramble jets to respond to UFO sightings, engaging them in real-time tactical battles that put you in command of your fighter wings. Tell your pilots how to maneuver and who to target, ensuring their victory while also keeping an eye on their fuel gauge and the proximity of your nearby hangars. No forced 1-1 duels here – if the aliens bring a technologically advanced and heavily armed space craft to the fight, gang up and send a whole squadron of your best planes to bring it down. The strategic layer and air battles are closely intertwined, and careful planning of your global network of bases is of the utmost importance.
Put boots on the ground by sending in your operatives for a variety of mission types, pursuing a range of objectives, but beware – your adversaries will not passively wait for you to discover them. Aliens will actively maneuver and seek you out from across the map, moving intelligently to strike at you from beyond visual range, hiding behind cover and taking advantage of the high ground. Maximize your chance of success through effective reconnaissance and lay ambush to eliminate the enemy.
The battlefield is a dangerous place, and with an alien threat that will not stand idly by as you try to hunt them down, losses are inevitable. This isn’t the story of an elite squad of heroes winning battle after battle without loss – war is hell, and many of your troops will give their lives to resist the alien invasion. Your veteran troops will be invaluable, but even your basic recruits are skilled soldiers ready for combat. It is up to you to enable them to become the veterans of tomorrow.
Xenonauts 2 is a standalone title that does not need any experience playing the original Xenonauts to follow the story or enjoy the gameplay experience. The punishing battles, in-depth strategic layer, and complex simulations will take fans of the series and newcomers alike through a dark and deadly story about the defense of Earth and all humankind.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 95 reviews with recorded playtime.
Reviews
Themes across 95 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
Xenonauts 2 surprised me after playing the first game, but it still hasn't reached the phenomenal heights of the original X-COM: UFO Defense, Terror from the Deep or Apocalypse. In some areas, it is exactly what it needed to be, but in others, there are a lot of downgrades, questionable design decisions, and a feeling of cheapness. The Positives: 1. The 3D Graphics Engine: It is great for this genre. While it's not AAA-level, I really love the visual clarity and the increased detail compared to Xeno 1. 2. Camera Panning: This is an absolute gamechanger. It was sorely missing from the first game, and the developers did a great job implementing it. 3. Alien Designs & Tech: The aliens look fantastic! I love every new alien encounter. Reading their biology and stats is much more interesting now, and the new technology feels rewarding. Your soldiers also look and move great in 3D. 4. Terrain Destruction: This is one of the best additions. It opens excellent tactical options since you can destroy cover to clear lines of sight, and there are fewer restrictive objects blocking your view than before. 5. Improved Air Combat: The air combat is much better executed here. I enjoy engaging with it far more than I did in Xeno 1. 6. UI Improvements: The movement and attack previews are great additions that were severely lacking in the original. The overwatch system is also much better, and UI updates like weapon comparison are highly welcome. 7. Audio & Progression: The music is great, and the additional gear upgrades alongside the MARS units are excellent additions. The Negatives: 1. HUGE DOWNGRADE in Game Mechanics: why on earth did the developers switch to unlimited gear? For example, once you design an aircraft or MARS weapons, they are suddenly unlimited. This feels just like the streamlined Firaxis XCOM series, which is a massive letdown if you are a true X-COM enthusiast. This is the worst decision they could have made. It trivializes the game; the genuine care for acquiring gear and managing inventory (which was the best part of Xeno 1) is completely lost. Resource and development values feel like they equal zero. Previously, you had to be incredibly careful inside a UFO to preserve tech or enemy weapons, as they formed the basis for your own armaments. Now, it’s just generic alloys and random scrap. A cheap execution! 2. Identity Crisis: Why does this game desperately want to be Firaxis XCOM? 3. Lack of Innovation: Why not introduce truly fresh mechanics and actions? For instance, they could have added a mechanic to disassemble old gear or repurpose alien components into unique weapons. Just use some imagination or take inspiration from incredible overhaul mods like X-Division to elevate the series! Instead, the game clings too tightly to the skeleton of Xeno 1 while injecting forced modern tropes. Drop the Firaxis ideas—they belong to a completely different sub-genre. 4. Absurd Weight Limits: The gear weight limits make no sense. Why are basic items so unbelievably heavy for a trained soldier to carry? Have the developers seen how much gear real-world soldiers ruck during deployments or training? Even after 21 hours of gameplay, my high-tier soldiers still feel too weak to carry a few extra kilograms of gear :D. 5. Cheap Mission Design: The "doomsday clock" concept is plausible in theory, but in practice, it is annoying as hell. Why copy the artificial turn limits and rigid, chapter-based campaign progression from modern XCOM? A chapter-based structure ruins the pacing; the strategy layer and tactical missions should have a symbiotic, dynamic relationship where your actions completely dictate the flow of the war, rather than forcing you through scripted stages. Furthermore, having infinite enemy reinforcements spawn in certain missions is a lazy mechanic. Why not invent something more tactically engaging? 6. Missing Human Element (Casualties): Xeno 1 tracked geopolitical human casualties, showing how many civilians were killed globally. It made every deployment feel heavy; saving every single person mattered. Now, I don't feel that pressure because the macro-level consequences feel totally absent. 7. Visual Confusion and Size: It is extremely difficult to visually distinguish alien ranks (e.g., distinguishing a Soldier from a Commander or a Pilot). This makes capturing targets incredibly frustrating because you can't tell who high value on the battlefield is. In Xeno 1, ranks were clearly separated by distinct colors or clothing. Furthermore, when looking at carcasses after a mission, it’s unclear whether I should sell them or keep them for research. Even the alien weapons feel decoupled from the tech tree compared to the clarity of the first game. UFO ship interiours feels cheap and too small (only had experiance upto destroyers). Xeno 1 felt much better built overally. 8. Lack of Atmospheric Terror: X-COM 1994 or Terror from the Deep had a tense, almost horror-like atmosphere. Here I do not feel it. Verdict Current 21h playthrough: 5/10 The game has undeniable potential and brings some great quality-of-life improvements to the table. However, by trying to be Xeno 1, a little bit from X-COM: UFO Defense, and strongly the modern Firaxis series all at the same time, it ends up losing its identity. I truly hope that as early access/development continues over the years, the game pivots toward originality, embraces its simulation roots, and returns to the deep base, inventory, and tech micromanagement that veterans love.
X-COM: UFO Defense (1994) is my favorite game of all time. I loved Xenonauts 1. Even with its technical limitations, it had charm and personality. Xenonauts 2 is a much more refined product, but I am saddened to say that, in exchange, it lost some of the charm, immersion, and personality that the previous title had. It seems that moving to a fully 3D presentation on a brand-new engine has turned the game into a much more generic experience, at least visually. The assets and textures in Xenonauts 2 look and feel like the cheapest options from the generic Unreal Marketplace. Forget about assets that simulate the wear, tear, smoke and decay found in real battlefields. In Xenonauts 2, there is virtually no attention to detail when it comes to immersive visuals. Everything—from the walls, props, vehicles, soldiers, and aliens—looks pristine, clean, and artificial, like something out of the Barbie movie. As a result, the game feels noticeably more "gamey." The robotic, very limited and repetitive animations don't help either. Even the sound design is generic and bland. Other than the fantastic music, nothing else is particularly memorable in the sound department. And don't even get me started on other important aspects of immersion such as impact effects, shadows, weather, volumetric clouds, fog, and explosions. Everything feels like it was made in PowerPoint (but now in 3D). I've seen the developers blame the Unity engine, but the engine is clearly not the issue. Other recent Unity games, such as Menace, look far more distinctive, use virtually no generic assets, and possess a level of personality and immersion that far surpasses Xenonauts 2 despite having had less development time. On the technical side, the game is also incredibly inefficient. Loading times are both long and frequent despite the relatively lightweight textures and assets used on each map. Finally, don't even get me started on the map design. Unlike the believable locations found in X-COM: UFO Defense and Xenonauts 1, many maps in Xenonauts 2 look like collections of cover assets scattered randomly across a flat surface. And don't take my word for it! Take a screenshot from any random mission in X2 and try to match it to a real-world location. You'll quickly notice how "mobile game"-like the map layouts and assets appear. Then compare it to a screenshot from Xenonauts 1 and the difference is like night and day. That game offered believable environments and immersed you in the feeling that you weren't playing a game but operating in a real location, facing real danger in a real war. It had a soul. It was unique. It was the opposite of generic. The other big letdown is the campaign itself. Previous XCOM likes featured campaigns that each felt unique, different, almost random but "random with direction". X2 campaign feels staged, almost like modern Fireaxis Xcoms. You can play 10 campaigns and you will always follow the same pattern, the Cleaners Stage/Phase, the Escalation Phase and the End game, and while XCOM games allowed you to play as short or as long campaigns as you wanted and "take your time" this one forces you into those "phases" whether you want it or not. Instead of a simulation of a real world it now feels like a mobile game on a loop in the background with a clock as its main "forward" mechanic. The saddest part is that despite all this there aren't any other modern XCOM like games currently that are clearly better than Xenonauts 2 and so players praise it like it is the second coming of Jesus and it certainly deserves praise in many areas but it is rather the lack of competition than its real quality bringing the good reviews forward. Don't get me wrong, technically Xenonauts 2 is an impressive achievement built on a much more capable engine. Yet it still falls short of what Xenonauts 1 accomplished for the X-COM genre back in its day and the devs and the game barely scratched the surfaced of everything that could've been improved from the first game given how powerful the Unity Engine can be. I actually disliked how players referred to Xenonauts 2 as "Xenonauts 1.5" during Early Access. But now that the game has fully launched, I find myself struggling to call it anything else. With its more generic visual style, reduced personality and charm, and modernized mechanics and technology, Xenonauts 2 ultimately feels closer to Xenonauts 1.5 than a true evolution of the series. Xenonauts 2 is like the recently released Ferrari Luce electric car. It has the brand name and the latest technology, but it completely misses the point of what made classic Ferraris legendary. The result is something technically impressive yet cold, generic, and uninspired—closer to a vacuum cleaner in design than a true Ferrari. If you like a souless clone that is technically the best its ever been, be my guess and play this game. PS: Yes, there is still a chance that mods could save this game from mediocrity but they would have to create all the graphics, textures, sounds, effects, models and animations from the ground up.
As a X-Com veteran here is my review: - Considering the game have been in development for around 10 years it should be a lot more polished, have a longer storyline, more variation when it comes to missions, equipment, enemies and the different tecks. - The powerspikes in dps needs to be ironed out. Endgame soldiers maxed out with the best equipment can easily be killed by just one enemy. Or when UFO's suddenly blasts down three interceptors just because it is a *new phase* in the game and all UFO's have better weapons. - Basedefence is flawed to the point that it should be avoided at all cost as enemies spawn randomly around in your base, thou the bulk of the attackers spawn from the hangards. But you can forget chokepoints or some kind of defence tactics. Building several bases is as well a waste of time, as the story is not long enough to get them up and running. - Soldiers get maxed out pretty fast as their stats cap at 100, so no gain in having them around for more missions. It's prob ment to be this way, loosing soldiers and having to replace them. But it's not my cup of tea. - There is as well no form of alien containment in the base, so capturing aliens is a waste of time until you get a mission to capture a specific alien, and here i was wanting to create a alien zoo! - Many of the missions are timed, which makes savescumming a must as you don't have the time to utelize good tactics. Save - Run through a door - Get vaperized - Load. But: The game has a great atmosphere, the music is great and the game is good enough for a buy. It drew me in, suprised me at times and i truly enjoyed it, thou not all of it as mentioned above. When my tactics worked and the spacecritters got crushed it felt really satisfying.
As a foreword: I have beaten Veteran Difficulty. I enjoyed my time with Xenonauts 2, but there is a massive problem that prevents me from recommending the game to others: The game is almost exactly identical to the original. Enemy designs are the same aside from some updates, weapons and tactics work the same as they did in the first game-smoke grenades & shotguns are still very strong. Mission structure is identical outside of some campaign missions at the VERY start of the game. The Tech Tree is similar to the first game, and even the interface is downright copying from the first game. I don't begrudge developers retreading the same ground, but this does not feel like a sequel, this feels like a graphical overhaul mod. In the move from 2D to 3D, the game does nothing with new mechanics. No custom facing angles, no custom firing arcs, no telling how much easier you are to hit with a Colossus Battlesuit. It all screams of a missed opportunity to expand the tactical space while keeping the game similar. Far more damning is that bugs from the first game occur just as they did back then-in dogfight mode, if the last enemy ship is shot down & you pause, even if you are guaranteed to be hit by a shot, the game will count it as a success and return you to the tactical map. The few things they did add were a welcome addition to the game that fixed some balance problems: -The updated Interceptor customization is far far better, but is still unbalanced at the high-end. -The Operation Point system & the infiltrators early on make the game quite challenging in the first few months, even for a veteran. -UFOs requiring OPs to raid them if you've already done so speeds up the game and prevents farming. All welcome changes! If only they went several yards further with their changes to the formula, I think Xenonauts 2 could be an amazing sequel. Right now, I feel disappointed with the game I bought.
So far, I'm enjoying this game for the X-com feel. It does feel more like the original games which is awesome. With that though, I am finding this to be like the "new" X-com 2 where we're immediately put on a clock on missions before reinforcements arrive. For me, that was what really ruined my fun in the new X-Com 2. For this one, situations like VIP removal, you don't even have to be spotted before you need to run your units into danger. Added that this game loves to place enemy units all around your ship, haphazardly running out just means units are immediately shot. In game it has been 2 months, and there's only been a few missions to clear, which I did, but I'm already losing one of the counties in the game too. It feels off to me just a little bit. I'll keep playing and hopefully my opinion changes, but right now, having 9 turns to remove the VIP unit along with finding/sabotaging 18 computers all while my ship starts off surrounded... just not cool.
I played the original a ton and honestly? This isn't remotely a sequel. It's basically the exact same setup as the first game but in a different timeframe, less interesting atmosphere-building elements, and outright gameplay downgrades. No more using corners for cover, nerfs to explosives, etc. Alien designs are a bit different but nothing worth a sequel. There are two things that are actual changes and actually good. The strategic timers and Operation point system, plus the added variety of missions. And you know what? Both of these could have EASILY been added to the original game. I'd bet a motivated modder could've made them on their own. It's embarrassing they call this Xenonauts 2 when it's clearly Xenonauts 1.1.
Dissapointing. As a huge fan of the XCom series I was expecting a similar experience and in fact it is bassically the same game... However... The game countdown is super fast and there is hardly any interaction with aliens before the world ends to a nuke. I think 1 or 2 missions may have prolonged the end but I felt like the game had only just begun. Both games I played finished within a couple of hours. The other thing that sucked, aliens (and mind controlled humans) had almost 100% accuracy and would 1-shot my soldiers. Where as my soldiers couldn't hit the side of a barn, and sometimes needing 3 hits to get a single kill. Not enjoyable at all.
The entirety of the game is based on random overwatch reaction fire elements that scale into infinity. Strategy is impossible, because every element of every action is subject to huge diceroll swings. Do not recommend.
I wanted to enjoy the game, and some of it is fun...but overall it just isn't very good. It is basically a clone of the original XCom, but it adds nothing. Atleast the offical XCOM remakes added solider abilities.
Ещё не прошёл (по ощущениям, где-то в середине), но уже очень нравится. В обычном, не "расширенном", режиме маловато тактических боёв (есть некое внутриигровое ограничение), бои интересные, противники приятно удивили своей нетупостью даже на обычном уровне сложности, ибо к тупости "AI" с сожалением привык в стратегических играх за последние десятилетия геймдева (в "древности" типа конца 1990-х это было в общем-то простительно по понятным причинам). Геймплейные возможности на моём текущем этапе игры не шибко, но выше классических X-COM, из нового наиболее значитмого — в режиме глобуса есть некие "очки операций" и соответствующие возможности, а в тактических миссиях — их большее число разновидностей. Отдельно порадовало музыкальное сопровождение, оно ненавязчивое и весьма подходящее, жаль отдельно нельзя скачать для добавления себе в личный плейлист. Графика без излишеств, производительность хорошая.
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Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Russian, Polish, Portuguese - Brazil*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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