
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 2.86/day in the week to Aug 23 → 5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
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.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 5.8Kreviews | 81% | — | $7.1M |
| $19.99−50% | 209ratings | 86% | #196 | not modelled | |
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 939 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The devs haven't stopped working on it and now with mods it is easily the best successor to the original Xcom games.
I bought in the alpha, got my expectations met although i hoped for some more new additions and better quality. Would be if there were more achievements and overall progression. It will probably get its long war sooner or later but yeah it is up to modders not to devs. They mentioned some dlc but i doubt it will be much more new content unless i am proven wrong. On the other note wonder what the devs will do in the future since they pretty much filled the gap of Xcom ufo defense successor.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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, Japanese, Korean, Simplified Chinese, Traditional Chinese, Russian, Polish, Portuguese - Brazil*languages with full audio support
| $39.99 |
| — |
| — |
| — |
| $0 |
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.
Hours played at review time, across 940 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As an X-Com junkie, Xenonauts scratches that itch with a few flaws: - The turning and sight mechanics are awful. You can so carefully move into a room, then not have the AP necessary to just [b]turn[/b] your character. It takes AP to turn and see things. While its a kinda realistic mechanic, it mostly just gets in the way of the fun and ruins the pacing. - Strategic overlay is annoying in parts. The writing for the scientist guy is so bad that it might classify as verbal assault. - Missions are repetitive. Save X number civilians in N turns. Extract <thing> in N turns. Kill all aliens. There are a few unique ones, but I found myself sometimes disappointed when there was a mission that kicked me out of the strategic part. - Easy to snowball into failure. Even small mistakes can haunt you for an annoyingly long time. This means there's less time to recover from that mistake which ends your run. That said, it's still a decent game. The environment mechanics are fun, the research feels like it means something, and I like having multiple bases that can have their own focus. The air combat is neat, too.
Потрясающий ремейк классической UFO с современными доработками. В этой игре мне нравится всё, даже графика без лишних свистоперделок имеет своё очарование. Если сравнивать с XCOM: Enemy Unknown, то мне Xenonauts 2 понравились больше. Из минусов - редко, но случается, что игра крашится, но потом без проблем загружается и играется дальше. Непонятно зачем сделанный кап параметров бойца в 100, из-за чего многие модули с прокачкой бойца теряют актуальность, а с бафом на 100 силы костюма "Колосс" вообще фейспалм :) Ещё одна недоработка, это отсутствие миникарты в бою. Разработчики считают, что это хардкор, но по факту это как в 21 веке подтирать зад соломой вместо туалетной бумаги. Надеюсь, что разработчики займутся выпуском DLC и исправят косячки.
I am pleased and also disappointed and just somewhat bewildered with this sequel. It very nicely evolves the gameplay of the first one but simultaneously devolves it. You have new, honestly awesome mechanics being introduced but then old and even fundamental ones are removed/omitted for seemingly no reason. I have a lot of moments where I'm like "Nice!" and then also moments where I'm just asking "Why?" Here's a couple examples of what I mean: Where are the stairs? Seriously? Why are the two-story buildings that have no way to get up to the 2nd floor? The first game had climbable stairs and ramps sooo why not here? That seems like a very basic component of the map that's just not there. I guess what, we're living in the timeline where Abraham Lincoln didn't invent stairs and people are still rocket-jumping to get up a floor? Come on. Removed pre-planning flight routes for interceptors. Trying to actually fly patrols with interceptors to look for alien bases and landed UFOs is now a absolute micromanaging nightmare because the developers decided to axe the quality of life feature the first one had for being able to set more than one navigation point for interceptors so now you have to manually direct the pilot every time they get to the next spot. Aliens no longer demolish your base, with consequences for letting them. There's zero reason to actually 'repel' the aliens attacking your base because they no longer will ♥♥♥♥ ♥♥♥♥ up in your house and will instead go straight for just your soldiers so all you have to do is just bunker up and let them come to you. There's no tension of trying to hunt them down and stop them like there was in the original. Furthermore, for some reason, they never send larger UFOs with more forces to raid your base in the endgame so if you built just a couple defense batteries chances are you'll never engage with the aliens trying to attack your base because they send in only Cruisers which get obliterated by the batteries before they land. There's also waaay too few UFO events in general and the fact that you can only freely loot a specific kind of crash site a couple times before more will come with a hefty Operation Point cost/debt, it gets to a point where it feels like there's little to do in regards to actually fighting the aliens. The first game would start absolutely flooding you with UFOs in the endgame where you needed fleets of interceptors if you wanted to keep them all in check. Anyway, I digress. It's not really bad, in fact it is still at its heart that classic UFO Defense experience, and that's why I'm still giving it a thumbs-up, but it's just a strange way to make a sequel.
A very polished classic XCOM like game. There're a lot of potential for DLCs and mods.
Мой первый обзор на игры, но эта игра заставила меня его написать. По факту это xcom, но видоизмененный и я бы не сказал, что это плохо. Сама по себе игра интересна и дает некий челендж из-за нехватки ресурсов, денег и прочего, боевка не сложная, но есть жирный минус в виде того, что атаки стоят % от ед. времени солдата(аналог очков хода в xcom), что делает прокачку этого параметра бесполезным по факту, да твой солдат пробежит чуть дальше, но стрелять он больше не станет, как на звании рядового 1-2 выстрела так и на полковнике 1-2 выстрела. Так же в игре есть система медалей, что дают бонусы к характеристикам и она реализована лучше, чем в xcom(там ты сам даешь, а тут за реальные заслуги солдата ему их дают, по типу 5 убийств за одну миссию). Так же она довольно короткая, я полностью ее прошел за часов 15(первые 3 часа были чисто разгоночные, чтобы разобраться с игрой). Но жирный минус дает финал игры, во первых у меня он забагался и 90% моего отряда заспавнилось за стенкой в подземном комплексе и без читов его оттуда нельзя было вытащить. А так же концовка сама себе противоречит, мы уничтожаем маяк который дает возможность пришельцам ориентироватся в мультивселенной из-за чего они должны умереть от голода, но почему-то они сразу сдаются как и все их колонии в других мирах, а мы простой генерал становимся правителем всей мультивселенной(захваченной пришельцами). Тут стает главный вопрос, а как мы люди с технологиями еле позволяющими отправится на штурм их родной планеты, после уничтожения маяка смогли наладить связь со всеми мирами и обеспечить его энергий и прочим( с учетом того, что пришельцы использавали свою звезду чтобы создать свои мега реакторы и только недавно до этого дошли, а маяк они строили пару столетий). И ладно бы только это, они почему то сразу такие мы теперь друзья, и не важно что мы бомбили вашу планету ядерками, лазерами из космоса и т.д. теперь все равны и лучшие друзьяжки.
just terrible. stick with xcom and phoenix project. i have no idea how so many people gave this a positive comment.
This game is a true spirtual successor to classic X-COM, it updates the mechanics and story in a fun and intresting way while still providing a rewardingly difficult experience
A very good old-school style alien-invasion game. A smoother version of the original X-Com/Laser-Squad games. The difficulty settings are good. Recruit-level plays as a more-serious casual game, and the higher levels get progressively less forgiving. Experienced strategy players can find decent challenge at the higher difficulties. The strategic game is pretty straightforward. Research is linear, although some of the research components are engineering-based. Some of the choices are a little odd, but nothing bothersome. Options for base-placement and design, but the choices are more cosmetic. For better or worse, you aren't locked-out of any choices. Some players may want more restrictions there, but I personally prefer the open-style of this game. The ground-combat game is fairly polished. Squad-based tactics. Cover is appropriate. Destructible environment can be used effectively to deny cover or allow alternate access points. Lots of weapon options. Enemy AI is fair, and scales with difficulty. Small but clever selection of enemy units. Graphics are fine. Splits the difference between old-school and modern. Very fitting for the style and cold-war setting of the game. The ui is pretty straightforward and all elements will be familiar enough to strategy fans. Bottom line, this game scratches the itch for X-Com fans who want something that plays almost the same but looks better. I have very-much enjoyed the game. I played the early-access game just enough to test it, but saved my full-play-through until v1.0 release and was gratified. For the price, I am extremely satisfied. If you are looking for triple-A graphics and cut-scenes, full voice, and more flash than substance, look elsewhere. If you are looking for something that looks good and plays great, that has the old-school feel with a modern interface, and just want to have fun, look no further.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.4M | 13.6K | 91% | $39.99 | |
| — | 0 | — | — | |
| $5.3M | 5.2K | 91% | $39.99 | |
| $48.5M | 33.7K | 87% | $49.99 | |
| $7.9M | 44.3K | 83% | $9.99 | |
| $1.1M | 3.9K | 62% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.1M | 32K | 80% | $9.99 | |
| $7.1M | 42.2K | 89% | $9.99 | |
| $7.1M | 8.4K | 88% | $21.99 | |
| $7.2M | 10.1K | 94% | $19.99 | |
| $7.1M | 6.4K | 82% | $29.99 | |
| $7.1M | 28.6K | 89% | $9.99 |