
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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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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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% | — | 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 937 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun at first, but it gets old quickly. The gameplay feels shallow, and removing vehicle customization makes it worse. Ground missions are repetitive, with little to do in between besides basic air combat minigames.
Very similar to XCOM 2: you fight back an alien invasion in turn-based tactical combat, all wrapped in a story-driven campaign. At the same time, there’s a strategic world map and base building — and unlike XCOM 2, you’ll manage multiple bases over the course of the game. - Visually, the game falls noticeably behind XCOM 2. Everything is very functional, but don’t expect flashy special effects or cinematic kill cams. - The UI and strategic layer also won’t win any art awards, but they are functional and thoughtfully designed. - The campaign is told entirely through text and static artwork — there’s no voice acting. - Combat readability is good. You always get the information you need during tactical missions. - Just like XCOM, the game relies heavily on hit percentages, so yes, you’ll still miss those 90% shots. - There are significantly more quality-of-life features than in XCOM 2. For example, you can enable automatic save scumming, with saves before and after every turn — something that was tedious to manage manually in XCOM 2. - On the other hand, there’s also a proper Ironman mode. In general, the difficulty settings are impressively customizable in many details. If you hate mission timers, for example, you can simply increase them globally. Overall, I’m having fun with it so far.
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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
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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 938 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
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.
Игра хорошая, потратил на неё больше времени, чем планировал... Но чем дольше я играю, тем больше у меня возникает вопросов... Альтернативная история нулевых годов, где СССР не распался... Окей, в целом круто. Но проблема в ночных миссиях. Флаера в начале игры, допустим приемлемо. ПНВ дорогое и хрупки в реалиях войны... Но ГОСПОДИ БОЖЕ МОЙ В СОВЕТСКОМ СОЮЗЕ ПЕРВЫЕ МОДЕЛИ ПНВ-57А НАЧАЛИ ПРОИЗВОДИТЬ В 1960-ЫХ МАТЬ ЕГО ГОДАХ! ПОЧЕМУ НА 400-ЫЙ ДЕНЬ ВОЙНЫ С ПРИШЕЛЬЦАМИ, КОГДА ТВОИ БОЙЦЫ ОБЛАЧЕНЫ В ЭКЗОСКЕЛЕТЫ И ВООРУЖЕНЫ ПЛАЗМЕННЫМ ОРУЖИЕМ! ОНИ ВЫНУЖДЕНЫ КИДАТЬ ФЛАЕРЫ ВО ВРАГА В НОЧНЫХ МИССИЯХ?!!! ГДЕ ИНОПЛАНЕТНОЕ ПНВ ИЛИ ЕГО АНАЛОГ?! ПОЧЕМУ Я ВЫНУЖДЕН ДЕРЖАТЬ 12 ЧАСОВ ХОУК НАД МЕСТОМ ВЫСАДКИ, ДАБЫ ВЫСАДИТЬСЯ ДНЁМ, А НЕ НОЧЬЮ?!!! И ладно бы это... У игры хватает проблем, от смертельно долгой загрузки миссий, и до неспособности щитовников двигаться боком, дабы не подставлять фронт под выстрел противника сбоку. Но... Отсутствие контр мер темноте, в которой враг тебя прекрасно между прочем видит... Это просто ахтунг.
Being a fan of the originals, I enjoyed it. Xenonauts 2 seems to be closer to a remaster of the first game rather than something new. There were some interesting plot and geoscape ideas to keep things fresh, but they seem underdeveloped somehow. After the initial game phases, the narrative and the new elements pull back, and you are more or less back to playing Xenonauts 1 with newer graphics. It is as if the time budget ran out - but the project has been in development for many years. On the positive side, I enjoyed the incentive to skip the ground missions after some time. I tend to get burned out due to the sheer amount of tactical missions that X-Com variants throw at the player, so this was a welcome change. The first part of the game was also interesting. I just wish it had been more developed. I enjoyed the music as well. The character art was a bit inconsistent at times (same person looking different in different drawings) but it was enjoyable overall. Check it out if you are a fan of the genre. You can never have too much X-Com.
The game feels very close to the original X-COM idea, but the more you play, the less it manages to maintain that quality 😞 It almost feels like they spent most of their budget and effort on the beginning of the game, then had to rush everything toward the end 👎
[h3]TL;DR/Foreword[/h3] If you are a diehard X-COM (1994) fan and what more of that experience, Xenonauts and Xenonauts 2 are two games you must play. For everyone else, I would recommend checking out the first game, Xenonauts, and skipping this sequel. [h3]Review[/h3] X2 Starts strong with some great new ideas. Their Supporter/Operations Points system is the best implementation of a secondary resource on strategic view so far in this style of game. The introduction of narrative Phases is a welcome addition to the game, and they didn't make the mistake I so often see developers make of setting the timeline too short. You get just enough to feel comfortable (at least for the first 3 phases). Finally, moving most of the armor functions over to modules was brilliant. I would have loved to see even more modules available, this was bittersweet in that the implementation was excellent but there could have been more. As for why I do not recommend the game, there are three major gripes that I have: 1) Damage Variability I have [b]never[/b] played a tactical strategy game with such a large damage gap from front-to-back. It appears to be built into the engine for how it's calculated, because every single calculation could be anywhere between 0.25x and 1.5x your average damage tick before any reduction is applied. This sort of thing is typically expected with your starting and low tier equipment, but as I progressed the issue never corrected course or improved in any capacity. In fact, it actually made the game much harder than it should have been at times, because doing 0.25x damage to an enemy with 320 hp using your max tier rifle that only does, on average ~105 damage, means you could just be ♥♥♥♥♥♥ even when that enemy just walked into the reaction fire of 4 high rank squadmates. Utilizing shotguns, sniper rifles, LMGs, alleviates this specific issue a small amount, but the overall problem is how your stun weapons, grenades, charges, etc, all work the same way. It's a tight rope to walk between giving players perfect knowledge and adding randomness to force some reactivity and flexibility, but this was a ham-fisted way of doing it. Ultimately it just makes the game feel bad, and makes me wary of playing it again for a challenge run of any kind. 2) Phases 4 and 5 This game has 3 phases. Then two more phases exist with no stakes whatsoever, and no progression either. You're led to believe that the objective of the phase is high priority while at the same time its effects are downplayed, and you should already have most of the supporters bought over. What this results in is an infinite amount of time to do whatever you want during the phase, which will likely be finishing side-grade engineering projects. If you play the game smartly, you will find there is no tech progression past act 3 except manufacturing resources. This game continues the trend of cutting psionics but not adding anything in return. The late game here is even more boring than the first game. Phase 5 quite literally adds nothing whatsoever to the game. 3) No Fun Allowed Despite making mechs weaker than the original series, and despite making them more limited in function, and despite them not having any stat growth, and despite their pricey upkeep cost, you are not allowed to use them at all for the final mission. You are not allowed to use more than 2 for the first two phases of the game. You are not allowed to use more than 3 for the remained of the game, despite the final dropship added a 12th spot. You're expected to play this game exactly the way the developers want you to, and any deviation is sacrilege.
Xenonauts 2 ist genau das Spiel, auf das ich als Fan von UFO: Enemy Unknown aus den 90ern gewartet habe. Es fängt nicht nur die düstere Atmosphäre und taktische Tiefe des Originals perfekt ein, sondern setzt mit durchdachten Modernisierungen noch eins oben drauf. Die Kämpfe sind strategisch; dennoch können auch alte Strategien aus UFO eingesetzt werden - meist der Overwatch-Modus mit defensivem Gameplay. Doch genau das gefällt mir - Rundenstrategie sollte niemals hetzen. Dennoch gibt es Missionen die eiliger durchgespielt werden sollten, z. B. Rettungsmissionen oder wenn Verstärkung für den Feind einzutreffen droht. Auf dem Schwierigkeitsgrad Soldat jedoch gut machbar. Das Basismanagement ist ein wichtiger Bestandteil; doch schaffte ich es mit einer einzigen Basis ca. 90% im Spiel durchzukommen. Freilich, jeder verlorene Soldat tut weh – genau so muss es sein. Ich hatte jede Menge Spaß und fühlte mich sofort in meine Kindheit zurückversetzt. Klare Kaufempfehlung für alle Liebhaber von klassischen, anspruchsvollen Rundenstrategiespielen ohne Schnickschnack!
普通难度通关了…… 直到游戏的中盘我才明白…… 这个游戏里的投掷物非常非常重要…… 尤其是烟雾弹和闪光弹…… 新兵带一身投掷物甚至比带枪更有用…… 但是游戏里从来没有提过这一点……
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