
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Unfortunately, what you see in the screenshots for this game is pretty much all you get. The content is extremely limited. The initial guns just get different stats applied to them for technology. Only one robot (mars). Armor is just stats. No "fun" improvements, and a very shallow research tree. The bones of this game is very good and I hope modders bring it to life, but there just isn't enough content for this to be worth a buy currently.
Игра в целом неплохая. Где-то для 2010 года. Какая-то через жопу работающая механика % попадания. В сидящего(!) на крыше за вент. установкой и бортом крыши оперативника, от которого для ксеноса видно максимум волосы - идет 3 попадания подряд. Ну ладно, допустим, попали в голову - согласно механике это 150% урона, т.е. ваншот. Но нет! Выпадает минималка. Это как, ксенос попал в ногу или руку, которых вообще с его позиции не видно? Проценты попадания по ксеносам по ощущениям выпадают нормально. Как это работает у ксеносов, непонятно, т.к. лога боя нет. Отдельное проклятье за камеру - можно вертеть, но нельзя менять вертикальный угол обзора. Подъем камеры вверх-вниз используется для выбора высоты перемещения. Т.е. хочешь залезть на сарай - будь добр подними камеру на уровень вверх, и потом щелкни куда тебе надо. А этих уровней 4, и не всегда понятно, на каком ты находишься.. Потрясающе лютый неудобный треш. Бои .. ну, нормально, в принципе. Можно ломать стенки и укрытия, нет лимита на гранаты и взрывчатку. Вообще использование гранат/взрывчатки в этой игре в целом реализовано приятно. Но снайперка, бьющая на 20 клеток.. Такое себе. Абилок у оперативников нет (в отличие от того же феникс-поинта, или х-кома). Есть набор прокачиваемых статов. При этом наиважнейший - единицы времени -реализован как-то очень через жопу. Абилки не стоят фикс. количество очков, а стоят % от максимума, т.е. большее кол-во очков времени не так чтобы и нужно. Сравним механики феникс-поинта и ксенонавтов: ФП: каждый оперативник имеет классы, уникальное оружие для каждого класса; Уникальные абилки, соответствующие классу. С определенного уровня можно эти классы миксовать. К-ты. Классов вообще нет. Оружие можно использовать любое, т.е. пересадить снайпера на гранатомет без штрафа к точности. ФП: В бою есть опция пострелять с видом от первого лица, увидеть реальный круг попадания. Каждая пуля обсчитывается отдельно. К-ты: Такого нет. Как считаются % попадания вообще непонятно. ФП: окружение неразрушимо. К-ты: можно разрушать окружение. Это единственный реальный плюс этой игры. ФП: есть несколько фракций на глобальной карты, каждая из фракций "живая" - выполняет действия на глобальной карте, воюет как в жуками, так и с другими фракциями и т.п. К-ты: Ну, тут есть глобальная карта, на которой часто не происходит.. ничего. Знал бы заранее, что меня ждет - не стал бы покупать и по скидке. Наверное разок пройду до конца, но возвращаться в будущем конечно же не буду.
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
It's a shame that a function as simple as "overwatch" is ruining this game!! It's not possible for aliens to walk in front of your whole squad and no one fires a single bullet (with more than enough remaining TUs)!! If you don't want the player to have overwatch then simply remove as a feature of the game!!
Great legacy of 90s X-COM. Played it with pleasure. Few good turn-based strategies on the market. The game triggers nostalgia for the mid-90s when we played XCOM with friends around the clock. Especially on 386 processors when the game took 30 minutes to calculate alien moves. When Pentiums arrived in 95 we replayed it. Base management is much more convenient than in X-COM. Same for upgrades of bases and aircraft. You can produce scarce resources yourself instead of collecting them only from shot-down saucers. The only missing element is the development of telepathic abilities for soldiers. (or maybe I missed something? I captured both Ethereals and Sectoids alive) The game could also be made harder by requiring live alien captures for certain technologies.
It's alright I guess, but I really do not like the TU system or how over watch is handled. Last straw was when I stationed a guy with a shotgun pointing right at a door with full TU and he just let an alien traipse through the door, flank him, and then shoot him. First straw was probably when over watch got triggered because an enemy half the map away though a window caused my guy to shoot his team mate who was in between the two full on in the back. I much prefer the system of movement points and action points with manually activated over watch where you can actually know where they are going to be covering.
As with its predecessor, Xenonauts 2 is an extremely well-done indie studio reimagining of the original X-Com UFO Defense. Gameplay is quite satisfying, the improvements over the first one are numerous and solid, and I wouldn’t hesitate to strongly recommend this game to any fans of the genre. On the flip side, it clearly isn’t a AAA title and the lack of funding and major publisher support is evident. The graphics and sound design are simplistic, the level variety is on the repetitive side at times, and a large portion of the game is a carryover from the first one. Xenonauts 2 really could have used… more. More enemy types, more UFO designs, more tech to research, more lore. More game. I desperately want more game to unlock to the point of where I’m considering trying to see if I can get an AI model to help me add a bunch of new content as modding simply isn’t in my wheelhouse. That being said, Xenonauts 2 is well-worth your time plus every penny and then some. Regardless of its shortcomings, it does a fantastic job filling in the X-Com-shaped hole I’ve been carrying around for decades and I sincerely hope you try it.
相当高难度 硬核 高死亡惩罚 低升级奖励的游戏 如果说xcom是一款娱乐游戏 那么这个就是纯电竞 独特的视野系统导致你永远是后手的一方 除非你愿意慢慢挪动找人 而且敌人打你一两枪就死 稍微不注意你培养到最后的人就会被一枪崩掉 然后又得回档 不对称体现出来了 爽感呢? 就算后期拿到了高级的武器 给人的爽感几乎没有 还有便秘一样的枪声和瞎眼的画质 只能说食之无味弃之可惜 玩到后期 我解锁泰坦甲 高斯武器 结果还是跟路边一条野狗一样被随手一枪蹦死 你知道我有多绷不住嘛
不嘻嘻,有bug,成就制空权和终极力量不解锁,我都指挥官模式通关了,qnmd
I was expecting game like XCOM, but this is too much management game with basic animation.
Perchè giocare Xenonauts 2? Il gioco è sostanzialmente il remake dell'originale X-Com Ufo Defense degli anni '90 con alcuni elementi presi pari pari dai moderni XCOM. Dunque, da un punto di vista dell'esperienza ludica non vi è davvero nulla di originale o sorprendente: la trama sfila dritta nella direzione prevista senza alcun tocco di novità. Insomma i progettatori non hanno voluto discostarsi nemmeno un filo dai più famosi precursori. Pertanto, perchè giocare questo e non gli originali XCOM? il vero dilemma è proprio questo: questo gioco non migliora nessuna delle precedenti dinamiche, non apporta nulla di nuovo e, anzi, per certi aspetti risulta peggiore: graficamente e come sistema rispetto ai moderni XCOM e per certe meccaniche anche dalla serie originale degli anni 90. A livello strategico, l'iniziale orologio per il giorno del giudizio, giocato a livello comandante, appare eccessivamente punitivo: basta sbagliare una missione tattica e praticamente la campagna è finita. Ogni mese, poi, i costi per eleminare gli infiltrati o per reclutare un sostenitore cambiano in modo random, così che programmare i punti operativi con un minimo di strategia è del tutto impensabile. Alla fine, dunque, superare lo scoglio del fatidico orologio nucleare appare più una questione di c...aso che frutto di ragionamento. Lo stesso meccanismo prosegue poi con il sistema del panico ma qui forse la situazione diventa un poco più gestibile. A livello tattico, la pecca peggiore è l'intelligenza artificiale che gestisce gli avversari che è sostanzialmente onnisciente: i nemici sanno sempre dove siete e come vi muovete, anche se non vedono i vostri, e agiranno di conseguenza. Ogni iniziativa per aggirare gli avversari dunque è sostanzialmente vana (la riprova viene data dalle missioni di assalto alla base aliena: quando siete nel centro comando compaiono gli alieni ancora sopravvissuti. In questo caso potrete vedere come gli stessi si muoveranno sempre in considerazione delle vostre azioni, calcolando al millimetro come sfuggire da un accerchiamento o posizionarsi in modo tale da attendere con l'overwatch i vostri soldati). Non solo: gli alieni agiranno sempre per colpire il vs soldato più ferito o quello con esperienza maggiore. Insomma gli avversari hanno il libretto delle statistiche dei vostri soldati a portata di mano. Cosa che voi, a livello comandante non avete (infatti viene disabilitata la possibilità di conoscere i punti la salute e la corazza degli avversari). E ancora: gli alieni avranno sempre qualcuno che si è nascosto nel più remoto angolo e attende per prendervi alle spalle. La sensazione è quindi quella di giocare con un avversario che bara costantemente e non con uno che è più forte o intelligente di voi. Vi sono ulteriori aspetti davvero snervanti: - l'overwatch dei vostri uomini è sostanzialmente inutile. Prima di attivarsi ho visto alieni praticamente passare tra le file serrate dei miei soldati senza che nessuno apra il fuoco, con situazioni surreali di alieni che pascolano indisturbati passando sotto il naso di 3 o 4 soldati, posizionarsi comodamente alle loro spalle e fare fuoco. Il contrario è invece impossibile: basta un passo falso e l'overwatch avversario si attiva a distanza di chilometri, con alieni che addirittura sparano a raffica. E al livello di difficoltà alto ogni alieno ha un sensibile bonus alla già alta statistica di mira con il risultato che ogni colpo va a segno. - il funzionamento della soppressione è discutibile: l'avversario soppresso perde per il turno successivo il 50% dei propri punti azione ma non ha sostanzialmente alcun malus alla mira. il che significa che l'alieno soppresso continua a sparare come un cazzo di cecchino. - gli angoli sono maledetti. se posizionate un vostro soldato dietro un angolo egli non vedrà alcunchè dietro lo stesso. L'alieno invece, evidentemente munito di vista telescopica, spara oltre gli angoli. Insomma voi non lo vedete, lui si. Forse è un effetto del suddetto overwatch a senso alternato (voi no, loro si) ma insomma, non mettetevi dietro gli angoli: non serve. - il fumogeno: amico o nemico? il fumogeno crea una cortina sostanzialmente invalicabile (-20% alla mira per ogni casella) ma molto spesso solo per voi. Tirare una granata attraverso il fumo equivale a tirarla contro un muro con reazioni comiche (granate tirate contro i propri piedi). - shotgun o doccia? gli shotgun sparano una salva di tre colpi che pare sembrano scaturire da una doccia con alcuni fori otturati così che alcuni colpi deviano dalla bocca da fuoco anche di 90 gradi con effetti tragicomici. Aggiungo: - non si capisce perchè nella missione della cattura dell'ufo basta catturare il centro comando e tenerlo due turni mentre in quella della base si deve poi perdere un tempo infinito a eliminare i restanti alieni che, come detto, continuano a giocare a nascondino. Quando si resta con pochi soldati la cosa diventa un supplizio. - incomprensibilmente è possibile ricercare la armi a fusione senza aver sbloccato le armi gauss. Poi però non puoi produrre la armi a fusione se non hai prodotto armi gauss. Che senso ha? - la personalizzazione dei soldati si limita al nome e cognome. Credo che si potesse fare un maggiore sforzo (magari i connotati). E poi: perchè non è possibile salvare in via definitiva un roster dei nostri soldati modificati per usarli in tutte le missioni? tenuto conto delle numerose volte che dovrete ricominciare la campagna sarebbe comodo. In conclusione: se la serie XCOM è un film di Hollywood, qui siamo dalle parti delle copie di serie B (tipo "Atlantic Rim", per intenderci). Tanto impegno ma originalità davvero scarsa. Qualcuno dirà che questo è un gioco per puristi: a quel punto, purezza per purezza, tanto vale giocare all'originale. Mio voto: 6,5 (il ragazzo ha studiato non si impegna)
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 | 9.3K | 95% | $19.99 | |
| $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 |