
Xenonauts is a strategy game in which you control a multi-national military organisation defending a Cold War-era Earth from alien invasion, using small squads of persistent soldiers to eliminate the extraterrestrials and recover their technology in turn-based ground combat.
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The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 5.1Kreviews | 87% | — | $4.5M |
| $4.99−80% | 780ratings | 80% | — | not modelled |
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.
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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 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good
just play Xcom...
If you found 2 easy, come enjoy the OG difficulty where everything just was how it should be. It is grindy on higher difficulties as it expects you to whack each UFO out of the sky and clean it up with minimal loss. Which you can do if you really like the game so much that even after the 60th time you okay with the grind and have the mental fortitude not to rush and stay vigilant. The last map has infinite reinforcements so you have to rush there tho. Hey its not a perfect game. Honestly as wierd as it sounds UFO:ET 1 prolly the only game that doesnt have some ridicilious ♥♥♥♥♥♥♥♥ in it, but its a meh across the board too.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 815 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
By the power of gunpowder i Banish thee. like stargate SG-1? like the idea of cold war era weaponry and equipment being used against aliens? like an actually good quality game with no monetization (microtransactions, DLC, Gambling etc.), politics, woke culture? miss the days when games were made to be fun and nothing more? when companies and entertainment existed alongside the consumer and was mutually benificial rather then actively hostile? you'll like this game.
Весьма убогий клон X-Com, который ничего нового предоставить не может от слова совсем. Нет новых механик. Нет новых классов и врагов. Зачем когда есть X-Com 2 непонятно.
The older you get the better it gets.
Graphics 4/10 Play-ability 7/10 Casual-Play 6/10 Replay Value 7/10 Overall 6/10 Xcom, not Xcom, turn based easy to play, complex to master. Can manifest some bugs :(
Playing on normal. Started game for the first time — lost my the very first aerial combat right away, decided that this is a bit too much for the beginning, started game second time. Screwed it once again (I don't remember that happened this time), started third time — played about 50 hours, then got overrun by UFOs, lost a couple continents. Guess what? Correct, I started it all over again. This time was not hurry, thinking a lot, saving a lot. Won. This game have some flaws (for example, tactical part begins to feel repetitive after a while, and set of maps for it quite limited; final is not very good, in my opinion) — but after playing this one I decided to replay new XCom. And you know what? I was very suprised, if not shocked, to found how actually limited the latter compared for the former. For example, in the XCom you have only two "actions" which should be used in the strict order — you can not, say, reload then move. In Xenonauts, on the other hand, you have classical Action Points (called here Time Units, if I am not mistaken), which you can spend as you wish. Move, take a snapshot, then slightly move once again? Shot two or even three times per turn? As far as you points (and weapon) allows it, do as you please. This game also have some interesting nuances: friendly fire is a thing, for example. It's not wise to shot from a machinegun into direction of an alien when your other soldiers standing nearby — but it also can be quite hillarious when some alien misses and kills one of his own comrades instead of hitting one of your men. By the way, it's a good idea to take a guy (or gal) with tactical shield on a mission. After a while, aliens will start to deploy their own interceptors — and yes, they can shot down your transports, if you are not careful. Nice touch: while story progresses, background of various facilites on your bases changes, too — from 1980s to some futuristic sci-fi.
[h1]A very worthy update of the original X-COM, combining expanded features with the same detailed, difficult strategic and tactical elements of the original. [/h1] [i]Standard disclaimer: play clock inaccurate - Steam doesn't count offline time[/i] X-COM was and remains a warhorse of the combat tactics sims. If you want realistically difficult small-unit combat combined with a grand strategy aspect [i]and[/i] a management sim, congratulations: you're describing X-COM. Remaking a game like that is just asking for problems - Firaxis took a respectable run at it with XCOM: Enemy Unknown, but it was still not the same: squads were too small, combat areas too confined and flat. Enter Xenonauts, a faithful updating of the original X-COM with additions that truly do add to the game. [h2]Defend the world from alien invasion![/h2] Ready or not, here comes ET. [h3]Bases, planes, and ground assault [/h3] Fundamentally, this is a game with four core aspects: a global detect-and-engage strategic aspect, a base-building aspect, a research-and-upgrade aspect, and a ground-attack tactical aspect. There's a lot to do, and you can't delegate. Decide where to place bases to give the best radar coverage for your money. Upgrade them with facilities to create the capabilities you feel each one needs, be it a simple radar and interceptor base or a full assault facility. Equip your troops as you see fit and send whole squads out into the field to secure alien crash sites or push back incursions at landing sites in a game of multi-move, multi-dimensional chess. [h3]Intense ground combat [/h3] This isn't remake XCOM, this is original X-COM and it's always looking for a way to kick you when you're not looking. Maps aren't just detailed obstacle courses; they're vertical as well, meaning you need to be looking not just around cover but up for snipers, as well - and you ignore either one at your peril. Situational awareness is critical, and it's a greater challenge than almost any other tactical sim you're likely to have played in part because it's so realistic. How realistic? Well, did you know that on average, a rifleman in combat will hit with under 50% of shots fired? It's true, and it's going to be your problem, too. Your soldiers are human, and they're going to mess up from time to time, even in a clutch situation. You need to account for it. You have to keep track of at least six soldiers, managing them effectively in combat at all times - and you're still going to lose some because the aliens can see better and have a technology advantage over you. You need to fight smarter tan them to win. It's very winnable, but it's no cakewalk. [h3]Improvements over the original [/h3] This isn't a direct remake with prettier graphics, though. Additions have been made, and they are good. For example: combined arms, a forgotten concept in the original, is yours to use. Deploy armored vehicles alongside your infantry, and not the dinky armed Roombas of X:EU, but actual armored vehicles. They aren't tanks, but they make a huge difference. New challenges, new tools, new graphics - there's a lot to like here. [h3]XML-based [/h3] Think you might want to tinker with some variables? Good news there, too: Xenonauts is entirely XML-based for all its core game variables. Tinker to your heart's content. [h2]But do we really like the world that much?[/h2] There are a few things that make you question whether you really want to save the world. [h3]Problematic cover and combat mechanics [/h3] Nowhere is this more apparent than in what is arguably one of the most critical aspects: cover. Since ground combat is all about moving with cover and managing risk, it's odd that the cover system is probably the single most broken part of the game. First of all, the indicator system is entirely unintuitive - is red good or bad? Oh, it's [i]maximum[/i] cover? Uh... okay, sure. So I can bunk up against a red cover block and - wait, my guy just got killed? Yep, that's a literal transcript of my experience early on. What happened? Well, as it turns out, if you run up to even total cover but adjacent to an enemy, the cover is [i]negated[/i]. You know, I'm pretty sure I can come up with a thousand examples of how two opposing soldiers on opposite sides of a concrete wall couldn't shoot each other [i]because the wall was in the way.[/i] Not in Xenonauts; that wall magically becomes transparent to bullets. Make that make sense. Combat is also governed by how many Time Units each unit has, which effectively dictates how much they can do. Running takes a certain number per tiles, opening doors, using inventory - all sensible. But... looking to the side also takes time? [i]And[/i] turning isn't factored into TU you reserve for combat actions? Well that's so handy. And the reserve system itself is clunky, which breaks the flow of combat. [h3]Unintuitive design issues, deficient tutorial messages [/h3] If you're new, expect to spend a lot of time searching forums or bugging your friends who pointed you to the game. There's a lot to learn and the tutorial messages don't really help with a lot of it. "One of your troopers is injured and bleeding!" Okay, he has a medical pack! ...how do I [i]use[/i] it?! Back to la internet for an answer. Want to deploy a soldier with a rifle and a sidearm? Ha, that pistol is going in his backpack because apparently slings and holsters are lost technology in alternate 1979. [h3]Frenetic pace means stress [/h3] If you played Firaxis's XCOM:EU, you have an expectation of pace that is entirely out of place here. Xenonauts starts in media res - there's already been one major incursion that went [i]nuclear[/i], so there's no gentle start here. Your skies are already buzzing with activity as your first base is brought online, so you're starting on the back foot and you're going to stay there to a greater or lesser degree. This is a war of desperation, and you're going to feel it. Expect to have to keep multiple balls juggling at all times, and having multiple ops in the air at once happens more often than you'd think - the one-mission-at-a-time approach of X:EU doesn't exist here. [h1]The Bottom Line[/h1] This is not a relaxed, hand-holding strategi-tactical simulation. This is a bare-knuckle brawl in the mud, and you're going to take plenty of lumps. But at the same time, it's also probably the best combat simulation you're going to find that covers the entire scope of operations from small-unit tactical up to strategic, and it does it masterfully. Ever want to save the world from a full-on alien invasion? Here's your chance. Good luck, Commander.
So I just finished this one! and my brain still hurts... Geez took me 5 or more tries to finally beat a campaign. Which might sound bad but is in fact something really great! This means that every decision you make either on the tactical or strategic map carries a certain weight throughout the whole campaign. Be reckless or overspend and it could doom your entire campaign. The situations you will be facing offer not much in terms of variety. You have a spotted UFO --> scramble interceptors to shoot it down --> secure the crashsite with a landing team. There are of course other scenarios but I encounter little of these. Your tactical team will face a handful of different alien types who come with their own quirks and veteran levels keeping you on your toes. So scouting ahead and plan your approach is strongly advised rather then just winging it. View cones and distance matter a lot as well as keeping an eye on your teams Time Units (Xenonauts term for Action Points) so reaction shots are possible. On a more global scale you'll be dealing with managing bases for researching stuff and manufacturing new equipment, vehicles or facilities. At least for me cash was almost always low and with no commodities to manufacture and sell you need to grind the crashsites over and over so you can stay afloat and build/maintain your army. This added a bit of tedium to the game which is in my opinion a bit of a shame. Extra objectives or more rewards for capturing enemies would've been better. Especially the latter is a shame since you need to capture certain enemies to progress the main story and if you try to subdue them again they'll be executed without you getting anything out of it. It goes without saying that Xenonauts will be compared with XCOM since both of them are in essence the same game. Xenonauts offers more in depth mechanics whereas XCOM provides more of a visual spectacle. So pick your poison here whatever suits you best. All in all once I understood the mechanics I was quite entertained and would rate it a 7/10. There is a lot room for improvements but giving the price it's a nice investment for some 30 - 40 hours from start to finish. No need to wait for a sale! Grab it while it hasn't been abducted yet! And for extra immersion: Go play in a bare lit room with a can of coffee and lots of cigar smoke.
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