
Xenosensory is a short incremental game with horror themes. Use your cursor to bust Xenos and save convicts then spend your research points on skill tree upgrades, actions, gadgets, and uncover the true horrifying nature of this space station nightmare.
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About
~ Deep in the distant future, a primary space prison was attacked by unknown lifeforms. There were gruesome and terrifying reports. Monstrous Xeno forms stalk walkways, ripping apart or abducting the humans they can find. Bizarre and baffling Anomalies are also being reported. What nightmare is unfolding... ~
Xenosensory is a short incremental game that takes places on a space station prison and involves otherworldly themes of horror. You are tasked with aiding the convict evacuation by busting various predatory Xenos lifeforms and dealing with bizarre Anomalies along the way. Also.. apples...?
Sit back and simply hover your cursor over the Xenos to automatically bust them for Research Points and help the convicts reach the evacuation point. Spend meta points to gain perks, actions, gadgets, and other unlocks that add extra gameplay elements. Discover lore logs that reveal the true horrifying nature of this space station prison nightmare as well as the secrets to end it all for good.
Accessible: Simply hover the cursor over the Xenos threats which are then automatically busted for you.
Incremental: Game rounds are short and at times frenetic where you earn different Meta Points to spend.
Upgrade Tree: After each round spend your Meta Points on a variety of perks and gameplay additions.
Grind Difficulty: Customise the amount of Xenos busting point grinding needed for the various Meta unlocks.
Actions: Assign special actions to your buttons to be strategically used for best effects.
Gadgets: Find gadgets that offer special boosts to tailor your play style but beware as you can only equip so many.
Sectors: Progress through a variety of Sectors each with their own layouts, special Xenoforms, and Anomalies.
A.I Pong: Sit back and idle away as the unlockable A.I. Pong mini-game nets in the meta points for you.
Story: Along the way you'll unravel the nightmarish secrets of the prison station.
Randomiser Mode: Unlock a special mode that fully randomises the Meta Tree and level mechanics.
Apples: Find the secret apples!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
I love this dev with all my heart, I truly do, but I can think of atleast 67 reasons why he should be hanged from a lampost. Keep it up man, I'll keep buying your indiegems like the little goycattle I am
Played it on the shortest mode and kind of regret not picking a longer one. It was a nice game. the 67 jokes got a little grating after the 6-7th time. core gameplay was really great, the meta tree got very stale after a while a LOT of repeated upgrades, however, the secrets were fun to hunt for, and the game is very cheap, i enjoyed it! ill probbaly give the randomizer a go sometime. im such a ♥♥♥♥♥♥♥ applepilled pongiphiliac bustoholic.
Have really mixed feelings on that one. The vibe is alright, decently cool even, the gameplay is an okay "toy" for a few minutes. But ultimately it feels more like someone just started up an engine for the first time and made their very first project. Not what we've come to expect from this dev. The gameplay is mostly filled with the illusion of content. Pretty devoid of purpose and feeling more like a child's toy to wave around. I feel like the game could have been interesting if genuine thoughtful gameplay had gone into it. The most fun i've had was looking for the apples, and it's nothing incredible either. It passes time, but you won't actually have genuine fun with it. It's also just over the refund window in terms of game lenght, not that it would feel right to refund a small project that admittedly doesn't overpromise anything, but i leave it just as information for future buyers to know better what they might be getting into.
As good as the "Alien vs Predator" movies: We're glad someone did it, but truthfully it gets pointless, confusing, repetitive by the end. By the middle of the game, all is already unlocked, and the action becomes so chaotic, the screen so full of movement, that is pointless to continue looking/playing. I hope Xenosensory 2 fixes this.
Absolutely loved Xenosensory. The gameplay loop is very fun, trying to keep all of the convicts alive and busting Xenos is very balanced and doesn't penalize you for a bad run. All of the lore is very enjoyable. I hate finding easter eggs within game menuing and levels, but the apple hunt is very well done since it tells you where to look for them all. I only have a few gripes. The skill tree was too dense, I was just redeeming nearby nodes since the gameplay loop was short enough to not matter about minmaxing your tree path. Also, the game was way too short. I feel like things could have been slowed down to an extent to get some more time out of it. Maybe boost node cost and extend the next level exp requirement by like 50%. Regardless, I had a great time. Wish there was more.
A cool little game with excellent atmosphere and fast but addictive gameplay. Cleared 100% in 2hrs. +atmosphere, art design, music, all stuff developer caiys excels at. the aesthetic this time is Void Vigil meets horror +the gameplay loops are quick yet addictive. this includes unlocking TONS of upgrades in a huge skill tree and... playing Pong +the little space marines -gameplay is fun and your various action/hacking upgrades do add some interaction points but it does become rather repetitive. More varied map layouts, increased enemy numbers, or a variety of weapon systems may have helped
i see caiys, i buy this is fun, especially since i normally dont like incremental games as much as i want to. part of the charm here is specifically that the game doesn't have prestige levels, which i very much hate as an incremental mechanic. also that there's a defined end, which gets rid of the other worst part of incremental games, deciding when youre just gonna give up and feel like you've wasted your time. one huge bug though: i unlocked a node that lets me upgrade an unlocked gadget or action, and when i went to do so the tooltip said to press Up to use the trinket. when that happened, the game crashed immediately. it didn't seem to happen again next time, though (and thankfully the game had saved my progress). other notes: 1. i really wish the glow on affordable meta nodes was more bright/noticeable, especially for the blue ones (which correspond to the pink currency, which is also weird). 2. i also really wish that there was at least a key we could hold down to display costs above each node. and a way to zoom out. in the mid-game it's pretty overwhelming to try and look across the whole node map to see how much things cost and what they do, but by end game you're just clicking random stuff so it matters less. [strike]3. in my gadget select screen, several of my unlocked gadgets are fading in and out green and i can't figure out why. equipping them doesn't stop it, and the flickering ones don't correspond with the gadgets i have equipped.[/strike] EDIT: never mind >:)
Extremely boring game. Even for the price, its not actually FUN. You just click play, hover vaguely over the enemies, then repeat. You'd THINK the idea is to maximize convict escapes before running out with enemies ramping up over time or something, but that's not the case; not only do you lose if convicts die too much, but you also lose "energy" when you kill anything. So even if you are doing well, the runs end within like 1 min or less. You can equip actives and a passive, but there's nothing at all on the ui to remind you what you brought or if its been used so far. Maybe because its all single use and boring. A lot of it are things you just use the moment a run starts as basically another passive. Or things which kill maybe 5 enemies and then... its done. These skills are not on cooldowns; they're one per run each. Since you always end a run regardless of how well you do and can always just click start again, there's no real reason to care to try and use these tactically. The lack of any loss state, any way to extend runs to a reasonable degree, any reason to care at all if I'm doing well or not makes this an incredibly basic and boring experience. The skill tree, passives and actives all don't help this, with a massive portion just being "get more exp". "get more exp if you use this skill" (so that's just a passive I need to remember to use), "get more exp on killing Y enemy" (who cares? I can just start a new run to kill more anyways???), "get more exp at the start of every run" (tons of these, you can legit just lose intentionally and restart and you'll STILL be making progress lol), "get exp if you pay exp on this node" (??? blatant padding AND subject to RNG in how much you get for which exp) The skill tree is also terrible to navigate. Its seemingly just randomly thrown together with no thought for the users experience. If I want to upgrade marines, the ONLY fun upgrades in the game (they spawn at the start of the map and fight for you), those are... wherever they are. Top left, 30 upgrades away? In a cluster on the right? Left of that, but like 20 paces to the left? There are upgrades JUST to be able to see further into this mess so the dev KNOWS its bad. No search funtion, no color coding, just a giant mess of samey symbols you scan through to find the one you want OR much more likely you just span click until out of resources because nothing matters in this game. The gadgets and passives are similar. I don't even know which ones I unlocked are new. I don't care enough to look. They're all weak and fundamentally don't matter, so who cares? The price explains the mediocrity of this
Short but sweet, and super fun!
59/59 achievements, review time! actually really good, different then most clicker/incremental roguelite games. the horror scp genre was a nice touch. progression felt good, story was interesting to read every now and then. each lvl with different anomolies and enemies to scale up difficulty felt well done. all achievements are simple and you get as you play, plus they are shown ingame that give you rewards to help you progress faster. glitch settings can be disabled to let its be a simplier playthrough thankfully. def recommend considering the price and amount of achievements, even if you arent a horror person, nothing scary in this to spook you, atleast not if you disable glitch effects haha
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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