
There's something evil in the city tonight... Earth has been ravaged by human excess, petty conflict and alien invasion. The world's population has been herded into huge cities, the first of which was Mega Primus. 2084: A Utopia shattered, social collapse and civil unrest reigns in Mega Primus. Fiendish aliens terrorize the city.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Best x-com. Even in 2025. They should made a remaster of this one
X-COM: Apocalypse, developed by MicroProse Software and published by 2K, stands as one of the most ambitious yet polarizing installments in the legendary X-COM series. Released in 1997, it marked a dramatic evolution from its predecessors, shifting the alien conflict from a global battlefield to the sprawling futuristic city of Mega Primus. Set decades after the events of the original games, humanity now lives in massive domed metropolises following the ecological collapse of Earth. It is within this dense, cyberpunk-inspired environment that a new wave of alien incursions begins, forcing the reformation of the X-COM organization. What unfolds is a hybrid of turn-based strategy, real-time tactical combat, and urban management—an experiment that pushes the boundaries of the franchise’s design philosophy. The result is a game that is as fascinating as it is flawed, a mixture of groundbreaking ideas and rough execution that continues to intrigue fans and historians of the genre. At its core, X-COM: Apocalypse retains the familiar structure of research, resource management, and tactical deployment that defined the series, but it expands each of these systems in scope and complexity. The strategic layer now revolves around the city of Mega Primus, a fully simulated urban ecosystem teeming with corporations, government agencies, gangs, and civilian infrastructure. Unlike the global geoscape of previous entries, Mega Primus functions as a living, breathing entity. Players must manage their relations with various factions, purchase bases hidden within city buildings, and deal with political and economic consequences of their actions. If an air battle between X-COM and alien craft destroys corporate property, for instance, the affected company may turn hostile, cutting off essential supplies or funding. This dynamic system creates a sense of political tension and consequence rarely seen in games of the era. It also adds a layer of realism, as X-COM must balance its war against the aliens with the complex web of human alliances and rivalries within the city. The tactical combat layer is where X-COM: Apocalypse attempts its boldest innovations. Players are given the option to choose between the series’ traditional turn-based combat or a newly introduced real-time system, an inclusion that was both experimental and controversial. The real-time mode allows for pausing and issuing commands, letting battles unfold dynamically, while turn-based gameplay retains the methodical pace fans were accustomed to. This dual system offers versatility and replayability but also highlights the game’s internal identity struggle. The real-time mode can feel chaotic and unwieldy, especially in larger skirmishes, while the turn-based option sometimes seems slower and less optimized for the game’s intricate environments. Despite these flaws, the battles remain tense and engaging, with destructible environments, morale effects, and an impressive variety of alien and human opponents. The urban maps—filled with skyscrapers, factories, and subterranean alien hives—are some of the most complex tactical arenas ever attempted in the 1990s, creating encounters that feel alive, unpredictable, and often overwhelming. The aliens in Apocalypse are more biologically complex and thematically disturbing than ever before. Rather than the traditional extraterrestrials of previous games, these invaders are extradimensional organisms whose technology blurs the line between flesh and machine. Their infiltration methods are subtler, relying on subversion, infection, and manipulation. This shift in design creates a more sinister tone that complements the oppressive industrial atmosphere of Mega Primus. The research system reflects this deeper complexity, as players must dissect alien anatomy, reverse-engineer bio-mechanical weapons, and understand how the alien dimension functions. The gradual uncovering of alien hierarchy and ecology is one of the game’s most rewarding elements, providing a sense of discovery and dread that harks back to the scientific horror that defined the original X-COM: UFO Defense. Where X-COM: Apocalypse truly diverges from its predecessors is in its ambitious simulation of an interconnected city. Mega Primus operates as a sandbox in constant motion—corporations manufacture vehicles and weapons, police enforce order, gangs fight turf wars, and alien incursions can strike anywhere at any time. This living environment means that every decision the player makes has a tangible impact on the world. Raiding a hostile faction’s facility can yield valuable resources but may destabilize political relationships. Allowing alien infiltration to go unchecked can result in major organizations falling under alien control. This dynamic worldbuilding was far ahead of its time, offering an early glimpse into what modern simulation-heavy strategy games would later attempt. However, the sheer complexity of these systems often overwhelms the interface, which struggles to present information cleanly. The steep learning curve and sometimes opaque mechanics have made Apocalypse both a challenging and intimidating experience for newcomers. Visually, the game represents a significant step up from its predecessors. The move to SVGA graphics allows for richly detailed environments, destructible buildings, and smoother animations. The art direction gives Mega Primus a distinct cyberpunk aesthetic, combining industrial sprawl with bright corporate advertising and alien corruption creeping beneath the surface. The isometric perspective still feels iconic, and the sense of scale—watching flying cars zip between skyscrapers as battles erupt below—creates a level of immersion that was unprecedented in the series. The soundtrack, composed by John Broomhall, underscores this atmosphere with eerie synths and mechanical rhythms that reinforce the game’s dystopian mood. Technically, however, the game was notorious for instability at release, with bugs and crashes frustrating many early players. Later patches and modern compatibility updates have improved performance, but the legacy of its technical issues remains a part of its reputation. In retrospect, X-COM: Apocalypse is a game that aimed far beyond what its technology and development conditions could comfortably support. The production was plagued by shifting design goals, corporate interference, and budgetary constraints, which led to many planned features being cut or simplified. Yet even with its imperfections, the final product remains an extraordinary achievement in vision and ambition. It presents an intricate world of interlocking systems, a wealth of tactical and strategic depth, and a tone that blends science fiction, horror, and political intrigue into something unique. The game’s divisive reception at launch reflected this complexity—some players found it an overwhelming labyrinth of micromanagement, while others hailed it as a masterstroke of emergent strategy. Ultimately, X-COM: Apocalypse endures as both a bold experiment and a testament to the creative ambition of the 1990s strategy genre. It is not as immediately accessible or elegantly designed as its predecessors, but its innovations laid groundwork for future games that would embrace dynamic worlds and player-driven consequences. Beneath its rough edges lies a deeply immersive experience that rewards patience and curiosity, offering a vision of humanity’s struggle not just against alien invaders, but against its own institutions and fragility. For those willing to navigate its dense systems and occasional chaos, Apocalypse provides one of the most distinctive and intellectually rich strategy experiences of its era—an imperfect masterpiece that continues to fascinate decades after its release. Rating: 8/10
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Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Могу только проводить параллели с Фоллаутом: так же две первые части задали определенные стандарты своих жанров и до сих пор в них играют люди, так же, как с Фоллаут Тактикс, третья часть X-COM вышла ни рыба, ни мясо и о ней предпочитают не вспоминать. И, что интересно, в обоих случаях разработчики пытались отойти от пошаговых боев к реальному времени, добавить масштаба - и оба раза не справились. Это вообще проблема многих серий, когда разработчики в сиквеле просто дорабатывают оригинал, а в условно третьей части (она может и не носить цифры 3 в названии) уже есть амбиции сделать что-то качественно новое. У кого-то получается (например, the Elder Scrolls 3: Morrowind - абсолютно другой уровень, по сравнению с первыми 2 частями), у кого-то - нет (та же Фоллаут Тактикс). Вот в этой игре поначалу кажется, что она стала намного сложней и больше первых двух X-COM'ов, но, чем дольше играешь, тем отчетливей видно, что разработчики не потянули масштаб своих задумок и насколько же здесь непроработанные механики и пустой мир. Вместо 1 базы X-COM нам дают возможность построить хоть десяток - но в этом нет особого смысла, ресурсы для покупки все равно общие для всех баз, все основные здания можно построить и на первой базе, если у неё удачная конфигурация. Так что плюс дополнительных баз только в том, чтобы налепить больше мастерских/лабораторий - но в этом тоже нет особого смысла, я все исследования провел на первой базе, недостатка в продукции мастерских тоже не было. Все свои десятки кораблей тоже можно держать на одной базе (и так даже удобней, не надо туда/сюда гонять расходники и оборудование между базами). Начальным местом действия служит город Мегапрайм, в котором нам предстоит взаимодействовать с корпорациями - они могут быть дружественными, нейтральными, враждебными. Иногда к нам будут залетать НЛО - мы будем их сбивать, будем проводить миссии на земле против пришельцев. Потом изучим технологии, построим корабли, которые смогут пролетать в разломы в мир пришельцев, слетаем туда несколько раз и разгромим их. Итого: в отличие от Enemy Unknown и Terror from the Deep, эта часть мне совсем не понравилась, из разряда недопонятых, недооцененных и т.д. - т.е. весьма специфичная.
Probably the greatest game of all time, though some broken things being from the time was WELL above it's age.
Нестареющая классика, ностальгия в воплощении, в которую можно играть бесконечно и от души. Управление, конечно, специфическое, как и разрешение, но это всё мелочи в сравнении с широтой кастомизации вашего удовольствия от множества процессов. На мой взгляд, из первых трёх частей наиболее удачная и интересная, так как в ней учтены многие недочёты первых двух частей. Единственное, что масштаб немного смущает: со временем приедается один и тот же город. Мне кажется, если бы сделали ремастер этой игры, прям хорошо подтянув графику, расширив город или даже города, масштабировав во всю, добавив новой техники и расширив функционал исследований, то игра обрела бы вторую жизнь. Конечно, это требует ресурсов, но идеи, заложенные в этой игре, крайне классные, их надо лишь грамотно развить. Из минусов: У этой версии эпизодически может отваливаться виртуальный диск на этапе загрузки миссий, который игра требует вставить; сама игра зависает. Решение лежит в руководстве steam. Надо перенести фаилы. Русский язык лежит отдельно в руководстве в комьюнити, легко и просто устанавливается. Игра, которая должна быть в коллекции любого уважающего себя X-com'овца.
Still as good as I remember. A great compromise between live action and turn-based play. Brilliant elements of strategy and research, without being to involved or taxing - so, great for dipping in and out of. I'm by no means a dedicated gamer nowadays (as if I have the time), so this is just right for me. Clear goals and a level of difficulty pitched just right for me.
played this 20 years ago and still enjoy it the same, best turn based game i ever played
Peak, 10/10. The game knows what it wants to be and nails it in every way.
one of the best games ever made (but probably wouldn't play today)
The best in the series.
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