
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 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
Xenonauts 2 surprised me after playing the first game, but it still hasn't reached the phenomenal heights of the original X-COM: UFO Defense, Terror from the Deep or Apocalypse. In some areas, it is exactly what it needed to be, but in others, there are a lot of downgrades, questionable design decisions, and a feeling of cheapness. The Positives: 1. The 3D Graphics Engine: It is great for this genre. While it's not AAA-level, I really love the visual clarity and the increased detail compared to Xeno 1. 2. Camera Panning: This is an absolute gamechanger. It was sorely missing from the first game, and the developers did a great job implementing it. 3. Alien Designs & Tech: The aliens look fantastic! I love every new alien encounter. Reading their biology and stats is much more interesting now, and the new technology feels rewarding. Your soldiers also look and move great in 3D. 4. Terrain Destruction: This is one of the best additions. It opens excellent tactical options since you can destroy cover to clear lines of sight, and there are fewer restrictive objects blocking your view than before. 5. Improved Air Combat: The air combat is much better executed here. I enjoy engaging with it far more than I did in Xeno 1. 6. UI Improvements: The movement and attack previews are great additions that were severely lacking in the original. The overwatch system is also much better, and UI updates like weapon comparison are highly welcome. 7. Audio & Progression: The music is great, and the additional gear upgrades alongside the MARS units are excellent additions. The Negatives: 1. HUGE DOWNGRADE in Game Mechanics: why on earth did the developers switch to unlimited gear? For example, once you design an aircraft or MARS weapons, they are suddenly unlimited. This feels just like the streamlined Firaxis XCOM series, which is a massive letdown if you are a true X-COM enthusiast. This is the worst decision they could have made. It trivializes the game; the genuine care for acquiring gear and managing inventory (which was the best part of Xeno 1) is completely lost. Resource and development values feel like they equal zero. Previously, you had to be incredibly careful inside a UFO to preserve tech or enemy weapons, as they formed the basis for your own armaments. Now, it’s just generic alloys and random scrap. A cheap execution! 2. Identity Crisis: Why does this game desperately want to be Firaxis XCOM? 3. Lack of Innovation: Why not introduce truly fresh mechanics and actions? For instance, they could have added a mechanic to disassemble old gear or repurpose alien components into unique weapons. Just use some imagination or take inspiration from incredible overhaul mods like X-Division to elevate the series! Instead, the game clings too tightly to the skeleton of Xeno 1 while injecting forced modern tropes. Drop the Firaxis ideas—they belong to a completely different sub-genre. 4. Absurd Weight Limits: The gear weight limits make no sense. Why are basic items so unbelievably heavy for a trained soldier to carry? Have the developers seen how much gear real-world soldiers ruck during deployments or training? Even after 21 hours of gameplay, my high-tier soldiers still feel too weak to carry a few extra kilograms of gear :D. 5. Cheap Mission Design: The "doomsday clock" concept is plausible in theory, but in practice, it is annoying as hell. Why copy the artificial turn limits and rigid, chapter-based campaign progression from modern XCOM? A chapter-based structure ruins the pacing; the strategy layer and tactical missions should have a symbiotic, dynamic relationship where your actions completely dictate the flow of the war, rather than forcing you through scripted stages. Furthermore, having infinite enemy reinforcements spawn in certain missions is a lazy mechanic. Why not invent something more tactically engaging? 6. Missing Human Element (Casualties): Xeno 1 tracked geopolitical human casualties, showing how many civilians were killed globally. It made every deployment feel heavy; saving every single person mattered. Now, I don't feel that pressure because the macro-level consequences feel totally absent. 7. Visual Confusion and Size: It is extremely difficult to visually distinguish alien ranks (e.g., distinguishing a Soldier from a Commander or a Pilot). This makes capturing targets incredibly frustrating because you can't tell who high value on the battlefield is. In Xeno 1, ranks were clearly separated by distinct colors or clothing. Furthermore, when looking at carcasses after a mission, it’s unclear whether I should sell them or keep them for research. Even the alien weapons feel decoupled from the tech tree compared to the clarity of the first game. UFO ship interiours feels cheap and too small (only had experiance upto destroyers). Xeno 1 felt much better built overally. 8. Lack of Atmospheric Terror: X-COM 1994 or Terror from the Deep had a tense, almost horror-like atmosphere. Here I do not feel it. Verdict Current 21h playthrough: 5/10 The game has undeniable potential and brings some great quality-of-life improvements to the table. However, by trying to be Xeno 1, a little bit from X-COM: UFO Defense, and strongly the modern Firaxis series all at the same time, it ends up losing its identity. I truly hope that as early access/development continues over the years, the game pivots toward originality, embraces its simulation roots, and returns to the deep base, inventory, and tech micromanagement that veterans love.
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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
Just completed my first campaign on normal difficulty. If I had to describe it in a word... uninspired. I don't understand how it took so long to make when It's basically a graphical upgrade over the original and that's about it. There's very, VERY little new here. Equipment and aliens are mostly either rehashes of what you've seen in OG xcom or pretty much directly ported from Xenonauts 1. The few things added seem to have basically been ripped from modern XCOM (i.e. SHIVs/a temporary human faction/timed missions). Balance seems off. Strategically the early game with the nuclear threat is over seemingly before it even begins. You spend the first few hours fighting nothing but humans and then they basically disappear entirely and you're left with a rehash of the first game. Panic/the Doomsday counter never felt like a threat so the only danger was base defences. Story missions seem to unlock far sooner than expected and there aren't many of them. Tactically, it feels identical basically Xenonauts 1. Brutal and unforgiving which is what you want, but it's also frustrating at times when even your colonel in endgame armour goes down in just a couple of shots. And most surprising of all, it doesn't even run very well. Base assaults, larger missions and just the strategic layer can absolutely chug. I won't say I didn't have fun, but this could've been so much more.
This game has LOADs of potential, but it is held back by very poor gameplay decisions, namely AI cheats. Every game like this, going back to X Com, has that issue of the "99% chance to hit miss" meme. Each one tries its best to have some sort of work around to keep the game intense and allow for some error. This game though just flat out cheats with no recourse. AI, even basic enemies on easy, will sometimes cross map kill your troops that are in cover in one shot, a shot your troops are incapable no matter what of making. You can have 3 soldiers with 80% chance to hit all shoot at an enemy and all will miss but the enemy's shot will hit your covered soldiers without issue. I have even had situations where my soldiers are completely blocked from cover and so couldn't shoot but the enemy was able to shoot them from the same angle. It makes no sense and makes it all but impossible to properly plan as you dont know which cheat the enemy gets, shoot through objects, perfect accuracy, or both. AI cheats are necessary for a functional game like this, but when you add excessive AI cheats to artificially increase the difficulty you end up with situations where there is no strategy involved. Its just RNG. RNG isnt fun in a game thats supposed to be about strategy. If no strategy works because AI can cheat so much then what is the point? I get it, RNG is just a part of games like this, but it should be a fair RNG, not one slanted so heavily against the player because the AI cant be bothered to use tactics themselves. this game has been in early access for years. There is no excuse for the AI to still be so broken.
X-COM: UFO Defense (1994) is my favorite game of all time. I loved Xenonauts 1. Even with its technical limitations, it had charm and personality. Xenonauts 2 is a much more refined product, but I am saddened to say that, in exchange, it lost some of the charm, immersion, and personality that the previous title had. It seems that moving to a fully 3D presentation on a brand-new engine has turned the game into a much more generic experience, at least visually. The assets and textures in Xenonauts 2 look and feel like the cheapest options from the generic Unreal Marketplace. Forget about assets that simulate the wear, tear, smoke and decay found in real battlefields. In Xenonauts 2, there is virtually no attention to detail when it comes to immersive visuals. Everything—from the walls, props, vehicles, soldiers, and aliens—looks pristine, clean, and artificial, like something out of the Barbie movie. As a result, the game feels noticeably more "gamey." The robotic, very limited and repetitive animations don't help either. Even the sound design is generic and bland. Other than the fantastic music, nothing else is particularly memorable in the sound department. And don't even get me started on other important aspects of immersion such as impact effects, shadows, weather, volumetric clouds, fog, and explosions. Everything feels like it was made in PowerPoint (but now in 3D). I've seen the developers blame the Unity engine, but the engine is clearly not the issue. Other recent Unity games, such as Menace, look far more distinctive, use virtually no generic assets, and possess a level of personality and immersion that far surpasses Xenonauts 2 despite having had less development time. On the technical side, the game is also incredibly inefficient. Loading times are both long and frequent despite the relatively lightweight textures and assets used on each map. Finally, don't even get me started on the map design. Unlike the believable locations found in X-COM: UFO Defense and Xenonauts 1, many maps in Xenonauts 2 look like collections of cover assets scattered randomly across a flat surface. And don't take my word for it! Take a screenshot from any random mission in X2 and try to match it to a real-world location. You'll quickly notice how "mobile game"-like the map layouts and assets appear. Then compare it to a screenshot from Xenonauts 1 and the difference is like night and day. That game offered believable environments and immersed you in the feeling that you weren't playing a game but operating in a real location, facing real danger in a real war. It had a soul. It was unique. It was the opposite of generic. The other big letdown is the campaign itself. Previous XCOM likes featured campaigns that each felt unique, different, almost random but "random with direction". X2 campaign feels staged, almost like modern Fireaxis Xcoms. You can play 10 campaigns and you will always follow the same pattern, the Cleaners Stage/Phase, the Escalation Phase and the End game, and while XCOM games allowed you to play as short or as long campaigns as you wanted and "take your time" this one forces you into those "phases" whether you want it or not. Instead of a simulation of a real world it now feels like a mobile game on a loop in the background with a clock as its main "forward" mechanic. The saddest part is that despite all this there aren't any other modern XCOM like games currently that are clearly better than Xenonauts 2 and so players praise it like it is the second coming of Jesus and it certainly deserves praise in many areas but it is rather the lack of competition than its real quality bringing the good reviews forward. Don't get me wrong, technically Xenonauts 2 is an impressive achievement built on a much more capable engine. Yet it still falls short of what Xenonauts 1 accomplished for the X-COM genre back in its day and the devs and the game barely scratched the surfaced of everything that could've been improved from the first game given how powerful the Unity Engine can be. I actually disliked how players referred to Xenonauts 2 as "Xenonauts 1.5" during Early Access. But now that the game has fully launched, I find myself struggling to call it anything else. With its more generic visual style, reduced personality and charm, and modernized mechanics and technology, Xenonauts 2 ultimately feels closer to Xenonauts 1.5 than a true evolution of the series. Xenonauts 2 is like the recently released Ferrari Luce electric car. It has the brand name and the latest technology, but it completely misses the point of what made classic Ferraris legendary. The result is something technically impressive yet cold, generic, and uninspired—closer to a vacuum cleaner in design than a true Ferrari. If you like a souless clone that is technically the best its ever been, be my guess and play this game. PS: Yes, there is still a chance that mods could save this game from mediocrity but they would have to create all the graphics, textures, sounds, effects, models and animations from the ground up.
首先,必须澄清一种关于本作常见的批评误区:有很多人动辄将本作与重启后的《XCOM:Enemy Unknown》甚至是《XCOM2》进行比对,藉此来证明它的画虎不成反类犬——然而《Xenonauts 2》和重启后的《XCOM》均是对于自1994年发售的《X-COM: UFO Defense》在不同路径上的再现,只不过重启后的《XCOM》更偏向于战术上的简化和持续正向积累的养成体系,而《Xenonauts 2》在诸多机制上更加靠近《X-COM: UFO Defense》罢了。认为祖辈在设计上试图效仿后辈,岂不荒谬? 那么,《Xenonauts 2》与《XCOM》系列的区别在哪里呢?尽管它们确实都围绕着宏观战略+具体战术的双层决策机制(以及与此相应的对资源的管理)展开,成长体系也都基于在事件或者战斗中缴获外星人的武器、尸体和飞船碎片,并对其进行逆向研究从而提升科技/获得正向反馈,具体的战斗设计都与掩体和命中率息息相关,但两者在细节上的处理方向是全然不同的。 具体而言,相较于《Xenonauts 2》依然沿袭旧《X-COM》的TU制(时间单位)和敌人全局活跃等设计,《XCOM》大幅简化了触发战斗时的游戏流程——一是采用双动作点数系统,将相对复杂的TU计算简化为清晰简明的移动+战术选择,辅以只让敌人在视野内遭遇时才开始触发其行动轮的设计,整体上令它的策略性变得轻量化了;二是在战略层面和养成层面,《Xenonauts 2》的士兵在宏观层面上是消耗品(特别是在资源管理的角度上而言),《XCOM》则有着RPG化的、高正反馈度的成长体系,损失一名队员的代价在中后期是相当高昂的,而相较《Xenonauts 2》对于全球多基地防卫体系的强调(尤其体现在雷达的覆盖范围上)和需要具体操作的空战设计,《XCOM》的战略层面可谓是极尽简化之能事,玩家只需要着眼于成长培育/资源管理和具体的任务选择就好。再加上《XCOM》对于镜头特写和动画运镜的突出,故而一者呈现出快节奏、高视听表现和受众面较宽的趋向,一者则依然保持着旧时代的部分风格。 与前作相比,《Xenonauts 2》首先在底层架构上全面采用了Unity 3D引擎,从而解决了一代因引擎所导致的视角问题,也使得Z轴上的战术博弈更为直观了。在完全重做并且细化了空战系统的同时,《Xenonauts 2》在战略层面新增了基地建设时的相邻加成、训练中心提供的经验保底和全新的、由特工带来的行动点数系统,些许丰富了战略上的抉择。就战斗设计、敌人类型与任务类型而言,二代新增了如护送VIP、拦截车队、获取数据、解救平民等一系列崭新的任务类型,也新增了人类形态的敌人和新的外星物种,像是战术执行时的命中率预览、完全对称的视野/弹道以及士兵装备的模块化插件(尤其是前两者),就很好地解决了一代在战斗时的一些痛点。 只是,成也萧何,败也萧何。源自《X-COM: UFO Defense》时期的一些设计,既是本作独特风味的直接来源,又在某种程度上成为了限制本作进一步发展的绊脚石——尽管可以看出制作组从一代到二代的目标始终都是以现代化的、更加合理的设计再现《X-COM》昔日的辉煌。由于早期电脑的计算和引擎限制,彼时的游戏设计许多时候往往只能以单一的随机概率来粗糙地呈现如风速、后坐力、目标移动和掩体材质等因素对于命中的影响;而在这些因素完全可以被细化处理(基于硬件生产水平的进步)的今天,沿用旧机制与其说是某种对于“硬核与拟真”的再现(讲个笑话:不在一条射击直线方向上的步枪手随机命中了另一侧的狙击手),倒不如说是路径依赖惯性背后的守旧心态。不过,话虽如此,还是衷心希望《Xenonauts 2》乃至可能的后续作品,在今后能够在保持系列风格基调的前提上实现突破与创新吧。
TEN YEARS (10) of development, an eternity in Early Access, daily patches after release, only to have the same game, the same problems (some even worse), and zero polish. They completely ignored user feedback, went silent for months and just kept going with it. I want to reiterate TEN YEARS. >Please reduce the number of timed missions -> Now all missions are timed (except the random one with the UFO shootdown). And the timers went more restrictive year after year. You have to RUN every mission, no matter the risks. You just never have enought time. >Please reduce reinforcements and missions with reinforcements -> Now all reinforcements have high AP (cheated) and will reach you regardless of your running speed (plus, they are always infinite whenever they are present). 50% of the mission types have reinforcements. >Please reduce the number of objectives to capture -> Now you must scan the entire map in 3 turns or (see above). It is physically impossible to evacuate before several turns of reinforcements. >Please, improve the armors, on a general level -> The best armor in the game crumbles after a single hit from a mid-level alien weapon. >Please, remove mana (Operation Points) or at least make it more plentiful for the pre-invasion phases -> Building a base now requires 10 days of accumulation + money + time, while you have to stop the Doomsday Clock from increasing or you won't even see the invasion begin. Also the Doomsday Clock disappear after three months making all the efforts you have made COMPLETELY USELESS. Thanks i hate using funds to prepare another base or just acquiring more advantages. I love wasting three months on NOTHING and now i have 100+ hp aliens doing 80+ damage at hit. >Please, remove the fact that a damn bush has the same amount of cover as a concrete wall -> now even the glass in a door cover as a solid rock. They've been so inept at managing cover that playing without a generous supply of explosives to remove it is practically impossible. >Please, just fix the AP usage in a *reasonable* way, walking 3 meters can't use the same AP as reloading a machine gun. -> Now going around two chairs is the same AP as throwing a grenade. The enemies also have SO many AP, more than 100. You see them running more than you, shooting one or two times (always at max %) and then run to cover, it's so frustrating. You can move.... maybe four meters, hip fire and you are empty. Remember: you have to RUN as fast as you can for the objectives. It's a NIGHTMARE. XCOM at max difficulty is more fair than this. I could go on for pages, but the review has a character limit. For the record, personal comment: the first law of ballistics says that if you can hit me, I can hit you. Every single cornering cover or misfire can be ignored by your opponents, but not by you. I've seen a pixel on a wall give 100% cover when the alien on the other side, without moving, completely ignored it (without breaking the cover). This cannot happen in 202X, it's offensive to the playerbase of the genre. The overwatch is completely random, but holy hell it always, 200% works, when it's a friendly fire overwatch, 150% damage, oneshot. This is the ONLY and i repeat ONLY game where there isn't a better rule to avoid friendly fire on overwatch then "just deactivate after every turn, for every soldier". I would laugh but it's the exact same for the first game, it has been flagged a lot, there are mods that fixes it but the devs just refused to listen and to fix their own damn game. Go to hell. This is a farce and a complete waste of time. This should be the prime example of why we should abandon incompetent devs who only waste time and aren't interested in the feedback of the people who pay their salaries. And no, positive reviews when the tutorial achievement is 60% are worth NOTHING. Half the "playerbase" hasn't even started the game. I can't accuse them of review botting because I don't have proof, but draw your own conclusions. I am just done with them. Do not buy anything else from them. There are much better turn-based games, play the old XCOM games, play literally anything else except this.
Оценка скорее нейтральная, чем строго негативная, но из того, о чем хотелось бы написать, претензий и просто ворчания сформировалось у меня, к сожалению, больше, чем положительных эмоций. У игры нет своего «лица». Это практически всё та же Xenonauts, скромно и, будто бы, не очень уверенно перенесенная в 3-D. Ни визуально, ни концептуально, ни сюжетно, практически никак не изменившаяся. Зачем нужна была первая часть – более или менее ясно. Ностальгия по классике, более честное и свободное распоряжение очками отряда в тактических сражениях (по сравнению с X-Com от Firaxis) и т.д. Но какую творческую задачу ставили перед собой разработчики второй части я, честно говоря, не понял. Графика осталась такой же аскетичной, схематичной, «кубичной» (все объекты в игре выглядят как игрушки в кукольном домике, расположены строго под 90 градусов, имеют преимущественно острые углы, отчего поле боя напоминает какой-то любительский макет с посредственно покрашенными миниатюрами). Да, камеру теперь можно вертеть, но глазу по-прежнему не за что зацепиться. Да, не в графике вся соль. Однако, если бегло посмотреть на скриншоты первой и второй частей, не сразу поймешь, что это разные игры. А, учитывая практически одинаковое наполнение, в чем вообще был смысл? Сюжет кампании, порядок исследования, технологии, игровые возможности, противники – абсолютно всё уже было, ты как бы играешь в другую, новую игру, но при этом играешь в старую. Подача прогрессии линейная. Сбил такой кораблик – вот тебе новая броня. Сбил другой кораблик – вот тебе новый самолётик. Ты буквально интуитивно знаешь уже, какие исследования и за что тебе дадут. Как действовать, что строить, какой отряд набирать, как будут развиваться твои возможности. Те же враги. Головастики мелкие, головастики большие, гачи-ящеры, жуки, бронированные «бехолдеры»… Классика – скажет кто-то. Я скажу, что это уже копия с копии, выдающая себя за оригинал. Удивлять игрока никто не стремится, ощущения «вау» от очередного «технологического прорыва» или от встречи с доселе невиданным монстром не случается. Ну хоть немножко свежатинки можно было добавить? Досадные мелочи, которые могли бы и доработать напильником. Вроде и смешно придираться, к примеру, к тому, что все женщины в игре по телосложению не отличаются от мужиков (за исключением облегающего стелс-костюма, хоть на том спасибо), но для раннего доступа такие визуальные перлы допустимы, а в релизной версии, откровенно говоря, режут глаз. Нельзя было для женщин несколько картинок нарисовать? Брони-то в игре раз-два, да обчелся. Старые болячки игровой механики упоминать скучно, но таки да, боец с меткостью 100 вполне может в упор (буквально стоя на соседней с врагом клетке) попасть только одним патроном из трёх в очереди. Проверено неоднократно. И это, мягко говоря, уже даже не смешно (хотя иногда, учитывая абсурд, всё же потешно от испанского стыда). Какой цели служат турели и боевые платформы (особенно в мидгейме и эндгейме) – непонятно. Характеристик не качают, меткость имеют максимум 65, занимают место лишнего прокаченного бойца. Допускаю, что я чего-то не понял, так что заранее прощу прощения у адептов за свою узколобость (без сарказма). Тактические бои в целом ощущаются устаревшими, «деревянными», предсказуемыми, даже с прокаченным отрядом. Добежал, присел. Добежал, выстрелил. Побежал, увидел врага, убежал обратно. Всякие изысканные тактические схемы применять иногда получается, но игровых ситуаций для этого катастрофически мало. В основном бой – это нудные, позиционные перестрелки – кто кого первый увидел, тот и молодец. Игра постоянно навязывает ситуации неизбежного урона (особенно отчетливо заметно на миссиях по захвату сбитых НЛО), как бы имитируя «челенж», но на уровне ощущений лишь навязывая фрустрацию пресыщение от искуственности предлагаемых ситуаций. Инопланетяне, как правило, стоят до победного прибитые к полу в своих каморках и ждут, когда ты к ним заглянешь, покрутишься во все стороны и умрёшь от ответного выстрела. Буквально сидишь, вымучиваешь расстановку, этого сюда, этого туда, этот прикрывает наблюдением, этот открывает дверь… Стреляешь в гада, сносишь ему топовой пушкой треть HP, гад стреляет в ответ и убивает бойца (или, в лучшем случае, отправляет его в лазарет на месяц). Пробуешь иначе, кидаешь свето-шумовую, подавляешь очередью, на следующем ходу даже подавленный враг убивает бойца. Круто? Хардово? Прям мурашки от ощущения опасности задания? Нуу… не знаю. Сомнительно. Механика навязывает «метовые» и скучные паттерны, не особо поощряя творческие ходы. Крайне редко бывает, что прям радуешься эко ты всех разложил красиво. Нудно, монотонно, осторожно, скрипя зубами, стыдясь неисчислимого сейв-лоада, – да. Лихо и нестандартно – половина бойцов к медсёстрам на укольчики (зато весело). Что по самим бойцам. Кому как, но мне прокачка в этой игре навевает скуку. Бойцы, как и сама игра, напрочь лишены индивидуальности. Специализацию им можно назначить любую, в любой момент. Если боец часто ходит на задания, то к эндгейму он может работать хоть снайпером, хоть стрелком, хоть любой иконкой, которую вы сами создадите (в игре можно назначать свою специализацию, закрепляя за ней соответствующую сборку снаряжения), была бы в арсенале пушка подходящего тира. При этом нет никаких перков, особенностей, связей с другими бойцами. Знай себе воюй, бегай или сиди в тренировочном центре (у меня парочка болванов дослужись до полковников, ни разу не поучаствовав в боевых операциях). Есть медальки, но их насыпают за очень простые достижения, и уже к середине игры весь отряд в орденах, что тоже не добавляет воякам индивидуальности и, как следствие, привязанности игрока. Зато гибкость и универсальность – ну, допустим. В сухом остатке играется всё это вполне нормально, ожидаемо, размеренно, даже местами приятно (просто из моей искренней любви к жанру). Поклонникам пошаговой тактики, на безрыбье, рекомендовать можно. Просто, повторюсь, каких-то новых эмоций игра ни в одном из аспектов не дарит и вызывает стойкое ощущение ленивого ремейка, а не свежего продукта. Очередной долгострой раннего доступа, который не стоило приобретать на старте в надежде, что уж к релизу-то понакрутят ништяков.
I loved Xenonauts 1 and backed the sequel's kickstarter many moons ago. It took TEN YEARS to reach 1.0 of what's basically a remake of the first game, but the final product is absolutely worth playing if you're into the genre. I don't think there's any other game out there as faithful to the OG X-COM formula. There's a big detailed xenopedia, multiple custom base building, meaningful choices for weapon manufacturing and progression that can totally screw you over if you get it wrong, and soldier loadout micromanagement. It stops shy at requiring you to buy each individual magazine like the original X-COM did -- you still have to reload and carry the individual items into the mission, but the supply is infinite back at the base. I've seen people criticize the art style for being generic or bland, but I've always appreciated it. It grounds the whole fiction into reality by depicting what's pretty much regular paramilitary dudes facing aliens in the real world, gradually progressing into sci-fi tech upgrades. The one letdown and downgrade from Xenonauts 1 are the vehicles: you just get these 2 flavors of a person-sized mini-tank, as opposed to the cool 4-tile machines from before. Special mention to the air combat minigame, which is simple yet extremely satisfying when you maneuver your fighters into a victory as the underdog, or pull off a no-damage fight with clever positioning and real-time-with-pause micromanaging. It made shooting down UFOs much more fun than just clicking autoresolve. I encountered a few minor weapon-reloading and graphical bugs, nothing serious. Well worth the money overall, I hope the developers didn't burn out after taking TEN YEARS with this one and they carry on making games in the genre.
The game is good in general and worth its money, yet still I cannot recommend it, since having a decade since Enemy Withing release, this game provides only air fight better and maybe some weapons. All the rest is much worse, attack mechanics are a complete crap: you either one shot the enemy or shoot at your heel; no skills in soldiers profession; In the end all soldiers are the same 100 atts each, no uniqness; etc
Not sure why the review score isn’t higher. This is a great turn-based strategy game, like the old-school X-COM from the ’90s. Everything feels familiar, and the difficulty level is just right. Also, surprisingly, the research notes are actually enjoyable to read. In other games, the text is usually just plain boring, but not here. The background music and sound effects are just right—they enhance the experience without drawing attention to themselves. Great game.
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