
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
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.
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 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Xenonauts es el eslabón perdido entre el X-COM original y el más reciente XCOM. Es un juego que ofrece más de lo mismo sin prácticamente añadir nada nuevo a la vieja fórmula, más allá de un apartado visual isométrico con muchísimo encanto. Hay géneros en los que esto sería un problema. En este particular nicho en el que las alternativas no abundan, sin embargo, es una alternativa más que bienvenida. Especialmente para aquellos a los que los gráficos de 1994 le echen para atrás.
I don’t know this game kind of feels like watching paint dry. Also ran into a bug early on the UI is not very good which is odd because there’s really not many things to do. The combat is OK but it’s pretty much just a worse version of xcom in every way
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 18.3K | 78% | $9.99 | |
| $4.5M | 32.4K | 85% | $7.79 | |
| $4.5M | 4.6K | 91% | $39.99 | |
| $4.5M | 17.2K | 96% | $9.99 | |
| $4.5M | 4.3K | 89% | $29.99 | |
| $4.5M | 33.8K | 91% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $553.6K | 4K | 95% | $4.99 | |
| $361.9K | 508 | 75% | $19.99 | |
| $121.8K | 180 | 72% | $18.99 | |
| $34.6K | 84 | 71% | $12.99 | |
| $5.4M | 6.3K | 48% | $39.99 | |
| $347.4K | 276 | 92% | $29.99 |
Genres
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
Любая другая игра в стиле x-com - лучше.
By default this game is 'pretty good'. With X-Division mod, becomes legendary. Still has major flaws, mainly late game but good gameplay until then. Default Xenonauts has a lot of cancer with mind abilities/Reapers (which are designed to go where you have no LOS btw), never made sense with the vehicle oneshots either. And generally lacks content. X-Division generally improves on this, although it does have its own threats. Think of it as a 'Long war' type of mod, but also extending the game with additional content rather then stretching out what exists. It can be difficult to install as it is 3 separate files designed to be unzipped together, but by default one of the files needs to be renamed or it won't work. This has given a lot of people grief trying to install it. I think it was changed and never tested before being abandoned.
If you're comparing it to the original XCOM: UFO defence (Which it is a spiritual successor to), it very likely is a massive step up in every way and would be more up your alley. But if you're comparing it to the Firaxis' XCOM: Enemy Unknown/Within and XCOM 2 series, including long war, you might find the game to be a struggle to play on. This review might seem weak, given I spent at most, 59 minutes playing the game before giving up and refunding, and yeah, I'm not gonna lie, its gonna seem petty, but I'll just explain what my biggest problems were in that 1 hour, and my experiences during the hour: My biggest problem was that the game relied [i]extremely heavily[/i] on you reading the manual for learning the game (Which you can actually miss if you're not paying attention, the manual is [b]not on steam itself[/b] so if you enter the game past the launcher, you need to actually close the game, and start the launcher again to have the option to open your manual, unless you wanna google, its kinda annoying to figure that out), with your only information in game being text boxes that don't really give you much visual representation or actually teach you anything, they give you more lore/story stuff. So, either assuming you read the manual, or just skip it like I did initially, you are quite literally, just tossed right in and [b]are assumed to know how the game works[/b] or at the very least, have an understanding of what you're doing. Again, if you're comparing it to the original 1994 XCOM UFO Defence, its probably very likely familiar, and potentially a massive step up and you might be right at home. But for a game that came out [i]20 years later, in [u]2014[/u] (and only 2 years after the rebooted XCOM: Enemy Unknown), long after manuals stopped being something required to understand the game controls and mechanics, and even stopped being included in game boxes...[/i] It didn't leave a great impression, I'm sure to veteran players I may look 'entitled' or 'lazy' for not spending probably 30 - 60 minutes reading a manual, which sure, I'll concede, that's not a hugely outrageous ask, but I am wanting to play the damn game too, however the appeal of manuals was also how short and flashy they were, here I'm reading [b]33 pages of just pure text that only really explain parts of the mechanics and not the controls or how to do stuff[/b], that's boring, its unhelpful. I was hoping the game would at least give me even a simple prompt on how to do stuff, at best I got told how to build a base, and... That was it, I was just forced to deal with everything on the fly! I already had a very minor / basic idea of how the game would work just based on what I saw from videos from both the original UFO defence, and videos of Xenonauts, but despite that familiarity, the next biggest problem that came following the manual was the UI, which is just... Atrocious, its too small, for reference I was playing on a 1600x900 in windowed mode, so by no means am I playing on 4K screens here, I found it incredibly difficult to see where even my cash flow was (Its very small, but hidden away in the top right) i was constantly leaning in and squinting to read the small text, I only found out by sheer luck that my objectives were in the bottom right, blending in to the background on the geoscape, again, I'm not playing on a huge monitor, its 1920x1080. Now, the combat. You know what I will give credit that the time units system certainly is more understandable compared to the original UFO Defence (cause not even the original i understand, but here, I did), but outside of just basic movements, everything else you are quite literally left to figure out all on your own if you are again, not reading the manual, which is not great, when I struggle to even figure out some basic mechanics that are much easier to go through in other games, such as: [list] [*] How do I shoot accurate shots? Why are all my shots low accuracy? [*] Why can the enemy overwatch me, but I can't seem to overwatch them? [*] How on earth do I heal my soldier that is currently bleeding out? [/list] I did eventually figure out the 1st and 3rd [b]through trial and error[/b], shooting accurate shots was not that hard to find out, but it definitely took me some tries to realise that clicking on the same enemy multiple times to [i]expend more time units[/i] increases the chance of a successful hit (to a maximum of 95% only, you can NEVER go beyond that, its hard-coded, as stated in the manual)! That's cool! But that's not something you want to find out after already wasting several shots on low % chances to hit! As for the healing, that took me quite a bit longer! I was aware that some of my soldiers had a medpack in their inventory as I had given a few of them extra ammo and a pistol for good measure, but there was no prompt to actually use said medpack, nor if you click it does it give you a prompt to use it, I only found out through just brute forcing methods that the medpack is a "weapon" you equip and "fire" on yourself / your soldiers to heal, and that you can expend more time units to heal more health. Awesome! [i]But I really don't want to have to figure this stuff out through sheer trial and error whilst also trying to figure out how to kill the aliens around me.[/i] And the overwatch part I never figured out, I read the manual for that section, and I didn't get it, I believe it requires you to hold onto enough time units to automatically shoot back when fired upon, but that's not really reliable as it relies on other [b]hidden[/b] mechanics like initiatives. [b]So. My conclusion is, if you are a fan of the original UFO defence but want something a bit more 'modern', have played the original game and want to see what spiritual successors have, or know the interface and the mechanics to it very well, you might find this game extremely enjoyable! But, if you're coming from the Firaxis/2K XCOM: Enemy Unknown and XCOM 2 series of games, and have a very limited understanding of the original 1994 game, unless you are willing to dedicate time to read the manuals, and trial and error through parts of the game, there is probably a good chance you'll struggle to enjoy the game, or may have to dedicate several hours just figuring out the mechanics and UI.[/b] Its a shame because I was quite interested in the game just from the images and the video, although i was a bit skeptical, I pushed through hoping I could get something gritty, unfair, but rewarding and fun, something that challenges me to have squads of soldiers instead of just a special forces with high ranked soldiers that cripple my game if anyone dies. Instead, I just found myself bored and annoyed that the 'difficulty' i was experiencing was not even the gameplay, but the small, crappy, small yet somehow clunky UI, and lack of information from the game itself, I have to consider if I really want to put up with that in the long term, for tens of hours and the answer is: No. This may be a lot of yapping and nonsense for only 59 minutes of game time and a refund, for what will ultimately come down to someone commenting that I have a skill issue and need to read the manual to understand the game, but I am going to stand firm, a manual is fine, but it should be complementary, if you're going to make the manual the way to learn the game, fine, but make it exciting and flashy to look at like they did back then, include images at the very minimum. Games don't have manuals now, they sure as well were long on their way out back in 2014, and even say back in [b]2011 when they first [url=https://www.goldhawkinteractive.com/forums/index.php?/topic/461-xenonauts-manual-release/]made their manual[/url] and released it on their forums[/b] game manuals were still on their way out. You can even find people asking such [url=https://www.reddit.com/r/Games/comments/mu3oy/what_ever_happened_to_instruction_manuals/]questions back in 2011 where game manuals are[/url].
If you're excited for Xenonauts 2 and want to try the first one: it's worth it. Accidentally exploded one of my own soldiers into a red paste trying to break down a wall with my tank and it was 10/10.
Tiny, tiny text.
A Tactical Time Capsule Worth Cracking Open If you're the kind of player who fondly remembers the ruthless tension of the original X-COM: UFO Defense, Xenonauts is the equivalent of opening a dusty military dossier from the Cold War, only to discover a full-blown alien invasion inside. Developed by Goldhawk Interactive, this indie gem trades flashy visuals for cerebral strategy, and it’s won over a legion of devoted Steam fans because of that commitment. The Strategic Soul of Classic X-COM Reborn At its heart, Xenonauts is a love letter to turn-based tactical gaming. You command a global defense force in an alternate 1979, reacting to UFO incursions, managing multiple bases, scrambling interceptors, and deploying squads to hostile crash sites. Each soldier has stats that grow or diminish with every mission, and permanent death is always just one bad decision away. This isn’t a game that holds your hand—it hands you a clipboard, a globe, and an alien autopsy, and says “Good luck.” What truly resonates is the weight behind every action. From outfitting your squad to managing global panic levels, decisions have real consequences. The air combat, though presented in real-time, includes tactical pause and positioning mechanics, adding yet another layer of decision-making to every encounter. Even seemingly small moves in a firefight—ducking behind a crumbling wall or suppressing a lurking alien—feel intensely meaningful. Positives Players Praise Deep Tactical Gameplay – The complexity is addictive. Veterans of the genre rave about the strategic depth in everything from base placement to battlefield movement. Every skirmish feels like a mini war puzzle. Faithful Yet Modernized – It successfully recreates the X-COM formula while modernizing the interface and improving on annoying old-school quirks. It’s what many fans wished the original games could have been. Modding Community – With Steam Workshop support and active modding forums, there’s a treasure trove of community content. Mods like X-Division expand the game’s life far beyond the base campaign. Drawbacks Players Accept (But Still Mention) Austerely Functional Visuals – Let’s be honest: the graphics are more serviceable than stunning. The aesthetic is clean and readable, but it’s not going to win any art awards. If you need explosions to sparkle, you might be disappointed. Repetitive Environments – Later missions can feel a bit samey, with tilesets that recycle often. Urban maps especially can blur together after a dozen sorties. Steep Learning Curve – There’s a distinct lack of handholding. New players may feel lost at first. Some users even joked that they “needed a pilot’s license” to understand the air combat the first time around. Occasional UI Friction – While much improved over its inspiration, certain menus and management screens can feel clunky, especially during base construction and soldier equipment logistics. Final Thoughts Xenonauts is a triumph for a niche audience: player who want a serious, high-stakes strategy experience where mistakes matter and planning pays off. It’s a slow burn, not a spectacle—and it respects your intelligence as a commander. If you're looking for a tactical strategy game with grit, not glitter, then this is your battlefield. Final Rating: 8.5 / 10 Rewarding, ruthless, and retro in all the right ways—if you can look past its visual modesty and tactical learning cliff. If you liked my attempt at making a professional review of this game, please leave a like for this review and if you think I should continue doing professional game reviews, then click on "Award" in the bottom right corner. Thank you!
In original game no mod used. I played a iron man mode for around 40 h and just before the end game i complete a mission before that and the game crash... and the save game corrupted.. Around 10 soldier died because of walls or roof that can be shoot through..
非常优秀的一部XCOM类作品,据说本游戏在各方面都是对老XCOM的仿制与改良,但是因为我没玩过老XCOM,所以我也不知道到底相似度有多少,这方面不好评价。但是比起新XCOM系列,本游戏确实在各方面显得很古老,但是也更加硬核。 与新XCOM系列不同,本作并非是你守着一个基地,然后就派你手下的两三队人轮着坐全球直达的飞机到处打外星人,本作需要你自己给基地选址,自己选择建设基地内设施,自己决定要建多少个基地,自己决定要造多少个飞机、养多少队人、造多少武器,自己决定怎么把这些兵力和装备分配到各个基地里,每个基地都有自己的雷达扫描范围,只有在雷达范围内的外星人活动才会被侦测到,而无论是运输机还是战斗机,也都存在着航程限制,超出航程范围的地方飞机将无法抵达执行任务,每个基地的飞机也只能装载这个基地内的队员出击,也就是相当于每个基地要负责管辖它雷达范围和飞机出动航程内的这片区域。而本游戏获得资金的方式也与XCOM类似:你在这片区域管外星人的事管的越多,你就能从这片区域捞到更多的钱。同时,每个基地内能有多少人和飞机,取决于你这个基地内造了多少宿舍和机库,甚至你造出来的高级装备(高级枪械和护甲之类的)也只有你分配到这个基地内的仓库后才能给这个基地内的队员装备,这意味着本作对你的运营要求会比新XCOM高的多:前期你的每一分钱都要花对地方,建造基地、制造装备、招募队员、制造战机,缺一不可。中期资金数量上来后新的基地该怎么建,怎么才能尽量更多的把雷达范围盖满全球,是不是应该舍弃一些出资效率不高的地区转而优先对给钱较多的比较重要的成员国所在地区进行保护?队员也不存在新XCOM系列里面的职业划分一说,更没有技能这种说法,队员的战斗方式只与你发给他们的装备有关,也就是说,只要队员的背包装的下,不超过负重,你甚至可以让队员同时携带突击步枪、狙击枪、重武器,化身武器大师身兼多职(当然这样只是纯整活)。本游戏也不像新XCOM系列那样每回合两个行动点,一个移动一个开枪或继续移动,而是采取了行动点设定,只要你的队员在当前回合行动点数没有耗完,无论移动还是开火或是做其他动作,他想干嘛就干嘛。同时,本游戏的人物存在着视野锥范围的设定,你的队员永远只有正面朝向的视野(后期某些盔甲会改变视野锥的广度),这就涉及到本游戏战斗中非常重要的一环了:执行任务时,你的队员们一定要相互照应,团队协作至关重要,改变你队员的朝向,相互盯防队友的视野死角以及可能会有外星人出现的方向是这个游戏的基本操作,发现外星人是这个游戏第一件要做的事,其次才是消灭它们。但是还有另一个非常重要的设定就是本游戏存在着非常严重的友伤系统,开枪的时候,一定一定不要让队友站在枪口朝向的方向上!无论是敌人还是我方,全部存在着队友会挡弹道的设定!出于硬核的设定,本身人类队友脆弱的身板就挨不了多少枪,尤其是友军火力误伤经常是来自没有掩体的背面或侧面,这种情况下往往非常致命,总之枪口不认人,子弹不长眼,开枪不规范,队友两行泪。 但是即使不存在职业和技能,你的队员依旧需要有明确的职能划分,也依然会有各自擅长与不擅长的事。本游戏的人物包含6种属性:行动点、力量、精准、反应、勇气、健康。行动点,顾名思义直观显示人物每回合会获得多少行动点;力量,决定了你的人物能背多重的装备,超重会导致行动力减少,如果力量较低(低于70)使用机枪和火箭筒一类的重武器会有命中率惩罚;精准,顾名思义影响人物射击精度;反应,影响人物被射击时被命中的概率,越高越不易被击中;勇气,影响人物被心灵攻击、被射击命中、自身受伤或周围出现伤亡时,陷入被压制或恐慌的概率;健康,人物的最大生命值。本游戏不存在人物等级,军衔的提升并不会带来什么实质性的属性增加,人物属性的提升方式和锻炼相似,你的人物越多的进行某种行动,就越会增加对应的属性。这6种属性对应的提升方式分别是:行动点,使用250行动点提升1点上限,每场战斗最多提升2点上限;力量,超重移动20格提升1点上限,每场战斗最多提升1点.;精准,在武器1.5倍射程内进行射击提升1点上限,每场战斗最多提升1点;反应,做出一次监视射击提升1点,每场战斗最多提升1点.;勇气,被压制和陷入恐慌后会提升1点上限,每场战斗无限提升;健康,取其他5个属性的平均值。此外,你的士兵在行动中做出了特殊的行动和战绩在任务结束后会获得对应的勋章。不同勋章有不同的属性加成效果,例如在任务中受重伤后存活可获得增加最大生命值的紫心勋章。给行动点多的队员发放突击步枪或霰弹枪,给精准高的队员发放狙击步枪,给力量强的队员使用重武器,给经常前冲的队员发放更好的护甲,同时做出对应的行动培养他们的6项属性,某种意义上,本游戏人物成长自由度很高,完全可以培养出六边形全能战士。 在剧情背景上,与新XCOM那样某天忽然天降外星人入侵,各国紧急凑出了XCOM组织然后游戏开始不同,本游戏设定在游戏正式开始的20年前的1958年,外星人就首次尝试了入侵地球,当时的外星飞船被北约用6颗核弹击落在冰岛,北约和苏联的联合军队在清剿完地面残余外星人后,飞船发生爆炸,半径10公里的部队全部灰飞烟灭,史称"冰岛事件"。由于这种事情实在太过劲爆根本说不出口,北约和苏联一致决定向公众解释为苏联用核武器袭击了冰岛(苏联居然愿意背锅),然后背后秘密联合世界各国组建了我们的Xenonauts组织,以应对可能即将到来的外星人入侵。时间来到了现在,1979年9月1日,外星人带着他们的大部队回来了,太空上3000多艘大大小小的飞船和战机包围了地球,准备了20年的Xenonauts组织该发挥作用了,游戏正式开始。游戏应该在文件目录内自带有官方发布的关于冰岛事件的小说,可惜的是本游戏非常冷门,官方小说完全没有汉化,英语好感兴趣的玩家可以自行阅读。 我个人觉得这游戏爽就爽在各种设定比新XCOM看着要更详细更带劲。由于故事开始于冷战,人类的装备自然也还是冷战水平,初始装备给的都是AR15还有M870之类的经典冷战老装备实弹武器,护甲也是简单的军队布制制服。与之对应的外星人军队则装备了等离子武器,以及部分机械外星人拥有实弹武器难以穿透的高护甲。用于对抗外星人飞船的战机也仅是将机身加强为了镁钛合金的改装版F16,仅能靠一门火神机炮与两枚响尾蛇导弹对抗外星人。在游戏初期,我确实能感觉到外星人在各方面对比人类的强大,感受到科技差距过大导致的无力感。但是就是在这种情况下,Xenonauts的科学家们大胆提出各种方案,穷尽各种方法,毫不浪费士兵们每一次拼命带回来的外星材料和技术部件,尽全力研发出新的对抗外星人的方法。从最开始算是无可奈何如同挣扎般的匆忙对MiG-31进行机身补强、油箱扩容、升级电子设备来应对更重型的外星人侦察UFO,给士兵发放陶瓷护甲以弥补传统防弹衣对能量射弹毫无抵抗力的缺陷。到尽管没能找到高效使用方法,但是先简单粗暴的将作为UFO燃料的Alenium结晶作为爆炸物列装给士兵和战机以提升人类的作战能力。再到找到了合理使用Alenium作为能源物质从而开发出激光镭射武器,大量使用外星材料打造出第一台专门设计用于对抗外星飞船的战斗机X-37"海盗",人类的科技终于开始追上外星入侵者了。再到通过模仿外星人等离子技术为Xenonauts武装全面列装等离子武器,完全抛弃传统战机设计思路制造出了集超高速、超防护、超火力于一体的核动力对外星空优战机X-59"掠夺者"。再到利用外星材料的超高性能和技术突破,成功设计出了列装全军的电磁武器,以及在空战中使用小型聚变武器,开发出了能够在熔岩上行走或是抵挡小型核爆,使穿戴者化身人形坦克的S-2"掠夺者"突袭动力甲。再到最后,根据从外星战舰上获取的异点核心制造出了异点发射器和异点鱼雷这种理论上能爆星(设定上是这么说的)的武器。在士兵的英勇战斗下,在科学家们夜以继日的研究下,在全世界人民的顽强抵抗下,每次外星飞船的入侵都会给外星人带去损失,每一周都有新的科研项目被完成,每个月都有新的武装经过检验投入生产,在短短2-3年内,这种从科技大劣势逐渐到科技反超外星侵略者,最终抵抗成功,用比外星侵略者强的武力轰散它们的感觉真的好爽啊。 我非常喜欢这游戏内的一些带感的设计,比如这游戏里面定位类似XCOM里面寄生兽的单位收割者,两者在设定上都是通过将卵注入受害者体内快速繁殖的用于大规模屠杀的生物兵器,但是比起XCOM里面只有在将受害者杀死后才会注入卵的寄生兽(二代是注卵后缓慢掉血),这游戏里面只要被收割者近战伤害到就会立刻变成肿胀的被寄生僵尸,相比之下更加惊悚和有压迫感,更加符合这种生物武器的设定。还有例如设定上如果不人为限制爆炸范围甚至有可能直接毁灭地球的"爆星弹"异点鱼雷,这种超高逼格武器当让是由你拥有的最高逼格的单位携带并使用的,那就是用外星材料重新设计超级魔改版的原SR-71"黑鸟"高空侦察机——已经彻底从原来的侦察机变身成为无情杀戮机器的X-120"狂怒"无人拦截机。是的,为了不被人类驾驶员羸弱的肉体限制,科学家们直接使用了自主飞行计算机来代替驾驶员,使得他们可以尽情魔改该战机。在游戏中的表现就是狂怒无人机是游戏里玩家唯一无法操控进行手动作战的战机,与UFO接触后只能进行自动战斗。同时,超高的速度使得狂怒无人机能在两小时内到达全球任意地方,免疫任何UFO射弹攻击,异点鱼雷的恐怖杀伤也能摧毁任何东西。在游戏里的表现就是狂怒无人机出击后能够迅速直达目标,并且自动战斗永远获胜,无论面对的是什么种类的UFO,来自异点鱼雷的可怕攻击将会作为猎物的UFO直接蒸发,是的,你没听错,直接蒸发,完全不会有通常后续会出现的清理坠毁UFO的任务出现,UFO被攻击后直接消失了。完全是将"无敌"两字写满脸上的终极兵器,逼格太高了太帅了。 总之这是一款非常硬核且十分小众的游戏,对玩家的喜好非常的挑剔,属于是如果对上了你的喜好,那么简直爽到不行的游戏。我非常推荐本游戏给所有喜欢XCOM类游戏的人,不要被基本没有的BGM、复古的画面和UI设计、以及初期困难重重的运营和作战劝退,试着打下去,一定能感受到其中的醍醐味。
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