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.
Évaluations des utilisateurs : très positives (1,775 évaluation(s)) - 90% des 1,775 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution : 16 juin 2014

Connectez-vous pour ajouter cet article à votre liste de souhaits, le suivre, ou indiquer que vous n'êtes pas intéressé

Acheter Xenonauts

SOLDES DE L'ANNÉE LUNAIRE ! L'offre se termine le 12 février

-30%
$24.99
$17.49
 

Mises à jour récentes Tout voir (37)

4 février

Xenonauts 2 confirmed and expected in 2017!

We have now officially confirmed we are working on Xenonauts 2, and we're currently hoping for a 2017 release for the game!

The full statement and some basic details on the sequel can be read here (with more to follow in the next couple of months): http://www.xenonauts2.com

Thanks to everyone that has supported us by buying the first game - the experience we've gained making it and the feedback received from the community should allow us to create something even better second time around!

48 commentaires Lire la suite

19 janvier

Xenonauts V1.65 Experimental Released!

We've released a new version of Xenonauts for Windows on the Experimental branch, V1.65. It contains some gameplay updates, but it will need some testing to see if it is stable before being rolled out to the default Stable branch for all Steam users, so if anyone can test it that would be appreciated.

To access the Experimental branch, please follow the instructions here: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions

We will also merge these fixes into the native Mac / Linux builds in the future if they prove to be stable.

Most of these fixes are drawn from improvements to the game made by the Xenonauts: Community Edition team, so a public thank you to those who contributed to X:CE in general and to Solver specifically for putting this patch together for us.

Changes:

  • Miss shots should no longer go through walls; the trajectory code has been updated so they should only hit tiles that a "hit" shot would be able to hit.
  • Grenade scatter calculation updated, so "miss" throws can actually miss by a meaningful amount. This applies to both Xenonauts and aliens throwing grenades.
  • Stunned zombies (which appear dead) will no longer spawn zombies. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for reasons that remain unclear
  • Damage from base defence turrets now correctly reduces the number of attacking aliens it fails to destroy an attacking UFO.
  • Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before.
  • Soldier Strength now updates correctly, as there was a bug in the formula before.
  • Manufacturing screen now displays the number of required items in your stores when previewing a project, rather than just the number of required items.
  • Saviour Medal and Crux Solaris medals can now be awarded and displayed correctly.
  • Alien bases are now correctly destroyed if you blow the Cores and then suffer a squadwipe.
  • Fixed an issue in the air combat where the aircraft throttles would sometimes not work properly.
  • Geoscape performance has been optimised on some systems.
  • Game startup speed has been improved.
  • Fixed crash when a building collapses with a drone inside.
  • Minor revisions to game manual.
This is likely to be the final gameplay update for vanilla Xenonauts, but Xenonauts: Community Edition is still under ongoing development so be sure to keep up to date with their progress in the future!

7 commentaires Lire la suite

Articles

“The result is a deeply engaging, indie version of an alien invasion that stands toe-to-toe with X-COM—the classic and the reboots.”
85 – PC Gamer

“Xenonauts is a faithful modernization of a classic. It retains the features that made X-COM such a tense and memorable game, with base invasions and a gigantic open-ended campaign of depth and freedom. If Firaxis' revamped take on the series felt a little too directed and linear for you, then Xenonauts is likely to delight.”
80 – Strategy Informer

À propos de ce jeu

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. A detailed strategic layer allows you to co-ordinate the defence of the planet, using your interceptors to shoot down UFOs and researching captured artefacts to learn about your foes and unlock new combat equipment to use on your missions.

Xenonauts is a spiritual successor to the classic X-Com strategy games from the 1990s. We aim to improve the graphics, add new content and streamline the interface whilst still retaining all of the key mechanics of the original games. Devoted fans should love this game, but we're also keen to introduce the joys of old-school grand strategy to a whole new generation of players who might not otherwise experience it!

Please note that the native Mac / Linux versions of the game are still in beta, however older WINE-wrapped "ports" are available and known to be stable whilst development of the native ports is still ongoing.

Key Features


  • Ground Combat: Xenonauts delivers tense turn-based combat across realistic, varied and fully-destructible battlefields, against almost fifty different variants of enemy. Missions range from capturing crashed UFOs or alien bases to defending cities (or even Xenonaut facilities) against alien attack. You'll experience the chill of encountering a new alien for the first time and the joys of test-firing a new weapon for the first time. Deeply asymmetric combat keeps the battles interesting - after all, you're fighting intergalactic invaders with 1970's ballistic technology!
  • Strategic Management: You will also be managing the defence of the planet, dealing with the invading alien UFOs with your customisable interceptors. You need to balance the needs of your funding nations with your own. Your funds are limited - are you going to spend them on battlefield equipment, more scientists, or expanding your coverage of the planet? Your priorities must be balanced carefully if you are to win the war.
  • Research Tree: Xenonauts has an extensive research tree with almost a hundred projects to unlock, each with its own unique description and painted artwork. It slowly reveals the intentions and origins of the invaders, while also unlocking new battlefield equipment, aircraft and vehicles for you to use as you harness alien technology and turn it against them.
  • Persistent Soldiers: Soldiers in Xenonauts are persistent from mission to mission, improving their stats and gaining ranks with combat experience - but their deaths are always only a single bad move away. You will grow to care about the brave men and women under your command as they slowly grow from green rookies into hardened veterans, but that only makes it more painful when their heroic tale is cruelly cut short by a burst of plasma fire...
  • Detailed, Emergent Simulation: Xenonauts contains no scripted missions, just broad rules setting the pace of the invasion. As such, no game plays out the same twice. If you shoot a Scout UFO down over a polar area, you get a Crash Site mission where you can capture a crashed Scout UFO in an Arctic tileset. Commence a battle at night and you'll be fighting the mission in the darkness with reduced sight range. If your base is attacked, you fight the defence in a perfect replica of your base. A lot of time has gone into weaving the two very different halves of the game together into something that feels both natural and enjoyable.

Configuration requise

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows 8 / 7 SP1 / Vista SP2
    • Processor:Intel 2 GHz
    • Memory:1 GB RAM
    • Graphics:Integrated Graphics
    • Hard Drive:3 GB HD space
    • Sound:Integrated
    • Monitor:1280x720 pixels minimum
    Recommended:
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
    Minimum:
    • OS:OSX 10.6 or better
    • Processor:Intel 2 GHz
    • Memory:1 GB RAM
    • Graphics:Integrated Graphics
    • Hard Drive:3 GB HD space
    • Sound:Integrated
    • Monitor:1280x720 pixels minimum
    Recommended:
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
    Minimum:
    • OS:Any Linux distribution since 2010
    • Processor:Intel 2 GHz
    • Memory:1 GB RAM
    • Graphics:Integrated Graphics
    • Hard Drive:3 GB HD space
    • Sound:Integrated
    • Monitor:1280x720 pixels minimum
    Recommended:
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
Évaluations intéressantes des utilisateurs
17 personne(s) sur 17 (100%) ont trouvé cette évaluation utile
9 personnes ont trouvé cette évaluation amusante
30.5 heures en tout
Posté le : 21 novembre 2015
Comme souvent dans les X-Com et autres, vous devez lutter contre une invasion alien en gérant une agence mondiale.
Plusieurs tâches : construire des bases et les équiper, mener des recherches, décider de l'équipement à produire, des soldats à engager et à spécialiser.
L'autre coeur du jeu réside dans les affrontements sur le terrain au tour par tour, comme dans Jagged Alliance et autres.

Ne vous attachez pas à vos combattants. Ils vont mourir. Tous.
La difficulté est de trouver les bonnes combinaisons...
Quelle configuration de squad ?
Qui protéger ?
Prendre des snipers ou des assauts ?

Les aliens sont nombreux, costauds, fourbes ou bourrins, et ils voient la nuit.

Chaque mois, un bilan financier tombe, et les pays mécontents ferment le robinet des crédits... Il y a donc un côté gestion politique, il vaut mieux défendre la Russie et les USA que l'Amérique du Sud.

Le jeu le plus impitoyable auquel j'ai joué sans doute. Le patch de la communauté est excellent, il ajoute beaucoup de fonctionnalités et de richesse dans les événements.

Managez, protégez, anticipez, soignez, répartissez, réfléchissez.
Puis débarquez et faites-vous défoncer.

Je ne sais pas si il faut le recommander à tous.
Disons qu'il faut aimer les jeux un peu difficiles, et rester humble quand un mauvais choix RUINE votre campagne de 15 heures irrémédiablement...

Important : on peut sauvegarder, même pendant les missions.
Sauf en Ironman peut-être ?
Je n'en suis pas là, je me prends de ces cartouches....
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
9 personne(s) sur 11 (82%) ont trouvé cette évaluation utile
35.9 heures en tout
Posté le : 14 août 2015
Un très bon clone des premiers X-COM qui ajoute pas mal de petits trucs sympas :
  • boucliers anti-émeute pour se protéger des tirs adverses (notamment des tirs de réaction lors de l'assaut d'une pièce),
  • shotguns (pour nettoyer la pièce une fois que le bouclier a attiré les tirs),
  • système de suppression (tirs et flashbangs),
  • mini jeu facultatif sur les combats aériens,
  • possibilité de demander des frappes aériennes sur les ovnis crashés. C'est beaucoup moins intéressant qu'envoyer une équipe (pas de gain d'XP, beaucoup moins d'argent, pas de matériaux et technologie alien) mais en mid/late game ça évite la lassitude des combats, surtout qu'il y a un paquet d'ovnis,
  • moins de micro-gestion : pas besoin de fabriquer les munitions et grenades, certains équipements (grenades, missiles des avions, batteries de défense des bases...) sont upgradés automatiquement,
  • etc.

Dans le négatif, les ovnis n'ont toujours qu'une seule entrée. Impossible de se créer les siennes à coup d'explosifs pour multiplier les angles d'attaques. On retrouve également les bugs habituelles des lignes de vue/tir propres à ce genre de jeu.

Dans l'ensemble, et nostalgie mise à part, c'est finalement un meilleur X-COM que les premiers X-COM (et bien meilleur que les nouveaux XCOM, ceux avec les 2 pauvres points d'action, même si ça n'en fait pas de mauvais jeux).
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
1 personne(s) sur 1 (100%) ont trouvé cette évaluation utile
48.4 heures en tout
Posté le : 7 février
Vous voulez un Xcom comme celui de votre jeunesse, ben c'est cela la :)

Il est moche, mais qu'est-ce qu'il est bon :)

L'avantage c'est qu'il tourne sur n'importe quoi.

Cela dit, les environements, les missions, surtout les bases alien sont un peu répétitives vers la fin.

Un bon xcom oldschool pas cher et prenant :)
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
4 personne(s) sur 7 (57%) ont trouvé cette évaluation utile
9.9 heures en tout
Posté le : 1 octobre 2015
jeu tres sympa.. son tres gros défaut la camera figée et qu'il ne soit pas traduit officiellement en francais.

pour le reste c'est un jeu d'exception, un bon xcom like
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante
545 personne(s) sur 649 (84%) ont trouvé cette évaluation utile
41 personnes ont trouvé cette évaluation amusante
135.7 heures en tout
Posté le : 8 novembre 2015
First off, air combat is great - I mean, finally - this has always been a very important part of these games and it irked me that XCOM 2012 pretty much ignored it. Here it's way more important, plays better, and has a much better consequence spiral.

I wanted to like this game - I have hundreds, if not thousands, of hours in the original X-COM games. I've finished TFTD on superhuman ironman. I've played a ballistics only UFO Defense... I even made my way through XCOM Interceptor...

<edit> Before we go any further, I want to add a little edit since many of the comments are critical about how I can thumb down a game even though I have 120 hours into it - The short answer is: I should really like this game, it seems perfect on paper, but I didn't and I wanted to know _why_.
</edit>

♥♥♥♥ this game though - and for one simple reason - the Aliens always know where you are. And this isn't the X-COM: EU type of alien squadsight where if they see one troop, they can see all your troops. This is where if you are within range of an alien, even one that's never looked outside the UFO, it triggers a special AI. This is the kind where if you have a wall between you and an alien, the alien will be facing you through the wall.

Remember how in TFTD there would be those little closets where aliens would get stuck because of a pathing bug? And to kill that last alien you'd have to either eat up its reaction fire with rookies or blow through the walls from another direction? Well, this is half of the aliens in this game. And you can't blow through the walls. UFO breaches, depending on the layout, are either brutal or tedious. Most of the time the aliens will just sit behind the door in their command center, full TUs, waiting to reaction fire as soon as you make a move. And that's nothing compared to alien base assaults.

Jesus effing Christ - the beginning of the assault are fun - about a third of the aliens on the map will make their way to the LZ and try to push you out. The next phase is classic XCOM - carefully make your way to the control room, removing opposition as you go. The last phase is just mind-numbing tedium - 1/3 of the aliens in the base are sitting in a single room, barely moving so they can keep their TU high for reaction fire. Problem is that there's something like a 60% chance that if they hit your fully armored guys, they will kill you in one hit. They, on the other hand - take 3-5 hits, on average to take out. Now, add in the lovely 'Dread' effect and half your team will have 30% of their TUs removed. Just 'cause. It's like they combined the worst parts of all the XCOM games - Alien PSI spam, Lobstermen Bullet Sponges, XCOM 2012 projectile/cover dynamics, Apocalypse AI camping - and they put it all into a single room.

Then we can talk about LOS issues - they are everywhere. The number of times I have gotten shot (or have shot) through a wall is ridiculous. Or aliens shooting through solid obstacles from the fog of war. Or sitting in the middle of a roof and having an alien along the wall of the building be able to hit me. How about trying to throw a grenade over a knee-hgh wall, only to realize that you don't *throw* grenades so much as you fire them in a direct line from your chest.

Moving past the map issues, the way ballistics work is just broken. In the original X-COM, you shoot a bullet, it will fly in a straight line until it hits something (Wall, scenery, alien, back of your team mate's head) or it goes off the map. It's simple, it worked - your accuracy percentage was your chance to hit a target at 20 tiles, that accuracy determined the size of the cone the bullets leaving your weapon would travel. The game didn't care what you were shooting at, just put the bullets in that cone and they did what they did - whether it was boring a hole through a house or taking down a floater. Here, you have a) a chance you'll hit the alien (XCOM 2012) and b) a chance to hit anything in the way. (XCOM 94)

Let's say that you're shooting at an enemy with a LMG. There's a bale of hay between you and the enemy, but you know that your LMG can shoot down that hay bale if you get 2-3 shots into it. So, you force target the alien and the first 3 rounds of your 10 round burst do indeed destroy the obstacle between you and the bad guy. You expect to see the 7 remaining bullets proceed to kill or even just supress the alien on the other side. Unfortunately, the remaining 7 rounds just *poof* disappear, stopping where the hay bale used to be because that chance to hit an alien is determined before the first shot is made. That's the XCOM 2012 binary hit / miss calculation ♥♥♥♥ing everything up. Even if you have a clear path between you and the alien, the bullet will still disappear at the alien's square and you'll get a *miss* text pop up over the alien's head. It won't continue past them on these occasions, possibly hitting the explosive barrels on the tile directly behind them, just another *poof*. That game said you had 95% chance to hit that alien, and even if your bullet had perfect dead-center trajectory, that 5% will kick in and eat that bullet.

Oh, and sidenote - dread is the worst game mechanic ever introduced.
Cette évaluation vous a-t-elle été utile ? Oui Non Amusante