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.
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Fecha de lanzamiento: 16 jun. 2014

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4 de febrero

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!

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19 de enero

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.


  • 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!

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“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

Acerca de este juego

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.

Requisitos del sistema

Mac OS X
SteamOS + Linux
    • 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
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
    • 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
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
    • 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
    • Memory:2 GB RAM
    • Graphics:512 MB DirectX 9.0c Compliant Video Card
    • Hard Drive:Solid State Hard Drive
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Publicado el 3 de noviembre de 2015
Xenonauts es un, principalmente, un clon del X-COM / UFO original adaptado a los tiempos modernos, con interfaz y gráficos más modernos y usables, y sólo por eso ya merece la pena.

De qué van XCom / Xenonauts

En el juego controlamos a una organización creada únicamente para defender el planeta de una inminente invasión alienígena con tecnología muy superior a la humana. Se divide en dos partes, la estratégica (gestión económica y de bases, e intercepción de platillos volantes), y la táctica (combates por turnos manejando a un puñado de unidades).

La parte estratégica es, en mi opinión, la que define el espíritu X-COM: Decidir qué investigar primero, si gastar recursos para intercepción de platillos, para mejorar a los soldados, o para acelerar el desarrollo en el futuro, vigilar que los paises que financian la operación no se cambien de bando... Es algo que se ve en pocos juegos y que le da el toque de ambientación adecuado.

La parte táctica también es en la que pasaremos la mayor parte del tiempo (por duración de las misiones), y es un combate por turnos más normalito, con puntos de acción, estadísticas y niebla de guerra / línea de visión. Como la IA no es muy buena, el juego le da ventaja a los alienígenas dándole stats por encima de las nuestras, y aumentando su distancia de visión, de forma que nos ven primero a menos que sepamos utilizar el entorno. Esto es especialmente notable durante el combate nocturno, donde los humanos normales no ven 3 en un burro pero los alienígenas sí (tenemoss bengalas a nuestra disposición para ayudarnos, pero lanzarlas consume puntos de acción).

Esto, a grandes rasgos, es XCom / Xenonauts.

Ahora la review, principalmente comparativa:

Estratégica / Mapa de situación

Las mayores diferencias entre Xenonauts y XCom se ven en la parte estratégica, en general para bien. Aparte de la evidente mejora de usabilidad del interfaz (el juego anterior era de la época VGA 320x200) muchas de las tareas molestas se han eliminado o mejorado.

Probablemente la más importante que ya no es necesario fabricar/comprar munición/granadas para las tropas o los interceptores, se da por hecho que se pueden obtener en cantidad suficiente y punto. Así, lo único que hace falta fabricar son aviones, armaduras y las armas de las tropas, pero no hace falta preocuparse de fabricar munición por adelantado, etc.

También hay un puñado de cambios que afectan al balance, por ejemplo ya no se pueden fabricar kits médicos para luego venderlos y obtener beneficio, aquí el dinero se obtiene o bien destruyendo Ovnis o bien con la financiación de los continentes. Esto era un exploit importante en el otro XCom así que es normal que se haga así.

El árbol de investigación es muy similar al original (casi insultantemente), por ejemplo: Armas de fuego -> Armas láser -> Armas de plasma, añadiendo un nivel más allá del plasma (superando a los propios alienígenas), aunque los requisitos de investigación son distintos (en general son por encontrar un objeto de un enemigo o ovni). Las investigaciones que no aportaban mucho al juego y eran más bien de Lore (autopsias principalmente) se realizan de forma automática, de forma que todas las investigaciones tienen algún efecto en el juego.

Por último, la forma de interceptar los ovnis se ha cambiado, podemos manejar escuadrones (en el original también se podía pero era complejo) y el combate se realiza sobre una rejilla cenital, en tiempo real con pausa. Hay que tener en cuenta las trayectorias de los aviones y su velocidad, etc. Aunque no está mal, no es lo bastante variado como para querer repetirlo muchas veces, por lo que afortunadamente hay una opción para resolver automáticamente. Es posible que haciéndolo en manual nos salga un poco mejor, pero cuando el juego avanza hay tantos combates aéreos que es casi impensable el resolverlos todos a mano.

Táctica / Combate en tierra

Aquí Xenonauts no difiere mucho del original, más allá del aspecto, aunque los puntos en que se diferencia son importantes y a mí me pilló por sorpresa.

La principal diferencia es la forma en que funciona la cobertura. En el XCom original (si no me equivoco), cuando dispárabamos se simulaba el proyectil viajando hasta el objetivo. La puntería del soldado indicaba cuánto se podía desviar el proyectil. Es decir, cuanta más cobertura hubiese alrededor del objetivo, más difícil iba a ser darle.

En Xenonauts la puntería es más sencilla de calcular (aunque no está bien explicado). La fórmula usa los valores de puntería del soldado, el arma, la distancia, etc. y después le aplica un modificador en base a la cobertura más fuerte que haya por el camino, y punto. Aunque si te paras a pensarlo puede no ser muy distinto a la realidad (no cambiará mucho el que haya un coche entre tú y el objetivo, o una hilera de ellos), lo que no tiene en cuenta es la distancia de dicha cobertura. Y definitavemente no es lo mismo disparar por encima de un seto que está a dos metros de nosotros, que de un seto tras el que está agazapado el enemigo. Pero el juego no tiene en cuenta esto.

Mis dos primeros intentos a este juego fallaron por culpa de eso: Le daba a la cobertura la importancia equivocada, de forma que gastaba demasiado tiempo en intentar posicionar bien a mis soldados, y evitaba disparar a los alienígenas a menos que hubiese una línea de tiro más o menos clara (cuando en realidad daba igual cuanta cobertura hubiese, sólo contaba una). La forma en que se muestra esta información no ayuda tampoco.

Por lo demás no hay mucha diferencia: Los soldados suben sus stats realizando acciones relacionadas con dicho stat, y hay una nueva mecánica de supresión que nos permite bloquear los movimientos de un alienígena a base de hacerle llover balas sobre su cabeza.


Es un juego difícil, sobre todo a mitad de partida. Lo intenté en Difícil un par de veces y decidí bajar a Normal tras perder a toda mi tropa principal (usaba guardados y cargados pero de forma esporádica, y nunca en medio de una batalla).

En la parte estratégica la dificultad viene principalmente por el aspecto económico: El dinero es muy escaso y si nos quedamos en números rojos la investigación no avanzará, con lo cual estaremos en problemas serios. Para perder hace falta que los paises nos retiren la financiación, pero aquí hay más margen, simplemente nos ahogaremos primero.

En la parte táctica la dificultad es puramente numérica: Los enemigos son más, reaccionan antes, tienen más puntería y hacen más daño que nosotros. Por supuesto es nuestro cometido el compensar esto con buenos posicionamientos y tácticas, pero dependiendo de la situación puede resultar una tarea realmente ardua. Afortunadamente, la pérdida de un soldado no significa que perdamos el costoso equipamiento que llevaba, por lo que perder a uno o dos soldados por batalla (cosa que pasa todo el rato) no es tan serio como lo era en el XCom original.

Diferencias con XCom: Enemy Unknown

No se puede terminar esta review sin mencionar las diferencias entre el remake de XCom y Xenonauts. Xenonauts es más fiel al original, pero EU lo que busca es mantener el espíritu con mecánicas más modernas. Creo que en el proceso se perdió parte de la esencia del juego, y especialmente la parte estratégica perdió mucho de su encanto. Aun así, la parte táctica del nuevo XCom es mucho más amena, aunque en muchas ocasiones peque de recordar más a un juego de tablero que a un juego de estrategia.

En cualquier caso, ambas aproximaciones me parecen perfectamente disfrutables, y se les puede dedicar mogollón de horas a ambas.

En Resumen

Si no has jugado aún a un XCom, prueba XCom Enemy Unknown. Si lo terminas y tienes ganas de más, juega a Xenonauts después (al menos para amenizar la espera al XCom 2).
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Un must have para los amantes del Xcom clasico. Entretenido, adictivo y desafiante. Graficos algo planos pero que cumplen, ambientacion post guerra fria y lo mejor... aliens de todo tipo que estan deseando meteros sus sondas por el ano
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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_.

♥♥♥♥ 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.
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This is the only faithful remake of the original 1994 game UFO: Enemy Unknown (aka X-COM: UFO Defense). It has numerous flaws, but in the end it captures enough of the original X-COM magic to be well worth playing. (The recent Firaxis game, XCOM: Enemy Unknown, is an excellent game in its own right, and probably a better game, but is not faithful to the original X-COM formula.)

The game improves on the original X-COM in several ways. It helps reduce end-game grind by allowing you to skip the ground combat after shooting down a UFO, in exchange for greatly reduced rewards. It eliminates the X-COM problem of having to laboriously track down the final alien. It updates the interface to more modern standards of user-friendliness. It adds a proper cover system (albeit a frustratingly bad one). It adds an air combat mini-game to make shooting down UFOs more interesting. And, it adds some mod support to the game. Soldier advancement is pretty well-designed too, allowing rookies to get better without you having to force them into dangerous situations so they can get kills, although I think the original X-COM was okay in this respect.

Unfortunately, the flaws are many.

The AI is quite stupid. Aliens (and civilians) often run around in circles, or run back and forth through a fire until they die. Your squadmates don't seem to care about friendly fire during reaction fire, so if they have a 25% chance of hitting an alien and a 65% chance of hitting a teammate, they'll still take the shot. You want to keep your machine-gunners behind you because they're not very flexible, but then you have to worry about them slaughtering a team member if they decide to do reaction fire. Or, you want your infantry to advance behind a tank for cover, but they might shoot and blow up the tank trying to hit an alien on the other side. And there's no way to disable reaction fire to avoid this.

The cover system appears nice at first, but it's quite bad. It's just nonsensical what kind of objects can block your shot or grenade. If you're next to a tall box, and on the other side of the tall box is a short box, you can shoot over the tall box but the short box will block your shot even though that's impossible. Etc.

There are unforgiveable flaws in the game simulation. If you know an alien is on the other side of a flimsy fence, you might think "time to blast through it with my machine-gunner", but no. The first bullet may destroy the fence, and the other nine bullets will just hit the empty space where the fence used to be. This makes machine-gunners far less useful, since they can't punch through obstructions to hit enemies behind. Also, there's no gravity. A favorite tactic of mine in the original X-COM was to get the drop on enemies by blasting a hole in the ceiling and dropping in on them. In Xenonauts, you can make a hole, but you won't fall through. Even with a big hole, you can just walk around in the air where the floor used to be. (Similarly, if you kill a flying enemy, its corpse will just float in the air.)

Other, less important omissions from the simulation that existed in the original X-COM: no negative effects from smoke inhalation, temporary unconsciousness, etc. Also, sometimes in Xenonauts, you can see through walls. So presumably the aliens can see you through walls.

The maps are small, few, and not randomized, unlike the original X-COM which had random maps. You'll see repeat maps pretty often by the end of the game. The ground is entirely flat, unlike the original X-COM which had hills and whatnot. The alien ships are linear and thus safer to assault compared to the original X-COM ships which could be quite treacherous.

The game fails to capture the tension and fear from the original X-COM, at least for me. When you start the original X-COM, you have 14 men (with the least-upgraded transport ship). Before you even exit the transport ship, plasma bolts start flying your way. You can't even see who's shooting at you. Your men are dying. You're diving for cover, or trying to. The aliens are blasting your cover apart. Gotta find new cover. Shoot back, or keep moving?? Finally, you get to a good spot or kill the immediate attackers. Three men are dead, and two are wounded. And now you can start trying to complete the mission... The aliens in the original X-COM are dangerous. They can see further than you, their weapons are devastating, and they frequently ambush you. In Xenonauts, I never really felt threatened in the same way. The aliens aren't very aggressive, they can't see further than you, and there isn't as big of a difference in weapons. You never have to fight in the dark, and almost never in buildings. You can fight every mission in daylight. As a result, it's easier than X-COM and it doesn't feel as satisfying to turn the tide of the war because you don't start so far behind. That said, there's an iron-man mode, which should help add some of the missing tension back into the game.

Alien psionics are devastatingly random. There is no way to effectively defend yourself against them. No matter how strong-willed your men are, no matter how high their morale, health, etc., they will frequently be mind-controlled or worse. Combined with the fact that psionics don't require line of sight, it's just frustrating rather than fun, especially if you want to play iron-man and can't reload the game.

The game lags even on a modern system sometimes. For instance, after I added a hovertank to my team the game started lagging pretty noticeably.

The developers seem a bit incompetent. When flaws like those mentioned above were pointed out (e.g. why the cover system was so bad), they said they couldn't fix them because "it's too hard". X-COM did many of these things better in 1994, and many other games do them better today, so I think if it's too hard it's because the developers aren't good enough at their jobs. (Also, I've been programming for decades so I know something about what things should and shouldn't be hard to do.)

In addition, there are numerous small bugs, but they're not too annoying and at least the game seems stable. It has never crashed for me.

In spite of all those problems, if you're a fan of the original X-COM, I believe you'll enjoy this game.
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Publicado el 9 de septiembre de 2015
Xenonauts is an alien fighting game where you play the CEO of an organisation outside of any secret intelligences the earth posses. You have been assigned to fight the impending invasion. You'll start off with ordinary weapons and aircraft, your only advantage is the planets atmosphere and the manoverability of your aircraft -- the aliens haven’t quite developed their ships to handle these conditions... yet.

You'll manage a handful of scientists and engineers as well as an army of special forces. Bring down the ships, salvage the resources and research new technologies. Capture and interrogate the aliens to work out their motive. Stop the invasion!

Xenonaughts is a top down strategy based game with a dynamic storyline; expect to do quite a bit of reading as the game progresses and you discover more about the alien technologies and the invasion in general.

This game is not for people looking for something mindlessly fun and quick to play. You will need to contribute many hours into Xenonaughts to experience its full potential. It's a 'seriously-fun' game for people who love strategy and get a kick out of having full control of everything.
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