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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Recomendado por mentores

"With deep strategic systems, omnipresent dread, and clean turn-based combat, Xenonauts is a triumph of rebooted game design."
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Actualizaciones recientes Ver todos (34)

6 de octubre

Mac / Linux Builds Updated

Just a quick note to say there's been a further patch to the Mac / Linux native builds that were released last week, bringing them up to V1.60.

This should address some bugs that were only affecting the Mac / Linux builds, the most annoying being the crashes / freezes during the alien turn that were making the game unplayable for some. Initial reports seem to suggest that the majority of these issues are now fixed but the porter is continuing to work hard on the stability of the new ports.

If you're a Windows user, your version of the game will remain at V1.59 as all the fixes have been made to the port rather than the actual game code. You're therefore not missing out on any gameplay updates as a result of being on V1.59.

Please keep us posted about any issues you're having with the Mac / Linux builds on the forums and we'll do our best to resolve them for you!

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29 de septiembre

Native Mac / Linux Builds!

Xenonauts now has native Mac and Linux ports available rather than the WINE-wrapped Windows version that we previously used as "ports" for these platforms. These have been produced by a porter who works with the Humble Bundle team and are not directly being produced by us.

This is obviously great news and we've just made these versions available on Steam (the WINE builds are available in the Legacy branch). Unfortunately, these ports are still a work in progress and the porter is still busily working on making them fully stable.

If you're trying the new native ports and you're struggling with bugs - sit tight, more updates are incoming!

Hopefully we'll be done with the worst of the bugs by the weekend, but if you're really having problems then perhaps give the old WINE builds on the Legacy branch a go as they are known to be largely stable ... despite being a bit fiddly to set up!

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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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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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I think that one of the best ways to define Xenonauts is as a "spiritual remake" of X-Com: UFO Defense. By that I mean that the developers attempted to recreate the original X-Com as faithfully as possible (while at the same time improving on the classic's flaws) but had to use a different setting, considering they don't own the rights to the X-Com franchise (hence the "spiritual" aspect). What is the result of said remake? Simply put, the best X-Com game that I have ever played. Xenonauts succeeds admirably at perfecting the formula that made the original game a timeless classic, and while it does have a few flaws, it is nonetheless a fantastic turn-based strategy game. It also brings forth a very nice artistic design, and streamlines the original's cumbersome UI, thus successfully bringing the original concept into the modern era of gaming.

In Xenonauts, you act as the commander of the titular organization tasked with defending the Earth against an alien invasion set in a Cold War-era setting. The game is divided into three separate components: a real-time administration simulation with 4X and sandbox elements where you manage the bases of your organization (assigning all kinds of tasks such as research, manufacturing of equipment, and building of annexes) and monitor for UFO activity in a map of Earth; a real-time with pause minigame where you engage UFOs with your interceptor aircraft; and a turn-based strategy component where the actual combat against the aliens happens. This last mode is where the meat of every X-Com game lays, and in the case of Xenonauts, I'm happy to state that said combat missions are every bit as challenging, tense and satisfactory as they were in X-Com: UFO Defense. Furthermore, the turn-based combat has been largely improved from the original, featuring more deep, complex mechanics, a wider array of weaponry and artifacts, and a healthy dose of streamlining where it was needed.

You have to keep in mind that this is a very challenging and difficult game. Every choice you make has consequences, and actions are irreversible. Furthermore, if you play on Ironman (a mode which I recommend activating from your very first playthrough, as these kind of games are clearly designed to work that way) you will not be able to reverse to a previous save state. You'll have to learn to go on with your choices, both good and bad, and I can't emphasize how fulfilling it is to achieve victory in these conditions. Remember though that if one of your soldiers dies, they're gone. Forever.

A rather notorious addition that Xenonauts made to the X-Com formula is the air combat. As I mentioned earlier, this is a real-time with pause minigame where you direct your aircraft against the UFOs in a radar-like interface, trying to maximize the damage you deal to them while avoiding their deadly attacks as much as possible. While I think this mode is far from perfect, as many times I felt it was a bit shallow, it is nonetheless a huge leap from UFO Defense's barebones interception system, and I think it succeeds in getting the job done.

The only real complaint I have with Xenonauts is with the way that psionic attacks works. This was a huge flaw in the original X-Com, as psionic abilities were hugely overpowered. In Xenonauts, they tried to fix this by making psionics unavailable to humans and making it a bit less powerful in aliens. Unfortunately, the result is that many times you feel completely powerless against psionic attacks, as there's no research that allows to counter it (something like the Mind Shields in XCOM: Enemy Unknown would have helped a lot in making it a fairer mechanic). Still, it's not a game breaking flaw, and the game it's still an excellent one even with the annoyance it poses.

At the end of the day, I don't see any reason not to recommend this game to everyone interested in a deep, complex, and tactical experience. For classic X-Com fans, this is a no-brainer, and for newcomers the lower difficulties are forgiving enough to make learning the basics of the game a smooth experience (keep Ironman mode activated though, that's the way to play this, in my opinion). Go for it.
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In short: Game is excellent, it has it's flaws and other small things, but in overall, a worthy reboot of UFO: Enemy Unknown (X-COM: UFO Defense in NA). You must buy it if you enjoyed UFO back in the days.


+ lives up to any UFO: Enemy Unknown lover's expectations
+ scary musics which gives a good vibe on the battlefield
+ you can take control of an air battle, meaning you control your jets against the alien ships
+ easy to learn the ropes of the game
+ ability to airstrike a crashsite, which can give you some easy cash


- sometimes the game can be a pain in the ♥♥♥, i.e. early invasions of Androns
- the RNG is too strong sometimes, so you need to plan ahead if you want to survive

I hope that the devs will consider making the reboot of X-COM: Terror From The Deep.
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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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Xenonauts is a quite fun turn-based strategy, closely similar to XCOM.

++The A.I. is very smart on higer difficulties.
++Nice 2.5D eye-pleasing graphics.
++Absolutely no P2W.
+Detailed air combat: Control your planes. Ability to disallow use of certain weapons, too.
+Excellent cover system, akin to XCOM.
+It's the Cold War: You won't have advanced weapons. This is true in Xenonauts, as you start with quite weak 1960's era weapons.
+Weapon technology: Once you get more advanced, you get better weapons.
+Amazing autopsy system: You can see the insides of every alien, robot and organic, and even study them.
+Amazing research trees. In-depth research trees with about 100 projects to research.
+True-to-the biome maps: Artic tileset on Artic biomes, Desert tileset on Desert biomes, etc.
+Cold War airplanes, and more: As you get more advanced, your planes get more advanced, too.
+/-The A.I. is quite dumb on Easy-Normal difficulty.
-Sometimes-dumb plane AI. I had a plane circle a Corvette, not firing its' torpedos.
-Crashes: The game will sometimes crash when you start a mission.

Conclusion: This is my first detailed review, and I hope it's good. I cannot give enough praise for this game: it is absolutely brilliant. In my opinion, it is DEFINENTALLY worth the 24.99$.

Final Rating: 9.8/10.

Edit: grammarfix
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