Software Demos Recomendados NOTICIAS
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.
Fecha de lanzamiento: 16 Jun 2014
Etiquetas populares para este producto:
Ver vídeo en alta definición

Comprar Xenonauts

Actualizaciones recientes Ver todos (17)

Xenonauts V1.07HF Released!

8 julio 2014

This is a very small update to the game, fixing three bugs. It's unlikely to break any of your mods:

- Using the Fury in combat no longer occasionally permanently grounds one of your other interceptors
- Main Menu background artwork should now appear on all computers
- Mac / Linux bugs should now be able to Autoresolve combat without it crashing

We'll be releasing another (larger) update soon to fix the crash to do with units randomly flying outside the map, and a fix that should improve turn times / low framerates on some systems.

This involves some changes to our tilesets so we're going to test it extensively on the Experimental branch first though, else we run the risk of terrain turning invisible.

We will also be making some further changes to the Mac builds to make the install process a bit more straightforward for everyone, and to deal with the problem of blurred text that some users are experiencing.

4 comentarios Leer más

Xenonauts V1.07 Released!

30 junio 2014

Another update for Xenonauts has been released. Again, this is largely a stability update that will not break save games, but it does chance a few game files. If you have any major mods installed (map packs will work fine) then you may need to re-apply them after the update.


  • Month-end funding screen now appears before the Game Over screen if you lose the game.
  • Fixed the issue with upper levels of building not being visible if you have a soldier behind them.
  • Soldier equipment should stop "disappearing" on the Geoscape.
  • Killing a Zombie with a tank no longer spawns two Reapers, the second of which is invulnerable.
  • TU Reserve slider now works properly when you change weapons.
  • AI is now a bit less passive inside UFOs.
  • Extras launcher links now work correctly.

If you want to read the full changelog, you can do so here.

In other related news, the Mac / Linux builds are also finally getting somewhere. We've just enabled them for public download on Steam, but be aware that they are not yet fully functional.

LINUX: If you are playing on Linux, you must have WINE installed to be able to play the game. If it is installed then you should be able to download and play the game with no problem.

MAC: We're not able to launch this through Steam, but we can now distribute the files through Steam. Once they have downloaded, go into the download directory and open - the game is within.

Both the Mac / Linux builds still have some issues in them that we're working on fixing. The visual glitches from the Industrial tileset on V1.06 have been fixed, though - they were making the game unplayable for many.

5 comentarios Leer más


“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 del 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!

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

    • 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
Análisis útiles de usuarios
A 3 de 3 personas (100%) les ha sido útil este análisis
34 productos en la cuenta
25 análisis
28.0 h registradas

En diciembre de 1994, buscando algo que regalarme de los expositores de videojuegos del Corte Inglés de Valencia, acabé escogiendo una caja grande con el llamativo nombre de UFO: Enemy Unknown. Yo era (y lo sigo siendo) un gran aficionado a la ciencia ficción, pero lo que de verdad me sedujo no fue el título, sino la contraportada del estuche. El texto que servía de sinopsis hablaba de la invasión extraterrestre de nuestro planeta, uno de mis temas favoritos del género, mientras las ilustraciones mostraban a una tropa de soldados saliendo de un transbordador para hacer frente al enemigo alienígena. Como en aquella época aún me fiaba de la intuición a la hora de seleccionar un videojuego, la mezcla de La guerra de los mundos de H.G. Wells y la perspectiva isométrica me pareció irresistible. Había acertado con la compra.

Para los que no conozcan el juego al que me refiero en la anécdota, aclaro que tras su éxito de ventas se publicó de nuevo con el título de X-COM, siendo esta la denominación habitual del que se convirtió en uno de los más representativos ejemplos del género de la estrategia para ordenador. Han pasado ya desde su salida veinte años, y precisamente con este nombre la empresa Firaxis Games sacó a la venta en 2012 una nueva interpretación de la invasión alienígena, que demandaban desde hacía tiempo los aficionados al juego original, publicado por MicroProse. Sin embargo, los más puristas reclamaban un juego fiel al primer X-COM, sin facilidades o concesiones al público general y que conservara las características más aplaudidas. Exactamente con esa idea partía Xenonauts hace un par de años, el proyecto de la compañía independiente Goldhawk Interactive, que usó la plataforma Kickstarter para financiarse. Acabó con éxito su empresa, recaudando más de 150.000 dólares y, por fin, el pasado mes de junio se hacía oficial la versión comercial del juego, que se puede adquirir en distintas tiendas de distribución digital.

El argumento de Xenonauts es similar al de X-COM y se basa en la hipotética invasión terrestre de una civilización alienígena, aunque aquí la acción empieza en el año 1979, en vez de en un futuro cercano, como sucedía en el original. Al mando de una organización militar internacional, nuestro objetivo será, como cabe imaginar, el de repeler la invasión y averiguar los detalles del plan enemigo para conseguir su aniquilación. Para ello tendremos que compaginar la gestión de nuestra infraestructura con el combate de guerrillas al que se enfrentarán las tropas. Así pues, en Xenonauts nos haremos cargo de dos fases diferenciadas de juego: Por un lado dispondremos la ubicación planetaria, la construcción y la administración de las instalaciones militares pertinentes, incluyendo la dirección del personal técnico, científico y militar, así como la maquinaria móvil ofensiva. Por otra parte, una vez situada la acción en el combate específico de las tropas, tendremos que dirigir cada escaramuza o reconquista en una batalla táctica por turnos.

En la primera etapa del juego, administrativa y de construcción, debemos posicionar nuestras bases de operaciones a lo largo de la Tierra, tratando de abarcar la vigilancia del mayor territorio posible para su salvaguarda. El dinero disponible estará limitado a las aportaciones de las diferentes naciones, por tanto, nuestros recursos dependerán del capital; la eficacia de nuestra contraofensiva determinará las cuotas de cada región, ingresadas en nuestra cuenta mensualmente. Las decisiones estratégicas que tomemos, aunque parezcan poco relevantes a corto plazo, serán importantísimas en el futuro porque una gestión incorrecta nos llevará a la ruina económica o al fracaso militar, sin la posibilidad de enmendar nuestros errores pasados. Tan importante es la localización geográfica de nuestras bases como la dotación de sus defensas, la contratación del personal científico, técnico y militar, la investigación de los proyectos adecuados y la construcción de armamento.

En la pantalla principal, representada por un mapamundi, disponemos de una vista general de la cartografía mundial y el emplazamiento de las bases. Desde aquí podremos acceder a las pantallas específicas de cada una de ellas o, dejando transcurrir el tiempo, nos servirá para dirigir los ataques aéreos contra las aeronaves enemigas avistadas; con nuestros aviones tendremos que derribarlas, decidiendo que este proceso sea automático (se nos informará de las probabilidades de éxito) o dirigiendo manualmente el movimiento de los aeroplanos.

Una vez derribado el enemigo o localizada alguna de sus bases, enviaremos al lugar a uno de nuestros grupos de asalto en una nave de transporte, pasando a una segunda etapa del juego en la que tomamos el control de nuestros soldados y vehículos terrestres. El escenario cambia entonces a una proyección isométrica del terreno próximo a nuestro aterrizaje y cada miembro de la tropa tendrá un control individualizado. En esta fase se ejecuta la acción por turnos alternativos entre nuestro bando y el del enemigo. Los protagonistas de la batalla, tanto unos como otros, tienen asignados unos puntos que se consumen con cada maniobra que ejecutan, bien para disparar como para moverse, y que no se vuelven a recuperar hasta el comienzo del siguiente turno. Teniendo esto en cuenta, debemos desplegar nuestra tropa para que ocupe las posiciones propicias dentro del escenario, que está dividido en una cuadrícula como si fuera un tablero. La victoria, que se alcanza con la muerte de todos los alienígenas o la ocupación de la nave enemiga durante al menos cinco turnos seguidos, depende de nuestra estrategia, para la que habremos de considerar, además del terreno, con sus obstáculos, parapetos y edificaciones, los puntos de movimiento, las armas equipadas y la puntería de los soldados y vehículos.

En Xenonauts el progreso hacia la victoria final es, por tanto, un camino largo y paciente, de muchas horas en las que se han de concatenar las victorias aéreas y terrestres con el acierto en la gestión de nuestros recursos y descubrimientos. La dificultad del juego, del mismo modo que en el original UFO, es alta y progresiva, lo que nos obligará a grabar constantemente para poder volver atrás a enmendar, si es posible, las peores decisiones y movimientos tácticos. La mecánica, aunque a grandes rasgos bastante repetitiva, no se hace monótona porque varía según progresamos en el tiempo, complicándose con la escalada de los recursos ofensivos extraterrestres y nuestra cada vez más delicada administración del mapa geopolíticoLas virtudes de Xenonauts son las mismas que las del juego de MicroProse, pues prácticamente es un calco de aquel, aunque este parecido pueda ser un arma de doble filo, ya que su valoración tiene un condicionante sentimental. Después de veinte años quizá se pueda exigir la mejora de algunos de los pequeños defectos que encontrábamos en X-COM, como una mayor personalización de los soldados

(Sigue el análisis en la web)
Publicado: 8 julio 2014
¿Te ha sido útil este análisis? No
A 245 de 267 personas (92%) les ha sido útil este análisis
220 productos en la cuenta
2 análisis
18.7 h registradas
Análisis de acceso anticipado
If you're looking for a game that captured the feeling of the original X-Com then look no further.

With stellar 3d to 2d rendered sprites, an art style and design the is reminiscent of an older generation of games though I think it would be going too far to call it "retro". Its both pleasing to the eye and has excellent clarity, all the information you need at the tip of your eyeballs and fingers to make the best strategic and tacticle decisions to defeat the disgusting xeno threat.

The gameplay is heavily inspired by the bygone days of the past, with enough updates, improvements and modernizations that streamline the drudgery of the past (like the micromanagement intense menu screens of the original X-Com that are themselves evoke thoughts of Dwarf Fortress un-modded) into a lighter area by trimming back the intensity of the learning curve (such as buying ammo, etc) leaving the player with the same amount of depth and variety without leaving newer players in quicksand googling guides.

If you're looking for a game where no one dies, aliens are made of paper and losing is impossible - look elsewhere. Your best men can be cut down like wheat by the advanced alien troops, who can at times seem to be made out of 40ft thick brick walls with angry faces painted on them.

The risk of having your best men enhances the gameplay so much more than I would have thought, I truly cared about each soldier and shook my fist at the alien menace when my important men were gunned down mere feet from the landing craft.

Theres a lot to this game, and if you're still on the fence there are plenty of videos on Youtube of people playing it - go look there and you'll find some great gameplay videos for the most part!

Just be wary, some of the videos are old and may be on outdated builds that have bugs which no longer exist in this release and if I do have anything negative to say about this game its that it isn't a fully polished release and bugs do crop up from time to time, the majority of which aren't gamebreaking but once in a while I've seen a bug cripple someones game despite myself not having seen one.
Publicado: 8 febrero 2014
¿Te ha sido útil este análisis? No
A 88 de 97 personas (91%) les ha sido útil este análisis
156 productos en la cuenta
1 análisis
69.0 h registradas
Xenonauts – a remake of a game of old.

UFO: Enemy Unknown is one of the most influential games ever made. This is clearly visible by the amount of games that tried to mimic its gameplay like Altar’s UFO series or UFO Extraterrestrials and XCOM Enemy Unknown to name a few. Still some people were not satisfied by the above and wanted to recreate the know experience to their liking. One such project is Xenonauts.

My first encounter with this game was not a rather positive one. I saw it at a friend. The game was half finished with tons of missing graphics and an unfinished campaign. After this experience I forgot about this game for several months until some sale on Steam and since I had some extra cash I gave the game a second chance (I’m a sucker for his kind of gameplay and own every commercially released UFO game and their clones for PC).

The game itself is almost a direct clone of UFO: Enemy Unknown though there are several differences. Setting wise, the game is set in 1980’s during the cold war. As a bonus to the game you get a free novella in a PDF format, titled “Crimson Dagger” by Lee Stephen, which serves as an introduction to the game setting and describes in detail the first human contact with the aliens (quite a nice read). Apart from the setting, the most obvious difference is seen as soon as you start the game – there is no rotating globe, just a flat map of the earth. Than again the graphic design of the game is very nice, esthetic and functional. The core gameplay is identical to the original – you start with one base, some interceptors, a troop transport, soldiers, scientists and engineers and slowly advance the story by assaulting shot down or landed ufos, researching alien tech, acquiring new weapons, armor, craft and vehicles up until the final mission when you save the earth for good. And this all works pretty well. A nice touch is the casualties counter which track the number of people killed due to alien activities and also the on map reports of various event like forest fires, tidal waves, strafing runs ets. which might help to track a ufo outside of radar range. Some people might not like that certain parts of the game are more streamlined. There is no need to buy the basic weapons or ammunition, for both soldiers and jets. All is provided free and in unlimited quantity. Furthermore, jets have a fixed set of armaments per jet type and all upgrades to weapons installed on them are done automatically after researching certain technology, also free of charge. This take a lot of base management of ones mind though it comes at a price in ingame currency. First, funds are scares and getting stuff from ufos for sale is a must. Second, loosing a country is quite easy as building a new base is expensive, not to mention the prices for manufacturing new craft, armor or weapons for you troops. Furthermore, there is no possibility of self funding your efforts by selling weapons that you manufacture as the selling prices are way below the production costs.

As for the combat part of the game, there are two types – dog fighting ufos in the air and ground combat in the form of assaulting grounded ufo, alien bases or defending cities in terror missions. The air combat is the part I like the least about this game. Its done with a pseudo radar view of the situation where a squadron (1 to 3 jets) you sent to deal with a ufo is under your direct command in an RTS like manner. You have to manage the position of your craft, range of your and enemy weapons, represented by cones projected from craft silhouettes, fuel reserves and craft health. The key it to either take out the enemy with your long range missiles or to try to get you planes in the ufo’s blind spot and use you short range weapons. If you get in trouble you can press special keys to dodge incoming fire or use the afterburners to fly quicker but use more fuel. If things get nasty, you can order your jets off the combat field and run away. All in all I’m very glad that the creators of the game gave players the option to auto resolve this part of the game. For me it’s a blessing as I really didn’t like this particular air combat system.

The ground combat, on the other hand, is done extremely well. The graphics are sharp, clean and present different types of object on the map in a way that players will immediately understand. The animations of units, both your and aliens are nicely done and you rarely have problems distinguishing units one from another. Terrain sets are varied and depict farmlands, cities (in Eastern European, US and middle east styles), military bases, forests and sub-polar regions. The alien craft themselves are varied and interesting on their own. The combat itself is done in turns using a time units system for performing actions. What is nice is that the game will inform you how many points an action costs before performing it (e.g. little numbers by the target indicator before a shot is fired) or how many time units will be left after moving a desired distance. Furthermore, a cover system is implemented, not unlike the XCOM Enemy Unknown, which has to be always taken into consideration when positioning your troops. It works by reducing chance to hit a target that is obstructed by a peace of cover, be it a bush, a fence or a fridge inside a kitchen (the game show which objects reduces the to hit chance by how many %). But its done only when you actually want to take a shot and you never know how good your soldiers cover actually is. Another interesting feature is the suppression system. Every weapon has a chance of suppressing an opponent and machineguns excel at that. A suppressed unit immediately looses all time units it currently had (especially dangerous when your soldier is suppressed by reaction fire), and on their next turn their starting time units are reduced by half. Add riot shields to the mix, which soak up damage very nicely and leave one hand free to fire a pistol or use a stun baton, and you can get a lot of combat options unavailable even in other remakes. On the down side, grenades have no primer regulation. Regular ones explode at the end of the turn while smoke or stun ones immediately after they land on the ground. Additionally, in certain situations the units can get behind object which the game engine does not make transparent. This is annoying as it is difficult to position your men to you liking or you can just “loose” them on the battlefield and not use them for a turn or two. But still, tactical combat should satisfy most of the old UFO fans. As with the air combat, there is also an option not to go and clean up a shoot down ufo and just air strike it. This way you get a fixed amount of cash, dependent on the ufo type. The downside is that you don’t get any special resources from the ufo and after performing a ground mission you always get more cash.

Lastly, sound and music. As for the sound design all is done OK. Every alien, weapon, action has its own distinct sound and after w few hours into the game you will know what happened just by the sound produced, which is especially important in ground combat missions. The part that made a really big impression on by was the music, especially the one in tactical missions. For some time I was looking for a good modern version of the track played on the original – this creepy midi, with a heart beat motif and loads of strange sounds accompanying it. Well, Xenonauts delivered 11 very good tracks made by Aleksi Aubry-Carlson which you can linsten here . Ground Combat Day 2 is the one I had looked for.

All in all I am really happy with my purchase of Xenonauts. It’s a very good take on the classical UFO formula, faithful to the original concept but still bringing its own setting and story that drive you forward to uncover the alien secrets and save the earth once more.
Publicado: 17 junio 2014
¿Te ha sido útil este análisis? No
A 66 de 68 personas (97%) les ha sido útil este análisis
12 productos en la cuenta
2 análisis
362.6 h registradas
This is a solid strategic game. Sure, it doesn't have the eye-popping 3D graphics of the current XCom games, but what it's lacking there it more than makes up for in challenging gameplay. And by challenging, I don't mean aliens picking you apart while you hide in full cover and wonder what the point was. The aliens here will find ways to flank you with the same type units that at other times often would hole up defensively instead. Sometimes it takes carefully placed explosives / flashbangs / stun gas into an area just to give you a leg up vs. them. It is also a difficult game to master in terms of having a good gameplan finance-wise. Will you spend a pile of your initial funding on science research to get a better technological balance vs. your foe, or will build extra hangars to combat the increasing ufo assault? How much of that funding will go to engineers to help you build better weapons & vehicles quickly enough to be of real use, and how much of it will you spend on soldiers to have enough to stop terror missions while still defending your own base? Or I should say, 'bases', because one will not be enough, as the threat is ongoing and everywhere. It's a fine line to walk (and I'm just talking about normal difficulty here).

So if you get distracted easily, or you're looking for a lot of gloss and entertaining Wow - factor, this game might not be for you. If you're into a game that'll hand you your ♥♥♥♥ the first few times you play it and demand that you improve your strategy, well then you've come to the right place. :)
Publicado: 16 junio 2014
¿Te ha sido útil este análisis? No
A 66 de 107 personas (62%) les ha sido útil este análisis
67 productos en la cuenta
1 análisis
52.6 h registradas
A few scattered ideas to sum up my dissapointment, what's not mentioned here is probably good in the game, but not enough to recommend it:


The ground combat really kills it.
Seriously, the line of sight/fire issues are horrible. I like playing games like this without saving (I did so with JA2) but here, to me, it seems impossible. It's just not intuitive. If I have a soldier crouch in the center on a warehouse rooftop, he shouldn't be able to get shot by someone hugging the warehouse wall. Or all the times I've moved a heavy for a slightly better position, only to be informed I now have 0% chance to hit, or something silly like a windowpane blocking 50% of my shots and not enough TUs to get back to my original position and fire. Also, I think the entire MG spray hit chance is calculated when you fire, because I've tried firing through those silly waist high walls with screens on them that you get in UFOs, which give you 0% chance to hit your target, because I figured ok, 1 round blows them away and the rest spray the alien behind... well, no, they all randomly hit the air where the screen used to be. This stuff kind of breaks a tactics game. JA2 didn't have these issues and that was 15 years ago...

Also, you can't store extra gear in the dropship. I can't be the only one who used to go back to the ship to get the heavy explosives every now & again in a difficult mission. I miss that.

Mission variety:
There really isn't any. I know there wasn't that much in the original game either, but if there's one aspect where I think the game could've evolved, it's this one.
There was just so much wasted potential here, extraction missions, coming to enforce local forces battle lines (I think they promised a static tank emplacement at one point), pilot rescue missions, I don't know, anything?

I don't mind the direction they took or the lack of female soldier models or lots of stuff that could've been. In fact, I was pleasantly surprised by the variety of local forces and civilians and stuff, but the game has next to no animations, the characters don't sway, don't move, they don't anything. Everything is frozen until you take an action and then it's all very mechanical.

No option to toggle off centering on selected soldiers starts giving you headaches when you have to move 10 of them through multiple levels like in a UFO or building.
You can't reorganize your squad order, which is a mindnumbing oversight. I can't have No. 1 be the shield, 2 & 3 be assault and so on. Was it so hard to let me drag the ground combat squaddie tabs around?

I would've preferred scroll up/down to change height levels instead of selected squaddies. I guess tab & tilda work well enough, though. You can change the key bindings but you can't bind them to scroll up/down. I guess you probably can if you start tinkering with the game files but I shouldn't have to do that.

I generally love the descriptions in games like this, even Aftermath caught my interest with their alien types and whatever, but here, it feels too... textbook. I read all the entries but they felt dry and the attempts at humor seemed forced. There was 1 funny joke somewhere in there, though.

In all, it's a real shame and it taught me a lesson about buying into this kind of stuff. Maybe that gives the pricetag some worth.
Publicado: 20 junio 2014
¿Te ha sido útil este análisis? No