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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Data de lançamento: 16/jun/2014

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4 de fevereiro

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 janeiro

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!

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Análises

“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

Sobre este jogo

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 de sistema

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
Análises úteis de usuários
8 de 10 pessoas (80%) acharam esta análise útil
1 pessoa achou esta análise engraçada
23.7 horas registradas
Publicada: 17 de março
Muito Bom, se fosse com a tecnologia do X-COM seria infinitamente melhor! Mesmo em 3d consegue ser mais denso que os novos X-com. Gostei bastante e o mais importante...
#FORAPT
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822 de 982 pessoas (84%) acharam esta análise útil
59 pessoas acharam esta análise engraçada
135.7 horas registradas
Publicada: 8 de novembro de 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.
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28 de 35 pessoas (80%) acharam esta análise útil
3 pessoas acharam esta análise engraçada
6.7 horas registradas
Publicada: 1 de fevereiro
#Early Review - 5 hours in
# 12 Missions down

Xenonauts very much takes after the ORIGINAL XCOM: UFO Defense. If you like the original XCOM but would like some mod support, the original style of management, and the original game's map and squad size, then this game is likely for you.

There are a few cons:
- Objects dont seem to become transparent to show (Aliens) behind them. So sometimes you will have someone starring an alien in the eyes and not know about it until they shoot you in the face,
- Teammates dont seem to care about shooting other teammates who happen to be in the line of fire. Because those aliens need to die, humanity be damned.
- Can be a lot to get used to if you have only played Enemy Unknown/Within

Still early in, so can't speak for length, but so far, I like it a bunch and it is certainly a worthy spiritual successor to the original game.
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60 de 93 pessoas (65%) acharam esta análise útil
13 pessoas acharam esta análise engraçada
41.7 horas registradas
Publicada: 6 de janeiro
I would like to enjoy the game, but it is too much infuriating. Is not angerness as in 100% Orange Juice, or when you miss a 99% shoot in the XCOM, or when the AI in the Civ games just declare war on you for no reason.

This is Cat Mario type of frustration. The enemies can shoot through 100% cover where you can't. I have been shot thought wall with pistols from totally blind points for the aliens. You get one shoot kill across the map with a shotgun. You get kill by rifle fire from too far away, and again from blind spots for the aliens. I swear some aliens are aimbots inspired from the CS cheaters.

The AI is unnecessarily difficult. Is just difficult for the sake of being annoying. And that is just frustrating when you play on Ironman.

My feeling is that XCOM:EU was challenging, you can still make no mistake and loose the mission, but you could recover from that. In here you need to make perfect runs, with a cheating AI, and so the game become a matter of luck rather than tactics.

There are also minor CTDs, and some annoying interface designs that I don't particularly like.

On the bright side, the game actually nails the air combat. You can get your deploy ship shoot down if not withing timing range of your fighters, and so on.
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17 de 18 pessoas (94%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
69.2 horas registradas
Publicada: 17 de fevereiro
I originally reviewed this game with a 65/100, but I really have to correct myself on this one.

The game starts relativerly boring and basic and I based my passed judgement on that, but the game gets a lot better and strategic when you progress further in the game and when you have unlocked a lot of the technology.

The ground combat in the beginning is fairly easy and you only have traditional weapons to work with, but as you progress and get better equipment you encounter interesting tactical situations with new opposition where every move counts and any mistake can be a brutal punishment that has a long term effect on your gameplay.

What I especially like from this game is the scientific lore. Every new technology you recover and reseach has a very detailed background. And even though fictional the way it is explained sounds credible and makes sense. The devs have really thought about the underlying details of the technology and thats pretty cool.

Overall the game has a lot more strategic depth than I originally thought (first few hours of gameplay). And the game mechanics and the AI is a lot better than I originally expected. This is clearly not a game made for the $, but made with passion and devotion... and it shows.

80/100!
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