Xenonauts 2 cover
Xenonauts 2 screenshot
Genre: Simulator, Strategy, Turn-based strategy (TBS), Indie

Xenonauts 2

Milestone 1.33 Released (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Changelog:



  • Fixed a crash that would occur if you try to detonate C4 that had been placed in a saved game.
  • Fixed an issue in the tutorial where a soldier did not have enough TU to fire their shotgun a second time.
  • Fixed an issue where missiles would sometimes not fire in air combat if you had activated the Afterburner at the start of the battle.
  • Game no longer creates an Iron Man save when exiting the game (even if you're not playing Iron Man).
  • Swapping weapons on the Soldier Equip screen now also swaps out the associated ammo for these weapons.
  • Tooltips are now dismissed when you start dragging an item (e.g. on the soldier equip screen).
  • Camera now correctly moves up / down when watching an AI unit climbing a ladder during the alien turn.
  • Quantum Array now correctly shows the additional information on visible UFOs immediately after loading a save.
  • Units attempting to shoot adjacent walls should no longer contort themselves like a pretzel to do so.
  • Cleaner Accelerated Rifle no longer drops to 0% Accuracy as soon as it goes beyond maximum range, unlike other weapons.

Milestone 1.32 STABLE Released!

I'll shortly be posting our development update for last month in which we explain our plans for Milestone 2, but we're continuing to patch and improve the existing version of the game while we work on our next update!

This update contains all the fixes from the 1.32 versions we've been testing on the Experimental branch over the past week or so.

Usability Improvements:



  • Quantity buttons in various parts of the game (Base Stores, Engineering, etc) now increase in quantity automatically if you press and hold them, rather than you having to click them every time.
  • Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious.

Balance Changes:



  • Melee weapons no longer ignore combat shields.
  • Alenium Generator upgrade project now costs $200k instead of $500k
  • The construction time of all upgraded base structures is now the same as the basic version of the structure.
  • Updated the move cost of several types of movement so soldiers choose more logical paths through the map:
    • Opening doors now costs 4TU rather than 3TU
    • Vaulting costs 5TU rather than 4TU
    • All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level

Bugfixes / Other Changes:



  • Fixed a rare crash that could occur if you tried to overwrite an existing save game.
  • Fixed a crash that could occur when rebinding keys in a non-English language.
  • Fixed another crash that could occur when you tried to initiate air combat if you had merged two airborne squadrons together using the Launch Aircraft panel.
  • Fixed Flashbangs (and other types of grenade) sometimes incorrectly causing suppression through floors / ceilings.
  • Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks.
  • Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties.
  • Fixed soldiers not training Strength in the Training Room.
  • Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction.
  • Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not).
  • Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list.
  • Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly.
  • Fixed interactive consoles on Cleaner missions showing the gold interactive shader after loading a save, even if they'd already been interacted with.
  • Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign.

Milestone 1.32c Released (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Changelog:



  • Fixed combat shields not offering any protection due to an error in our last patch.
  • Fixed flashbangs sometimes causing suppression through floors / ceilings.

Milestone 1.32b Released! (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a small patch for 1.32 that fixes a couple of bugs played have encountered.

Changelog:



  • We've removed the "swapping weapons swaps out the ammo" feature on the soldier equip screen, as that was causing issues where weapons were not swapping correctly. That will return in the next patch once we've had a chance to correct that issue.
  • Fixed another crash that could occur when you tried to initiate air combat if you had merged two airborne squadrons together using the Launch Aircraft panel.
  • Quantity buttons in various parts of the game (Base Stores, Engineering, etc) now increase in quantity automatically if you press and hold them, rather than you having to click them every time.

Milestone 1.32 Released! (Experimental)

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

Usability Improvements:



  • On the Soldier Equip screen, if you drag a new weapon on top of an existing weapon, the game will automatically swap out all ammo clips for the previous weapon with those used by the new weapon.
  • Clicking the soldier minitabs at the top of the screen now correctly shows the position of the unit, even if they are unconscious.

Balance Changes:



  • Melee weapons no longer ignore combat shields.
  • Alenium Generator upgrade project now costs $200k instead of $500k
  • The construction time of all upgraded base structures is now the same as the basic version of the structure.
  • Updated the move cost of several types of movement so soldiers choose more logical paths through the map:

    • Opening doors now costs 4TU rather than 3TU
    • Vaulting costs 5TU rather than 4TU
    • All jetpack movement costs +1TU per tile, so units will land and walk rather than flying along at ground level

Bugfixes / Other Changes:



  • Fixed a rare crash that could occur if you tried to overwrite an existing save game.
  • Fixed a crash that could occur when rebinding keys in a non-English language.
  • Fixed an issue we introduced recently where Ctrl "force fire" for weapons would frequently not respond to mouse clicks.
  • Fixed rotating when shooting incorrectly not costing TU on Veteran and Commander difficulties.
  • Fixed soldiers not training Strength in the Training Room.
  • Fixed upgrading a building reseting the construction time of any buildings of that type currently under construction.
  • Fixed soldier inventory Time Unit move costs not working properly. This system has now been rewritten so it should now always provide the correct cost (let us know if not).
  • Fixed an ordering issue when tabbing through soldiers in the tactical combat which would place soldier 10 at the very end of the soldier list.
  • Fixed the "stores full" check that blocks engineering work not triggering correctly if you built or demolished a Storeroom. It will now detect both of these actions correctly.
  • Destroyed bases no longer count towards the base limit, which means players are no longer inexplicably blocked from building a sixth base if they lose one during a campaign.
  • Destroyed bases no longer show their radar range on the Geoscape once the Radar is upgraded.
  • Alenium and Alloys are no longer listed twice in the recovered items at the end of missions.
  • Soldier inventory screen in tactical combat now shows Max HP as the modified max HP, not the unmodified HP (so it now shows the correct value if you go into battle with a wounded soldier).
  • Fixed dead MARS units showing a full health bar on the post-mission debrief screen.
  • Fixed the empty UOO-1 research popup appearing at day 300.
  • Laser Recharge engineering project no longer has a tooltip.

25% Off Sale for Xenonauts 2

Milestone 1.31d STABLE Released!

This is a very minor update which simply adds a little more guidance to the Cleaner Cell missions, as player feedback suggests people would appreciate more information before (and during) the mission.

Changelog:



  • The description of the Cleaner Cell mission now makes it more obvious that this mission requires a well-equipped team of soldiers.
  • The mission briefing and introductory conversation for the Cleaner Cell now highlights that the VIP is inside the "largest building".

Milestone 1.31 Stable Released!

This is a stability update for the default Steam branches that contains all the changes from the 1.31 versions which have been tested on the Experimental branch.

We've fast-tracked it off the Experimental branch because it contains fixes for several bugs people are encountering, the biggest of which are the "stuck" alien base resupply UFOs that are usually accompanied by a crash whenever you try to begin a tactical mission. It hopefully also properly fixes the bug where terrain objects do not always disappear when destroyed, allowing units to move / shoot through what appear to be solid objects.

If this update causes you issues for any reason, the previous version (1.30) is available on our Legacy branch.

Changelog:



  • Fixed the crash that could occur after an alien base resupply UFO gets "stuck" on the Geoscape and you try to start a new tactical mission.
  • Fixed a crash that could occur when starting air combat if the leader aircraft of a three-plane squadron had been split off and the remaining two planes attempted to start another combat.
  • Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know (it's a bit of a weird one!)
  • Dropship auto-fill button now obeys the Vehicle Capacity rules for the dropship.
  • Engineering Screen - the quantity arrows for the projects now update correctly if you add a new project and can no longer afford to add more quantity to existing projects.
  • You no longer get a building complete notification for buildings that were being built in destroyed bases.
  • If playing Iron Man, the game no longer always quits to Main Menu rather than giving you the option to quit to Desktop instead.
  • The "Captured VIP" item in the base stores is now hidden, as it's a research trigger item (and you still also get the Captured Psyon item).
  • Fixed the region highlight outline for the Soviet Russia region being misaligned in some cases.
  • Fixed the newlines in the "Base Destroyed" loss condition text.
  • Fixed the game showing incorrect values in the Xenopedia for the MARS and Sentry Gun stats.
  • Fixed the Cleaner SMG and Accelerated Rifles being equippable by vehicles.
  • It's now possible to shoot through the glass doors in the desert trailer park houses.
  • Pillars are now crushable (which means the MARS can move diagonally through fences).

Milestone 1.31b Experimental Released!

This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although note they have slower load times and worse performance than normal builds due to the extra logging they contain!

This is a small patch for 1.31 that fixes a couple of other bugs that were introduced a couple of weeks back in version 1.29.

Changelog:



  • Hopefully fixed the "terrain not disappearing when destroyed" issue properly now. If you continue to encounter it then please let us know!
  • Fixed a crash that could occur when starting air combat if the leader aircraft of a three-plane squadron had been split off and the remaining two planes attempted to start another combat.

Milestone 1.30 Stable Released!

This is an update for the default Steam version that contains all the fixes from the 1.30 versions which have been tested on the Experimental banch. It adds support for increasing or decreasing the duration of mission timers, and fixes the annoying bug where grenades sometimes miss even on a 100% hit chance throw.

If you are experiencing the "stuck UFO" crash (which is an alien base Resupply mission) then this patch does not fix that issue - but if you switch to our Experimental branch, our newest patch (1.31) does include that fix and should allow you to continue playing.

Gameplay / Balance Changes:



  • Added a campaign difficulty option that allows you to modify the mission duration / reinforcement timers (this doesn't yet update the numbers in the mission briefing text).
  • Added new artwork for Cleaner Origins, Wraith Interrogation and Tissue Regeneration research projects.
  • Terror missions now grant -10 Panic reduction if you win.
  • The cost text for a project on the Engineering screen now displays in red if you lack the funds to afford it.
  • Flares no longer become far louder if you have more than one on-screen at the same time.
  • Added proper silhouette images for all the weapons for use in the soldier minitabs at the top of the tactical UI.
  • You can no longer throw grenades into UFOs through their roof.

Bugfixes:



  • Fixed the issue where grenades could miss even when showing 100% hit chance.
  • Fixed air combat autoresolve failing to fire torpedoes at UFOs with escorts and therefore giving a much worse result than the manual air combat does in those instances.
  • Fixed a bug where all Accelerated Rifles would turn into Cleaner Accelerated Rifles if you recovered one and were playing in a non-English language.
  • Fixed soldiers sometimes rotating to face the wrong direction when throwing a grenade.