X-COM: Apocalypse on Steam - User reviews, Price & Information

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There's something evil in the city tonight... Earth has been ravaged by human excess, petty conflict and alien invasion. The world's population has been herded into huge cities, the first of which was Mega Primus. 2084: A Utopia shattered, social collapse and civil unrest reigns in Mega Primus. Fiendish aliens terrorize the city.

X-COM: Apocalypse is a strategy, turn-based and tactical game developed by MicroProse Software and Inc and published by 2K.
Released on September 04th 2008 is available in English only on Windows.

It has received 897 reviews of which 792 were positive and 105 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 4.99€ on Steam, but you can find it for 0.55€ on Eneba.


The Steam community has classified X-COM: Apocalypse into these genres:

Media & Screenshots

Get an in-depth look at X-COM: Apocalypse through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Supported OS: Microsoft® 2000/XP/Vista®
  • Processor: Pentium 90MHz or better
  • Memory: 16Mb RAM
  • Graphics: Supported 32Mb Graphics Card
  • Sound Cards Supported: Sound Blaster and 100% compatibles, Microsoft Sound System, ESS Audio Drive, ProAudio Spectrum, Ensoniq Soundscape and Gravis UltraSound
  • Hard Drive: 60 MB Hard Disk Space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

314 hours played
May 2026
Probably the greatest game of all time, though some broken things being from the time was WELL above it's age.
12 hours played
Oct. 2025
X-COM: Apocalypse, developed by MicroProse Software and published by 2K, stands as one of the most ambitious yet polarizing installments in the legendary X-COM series. Released in 1997, it marked a dramatic evolution from its predecessors, shifting the alien conflict from a global battlefield to the sprawling futuristic city of Mega Primus. Set decades after the events of the original games, humanity now lives in massive domed metropolises following the ecological collapse of Earth. It is within this dense, cyberpunk-inspired environment that a new wave of alien incursions begins, forcing the reformation of the X-COM organization. What unfolds is a hybrid of turn-based strategy, real-time tactical combat, and urban management—an experiment that pushes the boundaries of the franchise’s design philosophy. The result is a game that is as fascinating as it is flawed, a mixture of groundbreaking ideas and rough execution that continues to intrigue fans and historians of the genre. At its core, X-COM: Apocalypse retains the familiar structure of research, resource management, and tactical deployment that defined the series, but it expands each of these systems in scope and complexity. The strategic layer now revolves around the city of Mega Primus, a fully simulated urban ecosystem teeming with corporations, government agencies, gangs, and civilian infrastructure. Unlike the global geoscape of previous entries, Mega Primus functions as a living, breathing entity. Players must manage their relations with various factions, purchase bases hidden within city buildings, and deal with political and economic consequences of their actions. If an air battle between X-COM and alien craft destroys corporate property, for instance, the affected company may turn hostile, cutting off essential supplies or funding. This dynamic system creates a sense of political tension and consequence rarely seen in games of the era. It also adds a layer of realism, as X-COM must balance its war against the aliens with the complex web of human alliances and rivalries within the city. The tactical combat layer is where X-COM: Apocalypse attempts its boldest innovations. Players are given the option to choose between the series’ traditional turn-based combat or a newly introduced real-time system, an inclusion that was both experimental and controversial. The real-time mode allows for pausing and issuing commands, letting battles unfold dynamically, while turn-based gameplay retains the methodical pace fans were accustomed to. This dual system offers versatility and replayability but also highlights the game’s internal identity struggle. The real-time mode can feel chaotic and unwieldy, especially in larger skirmishes, while the turn-based option sometimes seems slower and less optimized for the game’s intricate environments. Despite these flaws, the battles remain tense and engaging, with destructible environments, morale effects, and an impressive variety of alien and human opponents. The urban maps—filled with skyscrapers, factories, and subterranean alien hives—are some of the most complex tactical arenas ever attempted in the 1990s, creating encounters that feel alive, unpredictable, and often overwhelming. The aliens in Apocalypse are more biologically complex and thematically disturbing than ever before. Rather than the traditional extraterrestrials of previous games, these invaders are extradimensional organisms whose technology blurs the line between flesh and machine. Their infiltration methods are subtler, relying on subversion, infection, and manipulation. This shift in design creates a more sinister tone that complements the oppressive industrial atmosphere of Mega Primus. The research system reflects this deeper complexity, as players must dissect alien anatomy, reverse-engineer bio-mechanical weapons, and understand how the alien dimension functions. The gradual uncovering of alien hierarchy and ecology is one of the game’s most rewarding elements, providing a sense of discovery and dread that harks back to the scientific horror that defined the original X-COM: UFO Defense. Where X-COM: Apocalypse truly diverges from its predecessors is in its ambitious simulation of an interconnected city. Mega Primus operates as a sandbox in constant motion—corporations manufacture vehicles and weapons, police enforce order, gangs fight turf wars, and alien incursions can strike anywhere at any time. This living environment means that every decision the player makes has a tangible impact on the world. Raiding a hostile faction’s facility can yield valuable resources but may destabilize political relationships. Allowing alien infiltration to go unchecked can result in major organizations falling under alien control. This dynamic worldbuilding was far ahead of its time, offering an early glimpse into what modern simulation-heavy strategy games would later attempt. However, the sheer complexity of these systems often overwhelms the interface, which struggles to present information cleanly. The steep learning curve and sometimes opaque mechanics have made Apocalypse both a challenging and intimidating experience for newcomers. Visually, the game represents a significant step up from its predecessors. The move to SVGA graphics allows for richly detailed environments, destructible buildings, and smoother animations. The art direction gives Mega Primus a distinct cyberpunk aesthetic, combining industrial sprawl with bright corporate advertising and alien corruption creeping beneath the surface. The isometric perspective still feels iconic, and the sense of scale—watching flying cars zip between skyscrapers as battles erupt below—creates a level of immersion that was unprecedented in the series. The soundtrack, composed by John Broomhall, underscores this atmosphere with eerie synths and mechanical rhythms that reinforce the game’s dystopian mood. Technically, however, the game was notorious for instability at release, with bugs and crashes frustrating many early players. Later patches and modern compatibility updates have improved performance, but the legacy of its technical issues remains a part of its reputation. In retrospect, X-COM: Apocalypse is a game that aimed far beyond what its technology and development conditions could comfortably support. The production was plagued by shifting design goals, corporate interference, and budgetary constraints, which led to many planned features being cut or simplified. Yet even with its imperfections, the final product remains an extraordinary achievement in vision and ambition. It presents an intricate world of interlocking systems, a wealth of tactical and strategic depth, and a tone that blends science fiction, horror, and political intrigue into something unique. The game’s divisive reception at launch reflected this complexity—some players found it an overwhelming labyrinth of micromanagement, while others hailed it as a masterstroke of emergent strategy. Ultimately, X-COM: Apocalypse endures as both a bold experiment and a testament to the creative ambition of the 1990s strategy genre. It is not as immediately accessible or elegantly designed as its predecessors, but its innovations laid groundwork for future games that would embrace dynamic worlds and player-driven consequences. Beneath its rough edges lies a deeply immersive experience that rewards patience and curiosity, offering a vision of humanity’s struggle not just against alien invaders, but against its own institutions and fragility. For those willing to navigate its dense systems and occasional chaos, Apocalypse provides one of the most distinctive and intellectually rich strategy experiences of its era—an imperfect masterpiece that continues to fascinate decades after its release. Rating: 8/10
354 hours played
Aug. 2025
Incredible old game, a part of my childhood and a Dev-designated "train wreck". this may just be my nostalgia but the only real problems I have with the game is the mild lack of enthusiasm or emotion in the end cut scene and a bug that happens every so often that says: "Please Put The X-COM Disc Back In The Drive" and makes it so you can't interact with the game. Other than that Incredible.
41 hours played
Aug. 2025
39 hours on Steam, and thousands of hours when it was released. Love this game, tonnes of fun!
46 hours played
July 2025
UFO: X-COM Apocalypse combines tactical gameplay with real-time combat and the ability to pause. For me, it is undoubtedly the best installment among the first three titles in the series. Of course, I played UFO 1 and UFO 2 extensively, but the groundbreaking part, in my opinion, turned out to be X-COM Apocalypse. This is largely due to the game’s physics, the real-time-with-pause mechanic, and innovative ideas—particularly regarding the city and the various organizations whose favor you must earn. Even though this game was created a very long time ago, I still enjoy it far more than most of the titles released today. If you decide to buy it, you’ll need to update DOSBox to a newer version. There is a guide available that explains how to do it. I recommend X-COM Apocalypse for its innovation.

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Frequently Asked Questions

X-COM: Apocalypse is currently priced at 4.99€ on Steam.

No, X-COM: Apocalypse is currently not on sale. You can purchase it for 4.99€ on Steam.

Yes, X-COM: Apocalypse received 792 positive votes out of a total of 897 achieving a rating of 8.33.
😎

X-COM: Apocalypse was developed by MicroProse Software and Inc and published by 2K.

Yes, X-COM: Apocalypse is playable and fully supported on Windows.

No, X-COM: Apocalypse is not playable on MacOS.

No, X-COM: Apocalypse is not playable on Linux.

X-COM: Apocalypse is a single-player game.

No, X-COM: Apocalypse does not currently offer any DLC.

No, X-COM: Apocalypse does not support mods via Steam Workshop.

No, X-COM: Apocalypse does not support Steam Remote Play.

Yes, X-COM: Apocalypse is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for X-COM: Apocalypse.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 09 June 2026 16:26
SteamSpy data 11 June 2026 12:31
Steam price 14 June 2026 12:47
Steam reviews 14 June 2026 16:04

If you'd like to dive deeper into the details about X-COM: Apocalypse, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about X-COM: Apocalypse
  • SteamCharts - Analysis of X-COM: Apocalypse concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck X-COM: Apocalypse compatibility
X-COM: Apocalypse PEGI 12
Rating
8.3
792
105
Game modes
Features
Online players
14
Developer
MicroProse Software, Inc
Publisher
2K
Release 04 Sep 2008
Platforms
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