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Xenonauts 2 on Steam

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Wage a global war of resistance against an alien invasion. Command turn-based tactical battles, build a network of covert bases, directly control your fighter wings, and achieve strategic victory in a simulation of asymmetric warfare against a technologically superior foe.

Xenonauts 2 is a strategy, simulation and turn-based strategy game developed by Goldhawk Interactive and published by Hooded Horse.
Released on April 02nd 2026 is available on Windows, Steam Deck and Steam Machine.

It has received 2,952 reviews of which 2,371 were positive and 581 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 39.99€ on Steam, but you can find it for 15.10€ on K4G.


The Steam community has classified Xenonauts 2 into these genres:

Media & Screenshots

Get an in-depth look at Xenonauts 2 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
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Core™ i5-4670K (quad-core) / AMD® FX-Series™ FX-8320 (quad-core)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce®™ GT 750 (2 GB) / AMD® Radeon™ R7 260X (2 GB)
  • DirectX: Version 11
  • Storage: 8 GB available space
  • Additional Notes: SSD required

User reviews & Ratings

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

56 hours played
May 2026
EDIT: V1.0 07/5/2026- I have now finished my full first run and messed around a little. As foreword, this game is soo close to being excellent. I initally gave this game a disservice my comparing it to Xcom EW Long war. As i played on i saw my error and acknowledged it as a comparison to the base Xcom EU/EW experience. It is a really solid game with great depth. I had a lot of fun, and had some normal "thats xcom baby" moments. So I don't ramble forever i'll put my key notes below. These might seem a bit harsh but please remeber i really enjoyed this game, i'm just being quite critical for it to reach the amazing category. Pro's: The air combat is amazing. I really like how my skill and planning had direct impact on the world around me. If i keep shooting down all the enemy planes, then nothing lands and no missions are created. Great, my skill has a direct effect on the world. I did find however the towards the end game, your planes are really strong and I could take out everything without much of a fight. Neutral's: It took quite a while to develop all the equipment items for my troops. While i really liked all of them, i found myself setting up a normal set up, and never really deviating from it. May I got them too late in the game to be gamechanging. The enemy hit chance is interesting. I found that I had to "alpha strike" every enemy as i found them because if they were alive when thier turn came up, they were going to hit, regardless of how i positioned my troops or used cover. I really miss (from Longwar) firefighting with the enemies and feeling like we were in a bit of a stalemate. both sides in effective cover and having low hit chances, causing both sides to either destroy the cover or seek flanks. The scale of the war seems a bit small. Minor spoilers ahead - Once the war begins i might have one workshop with like 5 engineers working there, and 10 soldiers. With the full backing of the world, it seems like a bit of a small operation. With this, I was always using the same units in combat and never had any reason to deviate as they came back from injurry quick enough. This game could almost scale up to like 50 engineers and 30 troops at a time in the baracks. with longer fatigue times. This would give me a reason to not always take the same 10 units. Negatives: I agree with my previous sentiment. Some of the line of sight test are way too tight. There are plenty of times i felt i should have been able to make a shot and was blocked by something only slightly in the way. I understand lowering my hit chance but not giving a flat 0% due to a small branch hanging in. This game could really benefit from a 'lean' option when behind hard cover. In a real tactical situation - if i'm holding a doorway into a long corridor, i absolutely have the upper hand to anyone who enters that corridor. This game has me beleive i have to step rully out of cover, take the shot and then move back in. It just doesn't really make a lot of sense. For this exact reason I often found myself struggling to settle into effective cover. Final word - This game is great. Well done Goldhawk. I look forward to future updates and/or DLC. 8.5/10 (PRE-RELEASE)This game is interesting. I'm a vet of the modern XCOM's with plenty of experience across the board with xcom-likes (pheonix point, original xenonaughts ect) and xcom-lites (gears tactics, chaosgate ect) so it's very much up my alley. I sat down with another vet to give this a "sneakpeak" in the week before full release. We played for about a 5 hour sitting. Here are my inital impressions: I really like the equipment options and the general gameplay. It feels tense, gritty, and also weighty. I haven't put a lot of time in yet but at the start of the game there is a few mechanics unexplained (in the globle and tactical layers) which do make sense when you mess with them. I'll reserve my judgement on the slow start as i haven't seen how it develops yet. The thing that makes me write this review is the tactical layer design choices. I think the idea of line of sight checks is good, but the implementation is sloppy. Multiple times I placed units in tactically sound positions and was punished for doing so. For example - I placed a sniper on a rooftop leaving him pretty much exposed but with the hope that it would mean a good shooting position. Every time i tried to target ground units there was always something "slightly" obscuring them leading to either significantly lowered hit chance, or completely blocked shot. In reality a sniper with high aim - aiming at a dude like 50 metres away and his legs are obscured by a container (on the angle), would still be an easy enough shot, not an unviable blockage. It feels nitpicky like a ruler nerd at tabletops, and does away with a little of the rule of cool flow these games often have. Don't get me wrong, there does need to be a line drawn but this one is a bit to hard. I really look forward to the 1.0 update where i can hopefully praise this game for all the hard work the devs have put in so we'll see next week.
39 hours played
May 2026
Being a fan of the originals, I enjoyed it. Xenonauts 2 seems to be closer to a remaster of the first game rather than something new. There were some interesting plot and geoscape ideas to keep things fresh, but they seem underdeveloped somehow. After the initial game phases, the narrative and the new elements pull back, and you are more or less back to playing Xenonauts 1 with newer graphics. It is as if the time budget ran out - but the project has been in development for many years. On the positive side, I enjoyed the incentive to skip the ground missions after some time. I tend to get burned out due to the sheer amount of tactical missions that X-Com variants throw at the player, so this was a welcome change. The first part of the game was also interesting. I just wish it had been more developed. I enjoyed the music as well. The character art was a bit inconsistent at times (same person looking different in different drawings) but it was enjoyable overall. Check it out if you are a fan of the genre. You can never have too much X-Com.
47 hours played
May 2026
Not sure why the review score isn’t higher. This is a great turn-based strategy game, like the old-school X-COM from the ’90s. Everything feels familiar, and the difficulty level is just right. Also, surprisingly, the research notes are actually enjoyable to read. In other games, the text is usually just plain boring, but not here. The background music and sound effects are just right—they enhance the experience without drawing attention to themselves. Great game.
116 hours played
April 2026
OK, let's get the elephant in the room out. If you are fans of XCOM: Enemy Unknown or XCOM 2 games, this is probably not going to be the game you want it to be. It lacks the flashy cinematics, voice acting and 3A aesthetics of Firaxis' big budget productions. It is definitely in the low budget 'indie' camp of games. However, if you played the 90s X-Com games or the original Xenonauts game, you will find Xenonauts 2 a bigger, cleaner, prettier and more tactical version of those classic games. I enjoyed both Xenonauts and Firaxis' XCOM games (and left positive reviews for these). I'm now closing in on 100 hrs of Xenonauts 2 and can honestly recommend it for the sheer depth and tactical gameplay it contains. In comparison, the Firaxis games are shallow and a little too comfortable. The graphical updates this game makes over the original Xenonauts is very welcome. The tactical maps are clean and well drawn and now in 3D which is a great implementation. The base backdrops where you plan your squad, research tech and build upgraded weapons are nicely rendered and the musical score in the turn based battles is varied and has a real sense of menace. Apart from the opening and closing scenes however, there is no voice acting which I really noticed. It seemed to place it in a previous generation of gaming. Set in an alternative 2000s timeline to our own, the game is split into 2 halves. The first is a strategic management layer, centred around a world map. From here you need to build your bases, detect and intercept incoming UFOs and rally the nations of the world for funding and to reduce panic. From here you can also access tech trees and builds as well as squad management and base upgrades. The choices of what to pursue are numerous and the game does a fantastic job in never giving you enough money or resources to get everything you need. Certainly, in the first 3 phases of the game you are always on the back foot and playing catch-up with the aliens. The second half of the game is comprised of tactical missions which can be escorting VIPs from an alien infected area, investigating alien sympathiser groups, protecting your base from attack, reducing panic in terror missions or taking out the aliens after downing one of their ships. These missions can be open-ended or timed, they can have criteria for success eg. save x of x numbers of civilians. Each map is represented in a 3D isometric view in which buildings and landscapes provide obstacles, elevation and cover for the aliens and your troops. The type of soldier and loadout you pick for the mission can make a big difference, but it is the intricacies of the tactics you use that result in success or failure. Flanking, cover fire, engaging all angles, flushing entrenched aliens out of hiding or supressing them so you can get close and personal. These are tough fights and you are quickly punished for your mistakes but when you storm that UFO with your whole crew still standing there is a real punch-the-air satisfaction. Xenonauts 2 stays faithful to the original, but with that faith it brings a few problems over as well. Just like the original you will lose soldiers regularly, this is to be expected. You shrug, accept your mistake and recruit another soldier. And yet, too many times the game kills your troops in ways that don't feel fair. Terrible RNG luck, impossible long-range or obstructed shots or aliens that seem to know your soldier's precise spot without having seen them. When this happens, the game feels frustrating. There is also an issue with pacing. Later missions start to feel repetitive. Sure, there are more maps, new aliens are added to keep variety and force you to change tactics but they end up playing out nearly the same. Building infiltration - employ this tactic, a certain alien type is dealt with via a certain approach, and, until it goes pear-shaped, the missions can become rote. Interestingly, this only seemed to affect me from phase 3 and it is no coincidence that in my six early access playthroughs, this was as far as I got. I drifted away from the game at this phase each time and when I came back, the latest update meant I had to start a new campaign. There must be a solution to this as the first two phases kept me focused and interested, so it's just a case of mid-game lull that could be tweaked. Finally, I want to point out the lack of comprehensive tutorials or in game help functions, especially in the strategic game. Let's take two examples. First, base building. There is nothing to suggest building additional bases will be useful beyond UFO scanning. It doesn't explain precisely what individual base modules do or how they can be upgraded. There is no guide to what level of defence or the number of squad soldiers you should assign to them. Twice I have built bases without the requisite level of defence and manpower, so they were wiped out in alien attacks. If I had some indication of what defence level I required, I might have worked more diligently toward that. Second and similarly, there is no indicator to let you know how far you are falling behind in the tech race. You get the hang of it eventually, but several playthroughs I felt I was doing fine and then suddenly my teams are getting wiped out and I realise decisions I'd made several months back are now coming to bite me and I've no way of turning back the clock. So, to sum up. Viewed as an updated Xenonauts game, Xenonauts 2 is an improvement all round while retaining the gameplay that made the original so good. Harsh, unforgiving and at times deeply frustrating. The story is good and engaging and there is enough variety in the first half of the game to be quite addictive. Personally, I found the mid-section of the game dropped in focus and frustration took over from enjoyment so I didn't get any further but I will return for another runthrough and, who knows, maybe I will be able to save humanity from alien doomsday.
25 hours played
April 2026
another one of those situations where i wish there was a more neutral verdict - i am ultimately erring on the side of a thumbs up because games can be patched/updated down the line. it's... fine? it's ok? it's very not bad. but it's frustrating, and has parts that are, in my opinion, holdovers from classic xcom that exist here because they did there, rather than being actually engaging mechanics. aim/shot spread is one of them. i can live with statistical realities, as annoying as it can feel sometimes. but the variance in where the shots actually land is sometimes just *out of control,* man. like ok fine i missed that 86% shot, whatever. but did it really have to destroy the cover in front of my line of units? i presume my soldier is trained enough that they didn't miss the shot because they pointed the gun at the ground and held down the trigger. power scaling/disparity is another pain point. i recognize that the firaxis xcom series tuned it to a point where it was not difficult for the player to outpace the aliens and that's not necessarily in keeping with the general tone of a desperate defense. but multiple times i'd land at a site and have one of my units just be immediately dumpstered one tile from the opening of the chopper by a reaction firing alien in a blind spot. great for tension and setting the stakes when you're running early-game armor or on your first terror mission. feels extremely bad when it's somebody in your most decked out armor with a shield or your trusty little tank (RIP mars-6). thinking i was maybe behind the power curve, i popped onto the wiki to find that damage variance is such that your soldiers are *never* safe from a OHK no matter what armor they're wearing. that's just kinda deflating, as it encourages arguably play that's *too* slow, as cover and smoke and suppression guarantee nothing, even when used all together - a single lucky shot can still ice your major who doesn't even have LOS to take a shot themselves. ask me how i know! strategic pacing generally seems a little spotty, too. a couple of times, i found that i had nothing to research - probably another sure sign that i was behind the power curve to some extent but my engineers had no shortage of projects between necessary equipment, vehicles, and upgrades. so instead i'd just be sitting on the map waiting for an event to happen so that i could maybe bring back something that i could research. surely there's some additional techs that can bring in some new gadgets on the research side, and not just dead-end at a 10% bonus to damage for capturing a live specimen. so i've focused on the negatives a lot. positives now! - the 3d map is actually a very nice change. looks nice and really does a good job at giving a sense of space on the map - the cleaners are a cool early-game idea to ramp things up - operation points are also a neat idea. i like having a resource that covers the political logistics concerning favors and opinion and connections, etc. i would love to see that expanded upon - the art is great! a little inconsistent at times, but the vision is there, the overall quality is very good, and i appreciate the tone struck between grounded and fantastical - feels fantastic when you get that upset in the war and secure a big UFO and a couple of warm bodies, like a real turning point in the war - the story incorporates some unique aspects to it, which i appreciated tl;dr: it's got good bones but it is really really in need of some further balance and content passes to help it feel more consistent from beginning to end. thanks for coming to my ted talk etc

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Frequently Asked Questions

Xenonauts 2 is currently priced at 39.99€ on Steam.

No, Xenonauts 2 is currently not on sale. You can purchase it for 39.99€ on Steam.

Yes, Xenonauts 2 received 2,371 positive votes out of a total of 2,952 achieving a rating of 7.76.
😊

Xenonauts 2 was developed by Goldhawk Interactive and published by Hooded Horse.

Yes, Xenonauts 2 is playable and fully supported on Windows.

No, Xenonauts 2 is not playable on MacOS.

No, Xenonauts 2 is not playable on Linux.

Yes, Xenonauts 2 is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Xenonauts 2 is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Xenonauts 2 does not support VR.

Xenonauts 2 is a single-player game.

No, Xenonauts 2 does not currently offer any DLC.

No, Xenonauts 2 does not support mods via Steam Workshop.

No, Xenonauts 2 does not support Steam Remote Play.

Yes, Xenonauts 2 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 Xenonauts 2.

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 25 October 2026 23:47 UTC
SteamSpy data 14 October 2026 05:42 UTC
Steam price 26 October 2026 20:10 UTC
Steam reviews 18 October 2026 07:49 UTC

If you'd like to dive deeper into the details about Xenonauts 2, 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 Xenonauts 2
  • SteamCharts - Analysis of Xenonauts 2 concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Xenonauts 2 compatibility
Xenonauts 2
Rating
7.8
2,371
581
Game modes
Features
Online players
161
Developer
Goldhawk Interactive
Publisher
Hooded Horse
Release 02 Apr 2026
Platforms
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