Xenonauts 2 Reviews
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.
App ID | 538030 |
App Type | GAME |
Developers | Goldhawk Interactive |
Publishers | Hooded Horse |
Categories | Single-player, Steam Achievements, Steam Cloud, Steam Trading Cards |
Genres | Strategy, Simulation, Early Access |
Release Date | 18 Jul, 2023 |
Platforms | Windows |
Supported Languages | English, Portuguese - Brazil, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Russian, Korean, Polish |

2 952 Total Reviews
2 371 Positive Reviews
581 Negative Reviews
Mostly Positive Score
Xenonauts 2 has garnered a total of 2 952 reviews, with 2 371 positive reviews and 581 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Xenonauts 2 over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
3160 minutes
I enjoyed the game, brings a lot of the original UFO/X-COM nostalgia, and that's a big part of it's charm.
Few comments:
* the doomsday counter people complain about is not really a big deal IMO. I never felt rushed, and the game gives you a lot of chances to deal with it. I never actually had to actively try lowering it, just doing the missions was sufficient to keep it in check.
* the "AI" of civilians is extremely frustrating. I get that people would probably panic when faced with alien invasion. But all civilians in the game are mindless idiots, just randomly running around the map, walking inside the UFOs or straight into the aliens line of fire. I rarely saved any civilians during my playthrough (not that it felt like I had to). But I wish this mechanic was somehow improved. Perhaps try to make them act a little more passive - let them try to find hidden spots and remain there. Or maybe when they are approached by a xenonaut, they could be either led to a safe area / dropship where they would stay for the remainder of the mission. Or they could at least act like the civilians you actually save from the abduction and try to escape the area ... fortunately, in the current state of the game, it doesn't really matter if you save any, so I just ignored them.
* random generated maps may get frustrating too. Not the map itself, but rather the initial placement of enemies. I had a mission with 8-9 enemies placed just outside the dropship, I could not even get any soldier out. This one at least makes logical sense - they could see the incoming dropship, so they prepared an ambush. But it did not make it any less frustrating. Fortunately it did only happen couple times.
* on the other hand, in some other maps (typically terror missions), I was able just to position my squad and wait for all enemies to come to me.
* as usual with these types of games, it gets progressively easier as you squad gains experience. The beginning is frustrating, aliens have upper hand on everything. Mid-game is the most fun, having to balance your resources and reasonably challenging missions. Late game is just a cruise to the inevitable end.
👍 : 0 |
😃 : 0
Positive
Playtime:
4748 minutes
Fantastic game, loved the first one. I was a big X-com fan growing up in the early 90s. Really pleased with what the team has done so far.
👍 : 0 |
😃 : 0
Positive
Playtime:
2931 minutes
Finished the game now, it's very well designed, as an X-com veteran I really liked it and I'm sure it'll have more features once it's finalized. I look forward to seeing the improvements and new content. And a suggestion, please do something like X-Com 3 apocalypse, on a city scale, which we miss for a loooong time. Thanks for developing this!
👍 : 0 |
😃 : 0
Positive
Playtime:
246 minutes
After a long time coming Gold hawk Interactive and Hooded Horse released the spiritual successor to the original X-COM: UFO Defense, emphasizing a more retro, hardcore experience with detailed mechanics that cinematic, but did they accomplish that. Took a fast look, so let's get to it.
What I liked:
Presentation: A solid isometric presentation that keeps it as simple as the first game with very easy controls, good text explanation of mechanics, and cut scene storytelling. So far so good
Map: Clear, clean and 3-D finally allows for map turning, but...
Missions: A variety of changed goals that learned from X-com's mutation of pressure missions.
Modern Art: It compliments the story with solid art cut scenes and base personnel that maintain its theme. Good
Sounds: The effects, music, tone, all compliment the game's presentation to honor Solomon's work.
Air Combat: A smart adaption of the X-com theme adds to the tactical choices in your countdown to success or failure.
Passion: The effort is old school game creations. They stay in the details of smart tactical games and keeps it to the best parts of X-com
What needs to improve:
UI: Boy, its uninspiring and a little restrictive and cumbersome.
Line of Sight: The constant rotation to place your units in proper position is tedious and unnecessary. Its the over-complication of simple basic character functions, like moving dolls were you must micro manage every characters placement. Over-watch is a problem here.
Nothing New: Games today must have camera zoom and put you in the action. This kills its presentation that makes you feel your playing in Ancient times instead of the modern gaming that have left these presentations far behind.
Eye Impaired: One of the many sins developers do not consider is handicapped gamers which is vast. Everything is small that may find those difficult to see. It will simply strain. Big is good, small is bad.
Combat: In all honesty, just makes you want to play X-com 2 or P-Point. Its simply does not put you in the action. Isometric safety land which keeps you at a far, far away at a boring safe distance.
No true cinematic impact: You don't feel the end result of your work. You don't feel the impact of the story.
Overall Take:
If you love X-com, the theme, the story, then Xenonauts-2 will honor that itch. It is a simulation that highlights the best of that premise. It has a conservative modernization to its theme, but it was never about advances in game design. Where other games mutate and grow from 'pong", this takes what is fun about pong and simply presents it better.
It will make you want to get the X-com's list of games or Phoenix Point dust off to play instead of this and that should not be a developer's purpose. However, sometimes players who enjoy original concepts simply want a better version of that game. X-com theme does not have to be the same, there is room for alternative presentations. X2 does just that.
See the video above discussion to see if this is for you before purchasing. Xenonauts-2 does what it sets out to do. My Score 3.2 out of 5.
👍 : 1 |
😃 : 0
Positive
Playtime:
2493 minutes
I bought this, after waiting a long time, during the last sale. I played the 2 Original X-Com Games(X-Com + Terror from the Deep), Extraterrestrials(a nice Clone of this games, lots of Micromanagement), Xenonauts(1), the "modern" X-Com twins 1 and 2, including WotC and the LW Mods.
Should have been a no brainer with my background to go straight for X-2 BUT I was worried after reading ALL this complaints in the discussions(too hard, Doomsday timer, bla bla bla) and some of the reviews(mainly the negative ones).
I am now 19 hours into my first game and this are my observations:
1.) Difficulty:
YES, it IS a proper X-1 or Original X-Com Game. It IS difficult, savescumming is a must(at least for me and my "skill level" ( ;-) ). I am not ashame to admit this, it is a hard game BUT it offers you some very comfortable automatics to play it that way ---> automatic saves before and after a turn in combat, easy to save, many settings possible to adjust the game to your liking.
You even can adjust the timers in the settings(so many complaints in the discussions about that, just adjust it and have fun), +1 up till unlimited turns(a thing that even in modern X-COM you cannot do Vanilla, you need to use mods which I did as I deeply hate stress in my sessions).
Big big BIG plus for Xenonauts 2 here. I love it(only other game that you could do that to this extend and even more was in Extraterretrials in the final modded version).
2.Combat(Ground):
There are many complaints about that as well. Again, the game makes it easy for you, just load the last save, try again with a better tactic. The game is fair, initially(especially UFO missions) the first few enemies rush towards your landing site, so get good defensive positions, have some heavies with you and some assault for close combat(usually I have at least a shield in my squad as well, good for initial scouting combined with a sniper), maybe a MARS to "level" the playing field( ;-) ).
After that it's basically Xenonauts "chess", you play stupid the game will kick you in the b....
Entering the UFO's now seems to be much better then in X-1, line you team up in the way you need them for storming the room(basically any special forces tactics), first a flash bang to surpress them and the rest is childs play. I VERY much like it.
3.Combat (Air):
The Devs write they want to overhaul the entire air combat system and suggest to autoresolve it. I only did(forced by the game in the Tutorial) it once and played since then by myself with very nice results(2 destroyers down in one run with 2 X25 and zero damage) - it's basically(at least now) a 1:1 copy from Xenonauts 1 if I remember correctly(even same evasive icons, the afterburner...).
I am happy with the current system, interceptors are easy to control, you can pause, give new orders, lure the UFO to follow one while the other on gets on its tail.... NICE. I hope they do not make this bad with the overhaul as it works good.
4.Doomsday timer:
I was worried about that "mechanic" after reading the discussions. I honestly do not understand the problem here. I do NOT consider myself a master strategist or a super clever person BUT the doomsday timer seems to be a "warm up" to build your first base, get 1 1/2 to 2 squads trained in that time and get some better gear and funding.
Some good choices HOW to spend your points to counter Doomsdays AND make some extra funding or surpress Doomsday progress and you end up with 0% Doomsday progress and 0 increase daily. This happened in my current game.
Last thing as I found that as well in the discussions about the Dev's "forcing players to play the game in a particular way" - YES, they do. You have to play it like X-Com :-) . Take it or leave it, it's for sure not for everyone.
A MUST BUY for X-Com(Original from MicroProse, not that Firaxis joke) fans.
EDIT, 05.08.2025: Terror missions and civilians.
Even it is not costing you any points when not saving civilians during terror missions it just bad design that the civis run AWAY from my team towards enemies. Losing their life, or even worse, becoming another enemy(do not want to spoiler too much).
Comeon, any cicilian in real life would either be hiding and as soon as help(our team) arrives would run towards the dropship with the hope of being evacuated.
They should change that hopefully because its very annoying.
👍 : 4 |
😃 : 0
Positive
Playtime:
2053 minutes
Please do not listen to complaints on the 'doomsday' mechanic. The original game (UFO Enemy Unknown) has similar mechanic, it's just exposed in this game, which is a good thing - I finally know exactly where I'm at. The same with region panic levels - the developers exposed the numbers and I'm not worried whether I'm close to losing the game!
This game is close to excellent. Highly recommend, especially to fans of original 1994 UFO: Enemy Unknown.
👍 : 8 |
😃 : 0
Positive
Playtime:
1430 minutes
Xenonauts 2 builds upon the legacy of its predecessor by delivering a thoughtful and strategic turn-based tactical experience that pays homage to classic sci-fi strategy games while modernizing many of its core systems. Developed by Goldhawk Interactive, this sequel aims to refine the beloved formula established by the original Xenonauts, offering players an intricate campaign where they command a multinational defense force tasked with protecting Earth from an alien invasion. The game balances challenging combat scenarios, base management, and resource allocation, providing a satisfying blend of strategic depth and narrative tension.
At the heart of Xenonauts 2 is its tactical combat system, which emphasizes careful planning, positioning, and use of cover. Players command squads of soldiers equipped with a variety of weapons, armor, and gadgets, and each mission requires adapting to different enemy types and environmental conditions. The turn-based gameplay encourages thoughtful decision-making—rushing in recklessly often leads to devastating losses. The addition of new enemy AI behaviors and more diverse mission objectives keeps combat fresh and engaging, while the inclusion of destructible environments adds a layer of tactical complexity that rewards creative strategies. Every firefight feels tense and rewarding, making success feel well-earned.
Outside of combat, Xenonauts 2 presents a robust strategic layer where players manage their global defense initiative. This involves constructing and upgrading bases, researching alien technology, manufacturing equipment, and deploying interceptors to defend against UFO threats. The game’s geopolitical aspect adds immersion, as players must coordinate efforts across different regions and respond to dynamic global events. Resource management is critical, forcing players to make tough choices that impact both immediate survival and long-term success. This blend of macro and micro-management elevates the game beyond a simple tactical shooter and demands strategic foresight.
Graphically, Xenonauts 2 takes a significant step forward from its predecessor by adopting a more detailed 3D art style that enhances immersion while retaining a clear and readable interface. The visual redesign makes the alien threats and soldier models more distinct and memorable, while the environments range from snowy tundras to urban ruins, offering visual variety that complements the gameplay. Although not a high-end graphical showcase, the art style effectively balances clarity and atmosphere, helping players quickly assess battlefield conditions without sacrificing aesthetics.
The game also shines in its customization and progression systems. Soldiers gain experience and develop unique skills over time, allowing players to tailor their squad to preferred playstyles. Weapon and equipment upgrades, as well as alien tech reverse-engineering, deepen the tactical options available. These systems create a strong sense of attachment to your troops and investment in the campaign’s unfolding story. Additionally, the mission variety—from base defense and recon to rescue operations—ensures that no two engagements feel identical, encouraging adaptability and careful preparation.
While Xenonauts 2 has many strengths, it is not without its rough edges. As a relatively recent release still in development at times, some aspects of the game—such as AI pathfinding or UI responsiveness—may occasionally feel clunky or unintuitive. New players might find the learning curve steep, especially given the layered systems and unforgiving tactical combat. However, for fans of classic tactical strategy and those willing to invest time into mastering its mechanics, these issues are minor hurdles in an otherwise rewarding experience.
In conclusion, Xenonauts 2 successfully expands and refines the formula of its predecessor by combining deep tactical combat with a strategic global defense simulation. Its immersive sci-fi setting, engaging gameplay loop, and thoughtful progression systems make it a worthy addition to the genre. While it may demand patience and strategic thinking, players who enjoy methodical planning and challenging missions will find a rich, satisfying game that honors classic turn-based tactics while pushing the series forward. For fans of thoughtful, challenging strategy games with a sci-fi twist, Xenonauts 2 is a compelling journey into humanity’s fight for survival against alien invaders.
Rating: 8/10
👍 : 8 |
😃 : 0
Positive
Playtime:
8704 minutes
After almost 18 months and over 230 hours of gameplay, I’m finally done. What started as a promising and enjoyable experience has become a frustrating mess.
The developers have taken far too long to add too little of real value — and what they have added feels like bloat. Instead of refining the core mechanics or improving the foundation, they’ve continued to pile on overly complicated systems that detract from what made the game fun in the first place.
One of the worst offenders is the “Operation Points” system — a bloated, unnecessary addition that adds micromanagement without meaningful depth. It slows everything down and chips away at the core enjoyment of the game.
Basic gameplay elements have been neglected in favor of flashy but ultimately tedious additions like the endless “city destroyer station” mechanic. These features don’t enhance the experience — they clutter it.
This game could have been something special with just a few well-thought-out improvements. Instead, it’s an overstuffed, directionless project that’s lost sight of what made it great.
Regretfully, I’m walking away. A massive missed opportunity.
👍 : 24 |
😃 : 3
Negative
Playtime:
3451 minutes
tl;dr Xenonauts 1 is the more complete game, but Xenonauts 2 has much better features. I think Xenonauts 2 will be the better game once it is finished, but it is already an excellent game and shows clear improvements over the first.
[hr][/hr]
As of July 2025 most of the development of the game is finished. I played my first campaign on Normal/ Ironman and achieved a victory, only seeing three instances where the game was incomplete (all of them just missing artworks/ one typo). I plan to edit this review after beating the game on its highest difficulty, and adjusting my thoughts if that experience changes them.
I played most of Xenonauts 1, and I consider it to be the better game, but there are a lot of things Xenonauts 2 improved upon. Namely, X2's accuracy breakdown on shots, the explanatory tooltips that let you study game mechanics mid-mission, the "aim preview" that allowed you to check a shot's accuracy from a different position before committing to movement, and the ability to rotate the map to view terrain from different angles are all fantastic and incredibly helpful. These are the strongest aspects of X2, as they all help the player better inform their decisions and learn how to get better at the game without as much trial and error as X1.
Xenonauts 2's flaws are similar to X1's. The cover system seems intuitive at first, but can give inexperienced players a lot of false confidence in regards to how protected their soldiers really are. Understanding the Time Units system, Cone of Vision, and Reaction Fire mechanics are crucial to keeping soldiers alive, and ignorance of these can lead to a lot of confusion when movement blunders result in soldiers dying to an unseen alien. The general strength of the aliens relative to your own soldiers can also frustrate players from games like Xcom EU/EW/2, where humanity's finest are much more powerful. Thankfully, all of these flaws can be ironed out as you get better at the game. Mastery of mechanics will allow you to overpower the aliens with ease.
There are several other reviews criticizing the time-crunch mechanics present in Xenonauts 2 compared to Xenonauts 1, but I think this is just frustrated players coping. The vast majority of the missions have no time limits or pressures, and allow you to move at whatever pace feels most comfortable to you. There are a handful of story missions that do have some form of time crunch, usually in the form of infinite reinforcements, but these missions are both easier than the untimed missions, and are great at communicating when the consequences of spent time will occur. There was also some complaints about the Doomsday Clock strategic game-over mechanic, but I found the solutions that the game provided for dealing with it to be more than generous. My Doomsday clock never exceeded 50%, and [spoiler] the Doomsday Clock goes away once the Alien Invasion begins, replacing your strategic game-over condition with the traditional increase in panic/ loss of 2 funding regions [/spoiler].
Some other reviews brought up some criticisms that I thought were valid. I would like options for soldier customization, and while I don't plan on utilizing mods, I would like mod support. I would also love to see some randomization of the mission maps. The developers have shown intent to implement many of these features in later updates, so if these are important to you, I would wait to purchase until the game's full release.
👍 : 27 |
😃 : 0
Positive
Playtime:
1439 minutes
Wait until it leaves Early Access, and wait until mods are in place to figure out something to replace the doom's day timer. For a game that has been in the oven a LONG time, it still needs more cooking.
👍 : 72 |
😃 : 0
Negative