Xenonauts is a PC strategy game due for release in 2013. It is a spiritual successor to the classic X-Com strategy games, putting the player in control of an organisation defending the world from an alien invasion. It is a grand strategy game that involves building and managing bases across the entire planet, controlling jet fighters and ground troops in battle against the alien forces, then researching captured extraterrestrial technology to unlock their secrets! Linux version uses WINE.

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Blog RSS Feed Report abuse Latest News: Xenonauts January Progress Update

8 comments by GoldhawkInteractive on Jan 22nd, 2013

A quick update on our progress to keep everyone in the loop on what we're doing - as always, if you want full details then our forums can be found here (there are RSS links for the key sub-forums that you can subscribe to to make it easier).

The first thing to say is that we've released V17.52 on Desura, with Mac and Linux versions being ported / uploaded now (both should be available for download in the next 48 hours). This does still have the occasional crash in it, but it's the most stable that the game has been for quite a while, so if you want to have a bit of a play with the alpha, now's a good time.

Our recent work has been getting ready for beta. Our last updates have been big ones for two reasons - pretty much every unit is in the game now, plus we've implemented our long-awaited file archiving system. The latter means Desura now should work fine when downloading the game, because we've reduced the number of files in the game from about 130,000 to 30,000.

There's also a number of new maps for the early game, a couple for each tileset. For beta we're aiming to have 6 maps for each tileset, which is 2 for each of the Small, Medium and Large classes of UFO. This works out at over 50 maps in total, and hopefully we'll add more in the beta. Recent upgrades to our Level / Submap Editor make it MUCH faster to generate maps so hopefully this won't be a problem. Maybe even the community will help out with it.

One more thing that is pretty much done is our new game Launcher. It turns out our previous one was Windows-only, so those of you with the ported versions of the game had some major problems like not being able to change screen resolution. We've therefore coded a new launcher that is platform independent, a bit more visually appealing and more functional too (it has an RSS feed informing you of our latest developer forum updates too). That'll be arriving in the next build we release.

The stuff we're working on at the moment is the final touches before beta. I'm writing the research tree - there's about 80 project descriptions to write of which I've done about 40; it's taking quite a while (at 1-3 hours each) but I'm getting there. This also involves checking everything unlocks properly etc, but it's a big step towards a beta-ready state.

We're also working on the tiles. Most of the normal tilesets are almost finished, so we're now concentrating on the final UFOs and alien base tiles. There's 8 types of UFO you can attack on the ground missions and it's quite complex work to get the large multi-level ones working properly with the isometric camera and line of sight calculations. We're getting there though.

For the alien bases, we're currently working on the visual style and the spawn code (e.g. so the leader aliens spawn in the command rooms), but then we need to do a few special rooms so the bases reflect the type of alien living in them. The UFOs are taking priority over this but we have some test stuff set up for this in the dev build.

We're also still working hard on the AI. I can't give you too many specifics on this because I wouldn't know a finite state machine if one hit me in the face, but hopefully it should be finished in the near future (though I do know we're not using a finite state machine, we've got a more advanced / adaptable AI model than that). Anyway, having this working is a pre-requisite for any beta so we're doing everything possible to get it ready ASAP. It's dragged on a while, we know.

The final big thing we're working on is the new user interface. The ground combat already has the new UI in place, and we're now coding the new Geoscape UI screens. The first one is now done (the Stores screen) and we'll be starting the Research screen soon. These are on a totally different code branch so you won't see them until they're all done, but it looks pretty much exactly like our concepts. As the old UI is perfectly functional we won't delay beta to wait for the new one to be finished, but it'll be great when it's done.

So, yes - we're progressing towards beta. We don't have a firm date yet as we've been burned by those in the past, but hopefully the next build after V17.52 will contain the full research tree and you'll be able to see how close we are for yourselves!

Post comment Comments  (30 - 40 of 433)
lettvint
lettvint Feb 26 2013, 8:10pm says:

Game crashes when loading the ground combat, just as before.

+4 votes     reply to comment
orangetotodile
orangetotodile Feb 19 2013, 5:21pm says:

Still unplayable after the update except significantly worse, as ground combat crashes the game and it starts to lag after about 5 minutes slowly increasing to where I have to wait three seconds after I've put my mouse on the button to be able to click the button. I was able to play it before and enter ground combat so it most likely isn't my computer.

+4 votes     reply to comment
RedExodus87
RedExodus87 Feb 16 2013, 7:07pm says:

Why Does my game turn on its side? Can someone help? Its a glitch that makes it so the game screen is sideways, WHY DOES IT DO THAT!!!!!!! Help please

+1 vote     reply to comment
goldenhobble132
goldenhobble132 Feb 12 2013, 11:04pm says:

thanks for the update
\

+3 votes     reply to comment
rafal2011
rafal2011 Feb 9 2013, 1:42pm says:

(Linux)
I'm unable to get Xenonauts updated thru Desura. I'm stuck at "Sep 26 2012, 12:21pm - VERSION: V16" and no updates are available. I uninstalled and installed back twice, but Desura downloads again V16. What can I do in order to update to V17.52 (or whatever last version is available for Linux)?

+3 votes     reply to comment
amerelium
amerelium Feb 8 2013, 3:39pm says:

A fix to the event ticker freeze bug has been made available, so the latest Alpha is now playable - and, unlike the previous ones, quite stable.

Enjoy

+1 vote     reply to comment
seinfeldx
seinfeldx Feb 6 2013, 11:28pm says:

Can't wait to try a demo, all i can find on the net is videos on youtube.

+1 vote     reply to comment
goldenhobble132
goldenhobble132 Feb 6 2013, 12:31pm says:

my game just freezes about october 6 game time

+2 votes     reply to comment
Abnegatus
Abnegatus Feb 1 2013, 4:51pm says:

Can be really a great game, but need to have all CTD bugs first.

+1 vote     reply to comment
GoldhawkInteractive
GoldhawkInteractive Feb 6 2013, 5:39am replied: Online

We're having some issues with the Mac version, please bear with us. The latest OSX isn't compatible with the current or previous versions of Xenonauts and we're trying to figure out what the incompatibility is caused by.

+2 votes     reply to comment
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Xenonauts
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Windows, Mac, Linux
Developed By
GoldhawkInteractive
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Xenonauts.com
Release Date
Released Nov 3, 2011
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Highest Rated (34 agree) 10/10

F*****g buy it people!

This is why I love indie games, this is what I wanted since X-Com: Terror From The Deep, as this is rightful heir of its throne.

Nov 11 2011, 1:58pm by Pangaron

Lowest Rated (22 agree) 1/10

Only in early alpha many, many bugs. You won't get to play long before you experience a crash or freeze.
Give it a year or two, then take another look.

Nov 7 2011, 5:51am by Unwanted

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