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  (400 - 410 of 438)
Greatdictator
Greatdictator Apr 27 2011, 9:48pm says:

Hey if i may ask real quick , ive just been playing terror from the deep and i must ask since im sure that you will resolve the inventory micro managment issue found in the first 2-3 xcom games .

But will it be possible to build robot soilders ? So that you dont loose valuable men in those mandatory and easly won ship raids ?

+2 votes     reply to comment
Jean=A=Luc
Jean=A=Luc Apr 29 2011, 6:26pm replied:

The only "robot soldiers" you'll have access to will be vehicles. Since they don't gain xp they will always be replaceable although the financial cost might be significant.

Losing experienced soldiers is supposed to hurt and add tension. Building up a core of experienced veterans is one of the main challenges of the original X-Com. But you'll still be able to save/load the game if you really don't like loosing men (unless you're playing the ironman mode).

+2 votes     reply to comment
Greatdictator
Greatdictator Apr 30 2011, 9:18pm replied:

Thing is that the save/load feature makes it no matter what difficulty really easy....though if i am to be honest i was alrdy wondering if you guys would implement something that disables that during combat portions XD
To be honest though , its not so much the fear of losing men hell just send in the rookies first but its more how much of a nuisance the enemy is rly , basiclly even terror from the deep gets somewhat easy once you get mind control.
Though since im replying , please tell me that the bases wont have like one hundred curves and twists or simply be huge (cause after terror from the deep now , 2 stage missions are annoying as **** )

+2 votes     reply to comment
Jean=A=Luc
Jean=A=Luc May 2 2011, 5:45pm replied:

1. It is planned for the ironman mode (no saving) to be mandatory on the highest difficulty levels so they will be hard no matter what. It will be optional for other difficulties.

2. There will be mind control in Xenonauts but humans (the player) won't have access to it, only aliens. The devs recognized the op-ness of it in X-Com so now you'll have to deal and cope with it using only your human resourcefulness.

3. Several maps are being worked on right now (urban, desert, farm...) but no information has yet been released about alien bases. The devs have done a very good job recognizing and addressing the original's faults and imbas so I wouldn't be surprised if this was being look at as well. Chris is bound to read you post sooner or later so maybe he'll consider it. :)

+2 votes     reply to comment
Greatdictator
Greatdictator May 3 2011, 6:35am replied:

Yay....while i can understand there being no Psi tech for humans.....will you at least be able to have your guys trained to RESIST said attacks ? Cause one thing is useing psi tech on enemys the other is simply resistining it , simply because if the AI has too many psi troops at once and this is really more because it was simply frustrateing when there was absolutley no clear way for enemys to see your guys....ya know somehow mind control and panic him even though they couldnt and shouldnt be able to see him and then end up freaking him out constantly .

Another question that ive been pondering latley is....will you guys have a larger variety of defensive and offensive gear....cause i believe i at one point saw like a shield or something in which i immediately went ''YAY'' but will you guys have stuff like , night vision , gas masks , deployable cameras and maybe turrets even ?

(btw thanks for replying to these , i am considering getting the game soon but till then i wont be joining yer forums :P)

+2 votes     reply to comment
linfosoma
linfosoma Apr 6 2011, 6:19pm says:

From what Im reading on your site, if I pre-order now I get early access to the game, Overgrowth style? Im tempted..

+2 votes     reply to comment
GoldhawkInteractive
GoldhawkInteractive Apr 7 2011, 4:23pm replied:

Yup, it works the same as for Overgrowth in that respect - preorder and get to play a build of the game, and give us your feedback as we go about finalising the game.

+3 votes     reply to comment
GoldhawkInteractive
GoldhawkInteractive Apr 7 2011, 4:22pm replied:

The game is fully in 2d. The 2d sprites are generated from 3D animated models, but they're then post-processed in Photoshop etc. It's intended to be a modern take on the retro 2D isometric genre.

+3 votes     reply to comment
***Geroj***
***Geroj*** Jan 7 2011, 4:22pm replied:

Like good old XCOM :D

+2 votes     reply to comment
Jean=A=Luc
Jean=A=Luc Jan 7 2011, 5:13pm replied:

Indeed. This game will be very much like X-Com but with a few features added and some of the original's gameplay issues resolved/fixed. The devs have been very wise in not trying to arrogantly "reinvent" the game.

+2 votes     reply to comment
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Xenonauts
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GoldhawkInteractive
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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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