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.
This image shows the progress made on Xenonauts. The main screenshot shows our Industrial tileset today, and the smaller image shows the same scene about 6 months ago - this is the sort of improvement we've been able to make thanks to the pre-order community!
Looks great, really loving the art style you guys are going with.
Yep, looks nice! :)
This looks amazing, thank god I pre ordered. I have it on Desura, will I be able to get a Steam version in the future when you release it on Steam? (All my friends and stuff r on Steam) :D
You'll get a choice between Steam & Desura keys so yeah.
Really looks great, a nice evolution from previous to current tileset.
if was a little cheaper I would have bought this game, I love the old Xcom games, looking forward to the new xcom unknown 2012, its looking awesome. But these guys have done a great job here, will have to keep an eye on it in case they have a sale lol
Get your ***** on kickstarter and fund this b*tch!
32 days and counting!
I love this game, it really is a faithful succesor but easier to play than the original. Plus what LanceALittle says. Let's meet those stretch goals peeps!
I have the new Firaxis Xcom. I'm disappointed that they streamlined the combat it to the point where it lost the soul of the original franchise. The original played alot like a first person shooter. Not in the perspective of course, but in the sense that when you sent a guy in a room, the first intelligent thing to do before moving him another square is to spend a few AP to look left/right to check corners of the new room, the same way you check corners as you enter rooms in a shooter. It meant you had to use true squad movement tactics, such as the guy bringing up the rear SHOULD BE facing the rear at the end of a turn to cover against possible flankers. It also meant that -again, just like an fps- you can get shot in the back by an enemy you never even see, only theres no killcam to show you exactly whats going on; the survivors are left with a corpse and a direction they should now be throwing grenades in. Those mechanics conveyed an acute sense of HUNTING and -more importantly- BEING hunted. That tension is not found in the new game. It is the lack of Action Points and Cone of Vision in the Firaxis "re-imagining" that robbed the soul of the game. It is simply 'Flank-2-Win" drivel that I rapidly lost interest in. The emphasis on flanking is beat to death too; I felt like I was playing a less fun version of Full Spectrum Warrior for f--- sake.
you have my respect!!!