Hello everyone - today's update is just a minor update that shouldn't affect gameplay in any way! As Xenonauts 2 will be launching into Early Access in the next couple of months, we've just replaced the old development update RSS feed in the Xenonauts launcher with an image that links through to the Steam page for the sequel (in case anyone that enjoyed the first game was not aware that the sequel exists).
[ 2023-04-17 12:25:37 CET ] [ Original post ]
Another quick update to let everyone know that the Kickstarter for Xenonauts-2 has entered its final three days. You can see it here: https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator/
It's been very successful, so huge thanks to anyone that backed us - we asked for £50,000 and were fully funded in 8 hours, and we're now well over 300% funded!
Some cool stretch goals have already been unlocked (like weapon attachments and locational injuries in combat) and we're hoping to hit the next one at 400% which involves us giving extra support to the Community Edition and modding teams that created such great extra content for everyone in the first Xenonauts (although the game will still be moddable even if we don't get there).
Anyway, if you're interested in the sequel then this is your last chance to grab some of the Kickstarter-exclusive rewards - e.g. putting yourself in the game as a soldier with a custom name, nationality and portrait made with our portrait editor is £35 and 1700 people have already done so!
I should also mention that there's been some quite productive community discussions since the Kickstarter began on some of the design decisions we've made (some of which were raised in the comments of our last Steam update).
It's really useful to hear people's opinions at this stage of development when we still have time to change things, and we've been looking at how we can achieve what we want to achieve with the new systems without taking away stuff from Xenonauts 1 that people like. This is the first time people have seen our full plans for the sequel and it's good to get feedback on the ideas we've come up with!
[ 2018-07-17 16:33:08 CET ] [ Original post ]
If you played and enjoyed the original Xenonauts, you may be interested to know that the Kickstarter for the sequel Xenonauts-2 has now gone live: https://www.kickstarter.com/projects/69341191/xenonauts-2-strategic-planetary-defence-simulator/ Full details of the new game are available on the Kickstarter page, along with a free alpha demo of a tactical combat mission - we've still got plenty of work left to do, but hopefully you can see the improvement! Xenonauts-2 is not a chronological sequel to Xenonauts, but rather an updated portrayal of similar events. We've moved to a much more modern engine (Unity) and improved the quality of the visuals, and we're making all sorts of changes to the design to fix some of the gameplay issues that meant not everyone enjoyed Xenonauts as much as they could have! We're expecting Xenonauts-2 to move into closed beta in about three months, followed by a general Early Access release on Steam / GOG before the end of the year. The more money we can raise on Kickstarter and in Early Access, the longer we'll be able to spend adding new content to the game and fixing the bugs / balance issues / usability issues reported by the community. If you enjoyed Xenonauts, we'd appreciate your support in making a sequel that builds on those foundations!
[ 2018-06-20 14:06:55 CET ] [ Original post ]
Two things to discuss in this announcement - cloud saves and the Community Edition of Xenonauts. We've now enabled cloud saves for Xenonauts. Steam should save your save games and you should now be able to access them if you want to play Xenonauts on a different machine. Hopefully that will make things more convenient for you guys! The second thing is the Community Edition of Xenonauts. A lot of people already know about this, but not everyone does - it's an optional free upgrade to Xenonauts that has been created by coders from the community who were given access to the source code of the game, fixing bugs and adding various new features to the game. Whilst Xenonauts is no longer under active development, Xenonauts: Community Edition is still being worked on and will likely continue to improve. You can access the Community Edition by right clicking on the game in your Steam library, and then going to Properties > Betas > community (in the dropdown). You can switch back to vanilla Xenonauts by selecting NONE in the same dropdown. A word of warning, though - Community Edition is not an official product and as such Goldhawk can't help you with support issues if you've got either that or mods enabled (we can't debug other people's code). There's also a mod active by default in X:CE that provides a bit more flavor research to the game, attempting to give additional information on some of the aliens and game mechanics. It is designed to blend in with the official research and most people seem to like it, but be aware the research artwork and text were not created by the developers and it is technically not canon. That said, most fans consider X:CE the "ultimate" version of Xenonauts, as by now it has evolved to have more content, more features and less bugs than the base game. If you're not already aware of it, it might be worth checking out!
[ 2016-10-29 14:54:35 CET ] [ Original post ]
Two things to discuss in this announcement - cloud saves and the Community Edition of Xenonauts. We've now enabled cloud saves for Xenonauts. Steam should save your save games and you should now be able to access them if you want to play Xenonauts on a different machine. Hopefully that will make things more convenient for you guys! The second thing is the Community Edition of Xenonauts. A lot of people already know about this, but not everyone does - it's an optional free upgrade to Xenonauts that has been created by coders from the community who were given access to the source code of the game, fixing bugs and adding various new features to the game. Whilst Xenonauts is no longer under active development, Xenonauts: Community Edition is still being worked on and will likely continue to improve. You can access the Community Edition by right clicking on the game in your Steam library, and then going to Properties > Betas > community (in the dropdown). You can switch back to vanilla Xenonauts by selecting NONE in the same dropdown. A word of warning, though - Community Edition is not an official product and as such Goldhawk can't help you with support issues if you've got either that or mods enabled (we can't debug other people's code). There's also a mod active by default in X:CE that provides a bit more flavor research to the game, attempting to give additional information on some of the aliens and game mechanics. It is designed to blend in with the official research and most people seem to like it, but be aware the research artwork and text were not created by the developers and it is technically not canon. That said, most fans consider X:CE the "ultimate" version of Xenonauts, as by now it has evolved to have more content, more features and less bugs than the base game. If you're not already aware of it, it might be worth checking out!
[ 2016-10-29 14:54:35 CET ] [ Original post ]
This is a brief update, as we've pushed V1.65 from the Experimental branch to the Stable branch. I've post the patch notes from V1.65 Experimental below so you can see what has changed, but the main reason we've pushed this update to Stable is that there's a Windows 10 specific bug that is fixed by V1.65 which is affecting some of our users. We'll be monitoring V1.65 to see if it causes any additional problems (in which case we'll roll back to V1.64 and let people who want to keep it opt in to the Experimental branch), but we think all will be well. Please let us know if you see any new issues appearing though! Changes:
[ 2016-08-08 17:13:08 CET ] [ Original post ]
This is a brief update, as we've pushed V1.65 from the Experimental branch to the Stable branch. I've post the patch notes from V1.65 Experimental below so you can see what has changed, but the main reason we've pushed this update to Stable is that there's a Windows 10 specific bug that is fixed by V1.65 which is affecting some of our users. We'll be monitoring V1.65 to see if it causes any additional problems (in which case we'll roll back to V1.64 and let people who want to keep it opt in to the Experimental branch), but we think all will be well. Please let us know if you see any new issues appearing though! Changes:
[ 2016-08-08 17:13:08 CET ] [ Original post ]
We have now officially confirmed we are working on Xenonauts 2, and we're currently hoping for a 2017 release for the game! The full statement and some basic details on the sequel can be read here (with more to follow in the next couple of months): http://www.xenonauts2.com Thanks to everyone that has supported us by buying the first game - the experience we've gained making it and the feedback received from the community should allow us to create something even better second time around!
[ 2016-02-04 13:26:29 CET ] [ Original post ]
We have now officially confirmed we are working on Xenonauts 2, and we're currently hoping for a 2017 release for the game! The full statement and some basic details on the sequel can be read here (with more to follow in the next couple of months): http://www.xenonauts2.com Thanks to everyone that has supported us by buying the first game - the experience we've gained making it and the feedback received from the community should allow us to create something even better second time around!
[ 2016-02-04 13:26:29 CET ] [ Original post ]
We've released a new version of Xenonauts for Windows on the Experimental branch, V1.65. It contains some gameplay updates, but it will need some testing to see if it is stable before being rolled out to the default Stable branch for all Steam users, so if anyone can test it that would be appreciated. To access the Experimental branch, please follow the instructions here: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions We will also merge these fixes into the native Mac / Linux builds in the future if they prove to be stable. Most of these fixes are drawn from improvements to the game made by the Xenonauts: Community Edition team, so a public thank you to those who contributed to X:CE in general and to Solver specifically for putting this patch together for us. Changes:
- Miss shots should no longer go through walls; the trajectory code has been updated so they should only hit tiles that a "hit" shot would be able to hit.
- Grenade scatter calculation updated, so "miss" throws can actually miss by a meaningful amount. This applies to both Xenonauts and aliens throwing grenades.
- Stunned zombies (which appear dead) will no longer spawn zombies. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for reasons that remain unclear
- Damage from base defence turrets now correctly reduces the number of attacking aliens it fails to destroy an attacking UFO.
- Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before.
- Soldier Strength now updates correctly, as there was a bug in the formula before.
- Manufacturing screen now displays the number of required items in your stores when previewing a project, rather than just the number of required items.
- Saviour Medal and Crux Solaris medals can now be awarded and displayed correctly.
- Alien bases are now correctly destroyed if you blow the Cores and then suffer a squadwipe.
- Fixed an issue in the air combat where the aircraft throttles would sometimes not work properly.
- Geoscape performance has been optimised on some systems.
- Game startup speed has been improved.
- Fixed crash when a building collapses with a drone inside.
- Minor revisions to game manual.
[ 2016-01-19 14:27:30 CET ] [ Original post ]
We've released a new version of Xenonauts for Windows on the Experimental branch, V1.65. It contains some gameplay updates, but it will need some testing to see if it is stable before being rolled out to the default Stable branch for all Steam users, so if anyone can test it that would be appreciated. To access the Experimental branch, please follow the instructions here: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions We will also merge these fixes into the native Mac / Linux builds in the future if they prove to be stable. Most of these fixes are drawn from improvements to the game made by the Xenonauts: Community Edition team, so a public thank you to those who contributed to X:CE in general and to Solver specifically for putting this patch together for us. Changes:
- Miss shots should no longer go through walls; the trajectory code has been updated so they should only hit tiles that a "hit" shot would be able to hit.
- Grenade scatter calculation updated, so "miss" throws can actually miss by a meaningful amount. This applies to both Xenonauts and aliens throwing grenades.
- Stunned zombies (which appear dead) will no longer spawn zombies. This will eliminate the bug where Reapers apparently spawn from thin air, and occasionally were also invulnerable for reasons that remain unclear
- Damage from base defence turrets now correctly reduces the number of attacking aliens it fails to destroy an attacking UFO.
- Soldiers now gain Bravery from taking suppression damage, as it was virtually impossible to train up before.
- Soldier Strength now updates correctly, as there was a bug in the formula before.
- Manufacturing screen now displays the number of required items in your stores when previewing a project, rather than just the number of required items.
- Saviour Medal and Crux Solaris medals can now be awarded and displayed correctly.
- Alien bases are now correctly destroyed if you blow the Cores and then suffer a squadwipe.
- Fixed an issue in the air combat where the aircraft throttles would sometimes not work properly.
- Geoscape performance has been optimised on some systems.
- Game startup speed has been improved.
- Fixed crash when a building collapses with a drone inside.
- Minor revisions to game manual.
[ 2016-01-19 14:27:30 CET ] [ Original post ]
We've had another patch for the Mac / Linux versions of Xenonauts available on the Experimental branch over the festive season, and it appears to fix some compatibility issues that some users have been experiencing without introducing any additional bugs. We have therefore now released it to the main default Steam branch. There's no changes to the gameplay mechanics so there are no changes to the Windows experience, it should just improve the experience on the native ports a little more. We here at Goldhawk hope everyone had a merry Christmas and we wish you all a happy new year!
[ 2016-01-10 13:52:17 CET ] [ Original post ]
We've had another patch for the Mac / Linux versions of Xenonauts available on the Experimental branch over the festive season, and it appears to fix some compatibility issues that some users have been experiencing without introducing any additional bugs. We have therefore now released it to the main default Steam branch. There's no changes to the gameplay mechanics so there are no changes to the Windows experience, it should just improve the experience on the native ports a little more. We here at Goldhawk hope everyone had a merry Christmas and we wish you all a happy new year!
[ 2016-01-10 13:52:17 CET ] [ Original post ]
Just a quick note to say there's been a further patch to the Mac / Linux native builds that were released last week, bringing them up to V1.60. This should address some bugs that were only affecting the Mac / Linux builds, the most annoying being the crashes / freezes during the alien turn that were making the game unplayable for some. Initial reports seem to suggest that the majority of these issues are now fixed but the porter is continuing to work hard on the stability of the new ports. If you're a Windows user, your version of the game will remain at V1.59 as all the fixes have been made to the port rather than the actual game code. You're therefore not missing out on any gameplay updates as a result of being on V1.59. Please keep us posted about any issues you're having with the Mac / Linux builds on the forums and we'll do our best to resolve them for you!
[ 2015-10-06 10:57:04 CET ] [ Original post ]
Just a quick note to say there's been a further patch to the Mac / Linux native builds that were released last week, bringing them up to V1.60. This should address some bugs that were only affecting the Mac / Linux builds, the most annoying being the crashes / freezes during the alien turn that were making the game unplayable for some. Initial reports seem to suggest that the majority of these issues are now fixed but the porter is continuing to work hard on the stability of the new ports. If you're a Windows user, your version of the game will remain at V1.59 as all the fixes have been made to the port rather than the actual game code. You're therefore not missing out on any gameplay updates as a result of being on V1.59. Please keep us posted about any issues you're having with the Mac / Linux builds on the forums and we'll do our best to resolve them for you!
[ 2015-10-06 10:57:04 CET ] [ Original post ]
Xenonauts now has native Mac and Linux ports available rather than the WINE-wrapped Windows version that we previously used as "ports" for these platforms. These have been produced by a porter who works with the Humble Bundle team and are not directly being produced by us. This is obviously great news and we've just made these versions available on Steam (the WINE builds are available in the Legacy branch). Unfortunately, these ports are still a work in progress and the porter is still busily working on making them fully stable. If you're trying the new native ports and you're struggling with bugs - sit tight, more updates are incoming! Hopefully we'll be done with the worst of the bugs by the weekend, but if you're really having problems then perhaps give the old WINE builds on the Legacy branch a go as they are known to be largely stable ... despite being a bit fiddly to set up!
[ 2015-09-29 18:05:16 CET ] [ Original post ]
We've just released Xenonauts V1.59 for PC and Linux, and will be releasing the Mac version shortly if no bugs appear in the next 24-48 hours. V1.59 is the revised version of V1.58, which we rolled back a week or so ago because we were concerned about stability issues. V1.58 included several fixes over V1.56, the biggest of which was a fix for an annoying AI hang. Thanks for your patience!
[ 2015-04-13 15:12:31 CET ] [ Original post ]
As we've had a few reports of a bug within V1.58 that may be worse than the bugs fixed by the patch (it prevents some people loading ground combat), we've now rolled back the default branch to V1.56 while we look into it. This should not affect save games etc, but if it does or if you are playing V1.58 with no problems at all and want to continue using it, it is available on our Experimental Steam branch (under the Betas tab of the Steam game options). Just switch over to that and you can keep playing. For everyone else, we're planning on investigating the reported bug in more detail over the next few days and will put out an updated version once we fully understand the situation.
[ 2015-03-29 07:33:46 CET ] [ Original post ]
This is another small stability update for the game, fixing three occasional crashes / hangs that users have been experiencing. Two of the fixes here come from our Community Coders, so thanks to them for their efforts. Changelog: - Another fix to an AI hang with the Reapers - Alien base missions should now always load correctly on the Linux version of the game - Fixed an occasional crash related to the Fury interceptor destroying a UFO with escorts This will be available on the Windows / Linux branch for a few days, and if there are no new bugs introduced we'll roll it out to Mac and our other distribution services (likely by the end of the working week).
[ 2015-03-23 10:42:53 CET ] [ Original post ]
We're releasing two "Stable" builds today. V1.56 is an update that will immediately be released on the Steam default stable branch, whilst V1.57 is only available on the Steam Experimental branch. Our plans for releasing this on other platforms are explained after the changelogs: V1.56 Changelog:
- Fixed an issue with the mod manager deleting the entire mod directory when you tried to delete a mod
- Fixed an issue where the mod manager did not correctly save the priority order for deactive mods
- We've created an experimental patch for the shooting code that should verify miss shots are actually able to hit the tile they scatter to. We hope this will correct the issue where shots are sometimes noclipping through walls or otherwise behaving incorrectly.
[ 2015-02-27 11:02:31 CET ] [ Original post ]
We've just released another hotfix for Xenonauts V1.5, addressing an AI hang that we considered the largest remaining bug in the game. Here's the changelog:
- Fixed a second AI hang that was locking the game up during the alien turn
- Updated the Carrier UFO maps to remove more areas where Harridans could fly inside the UFO walls and then snipe down at you
- A fix to the mod manager not remembering changes made to mod list priority if you exited the launcher without loading up the game
[ 2015-02-23 15:09:59 CET ] [ Original post ]
I've put out V1.54 on Steam for both Windows and Linux. It's just a small hotfix that fixes a few more of the issues that cropped up with V1.5:
[ 2015-02-13 11:28:09 CET ] [ Original post ]
We've released another hotfix for Xenonauts V1.5, this time fixing a couple of bugs related to AI loops:
- A fix to the reaction fire / teleporter hang
- A fix to an AI turn hang caused by Reapers getting in an animation loop
[ 2015-02-05 19:08:35 CET ] [ Original post ]
We have just released Xenonauts V1.51 across all platforms and distribution platforms. Whilst this is just a very small update for V1.5, everything is now available on Mac / Linux too. Changelog:
- Fixed a bug with the game crashing if you opened your soldier inventory while standing over the corpse of an alien with a grenade
- Check the previous announcement for the massive V1.5 changelist!
[ 2015-01-31 19:50:13 CET ] [ Original post ]
Our last version of Xenonauts V1.5 has been on the Experimental branch for a week and nobody has reported any major bugs in it, so it has now been released to the Windows Stable (i.e. default) Steam branch. We have also activated Steam Workshop for everyone. We have also started work porting V1.5 to Mac / Linux and expect them to arrive in the next few days. For anyone that likes to play across multiple platforms, we are also preparing the non-Steam versions for Desura, Humble Store and GOG and expect them to arrive in the next week. For those unfamiliar with V1.5, it is a final free update to the game that irons out a number of issues with the usability, balance and stability of the final release game. It's not a fundamental change to the gameplay, rather it just tries to remove a lot of those annoying little moments when it feels like the game is fighting you. The community contributed greatly during the development process and many contributed still more after release. I'd like to give specific thanks to Solver and llunak for their work as Community Coders and to Skitso, Max_Caine and Kabill for their mapping / modding. Many others also deserve a mention but I must omit them for the sake of brevity! IMPORTANT INFORMATION:
- You can load save games from V1.09 in V1.5, so upgrading mid-campaign shouldn't be an issue.
- We've tried to avoid any broad changes to the gameplay to avoid screwing up the balance of any in-progress games, but if you want to keep playing V1.09 then you can do so on the Legacy Branch: http://www.goldhawkinteractive.com/forums/showthread.php/7276-MY-SAVED-GAMES-DISAPPEARED%21-%28fix-in-here%29
- Steam Workshop & better mod support has been added
- An epilogue from the Chief Scientist has been added to the victory screen
- 70 community maps bundled with the game as an optional mod (must be activated in the launcher if you want to use them)
- Air combat now has time acceleration buttons
- Line-of-sight system for soldiers significantly improved
- Cover indicators added to the ground combat
- Late-game alien psionics / berserking now less unfair
- Units behind walls / props are easier to see
- Soldiers now get a nationality flag
- Money made less tight on easier difficulty settings
- Fixed a lot of crashes / hangs and made a lot of usability improvements
[ 2015-01-26 11:13:13 CET ] [ Original post ]
Xenonauts V1.5, our final major update to the game, is available for testing on our Experimental Steam branch V1.5 is a significant upgrade on V1.09 and from the testing that has been done so far we also believe it to be more stable. The only reason that we have not pushed the update out to all of our Steam customers is that several key members of the team have left for their winter holidays. If there is an unexpected issue in V1.5 we might not have the personnel to fix it, and we don't want to risk leaving the game unplayable for any length of time! Therefore V1.5 will be arriving for everybody in January. Until then, it can be accessed by doing the following: - Go to your Steam Library - Right click on Xenonauts >> Properties >> "Betas" tab - Type the password XenoExperiment into the "Enter Beta access code" box and press Check Code - Select "Experimental - latest changes, unstable" from the drop-down box above Please let us know if you experience any major bugs with it; the more testing it gets now the smoother the January launch will be. V1.5 BRIEF CHANGELOG:
- You can load saves from V1.09 in V1.5 (but once saved in V1.5 they will no longer load in V1.09)
- Fixes a lot of crashes and loading issues with V1.09
- An epilogue from the Chief Scientist has been added to the victory screen
- 70 community maps bundled with the game as an optional mod
- Air combat now has time acceleration buttons
- Line-of-sight system for soldiers significantly improved
- Cover indicators added to the ground combat
- Late-game alien psionics now less unfair
- Units behind walls / props are easier to see
- Soldiers now get a nationality flag
- Money made less tight on easier difficulty settings
- LOTS of small usability and stability fixes
[ 2014-12-12 07:23:20 CET ] [ Original post ]
- Xenonauts Linux [3.1 G]
Xenonauts is a spiritual successor to the classic X-Com strategy games from the 1990s. We aim to improve the graphics, add new content and streamline the interface whilst still retaining all of the key mechanics of the original games. Devoted fans should love this game, but we're also keen to introduce the joys of old-school grand strategy to a whole new generation of players who might not otherwise experience it!
Please note that the native Mac / Linux versions of the game are still in beta, however older WINE-wrapped "ports" are available and known to be stable whilst development of the native ports is still ongoing.
Key Features
- Ground Combat: Xenonauts delivers tense turn-based combat across realistic, varied and fully-destructible battlefields, against almost fifty different variants of enemy. Missions range from capturing crashed UFOs or alien bases to defending cities (or even Xenonaut facilities) against alien attack. You'll experience the chill of encountering a new alien for the first time and the joys of test-firing a new weapon for the first time. Deeply asymmetric combat keeps the battles interesting - after all, you're fighting intergalactic invaders with 1970's ballistic technology!
- Strategic Management: You will also be managing the defence of the planet, dealing with the invading alien UFOs with your customisable interceptors. You need to balance the needs of your funding nations with your own. Your funds are limited - are you going to spend them on battlefield equipment, more scientists, or expanding your coverage of the planet? Your priorities must be balanced carefully if you are to win the war.
- Research Tree: Xenonauts has an extensive research tree with almost a hundred projects to unlock, each with its own unique description and painted artwork. It slowly reveals the intentions and origins of the invaders, while also unlocking new battlefield equipment, aircraft and vehicles for you to use as you harness alien technology and turn it against them.
- Persistent Soldiers: Soldiers in Xenonauts are persistent from mission to mission, improving their stats and gaining ranks with combat experience - but their deaths are always only a single bad move away. You will grow to care about the brave men and women under your command as they slowly grow from green rookies into hardened veterans, but that only makes it more painful when their heroic tale is cruelly cut short by a burst of plasma fire...
- Detailed, Emergent Simulation: Xenonauts contains no scripted missions, just broad rules setting the pace of the invasion. As such, no game plays out the same twice. If you shoot a Scout UFO down over a polar area, you get a Crash Site mission where you can capture a crashed Scout UFO in an Arctic tileset. Commence a battle at night and you'll be fighting the mission in the darkness with reduced sight range. If your base is attacked, you fight the defence in a perfect replica of your base. A lot of time has gone into weaving the two very different halves of the game together into something that feels both natural and enjoyable.
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