About the Game
Xenonauts 2 is a strategy game that puts you in charge of a multinational military organization tasked with eliminating an extraterrestrial threat. Working from the shadows, you must seek out and engage the growing alien presence wherever it appears. Expand and manage a covert network of bases across the globe. Pursue research and development to bridge the technological gap with the alien invaders. Train, arm, and command your ground troops wherever the alien threat emerges.

It is 2009 - the Cold War continues, and the Berlin Wall still stands. In the shadows, a secret organization works beyond arbitrary political boundaries to gather information about a greater threat to humanity. Mysterious sightings of unidentified flying objects and unknown beings have grown more common, coinciding with escalating international tensions and panic. Those who report such sightings frequently disappear without a trace, and it is clear that the aliens grow bolder with each passing day. Time is of the essence.

Knowledge is power - unfortunately, little is known about the alien menace when you take charge. You will need to engage in combat operations around the globe to learn what you're up against. Eliminate extraterrestrial forces in deadly tactical battles to recover research samples, allowing your scientists to improve your equipment and slowly uncover the truth about the alien invasion.
A massive variety of enemy types will keep you on your toes as you fight against a multitude of species, each with their own strengths, weaknesses, and fighting styles. Securing alien bodies to perform autopsies on will give you insights into their potential weaknesses, allowing you to prepare accordingly.
Aliens aren't all you'll be fighting - human agents known as Cleaners work in tandem with the extraterrestrial threat, bringing with them added varieties of troops, combat locations, and mission objectives. The Cleaners work to further alien goals and objectives, operating directly under their influence - any strike against the Cleaners is an indirect strike against their alien overlords. You will have the opportunity to gather intel by infiltrating their bases, securing data, and seeing how far the conspiracy goes.
Every combat engagement is an opportunity to learn more about the enemy force and how it fights - if you're willing to take the risk. Will you look to quickly eliminate active threats using explosives, grenades, and missiles, or will you take a more tempered approach to secure bodies and alien technology that can be taken back to HQ for autopsies and reverse-engineering? Will you focus on the development of airpower to bring down UFOs and investigate their crash sites for additional intel? Your adversary has the advantage in both technology and equipment – any choice you make will involve tradeoffs.

The war against the alien force takes on a global scale - as they attack indiscriminately, your troops must be prepared to operate across the globe using multiple bases, taking time between operations to rest, recuperate, rearm, research, and eventually reengage the enemy. No two campaigns are the same as complex simulations ensure even the smallest variances in decisions will have far-reaching impacts across the entire game.
A small radar station in Alaska detects an anomaly over the Bering Strait. Air Bases in Kamchatka and Yukon scramble jets to investigate, chasing multiple bogeys each, bringing them down over the water. Thousands of miles away, a radar station in Italy works in tandem with response teams stationed at a base in Algeria and an air base in France to take down alien operations on the Iberian Peninsula. Meanwhile, a new base is being built in Southeast Asia where the invaders have slipped through the cracks multiple times, inciting panic. Build, design, and manage multiple bases, each with its own squadrons of fighter jets and transports, radar arrays, research teams, operatives, and more. Consider the limitations of fuel ranges when you place them and use a grid-based construction system to optimally lay each of your bases out. Specialize your bases for detection, rapid response teams, research, manufacturing, and defenses as you see fit.
Pursue multiple avenues of research to acquire a vast variety of aircraft, vehicles, weapons, armor, and other battlefield equipment to experiment with. Your approach on the battlefield will be determined by a combination of the terrain you're engaging in and what equipment you've chosen to bring to the field. The presence of mechanized combat platforms and vehicles can tilt many situations in your favor as they break through cover and deliver particularly devastating ordnance, though their use can come at the cost of the ability to procure valuable resources from intact alien bodies and equipment. The research tree is vast, with over one hundred projects to unlock, allowing you to take on the alien threat with your own personal strategic and tactical touches.
Infuse alien technology across all manner of equipment, and even develop autonomous battlefield combat platforms and sentry guns to assist with your forward operations as well as the defense of your bases. If you give your engineering teams enough time, money, and resources, you'll find yourself well equipped for the threat - unfortunately, all three are perpetually scarce. Will you rush to produce automated combat platforms to minimize the threat to your operatives? Or produce additional dropships to respond to more threats at a time? Or will you seek improved armaments for your fighters to strengthen their ability to intercept and take down alien squadrons?
Training centers you build at your bases allow soldiers to improve their combat capabilities during downtime, but actual combat experience is of course of unparalleled value. Each mission gives your operatives an opportunity to improve their abilities according to the actual actions they take in combat, and even earn medals for their deeds.

Whether fighting in the air or on the ground, your tactical prowess is put to the test when engaging alien attackers. Battles are extremely dangerous affairs, asking you to manage positioning, ammunition, lines of sight, cover, and much more besides - many of your operatives will get wounded, and many of them will die, but those that survive grow more experienced and are more capable of taking on future dangers.
Scramble jets to respond to UFO sightings, engaging them in real-time tactical battles that put you in command of your fighter wings. Tell your pilots how to maneuver and who to target, ensuring their victory while also keeping an eye on their fuel gauge and the proximity of your nearby hangars. No forced 1-1 duels here – if the aliens bring a technologically advanced and heavily armed space craft to the fight, gang up and send a whole squadron of your best planes to bring it down. The strategic layer and air battles are closely intertwined, and careful planning of your global network of bases is of the utmost importance.
Put boots on the ground by sending in your operatives for a variety of mission types, pursuing a range of objectives, but beware – your adversaries will not passively wait for you to discover them. Aliens will actively maneuver and seek you out from across the map, moving intelligently to strike at you from beyond visual range, hiding behind cover and taking advantage of the high ground. Maximize your chance of success through effective reconnaissance and lay ambush to eliminate the enemy.
The battlefield is a dangerous place, and with an alien threat that will not stand idly by as you try to hunt them down, losses are inevitable. This isn’t the story of an elite squad of heroes winning battle after battle without loss – war is hell, and many of your troops will give their lives to resist the alien invasion. Your veteran troops will be invaluable, but even your basic recruits are skilled soldiers ready for combat. It is up to you to enable them to become the veterans of tomorrow.
Xenonauts 2 is a standalone title that does not need any experience playing the original Xenonauts to follow the story or enjoy the gameplay experience. The punishing battles, in-depth strategic layer, and complex simulations will take fans of the series and newcomers alike through a dark and deadly story about the defense of Earth and all humankind.
Screenshots
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Version Information
Steam Patch Notes
Official update history
We've now released v7.23.4 onto the main branches, This is a quick hotfix for the existing 7.23.2 Stable build to fix an annoying bug.
Bugfixes:
Fixed an issue where the game could hang for prolonged periods after a mission (or on exit) in some circumstances if you had permitted the automatic crash reporting tool - if it was given invalid data, it would hang for 20+ seconds before it timed out and resumed play,
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Gameplay Changes:
It's now possible to move the camera by pressing and holding the middle mouse button / scrollwheel.
We've fixed a bug that was causing the Monthly Funding Modifier difficulty setting to not work properly - previously, all difficulty settings were getting 100% of the normal funding. As fixing this bug would affect game balance, we've adjusted the previous (nonfunctional) values as follows:
Veteran and Commander balance remains unchanged (now 100% funding).
Soldier gets 10% extra funding (110%), and Recruit gets 25% extra funding (125%).
This change will only affect new campaigns.
Fixed a bug that was causing bleeding wounds to be inflicted twice as often as intended.
Added some extra information to Laser weapon tooltips so it's more obvious that they have an Accuracy bonus and are better at destroying terrain.
Removed dependencies on manifest bundles, which should make life easier for modders!
Bugfixes:
Fixed all remaining known translation issues. If you see any issues in any translations, please report them so we can fix them!
Fixed there being a brief white flash in the UI when you open a Supporter or Strategic Operation UI panel as the image loads in.
Fixed a bug where the campaign "Monthly Funding Modifier" was not working correctly.
Fixed soldier arrival notification not having a scrollbar, which means the popup could go off the bottom of the screen if you hired lots of soldiers at once.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
This is a relatively small update that mostly incorporates localisation fixes - we're planning to push this build onto the main branch in a couple of days if no major issues are encountered by the community.
Changes:
Updated the localisation files to incorporate the latest batch of translation fixes. This should fix the bulk of the remaining translation issues in the game.
Fixed late-game Wraith terror sites sometimes having enemies equipped with Plasma weapons rather than Fusion weapons.
Gemini now has 12 starting armour (previously 15). Shielded Plating for interceptors now offers +24 armour (previously 25). Together these two changes prevent the Gemini getting more than 60 Armour, as going above this level breaks the air combat UI.
Added more explanation to the tooltips for the concept of damage drop-off on explosions.
Improved the tooltips for Flashbang Grenades and Smoke Grenades.
Another hotfix for v7.21 to address ongoing crashes related to players having old saves in their save directory. This should fully fix the issue, but if not, players can always manually delete old campaigns from their save directory while they wait for another patch (any campaign folder that doesn't have a string of numbers at the end of the name can be deleted).
Changelog:
Another fix to prevent saves from several years ago causing crashes when scanning the save game folder.
This is a quick hotfix for the v7.21.3 build released yesterday. It fixes the crashes from loading desert biome tactical saves, and another issue where the Load Game panel would display a blank list for 30+ seconds (making people think their saves were gone) if you had large numbers of pre-launch saves from older campaigns.
If you played a lot during Early Access, it might be worth cleaning out your save game folder to prevent issues in future - click the button on the Main Menu screen marked "Local Folder" and go to the /Saves/ folder. You should be able to safely delete any folder that doesn't have a string of numbers appended at the end, as they will be from before our 1.0 release!
CHANGELOG:
Re-enabled the Crash Bug Reporter pop-up screen on startup after a crash.
Fixed an issue where large numbers of old saves from the early stages of Early Access would cause the Load Game panel to show a blank list for 30+ seconds, making players think their saves had been lost.
Reverted a fix to the desert bushes that was causing desert biome tactical saves to crash on load if they were made in v7.20.4 or earlier. The downside of this fix is that any desert tactical saves made in the last 24 hours will now be broken (but obviously that's the lesser of two evils). If you're getting this crash, please just load the pre-mission strategy save and restart the mission and everything will work fine. If you're playing Iron Man and you're unable to continue your campaign, please make a bug report and we'll manually fix your save for you.
Added updated translation strings and some improvements to the non-English loading screen trips.
Hello everyone - we've now released v7.21.3 onto the main Steam branch. This contains a number of improvements and bugfixes, but the most important thing it does is unify the two previous potential save paths into a single location to ensure that Steam Cloud works properly for everyone.
This process only copies files, and will not delete them. There's always a chance some users may experience issues with this migration, but you won't lose your game data if you do - the worst case scenario is that the game will temporarily be unable to load the data. Please report any problems you encounter and we'll look into them ASAP.
SAVE FILE / USER DATA MIGRATION:
The new location for user data is this path (also accessible via the new "Local Folder" button on the Main Menu screen):
C:\\Users\\<user>\\AppData\\LocalLow\\Goldhawk Interactive\\Xenonauts 2\\Saves\\
The game will automaticallly copy all your existing data across to the new location when you load it up, so most players will not even notice the change. The old files will be left in place, but will no longer be used.
If you happen to have files in both of the previous potential save locations, the game will show a popup at startup allowing you to choose which folder(s) you wish to copy across.
Finally, if you are manually setting a custom save path in the startup arguments (usually because you're saving to a network drive), none of this will occur and the game will continue using your existing custom path!
V7.21.3 CONSOLIDATED PATCH NOTES
Gameplay Changes:
Fixed a crash that would occur if you put JSON files that weren't saves into the game save directory.
Added a new Xenopedia popup of Accelerated Weapons. This is unlocked from Alien Magnetic Weapons, but doesn't popup by default - it just appears in the Xenopedia to make comparison with other weapon tiers easier (previously there was no dedicated entry for them).
The Delegation Cost for launching a UFO mission is now shown on the Launch Combat Team button when viewing the mission information. This cost isn't actually deducted until you fly to the crash site and start the mission, but we still think this is the most useful place to show it!
Missions that do not use a dropship (Base Defence, UOO Sabotage, UOO Bridge Assault, etc) now use a more intelligent system to populate the suggested soldiers. Instead of purely populating the squad by rank, they now copy the assignments from the dropship at the base where possible and then autofill any gaps with other soldiers based on their rank.
Selecting an aircraft in the air combat by clicking on it will now correctly update the selection on the aircraft infopanels on the right hand of the screen.
Made the Ballistic Pistol 3d model a bit larger so it's more readable when a soldier or civilian is carrying a pistol.
Balance Changes:
Fixed an error in the Cleaner Data Raid mission which led to all of the starting enemies having SMGs. A portion of them will now be equipped with rifles, and some will have body armour alongside their SMGs.
The Defender now spawns one wave earlier as a lone UFO on Air Superiority mission (replacing similar missions that feature Fighter UFOs). This allows players to shoot them down and get Defender UFO research. Previously they were first spawning as escort craft for older UFOs that had usually already been delegated, which was an issue because you needed to win the crash site to get the research (or wait until you saw a Defender as part of an air superiority mission).
Using the HEVY will now grant Accuracy progression as long as there is a hostile target within the blast radius of the planned shot.
Strategy Bugfixes:
Fully fixed the timing issue that was causing some tactical missions to crash when returning to the strategy layer (the fix for this in 7.20.3 worked for most but not all situations).
Fixed being unable to change base selection on the Soldiers screen.
Fixed an error in the Suppression tooltip that incorrectly stated that units would immediately lose 50% of their TU and all of their Reflexes, as in reality it's the opposite - they lose all of their TU, and 50% of their Reflexes.
Fixed the Mind Control tooltip claimining that Suppression removes Mind Control.
Fixed the Regeneration tooltip incorrectly only referring to Sebillians (as Eternals also have the ability).
Fixed the Soldiers count on the Main Base screen incorrectly also including vehicles.
Tactical Bugfixes:
Improved the camera tracking for reaction shots to fix various instances where only the target was shown (even though it would be possible to also show the shooter by moving the camera slightly).
Fixed AI units not respecting objects tagged as "Do Not Crush", which was causing Androns and Cyberdrones to wreck the inside of their own UFOs when moving around.
Fixed an issue in the shot hit chance info panel (bottom right of the UI) that listed the Wraith's Cloaking Field ability too high up the calculation order, which led to the maths not making sense.
Fixed the Colossus being given a second Power Fist in their secondary slot on ENDGAME part 2.
Fixed one of the footstep sounds having a slight "clicking" noise at the start.
Fixed another instance of the move path generating a purple missing path error.
Fixed the soldier name drawing below the portrait in the tactical AI (could be relevant for long vehicle names).
Fixed the Colossus losing the louder and stompier footstep sound effects when the Automed upgrade was equipped.
Fixed the little decorative bushes in the Desert biome triggering the "half cover" indicator on the cursor even though they have a 0% stopping chance.
Fixed walkable meta tiles on top of shipping containers remaining behind after the shipping container was destroyed.
STEAM REVIEWS: YOUR FEEDBACK MATTERS
If you haven’t already, please consider leaving us a review on Steam. We’re very grateful for the feedback players have shared so far, and reviews do a lot to help the game’s visibility. They also help inform future patches and what the team focuses on next. If you’re enjoying Xenonauts 2, or just want to support the dev team, leaving a review would really help.
COMMUNITY RESOURCES
Finally, if you're interested in chatting with the devs or other players, we urge people to join our Discord server or visit our forums. There's also an official community wiki for Xenonauts 2, where you can find information to help you progress through the game.
Join the Xenonauts Community
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Changes:
Fixed a rare crash that could occur on the strategy layer caused by a corrupted tactical mission. It would manifest as a sudden (seemingly random) crash on the Geoscape.
Fixed a bug that make certain ground tiles non-walkable (generally around the edges of rooms). This was blocking the tactical section of the tutorial, making base defence missions a problem, etc.
Updated the translation files to add in translations for the new text added in 7.20.2, and to fix more translation errors.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This hotfix fixes the crash on the Soldier screen that sneaked into v7.19.1, but we'll be leaving it on the Experimental branch for a few days to ensure it's actually stable before we push it out to everyone!
Changes:
Fixed a crash that could occur if the user visited the Soldier screen either due to a "soldiers arrived" popup message, or if they viewed the Soldier Recruitment tab and then switched back to the Manage Soldiers tab.
Fixed the soldier list on the Soldier screen re-ordering itself after a soldier was fired or transferred.
We've now released our first major patch since the release, containing a large number of gameplay bugfixes and also addressing many of the localisation problems that users identified in the launch build. A second large patch with additional fixes is due to arrive next week.
This build has been tested for several days on the Experimental branch so it should be generally stable, but may break tactical saves if you happen to be playing one of the tactical maps that was updated in this patch!
TACTICAL SAVE CRASHES
A number of Boreal and Alien Base maps have been updated to fix gameplay issues, along with the UOO Bridge Assault map. Players loading an old tactical save from one of these maps will likely find the game either crashes immediately on load, or will crash within a turn or two (usually during the AI turn).
You can fix this issue by loading the pre-mission strategy save and restarting the mission. The game will then work correctly - even if you get exactly the same map again!
Unfortunately, players who are playing Iron Man games will be unable to load a pre-mission save, so we've created a beta branch called v7.18.7 to allow players to revert to the previous version and finish their mission. They can then switch back to the normal branch and continue playing.
PATCH NOTES
Here's the full changelog for the patch:
Gameplay Changes:
The "please report this crash" popup shown at the start of the game after a crash has now been removed.
Units now get "kill" credit for stunning a hostile unit.
Objects like cliff edges will now be revealed if you can see the walkable ground tile on top of them.
Fleeing units will no longer attempt to avoid smoke. This prevents issues where fleeing units would sometimes run towards dangerous aliens because they considered that less of a problem than passing through a few tiles of smoke.
Base Defence mission AI has been improved, and the aliens should now converge on the rough location of Xenonaut units. They still don't actually know where your units are, but they'll search within a radius of a few rooms rather than potentially spreading themselves out around the entire base (which could make finding and killing the last aliens boring and anticlimactic).
There's now a notification on the UOO Bridge mission if an alien unit makes it to one of the squares adjacent to the alien mainframe, which tells the player that they need to clear the alien off by the end of the turn or they will not make any progress towards the objective that turn.
In the air combat, interceptors now maintain their target even if all their weapons are reloading (which stops the intercept path flickering backwards and forwards as interceptor cannons fire).
If you press R to reload and the only clips you have available contain fewer shots than the one currently loaded, the game will now play an error sound and prevent the action. It will display the error "Fullest clip already loaded".
Balance Changes:
Alien reinforcement spawner gateways (UOO Bridge Assault, Operation Endgame pt 1) now have 0 Reflexes as they are inanimate objects. This makes them very easy to hit with melee weapons.
Frag Grenades now cause 35 Suppression. Previously they caused 0 Suppression due to an error.
Strategy Bugfixes:
Fixed a crash that could occur on the engineering screen if you locked the tooltip for an engineering project, then quickly clicked the button to begin work on that project before the tooltip disappeared.
Fixed engineering projects that are one-off upgrade projects that award unlimited quantities of items (e.g. aircraft missiles, soldier modules, etc) showing a (0) after their name on the engineering screen.
Fixed being unable to interact with the Armour tooltips on the Armory screen (e.g. to hover over the links to see what properties like Hardness actually mean).
Fixed the research and engineering backgrounds upgrading to the level 4 image once you researched Ultradense Alloys, even if you hadn't run the lab / workshop upgrade projects.
Tooltips now show Suppression values for weapons. The Flashbang now has its own tooltip with Suppression as the top value.
Updated the Combat Shield tooltip to properly explain how the shield works (it blocks 100% of shots in the front 90-degree arc, but the block chance drops linearly towards 20% as the angle increases towards the outer edges of the 180-degree protective arc).
Updated the Air Combat result element "accept results" button tooltip to not imply that it was choosing the autoresolve results. It's actually a generic button that accepts whatever results are currently being shown.
Fixed a number of other minor tooltip issues / typos.
Fixed the Transfer Scientists and Transfer Engineers panels always incorrectly showing the source base name as "BASE NAME" the first time you access the screen.
Fixed being able to construct 7 Geoscape bases even though the UI only supported 6.
Fixed the Camera Zoom In / Out labels in the keybinds being inverted.
Tactical Bugfixes:
Fixed an AI hang that would occur if a Mind Control-capable Psyon went Berserk due to a morale break.
Excess carry weight TU penalties now update correctly when items are consumed (e.g. a grenade is thrown, or a weapon reloaded) rather than only when the tactical inventory is opened again.
Fixed a visual issue with the large central room in the UOO Data Raid map, where the roof / upper building section would not hide when you opened the door.
Fixed various objects inside UFOs being visible as silhouettes in the shroud, even though their models should be hidden as the objects have not been revealed yet.
Fixed an AI issue that could occur when an alien unit found its path unexpectedly blocked by a Xenonaut. Previously they would just end their move; they will now recalculate their next action (usually causing them to attack the Xenonaut).
Automed unit now properly removes regeneration when dropped, which means it will no longer automatically revive unconscious soldiers. It will also not apply regeneration multiple times if you drop an automed unit and then pick it up again.
Fixed grenades thrown on top of UFO hulls being able to damage the aliens inside.
Fixed some places where it was possible to throw grenades through Boreal sawmill building roofs.
Fixed the crosshair TU cost for healing or using a melee weapon a unit being incorrect if the Xenonaut was crouched and movement or rotation was needed to reach the target (it would incorrectly add in the cost for an unnecessary uncrouch).
Fixed the black "floor" of a UFO not always being visible on the upper levels. This could lead to instances where it would be possible to see things on the lower level of the UFO through what should be shroud.
Fixed units incorrectly having a chance of being Mesmerised when attacking a Psyon with a melee weapon from behind.
Fixed the LMG fire animation having a visual "jump" during the part of the animation where they raise the weapon.
Fixed Symbiotes always being visible when spawned, even if the tile they were spawned on was not in line-of-sight.
Fixed Symbiotes spawned during alien reaction fire not displaying their red enemy UI square until the start of the next turn.
Fixed being able to shoot through the Quantum Decoder large terrain tiles in the base defence mission.
Fixed the ENDGAME part 1 sloped building walls having black interior faces if destroyed. They have now have an appropriate purple sand interior texture.
Fixed some z-fighting issues with the UOO underfloor support structures.
Fixed some additional visual issues in the ATLAS Base mission, where certain wall faces were incorrectly rendering black and some wall sections did not have sidefaces.
Fixed the Alenium Generator props sometimes popping in at the start of the base defence missions, rather than being visible from the start like everything else.
Fixed the white alien wall screens on the UOO Bridge map not being subdivided into 1-tile sections for destruction purposes.
Cliffs now have black sidefaces, so they look a bit more natural when only half of a row of cliffs is revealed from the shroud.
Fixed the ARES crosshatch obstruction shader looking like a huge blob rather than a tank, as some of their hover particle effects were incorrectly being shaded when the unit was hidden by terrain.
STEAM REVIEWS: YOUR FEEDBACK MATTERS
If you haven’t already, please consider leaving us a review on Steam. We’re very grateful for the feedback players have shared so far, and reviews do a lot to help the game’s visibility. They also help inform future patches and what the team focuses on next. If you’re enjoying Xenonauts 2, or just want to support the dev team, leaving a review would really help.
COMMUNITY RESOURCES
Finally, if you're interested in chatting with the devs or other players, we urge people to join our Discord server or visit our forums. There's also an official community wiki for Xenonauts 2, where you can find information to help you progress through the game.
Join the Xenonauts Community
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