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
10 imagesVersion Information
Steam Patch Notes
Official update history
We've just released a new version of Xenonauts 2 where we have upgraded from Unity 2022 to the more modern Unity 6.6 version. There are no gameplay changes in this update - it should just run a little faster, and be more future-proof.
Please let us know if you encounter any problems with this build by posting a quick note in our Steam sub-forum for bug reports (a rollback should be very straightforward if needed), However, nothing serious has come up in our internal testing or the public testing on the Experimental branch, so hopefully most players won't notice any difference.
EDIT - it seems this update has caused some issues for a small number of people, so we'll do a rollback and investigate what the problem could be. Until then, you can access the pre-upgrade version via the "legacy_v7" Steam branch.
We've just released a test build of Xenonauts 2 onto the Experimental branch where we have upgraded from Unity 2022 to the more modern Unity 6.6 version. This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
There are no gameplay changes in this build, and we intend to leave it for a few weeks before we start testing our v8 builds to see if the Unity upgrade causes any unforseen issues. Our internal testing hasn't turned up any problems, but we need to test it on a wider range of hardware before we commit to the upgrade (which will arrive as part of our upcoming v8 patch).
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). These are the final two small fixes for 7.27.11, and if no further issues are reported by the community then this will be the final hotfix before our larger v8 update.
Changes:
Weapons that regenerate ammo (i.e. the upgraded Laser weapons) now show the number of shots they are regenerating next to their ammo counter in the tactical UI. For example: 5/5 (+1)
Added translations for a few additional missing text strings (e.g. the updated Laser weapon tooltip descriptions).
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another small hotfix for 7.27 as we've identified another crash bug and dealt with a recently-introduced translation bug. We're planning on releasing this build onto the main branch on Monday unless further issues are identified!
Bugfixes:
Fixed a crash that could occur at the end of tactical combat if a player manually aborted the mission just before it automatically transitioned back to strategy, causing the game to run two parallel loading threads.
Fixed the "Operations Points available" popup after the ATLAS Base mission not being translated.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). Another small hotfix for the 7.27.x builds.
Bugfixes:
Screen shake from firing weapons now works correctly when toggled on - this got broken when we added the settings option for screen shake around launch. Obviously, if you find this annoying you can just toggle it off!
Fixed a rare crash that could occur during the AI turn in tactical missions, sometimes triggered if an unconscious unit was being carried in a soldier's inventory.
Fixed some further localisation fixes, including a few broken code tags that were causing error text to occasionally show in Spanish and Korean.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is hopefully the final build in the 7.27.x series of minor updates and if all goes well we'll release it onto the public branches early next week.
Also, we should be putting out a few more details on what we're currently working on in the next few weeks!
Bugfixes:
Fixed a crash that could occur at the start of a tactical mission, or more rarely on the strategy layer - essentially it would happen if you tried to reload a save within a certain time after a "character conversation" occurs (when the Chief Scientist and Operations Director talk about something).
Fixed a Dockyard Battleship UFO map that had a spawn point inside the outer hull of the UFO, which could make any alien that spawned there impossible to kill.
Fixed an issue where the first loading screen tip you saw would always be the same after starting / loading a game (although future ones would randomise correctly).
Fixed a few more broken translation strings recently reported by users.
Added translated strings for the new mod manager UI panel strings.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). This is a minor update that is designed to tidy up a few issues with the mod manager panel to make life easier for those working on mods.
Bugfixes:
Updated the visuals / layout of the Mod Manager panel to make it easier to use.
The Mod Manager panel now shows more extensive details when there is an issue with a mod, including:
Each enabled mod has a red or green circle next to it. Green indicates no problems, whereas red indicates an issue with dependencies, conflicts or versions.
Viewing the mod shows the required game version, and any other mods required to make the mod function (dependencies). Any problems are highlighted in red.
A new section for "Conflicts" has been added, which indicates when multiple enabled mods are attempting to edit the same file (if this occurs, the changes from the mod that is lower in the list are discarded). When in "Developer Mode", the Conflicts section lists additional information on the conflict so mod creators can easily debug potential issues with their mods.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
Updated the way the game reads save games so that corrupted (or very old) save games existing in the save game directory can no longer cause crashes.
Fixed a mod-related issue with template patching, where the game would crash in some incorrect circumstances when in development mode and template patches were interacting with other modded templates / patches.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
Fixed a rare crash that could occur on UFO interception.
Fixed a rare crash that could occur when assigning a soldier to a strike team slot on the Armory screen.
Fixed a rare crash that could occur during the AI turn when enemy units were moving.
Fixed a rare AI hang related to overwatch fire against mind-controlled units.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
Fixed a crash that could occur in the tactical layer if a Xenonaut was mind controlled, then another Xenonaut was killed, then mind control wore off (this crash was introduced in 7.27.0 so was never in the main build).
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
Fixed a bug preventing users uploading mods to Steam Workshop via the game.
Fixed a rare crash that could occur if two squadrons simultaneously intercepted the same UFO and then one successfully shot it down.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Gameplay Changes:
The Laser Weapons research entry has been updated so the displayed damage multiplier is now 120% rather than 135%, which accurately reflects the pre-upgrade damage values of Laser weapons. The research text has also been updated to better hint at the possibility of future upgrades.
Mods now no longer have a "maximum version", as this was causing a lot of false confusion about mods being out of date. Generally speaking our "major version" patches should not break mods - so a mod made in V7 should work in all versions of post-release V7. The game now only generates a warning if we move onto the next major version (e.g. V8).
Bugfixes:
Fixed a rare crash that could occur when moving items in the Armory.
Fixed a broken sawmill building that was causing a small number of Boreal crash site maps to fail to load.
Fixed transparent items like abduction tubes rendering below the shroud in some circumstances.
Fixed an issue where sometimes the mission briefing lines would fail to render correctly.
Fixed the jungle map stone walls having issues with their colliders.
Current Release
Build 26252662
Uploaded Nov 06, 2026
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System Requirements
How to Install
Xenonauts2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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View AllDownload Xenonauts 2 for PC with a direct link or via torrent. Get the full version of Xenonauts 2 for free. Xenonauts 2 is a RPG released by Goldhawk Interactive.