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 images
Version Information
Steam Patch Notes
Official update history
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Changes:
Fixed some additional mod loading bugs.
Added a few more translaltion strings.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Gameplay Changes:
Improved the visual rendering of fire / smoke where it comes to shroud. The fire / smoke now draws under the shroud where they overlap, rather than entirely removing the shroud where they overlap as they did previously.
Various changes and improvements to the air combat:
Autoresolve calculation sped up dramatically, which should avoid complex autoresolves taking 10+ seconds to compute.
Removed the annoying one-frame visual "flicker" that would occur at the start of each air combat battle.
Hovering over a Xenonaut aircraft on the battlefield will now highlight the corresponding UI aircraft infopanel on the right.
Aircraft with afterburners active will no longer attempt to match speeds with their target UFO and will continue to close until the afterburners are disabled. This should make the basic Angel vs Observer fight easier, as the Angels would previously stop closing as soon as they entered maximum cannon range - but as soon as you disabled afterburners so they could actually attack, you would only get a few shots away before the Observer escaped from cannon range.
Xenonaut squadrons will now automatically return to base if all Xenonaut interceptors retreated from the previous air combat battle.
It's now possible to set a parameter and screen as a launch parameter (useful for modders testing their work).
Bugfixes:
Fixed a crash on the Geoscape multi-select UFO popup (if multiple units are very close together) that could occur if you were clicking the OK button repeatedly.
Fixed a crash that could occur from chained explosions (e.g Servitors, Cyberdrones, explosive environmental props).
Fixed the Cyberdrone front armour HP not updating when it takes damage.
Fixed several related bugs that sometimes permitted "miss" shots / grenades to pass through the floor without hiting anything. This was particularly noticeable for explosive weapons, as it could cause them to occasionally not detonate.
Fixed grenades exploding on top of shipping containers being unable to damage the container.
Fixed the "open Steam Workshop" button on the Mod Management panel not working properly.
Fixed the UOO Sabotage research showing the "new mission is available" popup before the research popup appeared (rather than after it).
Fixed soldiers in the hire pool showing purple placeholder armour on their portraits for the month after unlocking the North America region bonus.
Fixed weapon tooltips not appearing if you hovered over the "wrong" half of a paired slot on the Aircraft screen.
Fixed weapons having different positions on the Aircraft paperdoll image depending on whether you placed them in the left or right slot of a paired slot (they now always use the values of the left slot).
Fixed some more misaligned text fields in the French translation.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here). If no bugs are encountered over the weekend then we'll be releasing 7.24.2 onto the stable branches next week.
Gameplay / Balance Changes:
Some balance changes have occurred to Recoil as a result of fixing an inheritance bug with some of the weapons:
Recoil reduction based on user Strength now correctly applies to ALL weapons - previously it did not apply to alien burst-capable weapons, nor human rifles.
Fixed a specific issue with the Laser LMG where it did not have the Strength-based Recoil reduction, even though the Laser Rifle actually did.
Recoil reduction based on user Strength on laser weapons now offers half the normal reduction as Lasers already have half the Recoil of normal weapons (otherwise a soldier with 100 Strength would reduce them to 0 Recoil).
Another large pass on translation issues, fixing broken text strings and fixing some places in the UI where text incorrectly overlaps or is misaligned in certain languages.
Added a description to the Colossus Armour, as it did not have one (unlike the other armours).
Bugfixes:
Fixed a crash that would occur if you cancelled an engineering project that was constructing an interceptor.
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). We're expecting to release 7.23 onto the public branches tomorrow unless this small update causes any unforseen problems.
Bugfixes:
"Firing" a MARS / ARES on the Soldier screen now sells the vehicle, and prevents the vehicle being added to the soldier hire pool like a fired soldier is. This fixes a crash that would occur if a player tried to hire a MARS / ARES from the soldier hire pool.
Fixed some bugs in mod loading linked to the new manifest changes made in the last patch.
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).
Another batch of gameplay and stability fixes for players. This should also fix almost all the remaining localisation issues in the game!
Gameplay Changes:
It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like.
Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashed with the Steam Overlay shortcut.
Bugfixes:
Fixed all remaining known translation issues, except the mission briefing description for Operation Endgame.
Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
Fixed another rare strategy crash.
Fixed an AI crash that could occur during base defence missions.
Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
Fixed miss shots being able to pass through walls in some circumstances.
Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
Fixed being unable to target small enemies who were stood on top of teleporter pads.
Fixed some small errors in the Hit Chance UI panel in the bottom right.
Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
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.
This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Another large-ish patch for the previous Experimental build, which seems to be relatively stable so far! We've made a bunch of localisation fixes over the past couple of days and we've now sent our files off for translation - once those are back, we'll release this build onto the public branches!
Changes & Bugfixes:
Incorporated the fixes made to 7.21.5 and 7.21.6 over the weekend, which will help avoid crashes if users have lots of old Early Access save games in their save directory.
Fixed a crash that could occur if picking up items in the tactical inventory from near an area with interactive objective props (Cleaner Desks, Abduction tubes, etc).
Fixed melee weapon hit chance information being incorrect in the bottom left "shot calculation" UI element. It now shows the base accuracy of the weapon as (say) 65% rather than the incorrect x1.65 formatting it used before.
Fixed an issue where a planned move (the move + shoot action using Ctrl+Shift) could move the soldier onto a teleporter when using a medkit or melee weapon, causing the teleporter to trigger before the action occurred. The teleporter will now not trigger in such situations.
Fixed the Alien Plasma Machinegun using the same 2d tile art as the Alien Plasma Rifle.
Fixed the Aircraft fuel tooltip still incorrectly talking about aircraft running out of fuel in air combat.
Fixed a typo in the Alien Plasma Weapons xenopedia entry.
Fixed some more translation issues.
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 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 is our second major post-release stability patch, containing a large number of fixes and improvements to the game. As there are a lot of changes we'll be giving this an extended run on the Experimental branch before we release it to the public!
Gameplay Changes:
You can now double click on a soldier on the Dropship soldier arrangement screen to be taken to the Armory view for that soldier.
Balance Changes:
You can once again revive unconscious soldiers with a medikit. This is actually a bugfix, but I'm listing it here because it has big gameplay ramifications!
Automed Module (both the standard version and the Colossus variant) now only heal 3 Stun Damage per turn, rather than clearing all Stun Damage each turn.
The Colossus: Ultradense Plating upgrade engineering project no longer requires the Alien Fusion Weapons research to construct, just Ultradense Alloys (which brings it into line with what the Vanguard Armour research text suggests).
Strategy Bugfixes:
Fixed a crash that could occur if you were deleting save game files.
Fixed a crash that could occur in the Armory if items glitch and get stuck while being dragged around.
Fixed a crash that could occur on the Geoscape after both the interceptor and the UFO are destroyed.
Fixed a crash in the pre-mission soldier equip screen for the UOO missions that would occur if you double clicked the "Quantum Gateway" dropship name in the bottom right.
Fixed a crash that could occur when placing the Access Lift for a new base.
Fixed it being possible to remove soldiers from airborne dropships (leaving them permanently stuck in the "Airborne" state) by double clicking the Armory soldier list to bring up the assignment menu, and then trying to replace a soldier in the dropship.
Fixed the Stalker Stealth Armour incorrectly not showing the jetpack on the soldier paperdoll when equipped.
Fixed existing base buildings that had been upgraded by an engineering project not charging upkeep costs (newly built ones worked as normal).
Fixed a situation where you could be on the Game Menu (Esc) after an air combat, but be unable to interact with any of the buttons.
Fixed the "all Colonels on a team" achievement triggering if the team consisted of only vehicles.
Fixed the Data Raid mission briefings incorrectly saying the rewards were 0-200 Operation Points (it's actually 0-100).
Fixed the Eternal Observation research project not increasing the Training Rate, despite the description claiming it did.
Fixed a variety of tooltips either having typos, having misleading information, or not existing.
Tactical Bugfixes:
Fixed a crash that would occur if you lost ENDGAME part 2.
Fixed a crash that could rarely occur when loading a tactical save after having a "character conversation" play at the start of the mission.
Fixed a crash that could occur at the end of the ATLAS Base mission.
Fixed being unable to revive unconscious soldiers with a medikit.
Fixed an AI hang that could occur if an alien that had mind controlled a Xenonaut fell unconscious during the alien turn.
Fixed mind controlled Xenonauts continuing to attack like a hostile unit until end of turn if they were released from mind control during the alien turn (e.g. if the alien was killed by reaction fire).
Fixed mind controlled Xenonauts being able to fire their weapons even if they had no ammo in them.
Fixed units being able to pass through walls if there was an open door "on top" of it (i.e. sharing the same tile edge).
Fixed some roof edge tiles not properly causing units to fall if they were destroyed.
Fixed the teleporters costing 0 TU to activate manually if you right-clicked the exit teleporter rather than the one the soldier was standing on.
Fixed the camera not following the teleported soldier when you right-clicked the teleporter to manually teleport.
Fixed an issue where a teleporter would trigger if a soldier stood on it attempted to make a move that included a turn, but did not actually have enough TU to move off the teleporter, and so only did the turn action.
Fixed Reapers not spawning on the tile where the Zombie they hatched from just died.
Fixed an error in the alien spawning logic that could cause Symbiotes to spawn on the other side of solid walls from the impact point of the projectile that spawned them.
Fixed the Reaper Alpha corpse item being too large for the ground area, which meant that if you picked it up you couldn't put it down again!
Fixed the Advanced Medikit not playing a "heal" sound when used (like the standard Medikit does.)
Fixed some instances where fire tiles could end up floating in the air (which would occur if they were spawned by an explosion that also destroyed the roof tiles they were spawning onto).
Fixed a dockyard warehouse roof destruction edge frill spawning misaligned.
Fixed one of the alien props (the purple couch thing) z-fighting with the floor on the upper levels of UFOs.
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Uploaded Apr 16, 2026
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How to Install
Xenonauts2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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7.2 GB
22750868
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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.