<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Xenonauts 2 — After Strategy</title><description>1 article on Xenonauts 2: guides, reviews, tier lists and news.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Xenonauts 2 review: is the 1.0 release the true heir to classic X-COM?</title><link>https://after-strategy.com/en/xenonauts-2-review-version-1-0-full-release/</link><guid isPermaLink="true">https://after-strategy.com/en/xenonauts-2-review-version-1-0-full-release/</guid><description>&quot;Full review of Xenonauts 2 version 1.0, released April 2, 2026 after 3 years in Early Access. Has Goldhawk</description><pubDate>Wed, 06 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;On April 2, 2026, after nearly three years of Early Access, Goldhawk Interactive finally shipped &lt;em&gt;Xenonauts 2&lt;/em&gt; in version 1.0 on Steam, GOG, and the Epic Games Store. The small British studio’s goal: deliver the &lt;strong&gt;most faithful spiritual successor&lt;/strong&gt; to 1994’s X-COM, set in the late Cold War. After a month of play and 50+ hours of campaign, here’s our full verdict.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;TL;DR:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;The most punishing tactical game&lt;/strong&gt; in its category — not an accessible XCOM-like, a true X-COM in the 1994 tradition&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;180+ battle maps&lt;/strong&gt; and real depth in global management (bases, R&amp;#x26;D, funding)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Pragmatic art direction&lt;/strong&gt; rather than spectacular — visual charm isn’t the strong suit&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;$39.99&lt;/strong&gt; — a fair price for a deep strategy game of this scope&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Verdict: 8/10&lt;/strong&gt; for X-COM old-school fans, &lt;strong&gt;6/10&lt;/strong&gt; for those seeking cinematic XCOM&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h2&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-three-years-in-early-access-what-changed&quot;&gt;Three years in Early Access: what changed?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-tactical-core-punishing-combat-solid-pathfinding&quot;&gt;Tactical core: punishing combat, solid pathfinding&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-global-management-what-xcom-2-never-dared&quot;&gt;Global management: what XCOM 2 never dared&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-the-cleaners-the-new-narrative-faction&quot;&gt;The Cleaners: the new narrative faction&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-weaknesses-art-direction-and-repetition&quot;&gt;Weaknesses: art direction and repetition&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-verdict-who-it-s-for-who-it-isn-t&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;three-years-in-early-access-what-changed&quot;&gt;Three years in Early Access: what changed?&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Launched July 2023, Xenonauts 2 spent &lt;strong&gt;34 months&lt;/strong&gt; in Early Access. Over that period, Goldhawk listened to the community — often brutally honest — and reworked several core mechanics:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Less tedious early game&lt;/strong&gt;: the opening missions, long criticized as too repetitive, now offer real enemy-type and terrain variety&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Rewritten air combat&lt;/strong&gt;: the interception system was simplistic in beta, it’s now a full tactical mini-game&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Richer late game&lt;/strong&gt;: new UFO types, complex alien threats, endgame that no longer runs out of steam&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Redesigned UI and UX&lt;/strong&gt; with several iterative passes&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The 1.0 result is &lt;strong&gt;clean and playable&lt;/strong&gt; — which wasn’t a given.&lt;/p&gt;
&lt;h3 id=&quot;tactical-core-punishing-combat-solid-pathfinding&quot;&gt;Tactical core: punishing combat, solid pathfinding&lt;/h3&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3.webp&quot; alt=&quot;Xenonauts 2 official screenshot illustrating the article 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3-480w.webp 480w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3-800w.webp 800w, /images/articles/xenonauts-2-test-version-1-0-release-complete/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;At Xenonauts 2’s heart is turn-based combat on 2-to-3-level maps. Goldhawk made the opposite choice from Firaxis: &lt;strong&gt;no hidden percentages, no heroic cinematics, no manufactured chance.&lt;/strong&gt; If your soldier misses an 80% shot, it’s because ballistics decided — and you’ll have to live with it.&lt;/p&gt;
&lt;p&gt;This approach has two consequences:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Maximum satisfaction&lt;/strong&gt; when plans work — you genuinely won, not carried by scripting&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Brutal punishment&lt;/strong&gt; when things fail — a single positioning mistake can cost three veteran soldiers&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The &lt;strong&gt;action preview system&lt;/strong&gt; (clearly inspired by XCOM 2, improved here) helps anticipate consequences. Combined with highly precise pathfinding — you can finally climb stairs without falling into the ambush you’d already spotted — combat becomes pure pleasure for hard-tactics fans.&lt;/p&gt;
&lt;h3 id=&quot;global-management-what-xcom-2-never-dared&quot;&gt;Global management: what XCOM 2 never dared&lt;/h3&gt;
&lt;p&gt;Where Xenonauts 2 crushes the competition is the &lt;strong&gt;global strategic layer&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Multiple bases&lt;/strong&gt; to manage simultaneously (unlike XCOM 2 centralizing everything on the Avenger)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Multi-nation funding&lt;/strong&gt; with distinct reputations — losing Japan’s trust doesn’t affect your US rating&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Parallel R&amp;#x26;D&lt;/strong&gt; — 3 to 5 science projects simultaneously, each with tech prerequisites&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Interception patrols&lt;/strong&gt; to coordinate globally, strategic choice on fighter positioning&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It’s &lt;strong&gt;complex, sometimes bewildering&lt;/strong&gt;, but it rewards anticipation. You recover the 1994 X-COM feel that no game since really captured — except maybe the old &lt;em&gt;UFO: Aftermath&lt;/em&gt; series of the 2000s.&lt;/p&gt;
&lt;h3 id=&quot;the-cleaners-the-new-narrative-faction&quot;&gt;The Cleaners: the new narrative faction&lt;/h3&gt;
&lt;p&gt;&lt;em&gt;Xenonauts 2&lt;/em&gt; introduces a secret human faction — &lt;strong&gt;The Cleaners&lt;/strong&gt; — that operates alongside the alien invasion. They’re sleeper agents sabotaging Xenonauts efforts from within: government infiltration, disinformation, black ops.&lt;/p&gt;
&lt;p&gt;Narratively, this is denser than &lt;em&gt;Xenonauts 1&lt;/em&gt;. The 1.0 version significantly enriched this storyline with:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;New dedicated mission types (Cleaners base raids, extractions)&lt;/li&gt;
&lt;li&gt;Scripted events that progressively reveal their motives&lt;/li&gt;
&lt;li&gt;A final choice that affects the campaign ending&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;It stays &lt;strong&gt;less memorable&lt;/strong&gt; than XCOM 2’s Avatar storyline cinematically, but &lt;strong&gt;smarter&lt;/strong&gt; in its writing. No caricature villain speeches, just a slow buildup of paranoia.&lt;/p&gt;
&lt;h3 id=&quot;weaknesses-art-direction-and-repetition&quot;&gt;Weaknesses: art direction and repetition&lt;/h3&gt;
&lt;p&gt;Two real critiques to address:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Pragmatic art direction&lt;/strong&gt;: the graphics are functional, clean, readable — but &lt;strong&gt;charmless&lt;/strong&gt;. Maps look similar despite the count (180+), aliens have generic designs, UI is efficient but lacks personality. After 30 hours, you miss XCOM 2’s Gothic overture style.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Limited mission variety&lt;/strong&gt;: despite the effort, the campaign eventually &lt;strong&gt;goes in circles&lt;/strong&gt;. UFO recovery → terror mission → enemy base raid → repeat. The first 50 hours are excellent, the next 20 less so.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;High failure penalty&lt;/strong&gt;: losing a mission can trigger catastrophic domino effects. Some Iron Man players abandoned their campaign after a single failure. The game owns this choice — it’s authentic X-COM — but it can drive new players away.&lt;/p&gt;
&lt;h3 id=&quot;verdict-who-its-for-who-it-isnt&quot;&gt;Verdict: who it’s for, who it isn’t&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Buy Xenonauts 2 if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You loved original 1994 X-COM or the 2000s &lt;em&gt;UFO: Aftermath&lt;/em&gt; series&lt;/li&gt;
&lt;li&gt;You want a real tactical challenge without narrative crutches&lt;/li&gt;
&lt;li&gt;You enjoy global strategic management (multi-base, parallel R&amp;#x26;D)&lt;/li&gt;
&lt;li&gt;The $39.99 price doesn’t put you off for 80+ hours of gameplay&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Skip it if&lt;/strong&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;You want an accessible cinematic XCOM (grab &lt;em&gt;XCOM 2 + Chimera Squad&lt;/em&gt; instead)&lt;/li&gt;
&lt;li&gt;Art direction matters to you&lt;/li&gt;
&lt;li&gt;You hate losing 5 hours of progress to a single bad mission&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To compare Xenonauts 2 with the other major 2026 tacticals, see our &lt;a href=&quot;/en/xcom-2-complete-guide-tactical-strategy-2026/&quot;&gt;tactical strategy guide 2026&lt;/a&gt;. To expand the genre, our &lt;a href=&quot;/en/humankind-complete-guide-4x-civilization-alternative-2026/&quot;&gt;4X space comparison&lt;/a&gt; covers the other angles.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Final score: 8/10&lt;/strong&gt; for hard-tactics fans, &lt;strong&gt;6/10&lt;/strong&gt; for general audiences.&lt;/p&gt;</content:encoded><category>tour-par-tour</category></item></channel></rss>