Release FAQ
[p][/p][p]With the release of Xenopurge
the 11th of July, we know many of you have questions about our game. This FAQ gathers the most important information to help you better understand what to expect on launch day. [/p][h3]
What is Xenopurge?[/h3][p]Xenopurge is a tactical auto-battler where you take on the role of a Commander tasked with purging the Xenos threat. Operate from a remote command center, issuing orders via multi-screen interfaces. Plan routes, set priorities, and adapt as missions escalate — and feel the true weight of being in command.[/p][h3]
What kind of autobattler Xenopurge is?[/h3][p]Xenopurge is not your typical autobattler. It blends several systems where you don't control units directly, but assign them “behaviors” which they execute according to situational factors. Your role is to predict outcomes, adapt, and adjust your squad's approach as conditions evolve.[/p][p]To simplify:
50% autobattler, 20% squad management, 15% tactical, 15% simulation — all designed to simulate the experience of being a remote commander.[/p][p]Unlike most autobattlers, you manage an entire squad whose synergies emerge from coordination and positioning rather than stacking builds on individual units. Balancing exploration, covering ground, distributing resources, and handling combat all work together to form your strategic puzzle.[/p][h3]
What makes Xenopurge unique compared to other Real Time Tactics games?[/h3][p]In most tactical games, players have ample time to make precise decisions with predictable outcomes. In Xenopurge, you make rapid decisions under pressure, with outcomes that are uncertain, forcing you to adapt constantly. It’s designed to simulate the tension and limited control of commanding remotely.[/p][p][/p][p]
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Is Xenopurge launching in Early Access or as a full release, and why?[/h3][p]Xenopurge is launching in
Early Access. After 6 months of internal and limited community playtesting, we’re ready to open it up to a wider audience. Early Access allows us to gather feedback, tune systems, and shape the remaining content together with the community.[/p][p]Content updates, quality of life improvements, customization, and accessibility options will all be prioritized based on player feedback.[/p][p]We don’t expect Early Access to last long — we are targeting 1.0 release within 2025 with enough content and replayability for many hours of gameplay.[/p][h3]
When will the game be released?[/h3][p]The game will be released on July 11th in Early Access.[/p][p][/p][h3]
Which platforms will the game be available on?[/h3][p]The game will be available on PC on Steam.[/p][h3]
How much is the game going to cost?[/h3][p]The game will cost 12.49 USD/ 12.49 Euros. [/p][h3]
What kind of future content is planned?[/h3][p]At Early Access launch:[/p]
- [p]2 playable squads[/p]
- [p]20 Commands[/p]
- [p]25 pieces of equipment[/p]
- [p]3 difficulty settings per squad[/p]
[p]This represents about
half of the planned content for version 1.0. New squads, equipment, commands, missions, and story content will be added regularly.[/p][p]While the first 2 squads serve as a solid introduction, the upcoming squads will introduce entirely new mechanics that dramatically change how the game is played.[/p][p]The story will unfold gradually, but remains optional for those who prefer pure tactical gameplay.[/p][h3]
Which languages is the game going to support?[/h3]
- [p]English[/p]
- [p]French[/p]
- [p]Spanish Latam[/p]
- [p]German[/p]
- [p]Polish[/p]
- [p]Greek[/p]
- [p]Brazilian[/p]
- [p]Ukrainian[/p]
- [p]Russian[/p]
- [p]Simplified chinese[/p]
- [p]Traditional chinese[/p]
[h3]
Will Xenopurge be compatible with the Steam Deck?[/h3][p]Absolutely. Steam Deck support is already implemented and we plan to keep improving it to ensure the best experience possible.[/p][h3]
Are all resolutions supported?[/h3][p]Yes — gameplay is fully scalable with no black bars or forced aspect ratios.[/p][h3]
Are there accessibility options? (colorblind modes etc.)[/h3][p]Full mouse support (yes, we consider that accessibility!)
Controller is also supported already.[/p][p]
More accessibility options are planned, including:[/p]
- [p]Alternative color schemes (colorblind support)[/p]
- [p]Rebindable controls[/p]
- [p]Additional control schemes[/p]
- [p]Pause functionality (yes, even that counts as accessibility in Xenopurge!)[/p]
[h3]
Who is Traptics?[/h3][p]We’re a small game development studio from Greece. Currently a 4-person team, we specialize in tactical and strategy games with a unique twist, and we love building games together with our community through player feedback and engagement.[/p][p][/p][p]
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Who is making the music?[/h3][p]All music, SFX, and audio design are produced in-house, primarily by Manu Charitakis. We’ve also collaborated with dozens of voice actors to create a tense, immersive atmosphere.[/p][h3]
What are the inspirations for Xenopurge?[/h3][p]While we share some visual identity — keyboards, derelict spaceships, cold UIs — the gameplay is very different from Duskers. The biggest similarity is probably the focus on keyboard-driven controls and exploring abandoned ships.[/p][p]The core inspiration for Xenopurge comes from the
Aliens (1986) scene with Lieutenant Gorman and the APC: sitting behind monitors, hearing gunfire and screams, feeling helpless as the situation unravels. Our goal is to simulate that feeling — though, of course, a competent commander should never reach that point.[/p][p]We’ve also drawn inspiration from
Space Hulk,
Warhammer 40K,
Nemesis (board game), and
Beyond the Aquila Rift, among others.[/p][p][/p][p]
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What is the story of Xenopurge? [/h3][p]We’re not going to spoil it. Story elements are discovered as you explore — or can be mostly ignored if you prefer to focus on pure gameplay. The choice is entirely yours.[/p][h3]
Who is M.A.C.E?[/h3][p]M.A.C.E. stands for
Mercer’s Advanced Combat Enterprises — the conglomerate you work for as commander. They created the Xenopurge protocol to eliminate the Xenos threat. More details are revealed during gameplay.[/p][p][/p][p]
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Will there be different game modes?[/h3][p]Xenopurge follows a roguelike structure: move through a mission map, engage in battles, collect resources, and ultimately face a final encounter. Multiple squads, unique playstyles, randomized maps, missions, and escalating difficulty ensure strong replayability.[/p][h3]
What is the pacing of the game like?[/h3][p]Missions are paced slowly and steadily to allow for preparation and planning, but offer limited real-time reaction once engagements begin. The lack of a pause button increases tension and simulates the emergency conditions of remote command. Strategy matters far more than reflexes.[/p][h3]
Can you customize your squad?[/h3][p]You can customize nearly all aspects of your squad’s loadout:[/p]
- [p]Melee weapons[/p]
- [p]Ranged weapons[/p]
- [p]Armors[/p]
- [p]Combat logic upgrades[/p]
- [p]New commands[/p]
[p]However, squads retain their unique playstyles and core mechanics. Appearance and names are not customizable — your soldiers come as they are. A true commander learns to trust, love, or resent their team — they’re not dolls to dress up.[/p][p][/p][p]
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Will progress carry over from Early Access to 1.0?[/h3][p]We care about this very much. We will do our absolute best to retain that progress. However, during EA some runs might have to be restarted when new content drops. But the permanent progression will persist.[/p][p][/p][p]We wish you are as excited as we are for the release of Xenopurge, if you want to contribute more, you can
join our Discord server and chat with everyone![/p][p]
Discord Steam[/p]