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Xenopurge News

This strategy roguelike is like trying to fight off an alien invasion with a bunch of PCs from the late 1970s




No matter how advanced PCs become, nothing will ever beat the pure, intoxicating vibes of a late 1970s computer. The text-based interface, the sickly glow, the background hum… if I'd been one of the passengers on the Nostromo, it would have taken a facehugger to get me off one of those keyboards...
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Our first Demo is now out!

Hi commanders! We are working hard to create the best game possible through your feedback and support, that is why we are sharing our first demo!

With this demo, you will have a little taste of the full game, we are keeping the rest secret ;). We hope you enjoy it, and we’d love to hear your thoughts.

Here, you will find all the details for this demo:
  • 1 playable squad (The Sentinel Strike)
  • Ability to increase the squad up to 3 marines
  • 4 mission types (VIP, Search & destroy, collect intel and secure package)
  • All gear and weapons (a dozen ranged and close combat weapons, at least 8 different gears from armor to useful items to survive)
  • Introductory narrative scene in a first-person environment


Finally, we are looking for feedback on this demo, so feel free to fill out this survey and join our Discord to chat or ask questions.

More about Xenopurge's Gameplay

Welcome to our dev blog about the core gameplay systems that define Xenopurge. From the earliest prototypes to the most recent builds, every feature and mechanic has gone through a rigorous cycle of iteration. What you’ll read below is the result of countless hours of development, guided not only by our vision but also by the feedback of our playtesters and community. This work played an important part in our reflection, shaping an experience that feels smooth and interesting.

[h3]Is Xenopurge an RTS?[/h3]
Xenopurge isn't a traditional RTS. It blends elements of tactical strategy and auto-battler mechanics within a command center interface. You issue high-level commands and strategic orders, but you don't micro-manage individual units in real time like in most RTS games.

[h3]Why did you choose Auto-battler for Xenopurge?[/h3]
The auto-battler format fits perfectly with the vision of Xenopurge—you’re a commander behind the screens, not on the battlefield. Soldiers have AI-driven behavior, which you can modify, and your role is to influence their tactics and priorities, not control their every move. This creates a more immersive and strategic experience, where anticipation, preparation, and adapting to the unknown are key.

[h3]Why are we not controlling the soldiers?[/h3]
Because Xenopurge is about command, not combat. You’re not a boots-on-the-ground officer—you’re a remote overseer. This perspective allows for gameplay that emphasizes strategic foresight, risk assessment, preparation, and indirect influence. The soldiers operate with autonomy, reflecting real-world scenarios where decisions must be made without full control or information.


[h3]Do you plan to add a 1st person camera for the soldiers?[/h3]
No. The entire experience is designed to be seen through the lens of the command center. You don't see what the soldiers see—you monitor their feeds, analyze data, and make decisions based on indirect information. That detachment is central to the theme and tension of the game.

[h3]What are the inspirations for the gameplay, and why? (games, series, book...)[/h3]
The gameplay is something we feel is quite original, and we have no direct references, but the aesthetics and the theme are definitely inspired by Aliens and Duskers. In terms of feeling and objectives, we also took inspiration from the board game Nemesis.

Duskers, Nemesis, Aliens, Xenopurge
[h3]Who is the hunter and who is the hunted?[/h3]
That's the central tension of Xenopurge. Your sautonomouslyinking, they’re the hunters—highly trained and well-equipped. But soon, the line blurs. Depending on your choices, tactics, and preparedness, your squad may flip between predator and prey multiple times during a mission.


[h3]Which controls will be supported, and which are the recommended ones?[/h3]
Xenopurge will support mouse and keyboard, but we recommend using only the keyboard. It allows for snappier decisions once you get used to it. We will also be supporting controllers (as well as the Steam Deck). It's always been important for us to make Xenopurge accessible to all, regardless of the medium each player chooses.

[h3]Join our Discord![/h3]

Playtest is available and we have a publisher.

[h2] Playtest[/h2]
Hey Commanders! Don't forget to join our private playtest. We’d love to hear your thoughts — your feedback truly helps us shape the future of the game! You can become a playtester directly on our store page by requesting access.


Join our Discord server to share your experiences, report bugs, or just hang out with fellow tacticians.



[h2]Xenopurge has found a Publisher[/h2]
We’re thrilled to announce our partnership with Firesquid as our publishing ally. Its a huge step for us and we can’t wait to show you what’s next!

Firesquid is an indie publisher of strategy games. They have been publishing games from turn-based tactics, to city builder, to dice battler, etc. Learn more.




Xenopurge Playtest is Live!

The Xenopurge Playtest is now available to all. Please join it and help us shape Xenopurge together. In the following months we will be actively looking for your feedback, so don't hold back on your thoughts and comments. The best way you can interact with us is through the Discord Server, but we'll be also tending to the forums here as well.

You can also help us by:
1. Wishlisting the game here on Steam
2. Clicking that "Notify me" button on Kickstarter.