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.
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