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Xenonauts 2 News

Milestone 7.9.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]Gameplay Changes:[/p]
  • [p]We've finally implemented a more advanced model for the AI that now keeps track of "known" Xenonauts vs unseen Xenonauts, which means alien units will no longer have automatic knowledge about Xenonaut units that they have not yet encountered. Basically, this should reduce the amount of obvious AI "cheating", and make flanking aliens more effective.[/p]
  • [p]Research speeds have been returned to the values found in Milestone 6. We introduced a bug a few weeks ago where each Infiltrator created would permanently boost your research speed by 5% (a copy-paste error), which meant you'd frequently run out of available research even if you'd made no particular attempt to speed up your research. This has now been fixed.[/p]
  • [p]Batons and Knives now have a 1.25x Reflex modifier, which means carrying them in your off-hand no longer penalises shotgun soldiers.[/p]
  • [p]Symbiote melee attack now has a 30% chance to inflict a Bleeding Wound per 10 damage inflicted (down from 50%).[/p]
  • [p]Made some performance improvements for units with 360-degree vision, as the Sentinel Module was causing lag for some players.[/p]
  • [p]The voiceover on the intro / outro cinematic has been re-recorded with a new voice actor due to a contract issue.[/p]
  • [p]Added the co-ordinates back onto the Geoscape, as it turns out some players did use them.[/p]
  • [p]Panic levels are no longer shown in the topbar when hovering over a region in Phase 1.[/p]
  • [p]Added a few more crash site maps to the game that weren't previously spawning due to a setup issue.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed the Identify Recruits strategic operation OP cost being able to go negative, and not resetting to the standard (35 OP) price after use.[/p]
  • [p]Fixed the Geoscape zoom speed being dependent on framerate. It's now a consistent value for everyone.[/p]
  • [p]Fixed the item totals on the Engineering screen incorrectly including items "equipped" on Unassigned soldiers, which could cause projects to show that you owned more copies of that item than you actually did.[/p]
  • [p]Fixed the soldier paperdoll disappearing if you changed the loadout of an unassigned soldier on the Armory screen.[/p]
  • [p]Fixed the Power Fist remaining equipped if the Colossus Armour was stripped off a soldier when they are assigned to a dropship due to there being insufficient Colossus Armours available for them to use.[/p]
  • [p](Hopefully) fixed the Colossus not showing the crosshatch obstruction shader when hidden by walls etc.[/p]
  • [p]Fixed aliens that have suffered an overwatch attack when moving always attempting to attack back in response, rather than finishing their planned move.[/p]
  • [p]Fixed an issue where spawned Symbiotes could incorrectly be visible in the fog of war.[/p]
  • [p]Fixed the Strategic Operation info dynamic text values displaying white, rather than using the colour-coding it had in older versions of the game.[/p]
  • [p]Fixed a couple more wall types in the ATLAS Base maps that were not revealing properly at certain angles.[/p]
  • [p]Fixed the Western Town restaurant walls being invisible in the previous dew hotfixes.[/p]
  • [p]Fixed a number of map issues.[/p]
  • [p]Fixed a couple of tiles that have black z-fighting issues on Linux machines.[/p]

Milestone 7.7.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]Gameplay Changes:[/p]
  • [p]Combat Shields now have a 0.5x Reflex Modifier (previously this was incorrectly set to 1x).[/p]
  • [p]The Campaign Name field when starting a new game will now accept non-Latin characters.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a frequent AI hang during the alien turn in tactical missions.[/p]
  • [p]Fixed alien units incorrectlly choosing to rotate away from known Xenonauts at the end of their turn.[/p]
  • [p]Fixed the reinforcement spawners on the UOO Bridge Assault mission spawning the reinforcements onto the wrong set of pads, making it seem like destroying the spawners didn't actually stop the reinforcements.[/p]
  • [p]Removed the "10 starting infiltrators" campaign setting, as it did not appear to work correctly.[/p]
  • [p]Fixed a couple more places where error data was being shown on tooltips.[/p]
  • [p]Fixed a bug with a specific industrial wall tile continuing to block vision when destroyed.[/p]

Xenonauts 2 Releases into 1.0 April 2026

We’re very excited to announce that Xenonauts 2 is leaving Early Access and releasing as 1.0 on April 2, 2026, marking the end of a journey that has seen nearly three years of steady updates and improvements to the game.

Here’s our announcement trailer:

[previewyoutube][/previewyoutube]
[h3]The Road to 1.0 (and Beyond)[/h3]
Xenonauts 2 has changed a great deal during the Early Access period, with our seven major updates adding:
  • Four new alien races, and five new types of UFO
  • Dozens of new research projects, and the battlefield equipment and aircraft unlocked from them
  • The new Strategic Operations and Supporters systems for the Geoscape
  • Our expanded Cleaner storyline, with three new unique mission types
  • Two new unique story missions set on an alien orbital station
  • A climactic two-part final mission and ending cutscene
  • A complete visual revamp of the air combat minigame (and a tutorial for it!)
  • Strategic UI art that changes and improves as you progress through the game
  • Many, many new maps (there’s now 180+ in the game)
  • Lots of quality of life, balance and performance improvements

Although reaching 1.0 is a major milestone, it doesn’t mean our work is done – we’re planning to continue patching and improving the game after the launch (and create mod tools).

The feedback and advice we’ve received from the community during the Early Access period has been hugely important in making Xenonauts 2 the game it has become, and we want to thank everyone who has supported us on this journey.

Xenonauts 2 1.0 is ready for deployment, and that's great news if you're a fan of classic XCOM

Xenonauts 2 developer Goldhawk Interactive has revealed that, after nearly three years in early access, the tactical strategy game will be throwing you out of the frying pan and into the fires of an Earth set ablaze by alien invasion next month. Alongside a brand new alien foe that will have your squadron moving like Ripley on the USCSS Nostromo, the 1.0 patch is also set to bring OG map reworks, extra robust modding support, and more.


Read the rest of the story...


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Milestone 7.6.0 Released! (Experimental)

[p]This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain![/p][p]Gameplay Changes:[/p]
  • [p]Added two Scout UFO crash site maps for each biome.[/p]
  • [p]Updated the Geoscape UI placeholder background, and generally made the colours in that area a bit more muted. With the addition of the Supoprters / Strategic Operations and the new UI that came with it, that area had become rather busy.[/p]
  • [p]Added two new "tutorial" pop-notifications that explain quality of life functionality that many newer players were unaware of:[/p]
    • [p]Soldier screen - added a popup explaining how to sort the various tables by header, which makes managing / recruiting soldiers much easier.[/p]
    • [p]Armory screen - added a popup explaining the various QOL shortcuts in the bottom left assignment panel (e.g. RMB unassign, click-and-drag to reorder team, double-click to replace soldier)[/p]
  • [p]Added a Close button to the Soldier Loadout selection pop-up on the Armory screen.[/p]
  • [p]Added the final artwork for the Colossus Automed System (this now appears when the item is equipped).[/p]
  • [p]We've fixed a lot of localisation issues / untranslated text over the past week, and will continue to do so in the coming few weeks. We've also gone through to fix places where the UI was breaking due to foreign languages having much longer text stirngs than the English equivalent.[/p]
[p]Balance Changes:[/p]
  • [p]Fixed an issue where Terror Site spawned from Terror UFOs that aren't shot down (as opposed to Terror Sites that spawn automatically) were significantly harder than they should be.[/p]
  • [p]The AI will now always replan its actions whenever it sights a new hostile unit, which should hopefully reduce the number of aliens positioning themselves in extremely vulnerable positions.[/p]
  • [p]Reduced the AI "kill" bonus for certain alien species - this represents how much weighting an enemy gives to attacking a target it believes it can kill, rather than simply scoring as many hits with its weapon as possible. Practically, this means that "smart" aliens (Wraiths, Psyons, Sectons, etc) are more likely to prioritise attacks that will actually secure kills, whereas melee-only or "dumb" aliens (Androns, Sebillians) will favour the enemies that are easiest to hit (usually the closest enemies).[/p]
  • [p]Made another row of tiles at the front of the Battleship UFO exterior walkable, making the front door more accessible.[/p]
[p]Bugfixes:[/p]
  • [p]Fixed a crash that could occur if you clicked the Open Mod Folder button on the Mod Management popup when no mod existed.[/p]
  • [p]Fixed a bug where an AI unit would take no further actions that turn if a reaction fire shot was fired at them during their movement.[/p]
  • [p]Fixed another bug that was causing grenades to unnecessarily strike the ceiling when underground or inside buildings.[/p]
  • [p]Fixed Colossus-wearing soldiers being suppressable when they were not meant to be.[/p]
  • [p]Fixed the Colossus model not rendering in the tactical combat if the Automed System was equipped.[/p]
  • [p]Fixed the Power Capacity tooltip (which shows the power calculation) being broken on the Base screen.[/p]
  • [p]Fixed a lot of aliens displaying the wrong corpses, as I had not updated these after making the changes to alien ranks earlier in Milestone 7.[/p]
  • [p]Fixed the UOO Bridge mission briefing incorrectly listing "Elliminate all hostile units" as an objective.[/p]
  • [p]Fixed the Xenopedia font displaying accented character glyphs slightly differently from standard characters, making the text difficult to read in several non-English languages.[/p]
  • [p]Fixed several visual issues on the Western Town Cleaner data raid maps.[/p]
  • [p]Fixed a visual issue with the Endgame part 1 roofs.[/p]
  • [p]Fixed several destruction issues with alien walls.[/p]