Xenonauts 2 is currently available as a free public build on GOG Galaxy. We have made these versions of the game free because we want to gather as much feedback on the basic mechanics and the stability of the game early in development, but we do not believe the game is sufficiently advanced enough to warrant us charging for it. Please download the game if you want to support the team and help shape the development of the game rather than because you want a polished and fun game.
To be clear - the game is currently free because we don't think it is good enough to charge money for. Don't expect too much!
You can download the game by visiting this page and adding it to your cart (you'll need the Galaxy client to download it): https://www.gog.com/game/xenonauts_2_demo
This free public demo of the game will not grant you a copy of the final game, and it will be deleted from your accounts when the game enters the paid phase of Early Access on both Steam and GOG. At that point you will need to purchase the game normally to continue to receive builds of the game. It is possible to pre-order the game before this point (i.e. if you want to support the developers) but there's no advantage for doing this; the only change is that your access to the game will not be cut off when the game enters the paid stage of development.
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Overview:
This build contains a single combat mission and is intended to test performance / stability / functionality of the basic combat mechanics. If you were part of the Xenonauts 1 development process then you'll know what to expect, but if you only played the first game as a final product then you might be a little shocked at how everything looks and plays. This build is far better than Xenonauts 1 was at a similar stage of development (you can see an equivalent screenshot of X1 here) but there's still a lot of work to be done ... and, ultimately, video games usually only come together into a fun and playable product at the end of development!
In short, we know this build has plenty of issues with it and we'd prefer if people did not pre-judge the quality of the final product based on what is included in this build. We're seeking opinions and feedback on it now because if we hide the game away until it looks fantastic and is loads of fun to play, we could be too far along with development to fix any fundamental issues exposed by public testing. Getting feedback early and often will make for a stronger final game even if it does mean we have to start showing it off in a somewhat primitive state.
The build number is 0.0.4 rather than 0.0.1 because it's using our internal numbering system from the code, which forces updates on obsolete code and assets - basically resetting it to 0.0.1 would cause more trouble than it's worth so we'll just start at 0.0.4 and go from there!
Contents:
There is a single mission in the build, a deathmatch mission on a 60x60 tile outdoor wilderness map.
You have eight Xenonauts at your disposal with the same basic loadout as the starting squad in X1 (4 rifles, 2 shotguns, 1 sniper, 1 LMG) and with Jackal body armour on the shotgun guys. The numbers are generally the same as X1 except for the cover numbers (see section below).
There are six Psyons (the new name for the Caesans), two large armoured "officers" with Plasma Rifles and four smaller "drones" with Plasma Pistols.
All the graphics are awaiting a lot of polishing, but the UI and the Psyon drone model are especially placeholder.
I took a look because its the closest we have to a proper Xcom sequel and the first was pretty decent. This "demo" is not even really in an alpha state, its missing a proper UI and predominantly reusing Xenonauts 1 graphics and sound to launch you into the new battlescape.
- New battlescape is in 3d, see spoiler / screenshot.
- Overwatch/snapshot now allow you to properly act.. like you catch an alien moving and it gives you back control to set shot type, wait for a better shot etc.
- looking pretty good, but a very long way away from a full game.
Engine is a bit crude but once they actually got out of beta (And after some post-release updates.) it wasn't that bad but I haven't played much of it either admittedly though it does mimic the original XCom pretty closely although they've made some adjustments of their own here and there. (Names and such are different too of course due to copyright.)
Will be interesting to see how they will try to improve on their game in this sequel.
Yeah, the first game was damn great, I enjoyed it a lot but a new engine definitely felt like a necessity after some hours.
They're going with Unity now (which is a double edged sword), though for this kind of production it's a fairly adequate choice all things considered.
This is the free public pre-alpha of Xenonauts 2 - a very early build of the game intended for gameplay and stability testing.
This demo requires GOG Galaxy to download and will NOT grant a copy of the final game (it will be deleted once the game moves into the paid alpha stage
This looks pretty good, I downloaded the demo and I'll try it later tonight.
Thanks for the link, Berb!
Tell some impressions.
Still haven't played Xenonauts 1.
Not sure if i skip that and just wait for the sequel (which probably improves on many aspects).
Well, the demo was basically one map. So much less than I was hoping for. But it looks quite good for what it is. It's the 'good old' turn based mechanics and action points system, not much has changed there.
And I still haven't played much Xenonauts 1 as there was just something about it that kept me from actually keep playing it.
Anyway, I'll see how this progresses because it does look like it can be fun.
At long last we've set a firm date for the launch of the Kickstarter for Xenonauts-2 - it will be happening on Wednesday 20th June, at 14:00 GMT / UTC.
i dont understand why people like the game, it doesnt do anything better then the original, the original itself is still better with the full randomization of the geoscape. not to mention the artstyle and music , just cant beat it.
they just copy the base building from xcom 2 for this new one ... wtf, at least try and come up with new stuff djees , same amount of layers, same elevator, that just feels lame.
So when I launched the Kickstarter less than 12 hours ago I was planning to make the first update about our stretch goal voting - but somehow I'm sitting here writing an announcement about our Kickstarter being fully funded!
I had genuine concerns this morning about how well this campaign was going to go. The games market has become far more crowded since we started developing the first Xenonauts, and Kickstarter is hardly the fresh new way of funding games that it was when we last ran a campaign back in 2012. We wondered whether people would still be interested in Xenonauts-2, especially now it's four whole years since the original game came out...
We're so pleased to see that we didn't have to worry about that. The support you've all given us has been humbling - it really means a huge amount to us to see so many people backing us on trust, particularly those who were happy customers from our first Kickstarter / Early Access period!
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