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Milestone 5.32.1 STABLE Released!

We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Gameplay Changes:
* Alien Base missions will no longer re-randomise the map and aliens present if you abort a mission and return to that same particular base.

Bugfixes:
* Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated.
* Fixed a crash that could occur during the AI turn in tactical missions.
* Fixed pressing Space on the Geoscape not correctly centring the camera on the map like it used to.
* Attempted a fix for areas of the map and UFOs sometimes not revealing from the shroud when you move soldiers.
* Fixed a minor issue where partially visible multi-tile objects could sometimes be incorrectly hidden after loading a save.
Milestone 5.32.1 STABLE Released!
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Gameplay Changes:
Alien Base missions will no longer re-randomise the map and aliens present if you abort a mission and return to that same particular base.

Bugfixes:
* Fixed an AI turn crash that could occur if an evacuating civilian was mind controlled before they evacuated.
* Fixed a crash that could occur during the AI turn in tactical missions.
* Fixed pressing Space on the Geoscape not correctly centring the camera on the map like it used to.
* Attempted a fix for areas of the map and UFOs sometimes not revealing from the shroud when you move soldiers.
* Fixed a minor issue where partially visible multi-tile objects could sometimes be incorrectly hidden after loading a save.

Milestone 5.33.0 STABLE Released!
We've released another small hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Bugfixes:
* Fixed an AI hang that could occur during the alien turn during tactical missions.
* Fixed a crash that could occur starting the Endgame mission (only on Experimental branch).
* Fixed an issue where re-ordering engineering projects would sometimes not save correctly when you exited the engineering screen.

Milestone 5.34.0 STABLE Released!
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Bugfixes:
* Fixed a very complicated bug where explosions could indirectly reveal areas of the shroud that the player should not be able to see (this bug has been responsible for quite a lot of strange behaviour in Milestone 5).
* Fixed the displayed TU costs for the medikit / melee weapons incorrectly not including soldier rotation costs if the soldier was already adjacent to their intended target.
* Fixed a common 2x1 alien console prop not correctly disappearing when destroyed.
* Fixed the ARES heavy armour variants incorrectly using the MARS movement sound.

Xenonauts 2 Monthly Development Update!
Hello everyone - as we're now a week into June, it's time for our regular update on what we were working on last month!

New Assets
We've added a lot of new assets to the game over the past month. The most notable of these are the new 3D models and animations for the alien Sebillian and Cyberdrone units, and while the visual improvement is hopefully clear from the screenshot, the Cyberdrone in particular also benefits from having proper animation set (e.g. movement / shooting) rather than just being a static lump of floating alien amour. The various ranks of alien are also a bit more distinctive now; again this is most obvious with the two Cyberdrone variants!

Picture of Cyberdrone variants

Work is currently continuing on more of these new alien models. Both the Heavy Mentarch and the Heavy Servitor units are currently just palette swaps of the corresponding basic unit, but we're aiming to have distinct designs and 3d models for both in place before Milestone 6 releases.

Further progress was also made in other areas too. We finished another research illustration this month, leaving three remaining (one of which is already in progress). The inventory tile artwork and 3D model for the recently-introduced Alien Bio Rifle is nearly finished. We've added some new sound effects to some of the aliens to help make them more distinctive, and we finished up our level design work on the updated Tropical biome and started adding various new tiles and maps to the new Soviet Town biome.

Aircraft Paired Slots
One of the major goals for Milestone 6 is a refresh of the air combat that improves the visuals and polishes the gameplay. The first part of this has been to improve the UI on the Aircraft screen, so we can use our new "paired slot" system to replace the existing "Hardpoints" system (the blue numbers on the aircraft weapons that previously sat alongside the Weight values). This work is now complete.

The Hardpoint system reflected the size of different weapons, with each aircraft having up to four hardpoints and missile / torpedo weapons filling one and cannon / lance weapons filling two. Rather than represent this numerically, we can now pair weapon slots together to produce a linked double slot. Putting a cannon / lance into a paired slot will fill both of the linked slots, while missiles and torpedoes only fill a single slot - effectively the same system as before, but much easier to understand.

Picture of weapon hardpoints

This change is also beneficial from a design standpoint, as it gives another method of differentiating interceptors. For instance, we may decide to give the basic Angel interceptor four weapon slots, with only two of them being paired together - this would limit the plane to only being able to carry a maximum of one cannon / lance. More advanced aircraft could have two sets of paired slots, allowing them to carry dual cannons. These extra options should help with the balancing work we'll be doing as part of the air combat refresh!

Bugfixes
Once again, we ended up spending significant amounts of time last month on bugfixes. We released five more stability hotfixes for Milestone 5 last month, fixing a lot of crashes and other gameplay problems - including several annoying bugs we'd been trying to track down for several months, plus a number of older bugs that predated Milestone 5.

Our work on Milestone 6 also includes bugfixes, and one of our programmers spent rather a lot of last month doing the painstaking job of tracking down the numerous places in the game where text was not being properly translated and figuring out why. Hopefully we'll be finished with this by the end of next week and non-English users will have a fully localised Milestone 6.

Modding
Our technical director spent some time fixing the remaining issues with our mod loading system last month, so it's now possible to create and share "mod packs" that modify the game files. The Mod Loader panel on the Main Menu screen will now read and apply these mods correctly. From a purely technical standpoint, we can now officially say that Xenonauts 2 supports modding.

Additionally, we've added support for code injection - basically, mods that can change the code of the game itself (e.g. one user has been experimenting with changing the game code so flight paths on the Geoscape follow the realistic curvature of the Earth). There's now a proper C# framework for doing this, and the process is integrated with the mod packs so that Steam Workshop will be able to distribute these mods once enabled. We'll be creating some documentation and an example project for this system in the next couple of weeks.

However, it would still be misleading to claim that Xenonauts 2 is a genuinely moddable game right now - we won't start work on the official mod editor until after Milestone 6 is complete, so modding the game remains painful and difficult due to the format of the JSON files we use to store data. It'll still be a few months until most users can start making mods!

Milestone 6
So when will Milestone 6 actually arrive? Sadly, it's still hard to say. Milestone 6 contains a lot of small / medium sized tasks, and the much larger task that is the update to the air combat. We've made good progress through all the smaller tasks, but we've not yet begun work on the core parts of the air combat refresh. We'll have a better idea of how long it'll take to complete once we get started on it, which we're hoping to do in the next two weeks.

Of course, that timeline may slip if more hotfixes are needed for Milestone 5. While I think prioritising stability has been the correct decision, it has unfortunately sucked programmer time away from working on the planned new content. Thankfully, the number of bug reports has started to drop off recently - hopefully that's an indication we've dealt with most of the bugs and can switch focus to Milestone 6, but we'll just have to wait and see.

I think that's plenty for this update. Thanks for reading!

Milestone 5.36.0 STABLE Released!
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

This update contains the fixes from both 5.35.0 Experimental and 5.36.0 Experimental consolidated together.

Bugfixes:

* Fixed a crash in the air combat that would occur if a Xenonaut interceptor was shot down while you were hovering the mouse over its evasive roll buttons.

* Fixed what we think is the source of a lot of mysterious crashes on the Armory screen, which seems to be a bug linked to placing HEVY ammo back into weapon selection UI on top of itself, which caused it to get "stuck". Trying to remove the ammo would then cause a chain of things to start going wrong and various parts of the Armory would stop working correctly, but any crash would usually only occur when you tried to leave the screen.

* Fixed a rare crash that could occur on the Aircraft screen when viewing a dropship and re-ordering the soldier list.

* Fixed a rare crash that could occur during the autosave process.

* Fixed an issue where the "New Projects Available" Geoscape popup would sometimes incorrectly appear before the research report that is supposed to trigger it.

* Fixed a bug where the camera at the start of a tactical mission could end up showing an empty black space (as the camera was incorrectly accepting scroll input under the last few moments of the loading screen).

* Fixed a bug where combat shields would sometimes not visually disappear from the soldier's model if destroyed.

* Fixed an issue where moving soldiers would sometimes not interrupt their move correctly after sighting an alien when rotating midway through their movement.

* Fixed an issue where the HP / Armour bars above the heads of alien units would not appear after loading a save if the camera was above level 0.

* Fixed some strange UI behaviour that some users reported when they had a controller or joystick plugged in.

* Fixed an issue where the game would not load correctly for some Linux users.

Milestone 5.37.0 STABLE Released!
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Bugfixes:

* Fixed an issue where UFO crews were not randomising correctly, so you'd keep encountering the same species over and over (usually Sebillians). This behaviour was accidentally introduced a few weeks back in the 5.32.0 hotfix.
Post edited June 20, 2025 by Atlantico
Milestone 5.38.1 STABLE Released!
We've released another hotfix for some gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them!

Bugfixes:

* Fixed an issue where the Phase 1 conversation at the start of the game incorrectly triggers twice.

* Fixed an issue where it could be impossible to throw a grenade (despite having enough TU) if the throw arc was passing through too much smoke.

* Fixed an issue where the objective "Objective: Complete Quantum Teleportation research" was being displayed even after you completed it.

* Fixed the rocks in the Endgame surface mission being not visually being removed when destroyed.

* Fixed an issue in the Japanese translation where OP costs of strategic operations was unclear, as there was no space between the value and the "OP" suffix.
Milestone 5.39.0 STABLE Released!

We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them.

Bugfixes:

* Fixed a rare crash that could occur if a squadron intercepted a UFO at the exact moment it despawned.
* Fixed significant slowdown occurring when a unit crushed something while moving (most obvious when moving through fields of hay).
Milestone 5.41.0 STABLE Released!
We've released another hotfix for some additional stability problems and gameplay issues players have encountered in Milestone 5. Please do report any bugs you encounter on the bug reporting subforums and we'll do our best to look into them.

Bugfixes:

* Fixed a crash that could occur on the tactical mission debrief in some circumstances if the player had created custom soldier roles.

* Fixed a crash on startup that could occur if the username of the local computer contains special characters that could mess up a file path (e.g. slashes, parentheses, etc).

Xenonauts 2 Monthly Development Update! -- September
Hello everyone - welcome to our consolidated development update for July and August, which we've rolled together because I was away on holiday at the start of last month.

Milestone 6
Let's start with the biggest news first. The initial version of Milestone 6 arrived on the Experimental branch a couple of weeks ago, and since then we've been working hard on patching and improving it in response to community bug reports / feedback. Milestone 6 is another major update for the game, and will be the penultimate update for Xenonauts 2 before we leave Early Access.

Progress has generally been good since the initial Experimental build. We're continuing to release a steady stream of new content and bugfixes for Milestone 6, but there's still quite a few gameplay issues to work through before we can release it onto the standard branches for everyone to play. We're therefore expecting a late October release.

If anyone is interested in trying out the new content and giving us feedback (particularly if you play the highest or lowest difficulty settings), please feel free to hop over to the Experimental branch and give the new update a play, However, please be aware that Experimental builds haven't been tested as thoroughly as the public versions of the game and tend to contain more bugs!

Game Assets / Content
The final public release of Milestone 6 will contain all the remaining content in our roadmap, except the Mod Tools (which are slated for Milestone 7). Most of this work is now either completed, or very close to it. In addition to everything covered in our previous monthly updates, we now have:

All the research art and research text in the game.

The updated Air Combat UI fully implemented (barring a few last polishing tweaks).

The ending cinematic completed in video form (so we just need to implement it in the game).

There's two major tasks left to finish before Milestone 6 is done. The first is the Air Combat tutorial, which has been fully written and designed and is currently being hooked up in the code. The other is the new Soviet Town biome - progress here has been a little slower, but we still have five draft maps set up. I'll be switching my focus to this once our current balance pass is complete, so we're hoping to have it in the game by the end of the month.

Balance / Gameplay Pass
I devoted a lot of time this month to playing Milestone 6. There's been two reasons for this - firstly, it's been quite a while since we last did a proper balance pass on the game, and secondly because I need to properly understand the current player experience to plan Milestone 7.

This has been useful, and I've enjoyed it. However, it can be time consuming - Xenonauts 2 is a long game, and every mission played usually ends in us seeing a dozen small improvements that need to be made (bugs, visual issues, tweaks to specific maps or terrain objects, changes to particular enemies, adjustments to the number of aliens in a particular mission, etc). Frequently I'll spend an entire morning fixing issues we spotted in a mission I only spent twenty minutes playing.

However, this is time well spent - as we approach the end of our development roadmap, Xenonauts 2 will benefit far more from time spent polishing the moment-to-moment gameplay experience than by adding further content (although we do still have a few cool new additions planned for Milestone 7). Coupled with the feedback we receive from players, we should be able to address many of the things that frustrate or disappoint players who would otherwise enjoy the game. That'll be our main focus for the remainder of the Early Access period.

OK, I think that wraps up everything we've been working on recently. Thanks for reading and, as always, an especially big thanks to all the community members who have been testing the game and reporting bugs. See you next month!

Xenonauts 2 Monthly Development Update! -- October
Hello everyone - we're now into October, so here's our monthly development update covering everything we worked on over the past month.

Milestone 6
After releasing Milestone 6 onto the Experimental branches last month, we continued to release updates for it this month. Having completed all three of the remaining gameplay tasks on our Early Access roadmap, we're now focused on stability and bugfixes.

We're still aiming to have the full release for Milestone 6 in the next two to three weeks - although estimating how many bugs our testers will find (and how long it'll take us to fix them) is tricky, so that date may move if we encounter a lot of problems!

Ending Cinematic
The first completed item on our roadmap was the ending cinematic, which is a short epilogue cutscene in the same style as the opening cutscene. This has now been fully implemented in the game and plays after completion of the final mission. There's not really much more to say here, but I hope players feel it's a fitting way to close out a successful campaign.

Air Combat Tutorial & Gemini
Next was the "Air Combat Update" roadmap item, which contains all our previous work on the air combat interface refresh (plus the new side-on art for all the aircraft weapons) and now also contains the air combat tutorial. This has been integrated into the existing tutorial, and is aimed to be a brief explanation of the key interception combat mechanics, giving the player just enough information that they can figure out the rest by themselves.

The Gemini interceptor has also had a bit of a refresh over the past couple of months, having morphed from a fighter that simply had better stats than its predecessors to a craft capable of performing some unique combat maneuvers. We recently added the "wingover" manevuer for that aircraft, which flips the plane through 180-degrees and can be rather helpful in a dogfight. This should help keep the tech progression interesting.

We'll continue to tweak and refine the gameplay and balance of the air combat in Milestone 7, but we're now relatively happy with the overall state of the air combat.

Soviet Town Biome
The final completed item on our roadmap was the Soviet Town biome - an alternate biome for terror missions that is used in certain parts of the world. Adding a new "town" biome always takes a long time, but I'm pleased with the way it has come out. There's a nice contrast between the Western Town, which is mostly commercial buildings, and the Soviet Town being a mixture of residential, government and industrial buildings. That should help keep Terror missions feeling fresh.

At present we've only added the five small Terror maps to the game, but the remaining three medium Terror maps are mostly complete and should be fully finished in the next week or so.

Miscellaneous
We've also added a few other smaller pieces of content this month. There's three extra strategy and three extra tactical music tracks (which almost doubles the amount of music in the game), plus updated models for the MARS and ARES vehicles, and some Xenopedia rewrites to reflect the new mechanics and gameplay changes added recently. And, as always, there's a long list of minor improvements that are too small to be worth mentioning.

I think that's everything. Thanks for reading, and I'll be writing another post in a month's time!
Post edited October 14, 2025 by Atlantico