* AWinnerIsYou: The ending is just a single splash panel of world leaders celebrating victory. Even the original X-COM for DOS, working on more limited resources, had several of them, telling an actual story.
** Are the graphics unacceptably bland for a 2010s game, or is their plainness and simplicity the very thing that makes them appealing compared to the flash of ''VideoGame/XCOMEnemyUnknown''?
** Was it right to leave out [[spoiler:psionics]] and the Blaster Launcher?
** Mechanical fidelity to the original is one of the selling points, but some think it's ''too'' faithful, WithThisHerring and all.
** Considering that the timeline starts in the middle of the ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Democracy is what the Xenonauts start off with, [[ShownTheirWork it's likely the case why funding was quite low during the beginning of the game]].
** While the Rocket Launcher stays in regular condition, [[spoiler: its rockets evolve along with the technology as the player progresses, from regular explosives to alienated chemicals to [[PlasmaCannon plasma]] blasts]], the existence of Blaster Launcher may no longer be needed.
** [[RealityEnsues Again]], ColdWar, which leaves the ideas of powerful mech units for players behind... [[spoiler: to replace them by PoweredArmor with an active inventory, providing the soldiers greater versatility than X-Com would have provided]].
* GoodBadBugs: If you leave an injured soldier in your base to recuperate, it will take many days. However, sending him or her into battle again and using a simple medikit fixes the problem instantly.
** Now no longer in play as of v22 Experimental 5, as sending troops out wounded now caps their maximum HP during the fight.
* MemeticBadass: Josh Eales. Because of an [=RNG=] bug, this name was always in the starting party of every new game. Now he even has his own Steam card.