In 1958, Earth made first contact. A UFO was spotted heading for the U.S. Ruled out as an ICBM due to its suddenly changing course for Iceland, it proved deadly to conventional aircraft and was grounded but not destroyed with the Nuclear Option. A joint NATO and Soviet force moved on the crash site, but took bitter losses and failed to recover anything of worth. In the wake of the Iceland Incident, the Xenonauts were clandestinely formed through West-Soviet collaboration. As time passed and further alien contact failed to materialise, however, funding and manpower was cut, stripping the organisation to the bone.1979. An alien fleet arrives in Earth orbit, refusing communication and resisting almost all attempts to repel them. The sole success: A mysterious interceptor taking down a scout craft.The Xenonauts step forward and claim responsibility, asking the world's governments for funding and permission to operate in their territories against extraterrestrial forces...Xenonauts is a Turn-Based Tactics game where you command the eponymous organisation, sending interceptors and strike teams out to fight the alien menace while researching their technology in an attempt to become strong enough to take the fight to them. It is a Fan Remake of X-COM by indie developer Goldhawk Interactive, mostly faithful to the original but with some improved mechanics like cover, suppression and a fully playable air combat system. Its homepage can be found here and was up for preorder; preorderers got to test the game as it undergoes development. A Kickstarter campaign to raise money to add new features finished on June 10, 2012. It officially went beta on April 4th, 2013. On June 1st, 2013 it was added to Steam's Early Access catalog. Its official 1.0 version was released on Steam and GOG.com on June 16th, 2014.
Action Survivor/Badass Bystander: Unlike X-COM, some of the civilians are ARMED, which can lead to things such as a police officer with a pistol killing one enemy, and keeping another one suppressed till you get in range!
AKA47: Weapon names are generic, while aircraft include the "F-17", "MiG-32" and "CH-48". Can be considered a subversion, as the Xenopedia pages explicitly state the mentioned aircraft as being developed from or based on the real life aircrafts.
In some cases (particularly with the MiG-32) the Soviets were not willing to share the technology, especially since it wasn't even on the production lines yet. This doesn't bother the Xenonauts much; it's implied in the research screen that they take it anyway when the Russians aren't looking.
This allows the game to have some differences from real life. The M-16 has a magazine capacity of 20 rounds rather than 30, the SAW has a box magazine of less than 200 rounds, the F-14 Tomcat-looking plane only carries 2 missiles, etc.
Conventional ammo and weapons are free, and they will be automatically resupplied to your units where applicable.
Doors (including UFO ones) can now be opened while standing one square to their left or right, making breaching a far less traumatic experience.
Alien autopsies are performed without your input, instead of requiring to complete a separate research project. If you do complete said project, your troops will receive a small permanent bonus against the researched race.
There are more options for capturing live aliens, namely stun gas grenades and rockets. Also, a stunned unit stays stunned until the battle is over.
Destroyed interceptors will be recovered and repaired, instead of having to buy/build a new one (it does take several days though).
When moving soldiers, you can now see how many TUs it will take them to reach a certain spot before moving them, as well as whether they'll have enough left over if you've set them to keep some in reserve for reaction fire.
Asskicking Equals Authority: Soldiers are promoted to higher ranks based on the number of skill upgrades they achieve through training.
Awesome, but Impractical: The Singularity Launcher is this in spades. HUGE area of effect, LUDICROUS levels of damage, enormous range, and very high accuracy even with a snapshot. A well-placed shot from it could easily take out an entire alien squadron. HOWEVER, it's so incredibly big, bulky and heavy that it can only be wielded by someone wearing the less-than-mobile Predator Powered Armor... and even then, its weight slows them down by a good 33%, effectively meaning that all you CAN do in a turn is move maybe 3 steps and fire a snapshot. Oh, and if you wanna bring any extra AMMO for the thing, that'll slow you down even more. So you either have to hold back your entire squad just so the chump with the SL can keep up, or leave him behind. Oh, and let's not forget that, being an explosive weapon (to put it mildly), it leaves nothing behind to recover - not even corpses. And really, how often can you use something capable of leveling an entire building without accidentally blowing up something (or someone) important? Last, but not least, producing a Singularity Launcher requires one of the ultra-rare Singularity Cores, only recoverable from Alien Battleships. And with one of those, you could instead build a super-Interceptor capable of taking down any UFO in a single shot, from anywhere in the world, with no chance of failure. So yeah.
Awesome Personnel Carrier: The later troop transports (Shrike and Valkyrie), but the good old Chinook is pretty awesome too in its own class.
Crapsack World: If you don't stop a UFO, the game gives you a popup message about how it's messing with the world and terrorizing people, and these incidents only get worse and worse as the invasion progresses. This damage progressively escalates over time to give you the feeling that you're fighting an escalating war and that the fate of mankind is at stake.
Moreover, the Xenonauts and their support personnel all have uniformly unhappy expressions whenever you see them. (Wouldn't you?)
Creator Cameo: You can get Chris England's face on your redshirts.
Crippling Overspecialization: Many interceptors have no cannon, and rely entirely on missiles. Which many UF Os can dodge easily. The SR-71 looking craft only carries a single super-heavy missile, making it only good against enemy capital ships.
Death from Above: The aliens can conduct bombing runs on human territory. It's also possible to hand over UFO crash sites to local forces to airstrike to the ground. You won't get as much cash out of it as a perfectly-executed ground mission and will lose out on the potential experience for troops and any alien items that could have been used as research fodder or resources, but not having to do every last site manually really helps with tedium.
Death of a Thousand Cuts: A typical tactic used against stronger Sebillians, especially before advanced weaponry is researched.
Deflector Shields: Some larger alien ships are equipped with such. Curiously, while their efficiency is absolute, they take long to recharge, which has a major impact on air combat tactics.
Do a Barrel Roll: Most fighters in the game, both human and alien, can safely avoid missiles by rolling at the right moment.
Do-Anything Soldier: As there are no character classes as such, every soldier can perform all combat roles. This is somewhat averted with the aliens, some of whom specialise in particular tasks (Harridans are snipers, Reapers are close combat specialists etc.).
Doing Research: Wouldn't be an X-Com homage without tinkering with juicy alien technology. You also get a small damage bonus against alien species that were researched.
Dummied Out: A lot of things in between versions of the Alpha/Beta build (ex. certain types of researchable equipment]. Putting said things back in is one of the current hot topics of the Game Mod community.
The aliens are invading a planet that is nothing like the ones belonging to any of the constituent alien species - different oxygen levels, thicker atmosphere, etc.
The alien ships need to be refitted for atmospheric combat, which is logistically intensive and time consuming, forcing them to rely on small scout craft for the early phases of the invasion.
Ultimately, this gives humans time to research and reverse engineer alien technologies, to hopefully stop the Alien Invasion before it gets intense enough to actually go full scale, which is less then a year.
Enemy Mine: The Xenonauts were formed through NATO-Soviet collaboration.
Energy Weapon: The alien firearms. Laser weapons are the first step in humanity's efforts in this field.
E.T. Gave Us Wi-Fi: Alien technology helps popularize the Internet roughly 10-15 years ahead of schedule.
Chief Research Officer:This morning we were able to transmit a mildly amusing image of a cat halfway across the world, suggesting it will be an excellent tool for sharing classified information within our organization. I named this impressive creation the "internetwork", and would be very surprised if it didn't catch on.
High-Altitude Battle: That often leads to a Low Altitude Battle, if the attacked UFO goes down. In the game data, flying crafts even have a maximum service ceiling, indicating that some of these battles might be close to outer space.
I Can Still Fight: Wounded soldiers can be sent on missions, as long as they're not too wounded. Their wounds have little impact on their performance anyway (especially because of the current Good Bad Bug that makes it possible to instantly heal these injuries with a simple medikit).
In Working Order: Partially applicable to alien technology. While it generally can't be used straight away without Doing Research on it, a soldier can simply pick up an alien plasma rifle and use it in the same battle with only accuracy penalties. It is only after the battle ends when alien weaponry becomes non-functional.
Insufferable Genius: The head scientist greets you by saying "Ah, Commander. Please, tell me how to do my job..." Then he only gets more bitter and snarky as he writes more and more Xenopedia articles.
Interservice Rivalry: The head scientist repeatedly snipes at the engineers in his Xenopedia articles.
Luckily My Shield Will Protect Me: Soldiers can be equipped with a riot shield. While this limits them to batons, grenades or pistols, the shield can tank at least one hit from all but the strongest alien firearms, making them very useful for breaching alien craft.
More Dakka: Some heavy weapons shoot 5-bullets in a burst, while normal weapons shoot 3. This can be (and sometimes is) modded to increase this number almost indefinitely, creating possibly unbalanced but nevertheless immensely fun weapons.
My God, What Have I Done?: Happens to the player with painful regularity, typically due to grenade-related mistakes and friendly fire incidents.
New Meat: Supposedly elite-level recruits who can't hit the broad side of a barn.
Mundane Utility: The tanks have powerful headlights, which make them very useful in night missions.
Nintendo Hard: The original X-COM was a brutal game if you didn't know what you were doing, and so far Xenonauts looks to be at least as tough, if not harder:
You have very little potential to sequence break.
Interceptors have a realistic number of missiles, and UF Os can dodge them.
New gear takes months to develop, you need to develop a strong understanding of alien technology - averting Possession Implies Mastery - before you can even develop a human-material body armor to defend against the alien weaponry.
Alien weaponry plucked out of their users' cold dead hands is useless to the human soldiers, being made of materials too strong to be made ergonomic to human hands, unchangeable by human science, and totally lacking optics. Basic laser weaponry might take till December to finish.
Forget manufacturing items for profit: all items now sell for half their manufacturing costs, not counting engineering salary. The sale prices of all alien artifacts have been significantly lowered, and are sold automatically at the end of the mission, as you cannot use them later. Also, corpses now have no value now - no more sectoid sushi for you.
Not Enough to Bury: Both enemy aliens and your own soldiers can be "overkilled" if enough damage is done by the killing shot, totally destroying the body and any equipment it might have been carrying. Obviously, this is most noticeable when using explosives.
You might expect that psionics and energy weapons are your endgame tools, like in the original X-COM game. Nope! Humanity has no psionic potential and aliens highly resistant to energy weapons come into play. You have to take a different path and hope you can go far enough before it's too late.
In the beginning of the game, any player of the original XCOM game will quickly want to research the Alien Alloys technology, since it used to be the stepping stone to manufacturing armours made of alien alloys, which were incredibly useful in the early game. But not in Xenonauts: as your scientists notice in the research report, alien alloy would make an incredibly good armour material... if only they had any tool capable of machining or even cutting it. Instead, the first armours you get come (quite realistically) from studying alien weaponry, since understanding how it operates is the key to designing efficient protections against it.
Oddly Small Organization: The supposedly last line of defense against the aliens command 20 - 30 troops at most. There are various explanations of this state, mostly revolving around some political plot. More justified in this game thanks to the presence of police, soldiers, militias, farmers with shotguns, etc., as well as nations having limited capability to shoot down UF Os on their own.
Outranking Your Job: A particular xenonaut's rank depends only on their combat experience, unlike in the original X-COM games. Players who are skilled and lucky enough to keep their veterans alive for long periods of time may end up with squads composed almost entirely of Colonels, Commanders, and Majors.
Plasma Cannon: The only weapon type employed by the alien army (excluding Reapers). It ranges from relatively weak, short-ranged pistols to powerful, well, cannons.
Red Shirt Army: What you have to make do with once you hire more soldiers after your experienced starter squad.
In later phases of the invasion, nations will start giving the player more experienced soldiers, as they are no longer able to combat the alien forces alone with human technology.
Shout-Out: Kickstarter pledgers who donated at a certain level will get their names added to the game as randomly generated soldiers.
Reapers are Genestealers, with the added capabilities of Chryssalids.
Sitting Duck: Approaching a landed UFO is a very tricky and dangerous business, but if it works out, its as good as ours.
Sniper Duel: May happen annoyingly often if both sides are unwilling to leave their cover. This is actually a poor tactic, since aliens have unlimited ammo...
On the other hand, when your enemies are armed with pistols, and you have sniper rifles, you have a slight advantage.
Tactical Withdrawal: usually employed by human fighters fighting a heavy UFO (or a formation of them). After unloading all missiles to wound the enemy, the planes are supposed to disengage, return to base, load more missiles and engage the enemy again. Needless to say, this presents many problems, sometimes including escaping the alien ship.
Take Cover: The game features more sophisticated cover mechanics than the original.
Tank Goodness: Available to the player as an option. Its efficiency is somewhat disputable.
Unobtanium: As in X-COM, you can salvage the alien fuel source, Alenium, which cannot be reproduced terrestrially. Incidentally, even before attempting to use it as a power source, Xenonaut scientists decided they made for even better missile warheads, giving your interceptors an early shot in the arm in terms of firepower.
Urban Warfare: Terror missions, naturally. Some other maps, like fan-made desert villages, also require similar tactics.
Video Game Cruelty Punishment: In an apparent attempt to dissuade veteran X-COM players from applying the usual "level everything in sight" tactics, you suffer a rating penalty if civilians get caught in the collateral damage.
The War Room: Seen on the splash screen and represented by the Command Center during base defense missions.
With This Herring: Averted in the sense that you get lousy newbies only if you manage to get the reasonably-experienced starter squad killed.
Would Not Shoot a Civilian: Absolutely averted by both sides. The aliens love hunting civilian humans, and Xenonaut troops treat alien non-combatants the same as alien soldiers (although it should be noted that these non-combatants are armed and somewhat dangerous).
That said, the alien "non-combatants" are anything but; a better term might be "staff" or "crewmen".