YMMV: Xenonauts

  • Broken Base:
    • 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 XCOM: Enemy Unknown?
    • Was it right to leave out psionics and the Blaster Launcher?
    • Mechanical fidelity to the original is one of the selling points, but some think it's too faithful, With This Herring and all.
  • The Dev Team Thinks of Everything:
    • Considering that the timeline starts in the middle of the Cold War, 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, it's likely the case why funding was quite low during the beginning of the game.
    • While the Rocket Launcher stays in regular condition, its rockets evolve along with the technology as the player progresses, from regular explosives to alienated chemicals to plasma blasts, the existence of Blaster Launcher may no longer be needed.
    • Again, Cold War, which leaves the ideas of powerful mech units for players behind... to replace them by Powered Armor with an active inventory, providing the soldiers greater versatility than X-Com would have provided.
  • Good Bad Bugs: 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.
  • Memetic Badass: 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.