* 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.
** After version 1.5, there is a long and detailed description of what happens: All alien captives fall into a coma, and your military advisor tells you that you should neither turn over your equipment to the United States, nor the Soviet Union, but to unite a new Earth free from prejudice and broken political systems.
** 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?
*** Blaster Launcher still exists, albeit weighing a whooping 50kg, using an incredibly rare alien engine, and 500000$, making it unable to be used by anyone except soldiers in power armor with a huge bank account. And is useless.
** Mechanical fidelity to the original is one of the selling points, but some think it's ''too'' faithful, WithThisHerring and all.
* DemonicSpiders: Reapers. They can move absurdly far, have a OneHitKill attack that creates another Reaper from its victim, and almost always come in large numbers. If you don't run them down quick on terror missions, you'll be facing a ZombieApocalypse in no time flat.
** Considering that the timeline starts in the middle of the UsefulNotes/ColdWar, where resources are usually scarce and trying to be accepted by both sides of the world from Communism to Capitalism 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]], UsefulNotes/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.
** It used to be possible to have soldiers DualWield...''shields'', who could '''still''' throw grenades and smash aliens with kicks while doing so. Not a StoneWall to be laughed at.
* 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.