

Aliens don't currently have any special abilities, but this will change soon.


The changes don't always seem that big week-to-week but they make a huge difference over time! Sure, the missions don't feel particularly meaningful when they are just one-off missions that have no strategic context, but we've added a lot of equipment to the game and made slow but steady improvements on the key systems like movement / line of sight / line of fire. The game is still quite a way from being finished but the rough blocks are shaping up nicely and most of the "core" mechanics related to the ground combat alone are now in place. The addition of the UFOs has made the missions much more exciting and there has been a steady drip of graphical and gameplay improvements in the six builds since our last update. Ground Combat: I'm pleased with the way ground combat is progressing at the moment. I imagine there's been more downloads in the six weeks since then too, so I think these free builds have done pretty well! Roughly a thousand people played in the last quarter of 2016 and then the extra 5,500 came from Jan-March this year. people adding the game to their GOG Galaxy account) for up to the end of March 2017, but about 6,500 have played the free builds until then. As a developer it has also become much easier to release builds when we're not trying to get a certain set of features in for each one we're just pushing out what we have completed at the time and then moving on with development. Most of the reason why I don't feel the need to write so many updates is that people can see most of the progress by playing our builds (or reading the patch notes) every two weeks. I realised this morning that it's been about three months since I last did a proper project update, so I decided I should write one to accompany our most recent release of the Xenonauts-2 public combat build ( V0.9.0).īiweekly Builds: First of all, I'd like to mention how big a success the biweekly builds have been.
