Frequently Asked Questions
At release, we will only officially support English and Russian (because one of our team members is fluent in Russian and can do the translation for us).
However, we understand a lot of our fans want to play Xenonauts-2 in their native language so we're building some translation tools to make the game as easy as possible to translate. Our community made some very impressive efforts to translate Xenonauts 1 into other languages (despite this being extremely difficult to do) so we hope that the game will have an unofficial translation for all major languages by the time it release.
If native speakers are willing to vouch for the quality of those translations, we'll package them with the final game. So we can't promise anything other than English and Russian right now, but hopefully we'll support a whole lot more than that!Last updated:
Xenonauts-2 will most likely natively support both Mac and Linux at release, but unfortunately we can't offer a firm promise of this right now.
We're keen to support both Mac and Linux, and theoretically we shouldn't have any problem doing this because the Unity engine upon which we're building Xenonauts-2 natively supports both. We plan to start experimenting with Mac and Linux builds shortly before our launch into Early Access (hopefully towards the end of the year) - we just don't want to take money for something we're not yet completely sure we can deliver!
So yes, there's probably going to be Mac / Linux versions of Xenonauts-2. However if you can only play the game on Mac / Linux then it's probably best to hold off backing the project until we're able to tell you that for certain!Last updated:
Yes, we definitely are - in fact we're working on it right now. The problem is that UI art is *very* time-consuming and expensive, and you end up throwing a lot of work away if you change the mechanics after you've styled up a UI screen.
Because so much of our game is UI (think how many screens there are on the strategy layer!), we decided that it would be more efficient to re-use some of the art from the original Xenonauts while we were experimenting with the gameplay and we would do the final UI styling towards the end of development.
We're actually working with a cool UI artist right now to set a final "style" for the game, and we'll likely be implementing this new UI before and during the closed beta. This is the point at which we'll properly address a bunch of the UI issues from the first Xenonauts, too - for example tiny fonts, or bad support for ultra-widescreen resolutions etc.
Hopefully we'll be able to show off some UI concepts towards the end of the Kickstarter!Last updated:
From the first £35 tier and up, players have the chance to put a soldier in the game with a name, gender, nationality and custom portrait chosen by them. Your soldier will be provided to you via a custom code that you can enter into the Settings screen, which will ensure your soldier always spawns in the starting squad whenever you start a new game!
(This system supports multiple codes, so if your friends also have custom soldiers you can also include these in your starting squad too.)
Assuming there is nothing immersion-breaking with your soldier's chosen name / nationality / appearance, you also have the option to put it in the random soldier pool where there is a small chance it will appear in any other player's game when they hire a soldier!
The portrait for your soldier is drawn from one of two locations. The first is the Portrait Editor, which can be downloaded here: http://www.xenonauts.com/devfiles/GHIPortraitCreator.zip
This piece of software allows you to create a custom portrait for your soldier. Once you've found something that you are happy with, copy and save the code in the bottom left of the editor – you'll need to give this to us so we can recreate the portrait at our end and include it in the game! We will collect the portrait code and the soldier details from you via a backer survey at the end of the Kickstarter.
If you backed us at the £200 or £500 tier, then you'll instead receive a unique portrait painted by our portrait artist from a photo of yourself! If that's the case, don't worry about downloading the photo editor – we'll contact you and discuss the photo and portrait after the Kickstarter.Last updated:
We've decided to try a Kickstarter that involves digital-only rewards, as our experience with physical rewards for the Xenonauts 1 Kickstarter suggested that they cost a lot of time and money to produce, and did not bring in enough money to make that time worthwhile.
The main purpose of this Kickstarter is to raise funds that we can spend on improving Xenonauts-2. If a backer pays $15 for a T-shirt then 10% of that immediately goes in Kickstarter fees and anything up to $10-12 gets spent on making the T-shirt and shipping it across the world … which doesn't leave much money to spend on development!
Digital rewards are the best way for us to ensure that as much of your money as possible ends up being spent on Xenonauts-2, so whilst I appreciate this decision may disappoint some people I hope they will understand why we made this choice!
That said, we still think physical rewards are cool and we are potentially interested in offering a limited edition physical copy of Xenonauts-2 for collectors later on in development - although this would be a more premium product and would be something created an external company who specialise in this sort of thing (so could make a much higher quality product than we can).
If you like the sound of that then let us know, because if we can get together ~100 people or so then I'll set up a mailing list and start enquiring about pricing!Last updated:
The closed beta period for Xenonauts-2 will last about three months and will be the first time we make available a version of Xenonauts-2 that contains both the strategy layer and the ground layer. It will be carried out on Steam and GOG and the purpose of this beta is to polish up the experience so the game is ready for its Early Access launch.
It's rather dangerous to launch an unpolished game into Early Access these days because you only get one chance at the launch. If the game has technical issues or is lacking content or polish, there's a good chance you'll get a bunch of negative reviews that will stay with the game forever (even after final release) and this also makes it less likely the launch will sell well. So we want to be very sure that the game is in a good state when we do the Early Access launch!
The reason why we are only giving access to the closed beta to Kickstarter backers who have backed at the £25+ tier is that we *do* expect the game to have technical issues and be lacking polish / content when we first release it, and we'll need the help of the beta participants to find all the problems and fix them! It therefore makes sense to limit this process to a small-ish group of our most devoted fans who are willing to tolerate these problems!
The average player really isn't going to be missing much by waiting until Early Access – they'll have a more fun, more polished and more stable experience when they first try the game!Last updated:
The Geoscape Situations stretch goal has been reached. Full details are available on these Situations in our Stretch Goal section of the campaign page, but the basic idea is that players will occasionally be presented with a multiple-choice "Situation" which gives them a series of options to choose between and potentially earn a reward or suffer negative consequences.
At least two of these Situations are planned to revolve around soldiers. These have not yet been written, but an example of such a Situation could be - you are receiving a distress call from one of your experienced soldiers who you thought was killed during the alien attack on CENTRAL Base at the start of the game. Do you want to try and rescue them, or are you worried it's a trap? If you do choose to rescue them, how do you go about it?
The soldier used in this Situation would be pulled from a pool of possible custom soldiers that includes everyone who has backed at the £85+ tiers. The name and portrait of the soldier will be displayed as part of the Situation briefing, so that soldier will be displayed prominently even if the player ultimately chooses not to help your soldier.
All custom soldiers (provided they have been given a sensible name) have a chance to be hired whenever any Xenonauts-2 player hires new soldiers. However the soldiers that are put in the Situations pool will be encountered more often and recruited in a more interesting manner.
Anyone with a custom soldier may choose to use the custom code we give them to spawn their soldier into their starting squad. If they choose to do this, they may see their soldier's identical twin spawn a second time as part of a Situation. Whether that's a good thing or not is up to you! :)
If you've pledged at the £200 and £500 tiers - congratulations, you'll be getting this new reward throw in for free!Last updated:
The little Geoscape Events that are spawned by UFOs as they fly around the Geoscape and give a bit of extra flavour to the world have a description as well as a title. An event might be something like "UFO Sighted" or "Electrical Interference" or "Local VIP Disappears".
For instance, if the event is "Local VIP Disappears" the description text displayed when you hover on the event could read something like:
"Game developer Chris England vanished without trace. Local law enforcement official John Smith reports finding England's vehicle abandoned and scorched inexplicably."
Backing at the $500 tier would allow you to suggest a little mini-story to go in the description (up to around double the length of the excerpt posted above), You could choose to use your name for any role that exists within the mini-story that you came up with; in the example above you could be the missing VIP or the policeman or anything else in the story.
This is obviously subject to the constraints of realism within the Xenonauts world, but if you're willing to be at least somewhat sensible there won't be any issues!Last updated:
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