I do understand X2s movement is more complicated than that and I much prefere it to XCOMs simplified movement but still. Green for move and fire burst, yellow for move and fire single shot, red for move and cannot shoot. Maybe colorcoded to match your primary weapon. Its just the standard of the industry right now and I do missed it in the demo. A green field of tiles like in XCOM and PP to show where you can go. Maybe starting fully green and then for every obstacle changing color ending in red if no/low chance of hitting?ģ. Please replace with a single uninterupted line from the shooters eye to the target. As someone else here wrote it just looks ugly. One thing that just looks ugly and I would STRONGLY recommend you change is the green aiming ”line” on the ground. Maybe som stronger colors on the containers? Or maybe some black outlines around objects?Ģ.
(I do understand its so unfair to compare with AAA titles but obviously thats the thing people will compare with.) The map was ok but a bit bland. The graphics looks a bit boring especially compared to XCOM and Phoenix Point. Wow! I love it! Seriously! LOVE it! Promise it will be in the final release! Please?ġ. So maybe I have some fresh eyes? Anyway, played the beta on steam. (Even though it did have its faults.) I have followed X2 through the dev updates but are not a beta tester. Hi! I have played probably all x-com like games the last 30 years because the first one is still my favorite game of all times. some graphics (enemy movement) are taken from part 1 but I guess it will change in a final version? game seems a bit slow (turns waiting times, movements etc, like in part 1) - some optimization would be certainly welcome Certainly not the glitchy system from part 1. New engine so I was expecting something else I guess. I remember you said the new Xenonauts is based on a completely Rectangulars? Cannot a game engine just draw a straight line based on mouse pointer location? Sorry about complaint but it just feels strange. line of fire is still broken, I would say there is no improvement from Xenonauts 1 at all, the drawing of line of fire (still) resembles a line in paint on 400% zoom, why stick to these 90 degrees I got over 100 hrs on Xenonauts 1 and played all XCOM games from 90s and 2000s. Just wanted to share my thoughts on the steam demo - last time I played tactical combat in Xenonauts 2 was like 2 yrs ago I think or even more (on GOG if I am not mistaken). Sorry about that - not sure why Steam is set up that way but it doesn't seem like we can do anything about it! Note: unfortunately, because of the way Steam works, it seems like you'll be unable to play the demo if you already own a copy of Xenonauts 2.
#Is there an earrly access xcom 2 demo download#
You can download the build by clicking the link on the right hand side of the Xenonauts 2 page on Steam (there's a button a little way down the page). We've also fixed a number of small issues with the tactical combat as part of our polishing process and those will all be arriving in the next build too. It contains only a single tactical mission but it is set in the updated Dockyard biome that will shortly be arriving in the main game, which has a lot more verticality than other biomes (being based around shipping containers and warehouses).
We've been busy working on this demo for the past week or so (which is why I've not been very active on the forums) and it is now available for download on Steam. It seemed sensible for us to put a demo of Xenonauts 2 into this event to help promote our upcoming open beta and subsequent Early Access launch. Steam are currently running their quarterly Steam Game Festival, an event where developers can sign up to showcase demos of their upcoming games.