"Based on community feedback as well as our own schedule, we’ve decided to push the Early Access release of Xenonauts-2 back a few months. The demo can, however, only be accessed by users who don't already own the title and features one level of tactical combat. Many thanks for reading and for staying up-to-date with our work – as ever please do join us on Discord, the forums or the Steam community if you have any questions.GameWatcher reports that Early Access for Xenonauts 2 has been delayed and instead there will be a Steam Festival Demo made available for those who don't already own Xenonauts 2.Ī Xenonauts 2 demo is currently available as part of the Steam Games Festival, which ends on February 9. We should be able to start putting public builds out again in May – we hope to get the entire schedule back on track soon and, as ever, thanks for your patience and we’ll keep you posted as soon as we know more. There’s also been some work done on the 2D art for the aircraft weapons and equipment, and further work on the new strategy UI concepts we’ve been working on for a while now. We’ve also been working on the final designs for the two advanced dropships (up to this point we’ve just been using the old X1 designs as placeholders). In terms of art, we’ve started work on the final set of Xenonaut 3D models and we’ve been working on an updated design for the alien Gun Drone.
#XENONAUTS 2 STEAM MODS#
This system is made more complex because this system also needs to combine with our planned modding system, so that new text added in mods could also be translated if needed. Essentially we have to find every piece of text in the game that is displayed to the player and reference it into a single giant file that can then be translated into other languages. This is actually a very big task, but we figured we’d tackle it now given we’re going to have to write a lot of text into the tooltips. The third major thing is setting the game up to support translation.
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This system allows us to prioritise helpful information given to the player while also providing links that lead to more detailed explanations.Įach tooltip ends up being shorter and more focused, but more overall information is available than before. It’s a little tricky to explain but you can see a quick example of it in action in CK3 here. The second thing was adding “nested tooltips” that contain hyperlinks to other tooltips, similar to those seen in Crusader Kings 3.
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This is now done and bases have been fully separated from one another – it’s quite a significant change and it’s almost certainly caused quite a few bugs which we’ll need to catch. The first of these is the final part of the change from a single-base Geoscape to a multi-base Geoscape, which is the final separation of the base stores so that each base is pulling from its own inventory just like in the first game (previously items, soldier equipment, etc were shared globally across all bases). While progress has understandably been a little slower due to this, the team have used the opportunity to focus on some important back-end tasks. As we mentioned last time, Project Lead Chris took some personal leave recently – he’s now back to full-time work.