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Author Topic: Xenomarine  (Read 1055 times)

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Offline Asid

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« on: July 11, 2018, 05:35:35 PM »

Experience hardcore, sci-fi dungeon crawling in this dark, atmospheric roguelike. Xenomarine offers tactical turn-based combat with hundreds of unique items and upgradable weapons and armor, as well as massive replayability thanks to its randomly generated content.

Homepage: Here
Official forum: Here
Steam: Here
YouTube Channel: Here

Demo: Here


Early Access Trailer

Published on Mar 20, 2018


XENOMARINE is a dark, atmospheric, sci-fi/horror themed roguelike in which you play a space marine exploring an alien-infested space station. Starting out with little more than a crowbar, you will fight to survive against over 120 increasingly powerful alien species, as you progress as far as you can through infinite randomly generated levels.

With no starting classes, develop your character into the ultimate fighting machine by means of in-game choices: create a unique build each time you play by finding and choosing between a large and distinctive range of unique usable items and individually upgradable weapons and armor. And although the focus in Xenomarine is on items rather than skills, there are also 70 skill levels to be learned you gain experience from combat and from randomly generated missions.

WARNING: This game is unforgivingly hard: expect to die soon and often when first starting out! Also, in the default 'roguelike' game mode, death is permanent - meaning you will have to start again from level 1. But don’t worry: each playthrough will be different because so many parts of the game are randomly generated (in a way that’s carefully fine-tuned for balance).

*This game contains flashing images and may not be suitable to all users*


You are a Xenomarine, stranded in a dark alien-infested space station. Your squad are all dead, and you have nothing but a crowbar, a torch running low on power and some battered armor. Death is certain,  but you're sure as hell going to take as many Xenos as possible down with you before you go! And you've not forgotten the rumours that there's powerful ancient alien tech to be found...

Features Of Xenomarine Early Access:

•   Rich, Tactical Turn-based Combat
•   infinite, randomly Generated Levels
•   Atmospheric lighting and procedurally generated sound effects
•   Unique useable items such as scanners, forcefields and night-vision goggles
•   10 alien types with 12 variants each, making 120 enemies: all with unique behaviours
•   No starting class: develop your class on the fly with over 70 skill upgrades
•   Multiple damage types and status effects
•   Crafting (craft items from scrap and upgrade weapons and armor)
•   Hack drones and turrets; deploy traps; find and use mysterious alien tech
•   Random mini-quests
•   Intuitive user interface, with mouse-only and keyboard-only support

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Offline Asid

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Re: Xenomarine
« Reply #1 on: April 28, 2019, 09:45:20 PM »
It's here!
24 Apr @ 5:47am - logophil   

Yes, you are reading your scanner right - Xenomarine version 1.0 is here to meet all your alien-busting needs.

Check out the devlog for a full list of changes but here's a summary:

•   Complete set of achievements (27 new achievements added)
•   Long-awaited balance improvements e.g. better distribution of terminals
•   UI improvements e.g. scrolling with middle mouse button
•   Many, many bugs fixed

Overall these stability and balance improvements mean that you can now take full advantage of the ever-changing challenges, ever-new equipment and ever-more deadly hordes of aliens to level 30 and well beyond!

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Offline Asid

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Re: Xenomarine
« Reply #2 on: April 29, 2019, 11:58:29 AM »
v1.0.1 Patch Notes
29 APR @ 12:26AM   - LOGOPHIL

Just a quick update with a few post-launch bug-fixes:

MOD: when equipping an item from a belt slot, belt slot now fills with item being swapped out
FIX: when equipped weapon/armor is also a belt slot item (now rare), belt slot display reflects changes in ammo/armor condition
FIX: bug preventing batteries being replaced on stealth, cloaking and phase shift fields
FIX: bug causing nonexistent ammo conversion type to be generated when picking up equipment crate ("Nothing [Device1]96" log message).
FIX: speed run achievement not activating correctly
FIX: bug causing occasional unpredictable behaviour when attacking bare-handed
FIX: improved display of 'to use' % for hacking devices to avoid text overrun

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Offline Asid

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Re: Xenomarine
« Reply #3 on: May 10, 2019, 11:48:57 AM »
‘Ascension’ update coming soon
10 May @ 12:06am - logophil   

First of all a big thank you to those who have contributed to the Xenomarine community with suggestions, bug reports and other discussions. All feedback is carefully considered and I’m happy to announce an upcoming update that aims to add some of the most widely requested new features.

The ‘Ascension’ update will add a completely new game mechanic that allows you to ‘win’ the game after unlocking access to an astounding new technology. At the same time you will also gradually learn of the radical - and dangerous - science experiments that took place on the station prior to your arrival.

After earning this highly challenging ‘win’ you will still have the option of continuing the game to reach a new highscore - with a nice bonus to help you on your way.

(Of course, there will also be numerous bug fixes/minor improvements in the update as well.)

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Offline Asid

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Re: Xenomarine
« Reply #4 on: June 07, 2019, 12:13:35 AM »
'Ascension' update launch date: 12th June
6 Jun @ 11:35pm - logophil

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Offline Asid

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Re: Xenomarine
« Reply #5 on: June 13, 2019, 12:01:17 AM »
Prepare to Ascend...
11 JUN @ 9:42PM   - LOGOPHIL

The 'Ascension' update is here! This major update introduces some completely new game mechanics centered on 'science terminals'. At these terminals you can access log files from the space station's former inhabitants and discover the astounding truth behind the alien infestation. At the same time, you will decrypt a complex digital key allowing you to access extraordinary multidimensional technology and 'win' the game if you choose - or if you prefer, continue the game with a major bonus.

There's also a new Steam Achievement, numerous bugfixes and some significant balance adjustments to make for a more gradual increase in level difficulty and increased challenge at very high levels.

Here's a full list of changes:

NEW: Ascension Mechanic
NEW: Lore available through science terminals
NEW: Ascension recorded as part of morguefile
NEW: Ascension Steam Achievement
NEW: camera shake effect for explosive attacks
NEW: log messages for when aliens acquire status effects
MOD: removed regen globes from game to improve late game balance
MOD: increased chance of finding singularity globes relative to other globes
MOD: reduced number of small and large equipment crates at higher levels
MOD: various adjustments to alien spawning algorithms to ensure more gradual increase in level difficulty and increased challenge at very high levels
MOD: increased chance of finding ammo types other than bullets, especially at higher levels
MOD: reduced duration of radioactivity and paralysis for player
MOD: duration of various status effects is lower for aliens than for player (nerf certain ammo conversions)
MOD: blue aliens no longer vulnerable to stun damage
MOD: max ammo for RPK (machine gun) reduced to 36
MOD: increased scrap/qchip value of mind/alien globes
MOD: large medkits now restore a maximum 30 health
MOD: scrap cost to repair armor significantly reduced
MOD: max size of levels reduced
FIX: divide by zero error when taking damage while not wearing armor
FIX: added some missing trap decription text
FIX: sledge hammer description (which incorrectly states that it requires both hands)
FIX: bug where incorrect total armor value sometimes shown on armor screen
FIX: correct description for 'That's handy' achievement (requires 8-slot belt not 7-slot)
FIX: bug where able to use second weapon turn to reload by pressing 'r' when dual-wielding.
FIX: log message when reloading second weapon now also shows ammo remaining
FIX: bug where illness status can be activated multiple times with cumulative impact on weapon skill not cured by antipack
FIX: bug where opening inventory causes energy fields to activate for one turn without using power
FIX: on running out of power forcefields and energy fields now show as turned off in main display, belt slot and with log message
FIX: ammo and scrap display improved to cope with amounts >999
FIX: bug where hatched eggs leave non-radioactive tiles in radioactive rooms, trapping hatched aliens
FIX: bug with hacker and mindcontrol achievements sometimes not activating correctly
FIX: bug whereby hacking and mindcontrol can be used outside device range using the mouse
FIX: some minor errors in status descriptions
FIX: multicoloured aliens damage type, resistance and vulnerability now working correctly (and deadlier!)
FIX: misleading log message when entering brown goo square while ill
FIX: friendly turrets and drones target neutral drones
FIX: player controlled drones no longer get 'stuck' due to detecting an enemy behind a wall or door
FIX: powered items with empty battery are no longer automatically merged in inventory
FIX: improved misleading log message on failed mind globe attempt
FIX: aliens are consistently described as unseen aliens in log while suffering from severe blindness
FIX: confusing order of some combat log messages
FIX: incorrect power value shown in pop up message on acquiring forcefield or energy field
FIX: 'hostile' or 'neutral' more prominently displayed in turret and drone descriptions
FIX: telepathy globe can no longer detect turrets

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Offline Asid

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Re: Xenomarine
« Reply #6 on: June 18, 2019, 09:03:48 PM »
v1.1.1 Patch Notes
18 JUN @ 7:13AM   - LOGOPHIL

Just a quick one: this patch adds the ability to recover and continue an existing game (in both roguelike and adventure mode) in the event of a crash. In the event of a crash while generating a new level, you can recover the game from the point just before entering the teleporter.

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Offline Asid

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Re: Xenomarine
« Reply #7 on: July 30, 2019, 12:21:40 AM »
v1.1.2 Patch Notes
28 JUL @ 3:04PM   - LOGOPHIL

This update aims to address the most significant bugs still in the game, primarily those relating to occasional crashes when teleporting to a new level. In this new build the probability of losing your progress due to a crash that also corrupts the save file should be virtually zero.

FIX: rare bug causing map save file to be corrupted while saving between levels (recovery save or during adventure mode)
FIX: bug where 'continue' button does nothing in case of a corrupted map file (if loading a map from a save file fails, fall back to creating a new map at same level rather than having to restart the game at level 1)
FIX: saved games no longer sometimes made inaccessible by switching between game modes
FIX: bug causing equipment crates not to be picked up immediately (due to non-existent armor type being selected)
FIX: no longer able to waste resources crafting items when inventory is full.
FIX: no longer able to open large equipment crates if inventory is full
FIX: bug where alien tracking log messages are delayed on starting a new level
FIX: missions no longer stay active (without being possible to complete) after teleporting to new level

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