
Steam news
Full Steam announcements and update articles for this title.
Hello Commanders,
A new system has been added in the game: The target prioritisation system.
Players can now modify the unit’s target priorities. They can choose among 4 available options that are customizable at no cost through the asset management screen inbetween missions.
Closest: This is the default option that existed before. While it’s the safest and the most all around it is often not the most optimal.
Furthest: This will make the unit focus on the furthest enemy. It is a risky choice to use without extra support from allies, that is often recommended for Long range weapons.
Weakest: This will make the unit focus on the enemy with the lowest Health percentage. It is reccomended to be used with weapons of high fire rate.
Strongest: This will make the unit focus on the enemy with the highest Health percentage. It is reccomended to be used with weapons on low fire rate.
You will find that these options create some interesting synergies with existing equipment as well as the equipment we are adding today.
A new Commander rank has been added (Rank 20). The following 6 gear become available once it is achieved.
Bug fixes are also part of this new update to make your experience in space smoother despite the difficult task to send soldiers to fulfill their duty to M.A.C.E.
Let us know what you think of the new additions and the whole Command Center is confident that your upcoming missions will be even more successful!
Greetings Commander,
Some news from the M.A.C.E. headquarters! First of, a huge thank you to all the recruits that joined us and left a review on our programe against the alien threat. We have reached the threshold of 300 reviews this week and we are always delighted to read you have fun (and anxiety) while doing your duty as trained agents.
If you are part of our crew of Commanders and haven't yet reviewed Xenopurge, do not hesitate to do so as it helps us work on new content for the game.
And talking about new content, the head of operations at M.A.C.E. has a new update in store for us: the Arsenal Update. Thanks to a dedicated training, this update will bring a new system to the game that will allow you as Commander to set targeting priorities to the soldiers in the unit you will be assigned to.
Other new additions will also comes with this update that will be activated at the beginning of May.
Keep up the good work, Commander, and if you have any feedback or questions, do not hesitate to raise them to us, so we can bring it to the attention of senior officials.
We're counting on you, Commander!
Hey all hope the purging is progressing unhindered. New update is now live with the following changes:
New Features
New Commander Rank: Senior Overseer (with new achievement). Provides access to the following:
New Command:
New Ranged Weapons:
New Gear:
Variants Sentinel - IV, Huntsman - IV and Bioweave III have been modified to include the new content.
The Damage of ranged weapons will now show the shots x damage they deal when inspected in the asset management screen or the store.
Balancing
The difficulty of all enemy waves has been lowered by one level.
Flash Grenade Duration 20 → 10 Speed penalty -4 → -10
Turrets now are expended after a preset amount of shots.
Replenish Consumables can now only be used once per mission.
Speed past 36 does not affect action duration.
For this patch's balancing we wanted to allow more room for exploration and builds, we felt that a lot of players relied on certain "exploits" to win higher difficulties. We hope the new balancing will offer a more diverse experience. Depending on how it goes we might be adding higher difficulties in the future.
Bugs
Fixed Achievement Synthetic Division - Variant I - C
Fixed some text overlaps.
As always we appreciate the feedback you have all provided. It has helped shape Xenopurge more than you know. If you enjoy Xenopurge, please consider leaving a review, it helps so much.
Greetings Commander,
2025 is almost over, and we wanted to finish this year with a quick recap of all the amazing things that happened to us and talking about the future of Xenopurge!
The game launched into Early Access on July 11th 2025, but before that, we had many playtests and our first demo! At that time in the demo, you could only play with one squad, the Sentinel Strike, and have only 3 marines maximum in your squad. For our Early Access launch, a new squad was added, the Huntsman Corps, as well as 20 commands.
In September, the third squad, the Synthetic Squad, made of androids, brought a new mechanic to the game regarding healing your unit members.
A month before release, we also work on accessibility support for colorblind users with alternative color schemes. New gear and new challenges brought novelty to Xenopurge, and we finalized the optimization at the end of October.
Release day happened on November 22nd, with the four Squads you now know well. The game was playable in 11 languages and on Steam Deck! A huge part of the release of Xenopurge was also the work on the story campaign, with first-person cutscenes and events.
We’ve reached our 200 reviews milestone two weeks after the release, and a month later, we’ve got 92% of positive reviews on Steam. Thank you all again for your support before and after the launch of the game!
We’ve also been covered by the press, like Kotaku or PC Gamer, and amazing content creators like Frazzz, Splattercatgaming, Wanderbots or Raptor where we had so much fun watching them enjoy the stress of being the lead commander behind the screen.
Credits: Wanderbots Youtube channel -Xeno Infiltration & Extermination Roguelike - Xenopurge \
This journey was also marked by the amazing events we were invited to and the awards that celebrated our work. We were honored by these nominations.
Among our greatest achievements are the Most Innovative Game award at Indie X which we won, and the nomination at the DevGamm Awards, also in the best Innovation category.
We built Xenopurge with this main objective in mind, trying to bring a new type of gameplay and create mechanics that would surprise our players, not knowing if anyone might enjoy them. It was a risk we were willing to take because innovation in video games is what makes this whole industry alive, and these awards and nominations were to us an acknowledgement of this philosophy we cherish.
We're reading and taking notes of all your feedback and suggestions on the game. Our main project that we are currently working on is the addition of other languages for the game such as the Japanese and Korean.
Thank you for taking the time to read our 2025 retrospective, enjoy the end of the year and stay alert Commanders as the Xeno threat is always there!
Additions
You can now reset your Commander Progress as well as the tutorial. You can do this from the settings, but only when accessed through the home screen.
Xenopurge is now available through GeForce Now.
Bug Fixes
Corrected the list of modifications of the Synthetic Squad - Variant III Setup Turret → Setup Mine
Achievements for reaching waves 5 and 10 were given 1 wave earlier. Fixed.
“Kill 4 units with 1 grenade” achievement was buggy. Fixed.
The traditional Chinese language name was incorrect. Fixed.
Changing songs on the radio was causing a glitch. Fixed.
Balancing
Increased the Speed of Ripley on Synthetic Squad - Variant II 26 → 27 so she attacks before the Xenos. Power was lowered 6 → 5.
Slightly reduced the Mine timer so Xenos don’t go through it before it explodes.
What’s next
We still have a couple of bugs we are trying to solve. Thank you all for sending your reports. We’ll be focusing on these now.
Greetings Commanders,
First of all, a huge thank you for your warm welcome when we launched and for the support you showed the game during all the Early Access period.
We are grateful for your trust in this project that began as an experimental game with our main objective with system design to be innovative and reinventing in its way the genre of the tactical game (which is a tricky but essential process).
For that reason, if some player wants to support our endeavour by voting for Xenopurge in the Most Innovative Gameplay Steam awards, that would mean the world to us!
Leaving us a review with a few lines about what you loved most in the game would also help us in exploring the future of our work on this special project that is Xenopurge.
When we started our Early Access in July, we had 2 playable squads and 5 months later for our full release, we now have 4 different squads with each unique mechanics, some based on high risks for better rewards, other on changing a whole mechanic like the healing for the Synthetic Squad... And of course, 150 achievements, more difficulty modes, more weapons and command... As well as a whole story campaign mode.
All that was built also thanks to your amazing feedback and each new suggestions we receive helps us improve and shape Xenopurge to be the best experience possible.
To quote this amazing article from PC Gamer, Xenopurge is "tense, claustrophobic and everyone is probably going to die. It's great!", and we're glad to read in your reviews too that the "good stress" and tension we wanted to create is there and you can't escape it even from behind your screen(s)!
We're still working on updating and improving Xenopurge so stay tuned for what's next!
We are currently working on adding an option to reset commander progression as well as the tutorial. Hang in there.
Balancing
Replenish Consumables Biomass cost 3 → 4 (still quite op but we are preparing a more fitting solution)
Changed Inject Health Stim to Apply First Aid for the Bioweave squad Variant II
Bug Fixes
Fixed the Bug report tool. Go crazy
Fixed the character collider to prevent some clipping and collider issues that existed.
Fixed a bug with the Med Pack in the Bioweave squad Variant II.
Fixed a bug with the Replenish Consumables in the Bioweave squad Variant II.
Bioweave Squad Variant IV had the wrong name.
Bioweave Squad Variant IV had an entirely wrong list of modifications.
Bioweave Squad localisation issue fixed - the name of the Synth Squad on the left and the description is in Traditional Chinese instead of Simplified.
Log #7 had the wrong content.
Fixed a bug that was not awarding the Spend Credits Achievements.
Keep sending us your feedback, it helps a lot!
Greetings Commander,
Xenopurge is now OUT for the Firesquid's sale and to celebrate the beginning of our mission, you can get the game with a unique discount of 30% until December 1st!
Xenopurge is a tactical auto-battler where you command an elite squad remotely, deep in the warzones of Xenowarfare. As part of M.A.C.E. (Mercer’s Advanced Combat Enterprises), your mission is clear: purge all these aliens to keep humanity safe.
The Xeno menace is relentless. To survive, you’ll need sharp tactics, upgraded gear, and a willingness to sacrifice. You’re not in the field, but their lives are in your hands.
In the full release of the game, you have access to:
4 different squads to lead: The Sentinel Strike, The Huntsman Corps, The Synthetic Division and The Bioweave Cell squad, a new squad collecting enemies’ DNA to use bio-modifications and evolve over time while acquiring unique capacities. It’s all about risk and reward!
Full Story campaign;
Additional difficulty levels;
4 variants per squad, offering 16 initial loadouts to choose from;
Additional commands and weapons to deepen tactical possibilities;
The entirety of the story is now playable!
Squad #4 is now part of the game: the Bioweave Squad.
6 new commands exclusive to the Bioweave Squad have been added.
The Bioweave squad collects Biomass from fallen Xenos, and reuses it to make themselves stronger. While their stats are initially a bit weaker, they can use the Biomass to permanently improve themselves. This squad rewards players for taking the fight to Xenos, something I am sure you are all looking for. Be careful, though, getting greedy with the hunt is a sure way to push your luck more than you should.
2 new commander ranks and 2 new challenges to unlock all the Bioweave Squad content.
Every squad now has a total of 4 Variants, offering alternative initial loadouts. Each loadout is unlocked by completing a run in any difficulty with the previous variant. Each variant, besides the first one, starts with a slightly advanced loadout, pushing the squad towards a different direction. However, all variants besides the first will skip the first 3 map missions, ensuring balance is retained. We are hoping through this feature to showcase different builds and playstyles, while at the same time, we offer an option to “kickstart” the run.
We added a warning when you are about to issue Extract, and the main objective is still pending.
Several new interaction points within the room. You get to live like a true Commander now. Adjust the lighting, listen to some music, watch the news, and get caffeinated. All part of a Commander’s daily routine.
Multiple audio improvements.
The mouse cursor will now be hidden if not used.
You can now spend credits to refresh stores.
We removed the pistol from the VIP for better clarity.
The VIP will now always be last in the list of units.
New Ranged Xenos has been added in the game.
Spitter: A ranged xeno strain that maintains distance and bombards targets with corrosive acid projectiles. While dangerous at range, the Spitter struggles in close quarters, where its long-range physiology leaves it slow and inefficient in melee combat. Closing the gap is the most effective way to neutralize its threat.
New Melee weapon: Dataflow Bayonet
New Challenge has been added for unlocking Dataflow Bayonet at Commander rank 4
150 achievements to keep you guys busy
Steam cards
Cloud save
Balancing
The maximum stats you can find on new recruits in the Synthetic Division have been reduced.
Minigun Optimal Range : Long → Medium
Scaling of enemy waves on Difficulties D and E has been reduced.
Power of all Xenos has been slightly reduced.
We have increased the scaling of speed from 0.15 → 0.2. We felt the speed upgrades had fallen more than we expected in the eyes of our community, so we decided to mitigate the nerf we had issued on Speed a few weeks back.
VIP objectives will no longer appear in Elite Missions.
Credit cost of Inject Kinetra, Optivex, and Brutadyne 3 → 2
TRAC Carbine Accuracy increase per kill 3 → 6
Recon has been improved significantly. Units will now recon “as a squad” meaning they take into account the distances the other active reconers have to rooms, ensuring units do not head to rooms that are closer to other active reconers. This has a noticable impact on the exploration speed of maps when multiple units with Recon are present.
Made several fixes to ensure the character/ camera doesn’t move during transitions.
Updated Keybindings for the controller.
Changed the Traditional Chinese Font, it had some issues.
Fixed support for wide monitors.
Fixed a bug causing the game cursor to disappear at the end of some missions.
Fixed an undesired behavior where sometimes the units were taking a lot of time to move from tile to tile when chaning behavior.
Unfortunately, there are still some issues lingering that we are trying to solve. We’ll list them here to save you the hassle of reporting them and how to counter them.
Sometimes the mission map does not load, showing no options to select from.
Sometimes there will be a missing Intel rendering a mission impossible to complete.
Sometimes a soldier will turn invisible.
In both of these cases, closing the game with alt+f4 is suggested. The game autosaves before the mission, so rebooting the game and continuing should generate a new map, solving the issue. That’s obviously temporary till we fix it.
The full release of Xenopurge is, of course, the most important milestone, but that doesn’t mean it’s going to be the last. Our highest priority right now is to resolve any lingering bugs and ensure you all have a smooth experience. If you encounter issues with your save, send us an email at [email protected] describing the issue, and we'll provide a solution.
Then there’s the support for Steamdeck we aim to improve. It is already playable, but we want to see if we can make adjustments to make it fully supported.
And then of course there is more content. There are a few ideas (more than a few to be honest) and systems we have designed and can elevate Xenopurge even further, and we’ll see how we can develop and release them from here on out.
Finally, we really want to thank you all for supporting this project. From the people who have been with us since the playtest, to the people from the Early Access, as well as the newcomers, we thank you. You gave us your time, your feedback, and your patience to help improve Xenopurge in every way possible.
https://store.steampowered.com/sale/firesquidpublishersale2025
Think you're good enough behind a desktop screen? That you have the brain to lead and solve mysteries? Check out our bundle Xenopurge x the Operator!
We're counting on you, Commander!
JOIN OUR DISCORD!
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Follow us to know the latest news! Greetings Commanders, the day we've been waiting for is coming,
M.A.C.E needs you more than never as our biggest mission of them all will launch on November 20th. The threat is looming over us but we know you will be ready to face it.
The full release of Xenopurge will come with:
The Bioweave Cell squad, a new squad collecting enemies’ DNA to use bio-modifications and evolve over time while acquiring unique capacities. A risk and reward team that only the most skilled commanders can guide!
Full Story campaign
Additional difficulty levels
4 variants per squad, offering 16 initial loadouts to choose from
Additional commands and weapons to deepen tactical possibilities
Your squad lives are in your hands. Will you help them survive or be the source of their downfall? The answer on November 20th!
Are you a content creator or press member? Want to request a key to join the mission early? ➡️ Fill our form here.
On a side note, we've also won the Most Innovative Game category at the Indie X awards! 🎉
Fixes An exploit within the MACE’s financial systems was detected, allowing certain Commanders unauthorized access to company funds. The issue has been contained. All offenders have been identified, and disciplinary action is underway. If you possess information regarding additional exploiters, report them immediately. No compensation will be provided — compliance is its own reward. (to put it plainly, a bug awarding players with unlimited credits has been resolved)
There was a bug with key rebinding, you might have to rebind your keys.
There were a couple of normal missions that had “Elite mission” title. Fixed
Changes Packages now drop when the carrier dies, allowing you to pick them up again with a new unit.
Uses of commands with Overrride (Turret, Mine, First Aid) are now refunded when the unit is interrupted (by the commander or by the enemy).
The bane of all new players, the Tab button, has been removed from the game. Backspace is now universally used across all menus and screens to go back/ previous screen.
Menus now cycle (top to bottom and vice versa).
Balancing
Significant boost on Fallback, now it offers +10 Accuracy too.
Small boosts for the Huntsman Corps
Carradine Accuracy 50 → 60
Shaw Health 35 → 40
Fixed a bug that was causing the Bug Report to lock the game. (Yeah, yeah, the Bug Report was buggy…)
Ignite was allowing for float values, causing issues in the UI. Fixed.
Fixed a bug that was causing the tutorial to play every time on the Steam Deck.
Fixed a bug that was not allowing to select rooms and junctions with the mouse from the map.
BASO Shotgun was too good. We reduced the bonus damage to 2 → 1 and the cost to 3 → 2. We want it to serve as a cheap early improvement more than a solid endgame choice.
Door Hack has been received positively. However, the low AP cost is encouraging more micromanagement than we anticipated, so we are raising its cost to mitigate that. 2 → 3.
Subsonic Disruption had an effect we were afraid of, where stacked use could postpone waves to the point that it was too easy. Cost 3 → 4
Head to Room was also encouraging micromanagement, serving as an improved Recon in some cases. This was not its intended use. We have removed its speed buff and reduced the purchase cost 2 → 1.
Welcome Commanders, it's time for a major update!
The Synthetic Division, our 3rd squad, comes into the game! This patch will introduce our new deadly squad, which we hope you will enjoy playing and taking on challenges with. And of course, a bunch of new commands, fixes and changes to discover right here!
The Synthetic Squad has not 1, not 2, but 3 special rules that set them apart from all the rest:
They are Androids, meaning they outperform all regular Soldiers. This is reflected in the stats across the board.
Being an Android is not all nice. Androids cannot heal by regular means, meaning they can’t get any of the healing Commands. Instead of repairing an Android, you must spend Credits through the Asset Management screen.
They have access to Breach Protocols Commands. When they explore the room, they get to provide Access Points to the Commander, allowing for the use of unique commands that manipulate the Hulk.
With this new squad, we are adding 6 powerful commands to take advantage and keep control of your mission:
Hack Doors: This is the bread and butter of Synthetic Squad. It allows Androids to avoid unnecessary combat, while also setting up for Ingite and Vent Room if things take a more drastic turn.
Download Schematics: Getting to see the entire Hulk structure early can provide a lot of advantages. It’s also a great way to get access to the following Breach Protocols across the entire level.
Pull Camera Recordings: Exploring faster means you get to be more efficient.
Subsonic Disruption: Coming face-to-face suddenly with a Xenos Spawner can be devastating for the Androids. You now get to stall enemy waves to get out of such situations.
Ignite Room and Decompress Room: Dealing with Xenos without even engaging with them is the best way to avoid damaging your precious Androids.
Addition of four new commander ranks, in which all of the above are distributed as rewards.
The graphics of the explored tiles to be more distinct.
Both the current and max HP of soldiers are now shown on the UI.
The buttons for Next Page/ Previous Page (Q/E) are now shown in the battlescreen footer. They move the cursor by 10 positions, extra helpful in the new room-centric squad.
Hive will now remain seen once it is explored, even if it is out of sight. Remember, you can use Focus to get to it!
You can no longer give Recon to units if the entire hulk is explored, and added a tooltip for it.
There was an Elite mission that required a package delivery and 5 intel collections. It was meant to be 3 Intel.
There was a challenge at rank 6 that was supposed to award the Recon Specter Gear, but it was bugged.
Flash Grenade conferred -2 Speed instead of -4 as it was described.
Changed the purchase cost of the following Commands: Flash Grenade, Mine, Head to Room, First Aid Kit, Retask (Overwatch) 3 → 2
We decided to boost the loadout of the Sentinel squad. They now start with the Inject Kinetra command.
MASS Carbine was not delivering to our expectations. It now fires 2 shots per action, allowing it to take out Scouts at 5 tiles away with each of those shots, and making it the highest DPS in the game. Cost 4 → 8
The SAP Rifle’s cost no longer makes sense compared to the other weapons. Cost 6 → 4.
Increased the damage from the Mine from 25 → 30. Now it can take out Maulers.
Last update, we reduced the Mine activation time in order to make it more viable when placed on Xenos spawn points. It made it kinda pointless in all other cases so we reverted the change. Mine countdown 0.75 → 2.
Increased the AoE damage from the Kinetic Warhammer 2 → 5.
We are trying to avoid nerfs generally, but this was needed. Speed scaling is being reduced. Each point of speed will now impact the duration of actions less 0.25 → 0.15. This sure seems like a big change, but we find it necessary in order to allow for diverse strategies and builds to shine.
So in the past 2 months, we have received hundreds of bug reports and comments, and we want you to know you have read them all. Every single one. If you have sent something and it hasn’t been done yet, we ask for just a bit more patience. We will now be focusing on all that feedback. Thank you for supporting Xenopurge with your reviews and words of encouragement; they fuel our passion. See you soon and stay tuned for the 1.0 release!
Discord Steam
Hi, We're happy to share with you our First Regular Update! Discover Xenopurge latest update! We added new gears, weapons and an exclusive difficulty.
3 challenges for 3 new ranged weapons in Commander rank 1
Max commander rank +1
1 new melee weapon
1 new gear
New challenge for expanding the ranged weapons store, unlocked at Commander Rank 11.
New difficulty: Echidna (all Elite missions provide smaller rewards)
Balancing
Increased the Spawn timer of the Dragonis difficulty 35 → 40 seconds. Considering there’s going to be at least 2 more difficulties after Dragonis we felt the spike was a bit extreme.
IMPORTANT WARNING: Currently the demo and the main game share the same file, meaning if you open the demo after you open the main game you will lose all Commander progress. Carefull till we fix it.
So here’s the much awaited roadmap. We’ll have at least 1 update every month, up until the November's full release, combining both new content and QoL improvements. As always we will keep monitoring the community’s requests to adjust the roadmap. Keep in mind there is a number of other smaller features and improvements we plan on making, we just couldn’t fit those all here, so don't be alarmed if you don’t see these in the list.
And keep in mind this is the absolute minimum of the content that will be on release. And we still got more features we will be adding after the release. Thank you all for supporting this project. The feedback and engagement we have received has been a driving force for Xenopurge. Let us know if anything is unclear.
Additionally on this update you will find:
Keybinding is now available for both Keyboard and Controllers.
Added a new female voice actor.
Reduced the mine explosion delay so that it explodes before the enemy have a chance to leave the tile.
PAUSE IS HERE! Well, it’s more of a significant slow-down, but the purpose is the same. This has been one of the most commonly requested features, and we really hope it makes the game more accessible for everyone.
Screen Resolution settings have been added.
Focus Action has been improved: Focus will now remain in effect as long as there are undiscovered main objectives. This greatly helps with seamlessly navigating from one objective to the next. Units will now revert to Hold Ground if a main objective is completed and no other one is available. Reminder: VIPs and Package carriers treat the Extraction Point as their main objective, while the rest of the units treat the VIP or the Package carrier as their main objective until extraction.
MACE received several reports that Morse was not performing to Commanders' expectations. We’ve modified his genome: Power: 5 → 6 Accuracy: 30 → 40
Reduced the volume of the “typing sound” after battle.
Added lines from two more male voice actors.
You can now interrupt an Override command by giving a Retask command, even if the unit is already under one.
After the last update, shots that didn’t hit the target would not appear at all. Fixed.
During Extract, the speed bonus was incorrectly set to +3 instead of +4. Fixed.
Fallback speed bonus: +2 → +3
VIP Speed: 20 → 22
We still have a few quality-of-life improvements and fixes planned for the remainder of July. After that, we’ll move on to new content and announce the Roadmap.
If you’re enjoying the game, please consider leaving a review — it really helps us.
Thank you all for your feedback — keep it coming!
Added the options to disable motion blur, screen effects and camera effects. If you filly dizzy during camera movement disable the motion blur, if your eyes get tired due to the effects try to tone down the camera effects, and to improve readability disable the screen effects.
Raised the volume on the Mine SFX.
We changed all soldier names to only include the surname to aid readability and clarity.
The Package now appears next to the carrier’s name to aid in visibility.
Made some minor changes in the room and added a nice animation for the monitors.
The BOLT SMG was a bit busted, we changed the bonus from the ability +2 Speed and +20 ACC → +1 Speed and +10 ACC.
Cloning costs reduced by 1 credit. This should help across all difficulties and squads.
Changed the amount of shots of the shotgun from 2x6dmg to 3x4dmg to improve consistency.
We increased the max difficulty of the waves. This shouldn’t matter unless you stay in a mission for more than 6 waves.
Reduced the penalty from the Combat Shield -2 Power → -1 Power.
Optimal ranges were 1 tile shorter than it was displayed. We fixed that, which should improve the usability of all short ranged weapons.
Starting enemies and spawning enemies on the last 3 missions of Sector Draconis have been reduced.
Ukranian instead of Russian was used in the End Battle Screen. Fixed.
We won’t be releasing a big roadmap until we get the most critical issues out of the way (which won’t be long). We will then prioritise the oncoming content by looking at the community’s requests and combining it with our own designs. You can find more about this here: With the release of Xenopurge the 11th of July, we know many of you have questions about our game. This FAQ gathers the most important information to help you better understand...
So what are focusing on now? We want to make the game as accessible and user friendly as possible, so this means:
Full Steam Deck Compatibility
Optimisation
Accessibility options and Settings(Screen effects, Resolutions etc)
Keybindings
Steam Cloud Save We are checking and evaluating every single piece of feedback. The best place for us is discord, so we can ask questions, check images etc, but Steam Forums and ingame Bug Report tool(make sure you include images and the log) are also fine. To put it simply TALK TO US. We are a small team but we are passionate, we’ll be providing updates as regularly as possible. If you like where Xenopurge is heading you can support us with your Steam reviews, they make a big difference for us.
Welcome commanders, it's time!
Today M.A.C.E needs you and your skills, for the best and the worst. The game is available in Early Access. Also, the Demo of Xenopurge is coming back as well, to let everyone try the game before buying. We are so excited to share all the work we have done. Now let’s see what we have prepared for you in this release!
Buy Xenopurge here:
Watch our trailer:
At Early Access launch:
2 playable squads
20 Commands
25 pieces of equipment
3 difficulty modes per squad
This represents about more than half of the planned content for version 1.0. New squads, equipment, commands, missions, and story content will be added regularly.
While the first 2 squads serve as a solid introduction, the upcoming squads will introduce entirely new mechanics that dramatically change how the game is played.
The story will unfold gradually, but remains optional for those who prefer pure tactical gameplay.
The game will support various languages on release:
English
French
Spanish Latam
German
Polish
Greek
Brazilian
Portuguese
Ukrainian
Russian
Simplified chinese
Traditional chinese
If you have any questions about the game and its Early Access, check out our FAQ for more information.
Our Bundles:
To celebrate the release, our commanders have allied to offer you the best opportunity possible. These are time-limited so get your extra discount now before they disappear.
Buy the Commander Bundle here:
Buy the Xenopurge X No Plan B Bundle here:
Buy the Xenopurge X Duskers Bundle here:
We hope you will enjoy all the work made on our game, but the work is not done yet and we will see you soon in our next update. Our community really helps us shape our game in the best way possible, so don’t mind giving us feedback or just being a part of our community. Join our Discord server.
Discord Steam
With the release of Xenopurge the 11th of July, we know many of you have questions about our game. This FAQ gathers the most important information to help you better understand what to expect on launch day.
Xenopurge is a tactical auto-battler where you take on the role of a Commander tasked with purging the Xenos threat. Operate from a remote command center, issuing orders via multi-screen interfaces. Plan routes, set priorities, and adapt as missions escalate — and feel the true weight of being in command.
Xenopurge is not your typical autobattler. It blends several systems where you don't control units directly, but assign them “behaviors” which they execute according to situational factors. Your role is to predict outcomes, adapt, and adjust your squad's approach as conditions evolve.
To simplify: 50% autobattler, 20% squad management, 15% tactical, 15% simulation — all designed to simulate the experience of being a remote commander.
Unlike most autobattlers, you manage an entire squad whose synergies emerge from coordination and positioning rather than stacking builds on individual units. Balancing exploration, covering ground, distributing resources, and handling combat all work together to form your strategic puzzle.
In most tactical games, players have ample time to make precise decisions with predictable outcomes. In Xenopurge, you make rapid decisions under pressure, with outcomes that are uncertain, forcing you to adapt constantly. It’s designed to simulate the tension and limited control of commanding remotely.
Xenopurge is launching in Early Access. After 6 months of internal and limited community playtesting, we’re ready to open it up to a wider audience. Early Access allows us to gather feedback, tune systems, and shape the remaining content together with the community.
Content updates, quality of life improvements, customization, and accessibility options will all be prioritized based on player feedback.
We don’t expect Early Access to last long — we are targeting 1.0 release within 2025 with enough content and replayability for many hours of gameplay.
The game will be released on July 11th in Early Access.
The game will be available on PC on Steam.
The game will cost 12.49 USD/ 12.49 Euros.
At Early Access launch:
2 playable squads
20 Commands
25 pieces of equipment
3 difficulty settings per squad
This represents about half of the planned content for version 1.0. New squads, equipment, commands, missions, and story content will be added regularly.
While the first 2 squads serve as a solid introduction, the upcoming squads will introduce entirely new mechanics that dramatically change how the game is played.
The story will unfold gradually, but remains optional for those who prefer pure tactical gameplay.
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Absolutely. Steam Deck support is already implemented and we plan to keep improving it to ensure the best experience possible.
Yes — gameplay is fully scalable with no black bars or forced aspect ratios.
Full mouse support (yes, we consider that accessibility!) Controller is also supported already.
More accessibility options are planned, including:
Alternative color schemes (colorblind support)
Rebindable controls
Additional control schemes
Pause functionality (yes, even that counts as accessibility in Xenopurge!)
We’re a small game development studio from Greece. Currently a 4-person team, we specialize in tactical and strategy games with a unique twist, and we love building games together with our community through player feedback and engagement.
All music, SFX, and audio design are produced in-house, primarily by Manu Charitakis. We’ve also collaborated with dozens of voice actors to create a tense, immersive atmosphere.
While we share some visual identity — keyboards, derelict spaceships, cold UIs — the gameplay is very different from Duskers. The biggest similarity is probably the focus on keyboard-driven controls and exploring abandoned ships.
The core inspiration for Xenopurge comes from the Aliens (1986) scene with Lieutenant Gorman and the APC: sitting behind monitors, hearing gunfire and screams, feeling helpless as the situation unravels. Our goal is to simulate that feeling — though, of course, a competent commander should never reach that point.
We’ve also drawn inspiration from Space Hulk, Warhammer 40K, Nemesis (board game), and Beyond the Aquila Rift, among others.
We’re not going to spoil it. Story elements are discovered as you explore — or can be mostly ignored if you prefer to focus on pure gameplay. The choice is entirely yours.
M.A.C.E. stands for Mercer’s Advanced Combat Enterprises — the conglomerate you work for as commander. They created the Xenopurge protocol to eliminate the Xenos threat. More details are revealed during gameplay.
Xenopurge follows a roguelike structure: move through a mission map, engage in battles, collect resources, and ultimately face a final encounter. Multiple squads, unique playstyles, randomized maps, missions, and escalating difficulty ensure strong replayability.
Missions are paced slowly and steadily to allow for preparation and planning, but offer limited real-time reaction once engagements begin. The lack of a pause button increases tension and simulates the emergency conditions of remote command. Strategy matters far more than reflexes.
You can customize nearly all aspects of your squad’s loadout:
Melee weapons
Ranged weapons
Armors
Combat logic upgrades
New commands
However, squads retain their unique playstyles and core mechanics. Appearance and names are not customizable — your soldiers come as they are. A true commander learns to trust, love, or resent their team — they’re not dolls to dress up.
We care about this very much. We will do our absolute best to retain that progress. However, during EA some runs might have to be restarted when new content drops. But the permanent progression will persist.
We wish you are as excited as we are for the release of Xenopurge, if you want to contribute more, you can join our Discord server and chat with everyone!
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About
This page aggregates Steam news feeds, patch notes, and developer announcements for Xenopurge, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Xenopurge statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.