Update #8 - More Stability and Translation Fixes!
Xenonauts 2 Patch Notes — May 28, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello everyone - we've released our next stability update (v7.23.2) onto the main Steam branch. The consolidated patch notes can be found below.
TRANSLATION FEEDBACK REQUEST
We've been working hard over the past few weeks to correct all the remaining translation issues in the non-English versions of the game, but it can be tricky to track the problems because we get relatively few reports highlighting translation issues compared to bug reports.
The build currently on the Experimental branch (v7.24.0) should fix all the translation issues that have been reported to us. It should arrive on the main branch next week, but if anyone is playing in a non-English language then perhaps consider switching over now - you may have a better overall experience!
If you do see any issues with translations, please do report them on our Discord or in the Steam forums. We're happy to fix any issues people report to us!
V7.23.2 PATCH NOTES
Gameplay Changes:
Epic Store now has support for achievements.
It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like.
Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut.
Bugfixes:
Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
Fixed another rare strategy crash.
Fixed an AI crash that could occur during base defence missions.
Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
Fixed miss shots being able to pass through walls in some circumstances.
Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
Fixed being unable to target small enemies who were stood on top of teleporter pads.
Fixed some small errors in the Hit Chance UI panel in the bottom right.
Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
STEAM REVIEWS: YOUR FEEDBACK MATTERS
If you haven’t already, please consider leaving us a review on Steam. We’re very grateful for the feedback players have shared so far, and reviews do a lot to help the game’s visibility. They also help inform future patches and what the team focuses on next. If you’re enjoying Xenonauts 2, or just want to support the dev team, leaving a review would really help.
COMMUNITY RESOURCES
Finally, if you're interested in chatting with the devs or other players, we urge people to join our Discord server or visit our forums. There's also an official community wiki for Xenonauts 2, where you can find information to help you progress through the game.