
Screenshots

Watch trailer on Steam ↗Xenoterrestrial
Cephalopod Studios · Published by Cephalopod Studios
Content notice: The mature content in Xenoterrestrial is limited to some primitive blood splatter effects and some swearing.
2 user reviews — 100% positive (2 reviews)
Last updated 27 Sept 2026
Unleash hell as a xeno-hating soldier aboard a ship being hijacked by a hitherto undiscovered alien race. Xenoterrestrial is a top-down technical shooter that combines skill and strategy for a fast-paced, challenging experience offering customizable weapons, complex mechanics, and diverse enemies.
Action, Free To Play, Strategy · 2024 · More free games
Commandeer a ship under alien threat in Xenoterrestrial, an intense Action-Strategy game from Cephalopod Studios. Engage diverse enemies with customizable weapons for a fast-paced, challenging experience.
About this game
XENOTERRESTRIAL is a game about a man whose xenophobia is not so much earthly as it about extraterrestrials.
This top-down technical shooter, in the spirit of games like Hotline Miami and Ultrakill, combines skill with strategy for a fast paced, challenging experience. Experience easy-to-learn but hard-to-master technical shooter mechanics, a highly customizable loadout, highly replayable levels, and more!
Features Include
7 Weapons to Use In tandem
Extensive customization (5 mods available for each weapon)
Several other cooldown-based mechanics (gear collected by the player)
A central narrative
A complex and diverse set of enemies
5 different difficulties for players of all ability (or those who are just looking for a different experience)
Performance related settings adjustments
Complex, technical mechanics reminiscent of games like Ultrakill and Doom
Secret levels and skins
Rewarding rank and leveling systems that encourage both progression and replayability
A style points system
An original soundtrack
And so much more!
What Does the Game Include Right Now?
At present, Xenoterrestrial includes the first two chapters, and a unique and challenging endless mode.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: 7, 8, 10, 11
- Processor: 2 GHz Intel Pentium 4/AMD Athlon or equivalent
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 620
- DirectX: Version 9.0
- Storage: 200 MB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: 10, 11
- Processor: Intel i7-4770/AMD FX-8350
- Memory: 8 GB RAM
- Graphics: nVidia GTX 980 (4GB)/AMD R9 380 (4GB)
- DirectX: Version 12
- Storage: 200 MB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
I have some bad news...
So, I've decided to indefinitely delay chapter 3. It's safe to consider this a formal cancellation, though I'm not keeping a potential revisitation of chapter 3 off the table if I choose to do that somewhere down the line. This is not a decision I wanted to make, but if you've been following my announcements, you may realize why this is happening. I have already spoken at nauseum about my desire to not work in the Clickteam Engine anymore, and I think that it's flaws may have caught up to me. In a previous post, I discussed how inexplicable issues stopped the cloak from working in the chapter 3 levels. Since then, multiple similar issues have arisen regarding old mechanics (that used to work) that inexplicably stopped working. I have thoroughly investigated each of these and they all seem to be examples of code that works in some levels, but not in others. At this point, I am convinced that it is a memory problem with the engine, as no other explanation even makes sense as none of these mechanics even changed. As a result, I have decided that I'd be best served to move on to a new project. I appreciate all the support you have given to Xenoterrestrial over the years, and while this may not be goodbye forever, I wouldn't count on a return from me. It's been a long time coming for me to been done with both Xenoterrestrial and Clickteam, and I am excited to move on to new engines, new ideas, and new projects in the near future. Thanks again for all your support throughout the years! -Cephalopod1112Read full article on Community Announcements (Cephalopod1112)AnnouncementsOfficial
Chapter 3 Cut Content Situation Explained
Hello all. Unfortunately, I have had to recently make the decision to cut a significant piece of content from the upcoming chapter 3 update, meaning that the arsenal will be incomplete. As I've spoken about in the past, I've been itching to move on from this project and work on something different not because I've fallen out of love with Xenoterrestrial, but because I hate the game engine it is built in. In recent testing, an issue has arisen with the Cloak, a mechanic thus far only accessible in the sandbox. The cloak is designed to hide you from enemies for as long as you can go without dashing, taking damage, using the jackhammer, or shooting. Despite the seemingly obvious explanation that it sounds extremely unbalanced (though I'd actually assert that it's balanced due to the way level ranks work), there is a very different issue with the cloak that is preventing me from implementing it into the game. For some reason, in certain situations, only certain types of enemies seem to take an extended period of time to 'realize' that you are wearing the cloak and stop seeing you. The strange part is that the code that controls this is THE SAME for all enemies, but not all enemies have the problem. After checking REPEATEDLY and EXTENSIVELY, I cannot figure out for the life of me what is causing this issue. I even tried reprogramming the alertness mechanics of enemies from the ground up and the issue persisted. At this point, I am beginning to think that it's some kind of bizarre issue caused by the engine itself, as there is no logical explanation for why this would be happening. As a result, I have decided to delay the addition of the cloak indefinitely, though its codex entry, and the level and pedestal where it was intended to be given to the player will remain in the game. This is not a decision that I wanted to make, but the alternative was me seriously considering cancelling the update. Hopefully this isn't too much of a loss, I'm really not sure if I will ever re...Read full article on Community Announcements (Cephalopod1112)AnnouncementsOfficial
Xenoterrestrial Chapter 3 Announcement & Price PERMANENTLY Decreased! [12/18/25]
Hello all! I'd first like to announce that chapter 3 is officially coming this spring. Details about new content in chapter 3 were already previously revealed in the rampage mode announcement, so go check out that if you're curious for a sneak peek at some of the new features. As previously announced, chapter 3 will be the last major update to the game, after which I will move on to new projects in new engines. I have a lot of interesting ideas for what to do next, and those ideas are different then I may have originally stated, so I can't wait until that time comes. I've also made the decision to permanently reduce the price of the game to $2.99, as I feel it is a more appropriate price. Thanks for reading, I'm excited to get chapter 3 out to you all early this spring!Read full article on Community Announcements (Cephalopod1112)AnnouncementsOfficial
Xenoterrestrial ON SALE for the Steam Winter Sale
Title pretty much says it all. Xenoterrestrial will be 30% off from 12/19/24 to 1/2/25! This is coming right off the heels of the addition of the endless mode update.Read full article on Community Announcements (Cephalopod1112)Patch NotesOfficial
Xenoterrestrial v3.10 "The Sheriff Patch" [11/17/24]
Hello all! This is actually one of the bigger non-content updates this game has ever received, and it involves a number of bug fixes and balance changes related to Rampage Mode. This update also includes a complete overhaul to the sandbox to allow for better weapon mod testing on a greater variety of enemies. Rampage Mode Changes: Added inactive animation for sentry Fixed bug where enemy rockets destroyed grenade explosion Changed orange resupply to activate at wave 15 instead of 20 Added counter in the skills menu to make it easier to see how many WP are left Fix sig figs on counter in the win screen Fixed bug where Sheriff skin held weapons incorrectly. Fixed animation action point for gun on sheriff skin Batteries that respawn each wave now appear in some arenas Fixed a bug where enemy laser glow boundaries would not despawn properly Fixed bug where Shade fan attack can cause projectiles to stall Fixed a series of bugs pertaining to issues with teleporting in/out of the recovery area. This involved dashing, the grapple, and rocket riding. Some of these actions may no longer be available at certain times to avoid issues. Extended deactivation time when using the jackhammer on a sentry Sandbox Changelist: Changed the dummy to actually have a unique texture Difficulty changing buttons no longer respawn enemies New enemy respawn button added Added new unlockable arena available after completeing 1-4 Added new unlockable arena available after completeing 1-8 Added ammo refill and enemy respawn buttons into all arenas Thank you to Sheriff LaCombe for testing and reporting the issues that have been addressed in this patch.Read full article on Community Announcements (Cephalopod1112)






