Check here for development updates

Check here for development updates

About Xenomarine

Xenomarine is a sci-fi roguelike game. Click here for the main game site.

Alpha 2 Released!

Development updatesPosted by Logophil Wed, August 30, 2017 23:38:58
The second Alpha version of Xenomarine is now available to download on Alpha 2 finally removes the level cap of previous releases, meaning there are now infinitely many levels of increasing difficulty. Other new features in Alpha 2 inlude randomly generated miniquests, 27 unlockable achievements, and 21 new item/armor/weapon types.

Here is the updated feature comparison chart:

..and a full list of changes:

Infinite Levels
NEW: Level cap removed: infinite number of levels (though content for later levels still limited)

New Feature: Miniquests
NEW: Random miniquests to gain extra XP, aka ‘Security Missions’ (3 basic types)

New Feature: Achievements
NEW: 27 achievements added
NEW: Non-steam achievements panel accessible from splash and options screen

New Weapons
NEW: 3 new weapons added

New Armor
NEW: 1 new armor and helmet class added (8 base types in total)
NEW: Armor can now have multiple resistances, including special resistance features such as ‘nonocarbon coating’
MOD: Improved naming system for armor types, so armor, helmet, belt, boots and shield can be ‘good’, excellent’ or ‘exceptional’ based on bonuses
FIX: Some inconsistencies in previous armor naming system

New Items
NEW: 8 new scanner types includig structural analyser and bio-analyser
MOD: Scanners now have limited energy and can be recharged with batteries
MOD: Greater rarity of biohazard traps

Other Improvements
NEW: Add log info when player resists status effects
NEW: Sound effect for lightsword
NEW: Sound effect for egg hatching
MOD: Chance to accidentally trigger traps when disarming increased
MOD: Enemies now have 50% chance of attacking other enemies when confused
MOD: Enemy blindness now reduces enemy chance to hit as well as confused movement
FIX: Update to controls help page to reflect changes to quickslot functions
FIX: Handle cases where trying to apply devices to wrong kind of item
FIX: Error where inventory help message stays on screen after closing inventory
FIX: Bug where item names are not generated for some belts and shields
FIX: Error with auto-torch help text in settings screen
FIX: Bug where resistances do not protect against effect of floor tiles
FIX: Bug where ramblers appear to move under traps
FIX: Status effects and effects of armor are now calculated when player is caught in the blast of own weapon
FIX: Effects of armor are now calculated when player is caught in the blast of an exploding barrel
FIX: Clicking no longer attempts to resize log on small screen resolutions

Alpha 1 Released!

Development updatesPosted by Logophil Sat, June 10, 2017 10:51:47
After more than two years in active development, Xenomarine is now in Alpha on!

A full description of the changes will shortly be available on IndieDB, but here is a chart showing a comparison of the features available in the Alpha compared to the Demo:

Here is the complete changelog:

Skills and Class

NEW: ‘class’ stat (e.g. soldier, engineer) added to terminal and highscores
NEW: ‘hacking’ skill,-used to hack and acquire drones
NEW: ‘alien tech’ skill used for mind-control devices and other tech
NEW: skills flash when available for clarity


NEW: combat drones (which can be hacked!)
NEW: scout drones (which can be hacked!)
NEW: hacking devices (required for hacking)

Level Design/Graphics

NEW: 12 new levels available (Alpha only)
NEW: 70 new enemy types available (Alpha only)
NEW: more variety for 1x1 rooms
NEW: ‘medical alternate’ room styles
NEW: ‘terminal’ style desks
NEW: 3x3 vaults
NEW: add additional 2x2 vaults
NEW: egg ‘hives’
NEW: floor scattered with scrap
NEW: procedurally generated atmospheric sounds improved (and game music removed)
NEW: desk objects (laptops, tablets, paper)
NEW controlpanel sprites as alternative to desk
NEW: new status-causing ‘goo’ tiles for later levels
NEW: 3x3tile floor area sprite to replace centre of rooms
NEW: yellow lights for radioactive rooms with new siren sound
NEW: coloured lights for special floor tiles
NEW: sprites for crates, crates also renamed
NEW: chest lights stop flashing when used
MOD: change corridor generation for vaults to allow connections to different room shapes
MOD: delete more rooms for more varied map layouts
MOD: reduce alarm volume
MOD: more varied level sizes
FIX: bug where no suitable locaton for vault found
FIX: less likely to spawn near teleporter
FIX: remove disconnected rooms
FIX: bug causing rooms connected only by secret doors to be deleted
FIX: med vault layout bug (see screenshot)
FIX: bug where being in water causes enemies always to miss
FIX: blood spatter disabled on water tiles

Weapons and Armor

NEW: 24 new weapon types available (Alpha only)
NEW: 12 additional grenade types with new sound effects
NEW: armor and helmet types
NEW: 2 additional shield types
NEW: minigun sound effect
FIX: minigun no longer has range 1


NEW: status effect upgrades for player weapons
NEW: mindcontrol devices using alien tech skill
NEW: night-vision goggles (longer range than torches, shorter life);
NEW: 25 weapon enhancements
NEW: 20 new trap types available (Alpha only)
NEW: improved scanner animation and sound effects
MOD: turning torch/goggles on during a turn now costs 1 power
MOD: torches and goggles weight reduced to 1
FIX: bug where weakness antipack ineffective against severe weakness


NEW: ALT+ mvmt keys to move map using keybaord
FIX: auto-mouse-movement no longer goes through dangerous floor tiles
NEW: improved dual-wielding controls (second weapon is skipped if no enemy in range)
FIX: auto-mouse movement disabled when hallucinating

Inventory and Quickslots

NEW: delete button pulsates when available to make it easier to find
NEW: can now swap quickslots when using keyboard shortcuts
MOD: removed torch restriction from second slot on belt
NEW: more belt utilisation sounds

Help/Tutorial Text

NEW: help message when dragging usables to equipment slots
NEW: help message when dragging item to ineligible quickslot (torch/medkits)
NEW: help text when trying to repair armor with no scrap/other help for workbench
NEW: log message ‘you are low on health’
MOD: increased log font size
NEW: experience now shown on char stats?
NEW: message in main log to indicate encumbrance
NEW: help tips between levels
NEW: dual-wielding help message when unable to equip second weapon
NEW: info about changing movement controls on controls screen
NEW: log message ‘you now have enough experience points to learn a skill’

Log/Info Text

NEW: black background to log during LSD trap
NEW: remove ‘in the equipment crate’ from find messages (too long)
NEW: severely injured and close to death message now come after welcome messages on new level
NEW: added outline to hover info to stand out against light areas
NEW: text indicators for ‘out of ammo’ and status effects
NEW: mouseover alien show to hit with current weapon
MOD: more accurate info text for multi-vaccine
FIX: shield resistance info formatting
FIX: bug with hidden log messages when resizing log


NEW: UI scaling for small and large screensizes, with improved sprites
NEW: improve demo and alpha completion experience, showing highscores for game
NEW: some game sounds improved
MOD: ‘illness’ debuff made less powerful
MOD: enemy distribution changed so more ‘themed’ levels
FIX: resting disabled when poisoned or radioactive
FIX: bug with some damage types not impacting health bar

Demo Version 2.2.0 Released

Development updatesPosted by Logophil Thu, February 23, 2017 10:36:32
This update includes a very large number of UI improvements, game balance adjustments and bug fixes. Highlights include significant improvements to keyboard ranged combat controls, an advanced inventory sorting function, animation for the player sprite, and a number of new items to be found and used - such as the personal teleport device!

New items

NEW: antipacks added (cure status effects)
NEW: vaccines added (acquire resistance to status effects)
NEW: added personal teleport devices
NEW: teleport trap
NEW: batteries (new item class) that can be used to recharge torches and forcefields


NEW: added advanced inventory sorting mechanism
NEW: add player pref to alway sort inventory
NEW: animation added for inventory selection
NEW: special sound effect to indicate invalid inventory actions
NEW: ammo type added to weapon info in inventory
MOD: can now auto-equip a non-dual-wielded weapon while dual-wielding
MOD: can now check player status info while inventory screen open
FIX: a few issues relating to auto-equip function when dual-wielding/using shield
FIX: bug where using contextual menu for item selects item beneath the menu
FIX: bug where some game controls not disabled while in inventory screen

Improved Keyboard controls

NEW: keyboard can be used to set target for throwing weapoms
NEW: keyboard movement controls can be used to select target in targeting mode
NEW: keyboard shortcut for delete/reorganise in inventory
MOD: keyboard game controls no longer disabled when mouse is over main log
MOD: better handlng of keyboard target selection when no enemies in range
MOD: improved extended keyboard numpad controls
MOD: pressing ‘fire’ when no target identified does not end turn
MOD: keyboard fast move now stops on trap detection (as well as enemy detection)
FIX: bug preventing cycling through more distant targets using keyboard

General User Interface

NEW: ‘rest’ command added (both mouse and keyboard)
NEW: can now zoom in and out of minimap when enlarged
NEW: heads up display info shown when triggering trap
NEW: log size now saved as player preference
NEW: ammo bars now shown for weapons in belt slots
NEW: damage numbers outlined so as to stand out better against background
NEW: restored health indicated by green numbers
MOD: minimap now toggles between large and small, no option to hide minimap
MOD: main log width increased
MOD: log now automatically updates log messages to fit new size after resizing
MOD: ‘escape’ can now be used to exit targeting mode
MOD: traps now included in default target set
MOD: space bar now skips current weapon instead of ending turn when dual-wielding
MOD: more user friendly interface for acquiring armor improvement skill
FIX: bug where closing terminal/workbench does not close help file
FIX: health and experience bars now update while in inventory/terminal screens
FIX: experience bar text formatting error when >1000 experience
FIX: bug where levelup indicator only shown when >target experience not >=
FIX: bug preventing ability to use zoom controls when first starting level
FIX: various issues with area effect targeting
FIX: bug where closing workbench initiates auto-movement
FIX: bug with targeting range used when blind, or when torch turned off
FIX: bug where pressing space bar does not close windows
FIX: bug where windows remain open when clicking start game while window is open
FIX: problems with pressing multiple menu items on splash screen in succession
FIX: various problems with mouseover/target info not updating correctly

Balance Adjustments

NEW: 2x2 area effect added for some medium/heavy weapons
MOD: goodie crates likely to be spawned in same areas as enemies
MOD: terminal now more likely on level 1 and 2
MOD: scanners, forcefields, grenades and traps now all have weight 1
MOD: torches much rarer (due to introduction of batteries)
MOD: chests now contain ammo not weapons at higher levels
MOD: rocket launcher and flamethrower now ignore cover
MOD: balance adjusted so fewer groups of aliens on early levels
MOD: increased number of starting belt slots from 2 to 3
MOD: first two belt slots reserved for medkit and light sources
MOD: torches can be crafted at workbench
MOD: cost of various crafting options adjusted
MOD: reduced ammo/turn cost of rapid-fire weapons
MOD: number of ’goodie crates’ reduced for larger levels
MOD: adjustments to amount of strength reduced by weakness and severe weakness
MOD: improved balance through more sophisticated medikit drop chance calculation
MOD: improved chances of finding forcefields
MOD: increased probabiliy of large groups of aliens
MOD: adjusted probability of finding belts with higher number of belt slots
MOD: much wider range of armor status resistances generated
MOD: number of ammunition drops increased
FIX: bug making it possible not to find a ranged weapon in first two levels

Other Gameplay Related Changes/Fixes

MOD: can now target invisible squares when using throwing weapons
MOD: scanner now ineffective when totally blind
MOD: illness now has infinite duration until cured
MOD: more emergency lights now convert to normal lights on activating generator
FIX: bug where encumbrance penalty is not applied
FIX: bug where weakness reduces strength cumulatively each turn
FIX: bug where disarmed traps are aquired without trap skill
FIX: barrel explosion damage type corrected from acid to explosive
FIX: occasional bug with enemy attacks not causing status effects
FIX: occasional bug where enemy moves twice on reloading weapon
FIX: bug where acid resistance does not protect against acid
FIX: bug where changing weapon in inventory sometimes does not take a turn
FIX: bug where shooting a teleport trap causes player to teleport
FIX: bug with forcefield being automatically turned on when acquiring new items
FIX: bug with shield block effect calculation
FIX: bug causing incorrect turn sequence when paralysed/stunned
FIX: rpk 4.0 incorrectly treated as light weapon
FIX: better handling of cases of attacking enemy on same square as trap

Morgue Files/Highscores

NEW: game stats for current game now available immediately on death
FIX: rare bug with highscore ordering
FIX: bug with highscore being duplicated when exiting game immediately after death
FIX: bug causing crash when trying to record number of attacks using shield bash

General Graphics

NEW: player sprite ‘idle’ animation
MOD: improved targeting animation and targetmode graphics
MOD: improved minigun sprite
MOD: improved power axe sprite
FIX: incorrect lightsword sprite
FIX: bug where enemies appear to slide under traps
FIX: bug relating to mechanical claw sprite
FIX: bug with graphical settings causing white lines to appear on some systems

Sound Effects

NEW: added chainsaw sound
NEW: added trash sound
NEW: added spot trap sound
NEW: added menu sounds for terminal
NEW: added keyboard/mouse targeting sound

Info and Help text

NEW: range of throwing weapons now shown on all relevant info panels
NEW: torch/goggle ‘auto’ status shown in torch info text
NEW: area effect of ranged weapons now shown
NEW: various controls added to controls help screen
NEW: more detailed info shown for quickslot items including turn cost
NEW: character info panel now shows active statuses
NEW: show effect of acid on armor info panel
NEW: armor resistances shown on armor info panel
NEW: armor bonus from improvement now shown explicitly in armor info
FIX: bug where dual-wield penalty is shown when about to equip a weapon you cannot dual-wield
FIX: text formatting error with biochem to hit effect info
FIX: biochem to hit effect not shown in inventory/main panel
FIX: mistake in info for clearmind shot
FIX: minor error in info text when hovering over ammo in inventory

Log Messages

NEW: log messages for when egg hatches in line of sight/hearing range
NEW: log message shows spot secret door chance
NEW: added log messages from death from poison/radioactivity
MOD: change auto torch messages so they ‘stack’ in main log
MOD: log messages no longer reveal alien type when completely blind
MOD: log messages for reloading now specify ammo type
MOD: improved multivaccine wears off log messages
MOD: improved death from acid blood log message sequence
FIX: confusing damage logs for traps causing status effects
FIX: misleading log messages when shooting a trap


MOD: improved determination of ‘level feelings’
MOD: updated ‘about’ text on splash screen
MOD: auto-torch improved so does not turn off when briefly facing a wall
FIX: fixed unstable method of quitting application in PC version
FIX: bug where torch attempts to auto-turn-on when out of battery
FIX: bug where accidentally triggering a trap with no blast radius does not injure player
FIX: issue with inconsistent lighting in adjacent sections of large rooms
FIX: bug where starting new game sometimes loads previous player character
FIX: bug where line of sight goes through diagonally adjacent wall tiles

Demo Version 2.1.0 Released

Development updatesPosted by Logophil Wed, December 21, 2016 22:49:23
Another significant update to the Demo version was released today on You could think of this as the 'traps' release, as these constitute a whole new game mechanic. But then there's also the coloured room lighting, status effects, game stats, procedurally generated atmospheric sounds and many user interface improvements...

NEW: Traps
-new traps (60 distinct trap types, 14 available in Demo)
-10 new status effects (debuffs) caused by traps and some aliens
(acid, weakness, confusion, illness, radioactive, stun, poison, paralysis, blind, slow)
-trap skill now used to detect, and disarm
-can redeploy disarmed traps at higher trap skill levels

NEW: Sound and lighting effects
-atmospheric ‘emergency lighting’ with alarm sound effects
-rooms with ‘broken’ lighting
-some rooms have emergency lighting before generators found
-new atmospheric background noises for all rooms

NEW: Level features
-eggs (spawn finite aliens after random time)
-persistent blood spatter

NEW: Player stats
-detailed stats on death and for each highscore
-includes kills by alien type

NEW: UI improvements
-auto-torch setting (torch automatically turns off in lit rooms to save power)
-new icons for damage and status types
-status effect bar and floating icons for player and enemies
-settings now available from splash screen
-new player settings
-log direction
-atmospheric sounds
-keypress repeat interval
-clicking outside windows now closes windows
-custom cursor

NEW: improved keyboard controls
-improved keyboard fast move while holding down movement keys
-detailed sensitivity settings for keyboard fast move
-new ‘center map’ keyboard control (BACKSPACE)

Minor gameplay/balance changes
-damage from facehugger’s acid blood causes acid status
-first weapon found on level 1 is always a ranged weapon
-wurm reproduction limited to reduce ‘farming’

Other changes
-colour scheme, brightness and contrast improvements
-blood visuals on death
-new sound effects for acid blood
-various improvements to log messags
-minor improvements to inventory text
-minor corrections to help texts

Bug Fixes
-fixed occasional bug with main menu buttons not working
-fixed occasionl bug with game settings not saving correctly
-fixed discrepancy in large facehugger sounds
-fixed bug with floor types being changed when pushing crates
-fixed typo in workbench help

Demo Version 2.0.0 Released

Development updatesPosted by Logophil Thu, September 22, 2016 21:31:12
Released today on, the new update to the Demo version of Xenomarine has so many new features I called it v2.0. The biggest change to game experience will be the increased variety, both in terms of new enemy types and map design. But there are also major improvements to the UI, including drag and drop for the inventory, and better support for keyboard-only and mouse-only play styles. The full changelog below.

NEW: Enemy types

-6 new enemy types with new animations and sound effects
-new distinctive behaviours for each enemy type

NEW: Level generation features
-extra-large rooms (large‘vaults’) with thousands of possible procedurally generated layouts
-levels include secret doors and areas
-new furniture tiles: desks, chairs and beds
-new animated sprites for level features such as the terminal
-code streamlining so quicker mapgen

NEW: improved mouse controls
-mouse automovement now turns player in right direction by default (strafe option available)
-can use mouse to change direction (right-click)
-can use mousewheel to zoom
-can use mouse to open doors
-can use mouse to reload and skip turn

NEW: improved keyboard controls
-support for numeric keypad
-can use keyboard for ranged combat
-keyboard shortcuts for quickslots
-keyboard ‘fast move’ option

NEW: Inventory UI
-drag and drop for inventory
-contextual menus allowing use of consumables direct from inventory
-weapons and armor can be added to quickslots to allow mid-combat equipment changes

NEW: General UI
-small and large minimap
-status effect indicator (e.g. for stimpack bonuses)
-low health and level-up indicators
-better support for high-resolution screens

Various other changes
-improved help text for workbench/terminal
-belts with additional quickslots more frequent
-powerful crowbars reduced
-shift / turns help on and off*
-encrypted save files
-new level ‘fade in’ effect
-new wall tiles for more realistic line-of-sight exploration
-some tiles renamed

Bug Fixes
-fixed bug with crate health not being saved
-fixed bug with enemy rotations not being saved

Demo Version 1.6.0 released

Development updatesPosted by Logophil Mon, May 23, 2016 06:09:08
Released today on, version 1.6 adds animation to Xenomarine for the first time, as well loads of game improvements, particularly when it comes to map generation. Maps now have some double-sized rooms, and also include two new types of floor tiles that make rooms more interesting: water (which gives a -10 to hit penalty) and floor gaps (which are impassable, but transparent to line of sight). As always, full changelog below.

Encountering an alien in a room with one of the new floor tiles:

NEW: Animation
Animated enemy sprites
Animated door opening
Targeting animation
Animated room features such as weapon lockers

NEW: Level generation features
Level-generation to include larger rooms (medium-sized ‘vaults’)
Floor tiles: gap and water tiles
Code streamlining so quicker mapgen

NEW: User interface features
Revised sound effects
Mousehover now shows info about type of map tiles
Add credits page to splashscreen
Automatic ordering of inventory now occurs whenever new item acquired
Player direction indicator now on by default

Balance adjustments
Map generation now includes more wide corridors for more diverse tactical situations
Strength skill no longer adds +1 damage each level, but only on levels 3 and 5
Elemental aliens now cause +100% elemental damange instead of +50%
Reduced hit points for crates so they are less effective as cover
Medibays removed from the game, medikits made more powerful
Decreased likelihood of torches being found

Bug Fixes
Fixed bug that allowed torches to be stacked in inventory with power of both running down simultaneously
Fixed bug that sometimes prevented reloading from taking a turn
Fixed bug causing occasional impassable void squares on map
Fixed bug that allowed crowbar with very good bonuses to be found on level 2
Fixed last few words being cut off in inventory help text
Fixed bug where damage numbers seemed to move beneath wall shadows

Version 1.5.1

Development updatesPosted by Logophil Sat, April 23, 2016 22:12:55
Just a small update with a couple of fixes:

FIX: missing space on 'facehugger comes into view' messages
FIX: default log detail level set to low rather than medium
FIX: added resolution dialog for Linux build to resolve issue with Unity Linux builds playing on systems with multiple monitors
MOD: added optional resolution dialog on launch for PC and Mac (accessible by pressing shift on launch).

Version 1.5 is here

Development updatesPosted by Logophil Sat, April 16, 2016 09:15:27
It's been a few weeks since the last release, and version 1.5.0 of the free Demo is finally here. Do download the game and try it for yourself! Full changelog is listed below, here's a screenshot of the new UI:

New UI Graphics

New splashscreen with procedural animation
New UI panel graphics (borders, buttons, colour scheme)
New inventory screen and item graphics
New workbench screen
New terminal screen
New option screen

Other UI improvements

A* pathfinding for player movement
One-click targeting for ranged weapons
New ammo/materials display
Resizable message log
Log message multipliers to reduce clutter
New control scheme options
Can set log detail level (low, medium, high detail)
Improved UI sound effects
Improved use of shift key
Improved text on workbench

Game improvements

Larger levels with more varied layouts
Improvement to alien AI (more unpredictable movement)
New skills: shield block and shield bash
Introduced ‘level feelings’


Rebalanced skills: e.g. health improvement more effective
Reduced weight limit before incurring negative encumbrance effect
Increase experience point increment for learning new skills
Reduced range at which aliens are audible
Increased stimpack duration from 10 to 15 turns

System improvements/bugfixes

Linux support (tested in Ubuntu 15.10)
Support for higher screen resolutions (tested in 1980x1080)
Demo size reduced to 3 levels (levels also larger)
FIX: too many ‘you see a…alien’ log messages
FIX: no sound effect for sort inventory
FIX: memory leak involving scanner
FIX: glitch with animated text e.g. on highscore panel when loading for second time
FIX: bug where pressing ‘c’ sometimes did not load character panel
FIX: occasional errors and inconsistencies in mouseover on player weapon info
FIX: encumbrance now recalculated on picking up items not just on opening inventory

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