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I've been having an internal debate with myself about covering this one, since I'm a huge fan of XCOM-like games but the developer of XENONAUTS 2 isn't yet fully committing to a Linux version.

We've had a lot of messages about it though, so in this case I'm covering it simply because people seem to want us to. We're here for what you want after all! The good news, is that the goal of £50K has been smashed with around £69K being pledged.

Here's what they say about Linux support on the Kickstarter FAQ:

Xenonauts-2 will most likely natively support both Mac and Linux at release, but unfortunately we can't offer a firm promise of this right now.

We're keen to support both Mac and Linux, and theoretically we shouldn't have any problem doing this because the Unity engine upon which we're building Xenonauts-2 natively supports both. We plan to start experimenting with Mac and Linux builds shortly before our launch into Early Access (hopefully towards the end of the year) - we just don't want to take money for something we're not yet completely sure we can deliver!

So yes, there's probably going to be Mac / Linux versions of Xenonauts-2. However if you can only play the game on Mac / Linux then it's probably best to hold off backing the project until we're able to tell you that for certain!

We spoke to the developer on Twitter, who seemed positive about it. Indicating a Linux release may be possible when it comes to Early Access. Who knows, perhaps Linux & Mac will be on of the stretch goals?

It really would be a huge shame if it didn't come to Linux and be properly supported, because it really does look quite good. They're planning a GOG and Steam release, with GOG hosting a pre-alpha demo.

We will be keeping a close eye on it, so if they do commit to a Linux version, we will be shouting it from the rooftops as usual. Find it on Kickstarter if you wish to see more,.

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23 comments
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liamdawe 21 June 2018 at 10:58 am UTC
Even more positive: https://twitter.com/GoldhawkInt/status/1009748711751249921
QuoteThanks. Don't worry, the Kickstarter doing well just makes it more even likely we'll be able to spare the dev time needed to natively support Mac / Linux!
TheRiddick 21 June 2018 at 11:23 am UTC
IF the developer needs to they can just use the DXVK project and bundle it up for the game under Linux.
Not like ultra high framerate will be needed for a TBS, if its above 60fps then it should be fine.


Last edited by TheRiddick at 21 June 2018 at 11:48 am UTC
TheSHEEEP 21 June 2018 at 11:41 am UTC
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TheRiddickNot like ultra high framerate will be needed for a RTS, if its above 60fps then it should be fine.
It is not an RTS.
TheRiddick 21 June 2018 at 11:44 am UTC
yeah well simulator turn-based? I dunno any more.
TheSHEEEP 21 June 2018 at 11:45 am UTC
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TheRiddickyeah well simulator turn-based? I dunno any more.
RTS = Real Time Strategy and usually implies something like Command & Conquer, Warcraft, Dawn Of War, etc.

This is a turn-based strategy game.
Though I think the overworld view might be in real-time if it is like the original X-COM - but that is only a small part of the game.


Last edited by TheSHEEEP at 21 June 2018 at 11:47 am UTC. Edited 2 times.
TheRiddick 21 June 2018 at 11:49 am UTC
Fixed, from now on it will be called a TBS,
Eike 21 June 2018 at 12:50 pm UTC
They're postive and still honest about their support. I see no reason not to cover such cases!
Swiftpaw 21 June 2018 at 1:29 pm UTC
I have to say I'm a bit torn on this.

Massive kudos for being honest and "not wanting to take money" until Linux is confirmed so that you don't abuse certain backers of yours. That shows respect, and of course is only fair.

However...Unity3D. The whole thing is risky for all of your backers anyway because this is a Kickstarter, but you don't want to hit that export to Linux/Mac button along the way?

So I'm happy they want to respect their backers, but I'm unhappy they think Linux should be left behind and is "too risky". The entire point of Unity3D is to make it simple to export for every platform at the end and have it "Just Work". While I know that doesn't always go as smoothly as promised, I still can't help but feel like leaving Linux behind while using such an easy cross-platform tool as Unity3D is just...nitpicky. If you've gotten support for your game for Windows from Windows gamers, why not show the same courage and take support from Linux gamers as well and commit yourselves to exporting for Linux too? How much do Linux gamers have to Kickstart in order for us to secure a release? This goes back to the topic of maybe Kickstarter should have per-platform funding goals if some devs think Linux is too risky.
PublicNuisance 21 June 2018 at 1:48 pm UTC
SwiftpawI have to say I'm a bit torn on this.

Massive kudos for being honest and "not wanting to take money" until Linux is confirmed so that you don't abuse certain backers of yours. That shows respect, and of course is only fair.

However...Unity3D. The whole thing is risky for all of your backers anyway because this is a Kickstarter, but you don't want to hit that export to Linux/Mac button along the way?

Would you rather they be willing to hit that button but not willing to actually support and fix any issues that may arise by hitting that button ? Hitting that export button is just one small part of making as Linux version.
Swiftpaw 21 June 2018 at 2:11 pm UTC
PublicNuisance
SwiftpawI have to say I'm a bit torn on this.

Massive kudos for being honest and "not wanting to take money" until Linux is confirmed so that you don't abuse certain backers of yours. That shows respect, and of course is only fair.

However...Unity3D. The whole thing is risky for all of your backers anyway because this is a Kickstarter, but you don't want to hit that export to Linux/Mac button along the way?

Would you rather they be willing to hit that button but not willing to actually support and fix any issues that may arise by hitting that button ? Hitting that export button is just one small part of making as Linux version.

Fixing bugs in the main game is most of the work, and fixes those bugs for all platforms. Releasing Linux and Mac versions that work just as well as the Windows one is the job of Unity3D. Fixing any platform-specific bugs would hopefully be covered by the backers for those platforms, but the devs apparently don't seem to agree that it could be in the case of Linux (even though it has been for many other games and devs, and we have thousands of games), and that's my point. If they don't trust Unity3D enough to do its job, then how backing do Linux gamers need to give I wonder before they will commit to releasing for us? It'd have been nice if they put that into their Kickstarter but I think KS only allows for "stretch goals", not an overall per-platform goal.

You'd think platform-specific bugs would be dealt with by Unity3D support, because that's what the devs should be paying for. Yes, it takes time to go back and forth with support, but it should be pretty easy and a minimal amount of work. Is it for Unity3D in reality? I don't know. Unity3D is supposed to make cross-platform support as easy as possible, though, so if there are hordes of massive bugs for a specific platform then that's a failure on Unity3D's part. Maybe the Xenonauts devs think Unity's Linux support is shoddy.


Last edited by Swiftpaw at 21 June 2018 at 2:19 pm UTC. Edited 3 times.
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