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Phoenix Point
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Phoenix Point
DeveloperSnapshot Games
PublisherSnapshot Games
DesignerJulian Gollop
ArtistBorislav Bogdanov
WritersAllen Stroud,
Jonas Kyratzes
ComposerJohn Broomhall
EngineUnity
PlatformsMicrosoft Windows, macOS, Xbox One, PlayStation 4, Stadia
ReleaseWindows, macOS
December 3, 2019
Stadia
January 26, 2021
PlayStation 4, Xbox One
October 1, 2021
GenresStrategy, turn-based tactics
ModeSingle-player

Phoenix Point is a strategy video game featuring a turn-based tactics system that is developed by Bulgaria-based independent developer Snapshot Games. It was released on December 3, 2019, for macOS and Microsoft Windows, for Stadia on January 26, 2021,[1] and Xbox One and PlayStation 4 on October 1, 2021.[2] Phoenix Point is intended to be a spiritual successor to the X-COM series that had been originally created by Snapshot Games head Julian Gollop during the 1990s.

Phoenix Point is set in 2047 on an Earth in the midst of an alien invasion, with Lovecraftian horrors on the verge of wiping out humanity. Players start the game in command of a lone base, Phoenix Point, and face a mix of strategic and tactical challenges as they try to save themselves and the rest of humankind from annihilation by the alien threat.

Between battles, the aliens adapt through accelerated, evolutionary mutations to the tactics and technology which players use against them. Meanwhile, multiple factions of humans will pursue their own objectives as they compete with players for limited resources in the apocalyptic world. How players resolve these challenges can result in different endings to the game.

Setting

[edit]

In 2022, Earth's scientists discovered an extraterrestrial virus in permafrost that had begun to melt.[3] Only about one percent of the virus's genome matched anything recorded by scientists up to that time.[4] Named the Pandoravirus, humans and animals who came into contact with it mutated into horrific abominations.[3] By the late 2020s, a global apocalypse began when melting polar icecaps released the Pandoravirus into the world's oceans.[5] The alien virus quickly dominated the oceans, mutating sea creatures of every size into hybrid alien monsters capable of crawling on to land.[5]

The oceans transformed in alien ways after which the Pandoravirus began to infect the world's landmasses with an airborne mutagenic mist.[4] The mist was both a microbial contaminant and a conduit that networked the hive-mind of the Pandoravirus.[5] Humanity was not prepared; everyone who failed to reach high ground where the mist could not reach succumbed to it.[5] The monstrosities of this future world are intended to evoke themes of tentacles and unknown horror familiar to fans of H. P. Lovecraft.[6] Likewise, the works of John Carpenter influence the themes of science fiction horror, particularly related to the mist that both hides alien monsters and creates them.[7]

The game starts in 2047.[8] The alien mist and monsters created by the Pandoravirus have overwhelmed and destroyed worldwide civilization, reducing the remnants of humanity to isolated havens that are sparsely spread across the planet.[3] The Pandoravirus controls the oceans, contaminating all sea life, and has brought humans to the brink of extinction on land.[9] Various factions control the havens of humanity, and they each have very different ideas of how to survive the alien threat.[4]

Phoenix Project

[edit]

Players begin the game as the leader of a cell of the Phoenix Project, a global and secretive organization.[5] Since the 20th century,[10] the Phoenix Project has been organized to be ready to help humanity in a time of worldwide peril.[5] The Phoenix Project activates the members of players' cell who then gather at a base called Phoenix Point.[5] The cell includes some of the world's best remaining soldiers, scientists and engineers.[11] However, after they assemble under the players' leadership, no further instructions come from the Phoenix Project.[5]

Disciples of Anu

[edit]

The Disciples of Anu are a human cult with beliefs that synthesize parts of Abrahamic religions with aspects of pre-Pandoravirus doomsday cults.[12] Their world view sees human nature as inherently corrupted by human biology.[12] The Disciples of Anu worship an alien god,[4] which they refer to as "the Dead God".[12] Cultists view the alien mist as both punishment and salvation.[12] They have found ways to develop human-alien hybrids.[13] The process for doing so seems to involve the Disciples deliberately exposing humans to the mist in a way that can allow for the humans' intelligence to remain.[12] The Disciples of Anu typically locate their havens in caves,[14] and their haven leaders are called Exarchs.[12] Disciples are led with absolute authority by a leader, the Exalted, who seems to exhibit highly advanced and stable mutations.[12]

New Jericho

[edit]

New Jericho is a militaristic human faction which seeks to fight the alien threat directly by building a superior force.[4] They are led by Tobias West,[15] a former billionaire who also is a veteran mercenary.[4] West gained his prominence in the 2020s as the head of Vanadium Inc., a technology and security firm which provided escorts for container ships as they traveled the world's oceans when the Pandoravirus mist and mutations first began to appear.[15] Being a league of human-focused survivalists,[13] New Jericho seeks to wipe out every trace of the aliens on Earth.[16] Their leaders consider warfare and military technology, including enhancement of humans through technology, as the only solution to the alien threat. However they have conflicting ideas among themselves that threaten to splinter their faction before they can realize their objectives.[15] New Jericho havens typically are fortresses at abandoned industrial or hilltop locations,[14] and they have an extensive manufacturing base for military technology.[15] Allied with the Phoenix Project, they successfully place a targeting beacon at the alien control node allowing for a decapitation strike. With the aliens leaderless, the war shifts in humanity's favor leading to an eventual victory. All of humanity is thus united under one government, and the Phoenix Project is given the resources to continue with its original mission and prepare for the origin of the Pandoravirus.

Synedrion

[edit]

Synedrion have the most advanced technology of all the human factions.[4] They are radical ecologists who seek to build a new and better human civilization out of the detritus of the old.[4] They value knowledge and seek to form a global nation that exists in partnership with both its citizens and the environment.[17] Viewing aliens as part of Earth's environmental landscape,[17] Synedrion seek to coexist with the aliens by using technology such as a wall that can repel the alien's mist.[13] Synedrion generally place their havens on elevated hi-tech platforms.[14] Overall, they are a decentralized organization that mostly is interconnected through shared philosophy and stable communication networks; however, havens that become disconnected from others prioritize self-sufficiency.[17] The organizational decision-making of Synedrion is slow.[17] Via an alliance with the Phoenix Project they are able to deliver a command virus into the alien control node, allowing them to take control of the Pandoravirus and use it to terraform the planet into one that is sustainably suited for the human race. The Phoenix Project resumes its original mandate.[17]

Gameplay

[edit]

Phoenix Point is described as a spiritual successor to X-COM.[18] In the 1990s, the original X-COM series of video games introduced and integrated global strategy and tactical combat through which players try to save Earth from alien invasions.[19] Though a multiplayer mode has not been ruled out, a survey answered by likely players has focused on developing Phoenix Point as a single-player game.[20] Novel ideas include having aliens mutate and evolve in semi-random ways as they try to adapt to players' tactics and technology.[21] Altogether, Phoenix Point is described as adding new and improved gameplay dynamics to the genre.[22]

Mutating aliens

[edit]
Concept art showing three versions of a humanoid alien that has undergone mutations from Mist Stalker to Brawler to Shielded Gunner
An illustration of alien mutations

In Phoenix Point, the alien threat evolves as part of a gameplay system designed to generate a wide variety of challenges and surprises for players in tactical combat.[5] Aliens encountered by players are procedurally generated on two basic levels: first, aliens will draw upon a pool of available, interchangeable body parts; second, aliens can change in size and shape.[13] When the Pandoravirus encroaches on new regions, animals and other biological material found, including humans, are recombined to increase the pool of available body parts for the creation of new aliens, through mutations.[5] For example, in Africa, the procedurally generated mutation system might mash up the body of a lion with body parts of humans and other animals to create alien monsters that resemble a Sphinx.[7]

When aliens are victorious in combat, they may mutate more in order to use captured weapons and other technology.[5] In contrast, aliens that are consistently defeated will continue to mutate in a natural selection process which mimics evolution.[21] For example, a mutation might generate aliens with a new melee attack ability or a new defensive counter to certain types of weapons used by the players' soldiers.[21] These mutations are somewhat random; however, the game's AI works in the background to find mutations that can defeat players' soldiers by discarding iterations that are unsuccessful.[7] Aliens will continue to evolve until they develop a mutation that allows them to prevail in battle.[21] Aliens with successful mutations then will be deployed in increasing numbers.[21] Thus, the Pandoravirus responds and adapts to the tactics and technology used by players.[7]

Competing factions

[edit]

While players contend with the alien threat, there are AI-controlled human factions in Phoenix Point that interact with the game's world much like players.[7] The Disciples of Anu, New Jericho, and Synedrion with their conflicting ideologies are the major non-player factions in the game.[4] These factions control most of the world's remaining resources.[22] There are also independent havens who the major factions will try to recruit, and their isolated survivors that still can be found scavenging outside of havens.[14]

The three major factions have unique technologies, traits, and diplomatic relations with each other.[6] They have short-term and long-term goals consistent with their ideologies, and they act to accomplish these goals.[7] For example, the factions can work to expand and develop their havens while players do the same.[6] Players can obtain unique technology from the other factions through conquest or trade.[3] Each of the three major factions also have secrets that can help resolve the alien threat.[4]

The major factions thus offer three different ways that players can end the game.[14] Players can ally with only one of the major factions.[3] Therefore, players are not able to get all technologies and secrets from all of the non-player factions in the same playthrough.[7] Players have to choose one narrative path of the game that forsakes other options.[14] This means that players are not able to obtain access to all of the ways to defeat the aliens in a single campaign.[5]

Global strategy

[edit]
Promotional screenshot of the prototype version of Phoenix Point's Geoscape indicating that a city-sized land-walking Behemoth is detected.
A screenshot of the Geoscape from a June 2017 prototype

The world for each Phoenix Point campaign populates by means of procedural generation.[3] Just to survive, players need to locate and acquire scarce resources and make smart strategic choices in how they obtain and use the resources.[7] Players do not have a global reach initially, so they will have to expand thoughtfully.[9] How players acquire resources can have dynamic ramifications for their relations with non-player human factions.[4] Players can engage in open hostilities with other havens by either raiding them for resources or conquering their bases.[7]

Players can exploit the conflicts of other factions through kidnappings, sabotage, assassinations, and military coups.[23] Players also can pursue more diplomatic options such as mediating conflicts between factions, defending havens from attacks of aliens or rival factions, forming alliances, or trading.[4] Resource scarcity compels players to deal with non-player factions one way or another, or else the factions will deal with the players.[9] How players choose to interact with other factions will determine substantially the narrative that players experience in their gameplay.[4] Meanwhile, non-player factions fight or ally with each other regardless of what players do.[13] Players can interact with non-player factions much like in a 4X video game from the Civilization series.[6]

In making strategic choices, players use a globe-shaped strategic user interface called a Geoscape.[7] The Geoscape is a more complex version of the strategic user interfaces used in previous X-COM games.[7] The Geoscape serves as the nexus for players to monitor their exploration and make choices concerning strategic operations, development, and relationships with other human factions.[4] Players use the Geoscape to track the spread of the Pandoravirus mist, which correlates with alien activity.[4] Players also use the Geoscape to deploy squads of soldiers on tactical combat missions to different locales spread around the world.[4] For example, mission locations could be havens of other factions, scavenging sites at abandoned military or civilian infrastructure, alien encampments, players' bases, and other Phoenix Project facilities.[4] Players even have missions where soldiers must venture on to the backs of city-sized alien land walkers while the mammoth monsters are moving and trying to rid themselves of the players' soldiers.[5]

Tactical combat

[edit]
Screenshot of the prototype tactical mission showing two Phoenix Point soldiers facing off against a giant boss monster, the Crab Queen.
A screenshot of a June 2017 prototype combat mission

Tactical combat mission environments are procedurally generated and destructible.[3] Soldiers can deploy on combat missions with a large variety of weapon systems including flamethrowers, chemical weapons, and ordinary explosives.[5] With the right technology, players are able to deploy aerial and ground-mobile drones.[4] Players also can obtain access to vehicles with customization options that their soldiers can bring into battle for heavy weapon support and tactical transportation.[24] Players can deploy squads of four to roughly sixteen soldiers, though limits on squad size are determined mostly by players' availability of healthy soldiers and transportation capacity.[14] While players try to defeat their alien or human enemies in combat, enemies have their own objectives.[14] For example, enemies who attack a haven or base will seek and try to destroy its vital functional elements.[14] Aliens also will try to kill, eat, or abduct civilians they find on the battlefield.[14] If players assault an enemy facility, soldiers can use stealth to avoid alerting the enemy to their presence; however, once alerted, enemies will seek out and attack the soldiers.[14]

Combat occurs through turn-based moves which involve tactical options that are similar to those found in X-COM games.[4] Each soldier has two basic actions to take in a turn such as moving and firing a weapon.[14] Weapon fire that misses its target will hit something else and potentially injure or damage what it hits.[14] Basic actions can be extended under two circumstances: first, if an enemy is spotted during a movement action, then the soldier halts so that the player can choose to react by firing or moving; second, soldiers have special actions that add to what they can do in a turn.[14] Examples of special actions available to soldiers include overwatch and return fire options.[4] Return fire allows units to retaliate against enemy weapon fire with their own weapon fire.[25]

Soldiers have a willpower attribute which determines how many "will points" that a soldier has.[14] Soldiers expend will points to take special actions.[25] Soldiers lose will points from injuries, a comrade dying, encountering a horrifying monster, and special enemy attacks.[14] A soldier whose will points fall below zero may panic or lose their sanity.[14] Willpower can be regained through rest or through some special abilities such as a leader's rallying action.[14] Willpower and will points relate to a system in Phoenix Point where combat can inflict lasting physical and even psychological injuries on soldiers.[4] While soldiers can be injured, disabled, and knocked unconscious in battle, they are difficult to kill.[9] The permanent death of soldiers, also called permadeath, is not a significant concern for players.[9] The injuries which soldiers suffer and even just the ordinary experiences of battle can lead to drug addictions, permanent physical disabilities, or even insanity that will require players to research new technologies to rehabilitate.[4]

During combat missions, players face a wide variety of enemies, including an evolving assortment of aliens.[3] Some of the most challenging enemies that players eventually face are bus-sized, boss aliens.[5] For example, one alien boss is called a Crab Queen.[5] Among its abilities, a Crab Queen is able to create a microbial mist which reveals to the aliens on the battlefield any soldiers who enter it and which can buff or revive aliens;[5] this mist creates a literal fog of war which actively works to advantage aliens in battle and otherwise bolsters the horror themes of the game.[7] A Crab Queen also is able to spawn new aliens during combat that will quickly mutate into threats for soldiers on the battlefield.[5] Such abilities of aliens often are locked to their use of particular body parts that can be targeted by weapons[6] and tactical targeting therefore is able to help players to defeat giant boss aliens.[4] Early screenshots of a game prototype show that Phoenix Point has a targeting system which works similarly to the V.A.T.S. used in Fallout.[26] This targeting system provides a wider selection of tactical choices that players can make in combat to take down difficult foes.[5] For example, a soldier might target a claw of an alien boss to disable a melee attack, an arm to disable a weapon, or an organ that gives the alien boss a special ability.[26] These tactical options allow players to combat adversaries which may be significantly tougher than those found in more traditional X-COM games.[26]

Development

[edit]

Julian Gollop and David Kaye founded Snapshot Games to create Chaos Reborn,[27] a modern version of Gollop's own 1985 Chaos: The Battle of Wizards, which they released on October 26, 2015.[28] Less than six months later, on March 18, 2016, Gollop used Twitter to provide the first teaser for the development of Phoenix Point.[29] A team of eight Snapshot Games developers led by Gollop worked on designing and producing the game over the course of the next year.[20] With Phoenix Point, Gollop returned to the X-COM genre he created.[30]

After investing $450,000 into this first year of development, Snapshot Games launched a Fig crowdfunding campaign to obtain the $500,000 they budgeted to complete the game.[5] In Bulgaria, where the studio is based, video game development costs are about a third of what they are in the United States.[5] The campaign ended successfully on June 7, 2017, raising $765,948 from 10,314 contributors.[31] Crediting the success of the campaign, Snapshot Games announced the next day that they had hired four developers and planned to grow their team to include around thirty by the end of the year.[32]

Phoenix Point was initially expected to be released in the fourth quarter of 2018 through Steam and GOG for Microsoft Windows, macOS, and Linux platforms.[22] Snapshot Games aims to sell at least one million copies of Phoenix Point.[6] Gollop set this goal based on his confidence in the quality of the game being development and his belief that there is a strong interest in another X-COM game from its creator.[6]

While it was initially anticipated for release in the fourth quarter of 2018, Snapshot Games announced in May 2018 that the title was now scheduled for release until late 2019, to give them more time to properly integrate the large amount of content from its team into the game.[33] Gollop said in May 2018: "When we launched our crowdfunding campaign for Phoenix Point in May 2017, we hoped that the game would be well received. But what has happened since has been phenomenal, with increasingly strong pre-orders and great press coverage. People's expectations are higher, our team is growing, and Phoenix Point has become a bigger game."[34]

While it was initially anticipated for release through Steam and GOG,[22] Snapshot Games announced a one-year exclusivity deal with Epic Games Store for Microsoft Windows and macOS with one year of free DLC for its backers or a full refund by no later than April 12, 2019.[35][36][37] Based on a report from one of the game's Fig investors, the Epic Games Store exclusivity deal was estimated to be worth about US$2.25 million. Gollop stated the added funds from the exclusivity deal would help assure a trouble-free launch and support early post-release content better.[38]

Development team

[edit]

Julian Gollop, original designer of UFO: Enemy Unknown (known as X-Com: UFO Defense in North America) and X-COM: Apocalypse, is the creative lead for Phoenix Point.[24] The game's music is composed by John Broomhall, who had worked on UFO: Enemy Unknown, X-COM: Terror from the Deep, and X-COM: Apocalypse.[39]

And all the other sounds are composed by Simon Dotkov.

Artists for the game include Svetoslav Petrov, who drafts and illustrates concept art;[40] Aleksandar Ignatov, who sculpts concept art into Plasticine sculptures as a foundation for rendering 3D computer models;[41] Samuil Stanoev, who creates 3D computer models;[42] and Borislav Bogdanov, the game's art director.[43] Petrov and Bogdanov previously worked in similar artistic roles on the development of Chaos Reborn.[44]

Narrative content and lore are developed by writers, Allen Stroud and Jonas Kyratzes.[39] Stroud provided world-building and novelization for other games, Chaos Reborn and Elite: Dangerous.[39] Kyratzes provided writing for the story and premise of The Talos Principle that was noted for being as much responsible for its success as its gameplay mechanics.[45]

Design inspirations

[edit]

Having an open-world environment in which multiple AI-controlled human factions act on their own agendas, Gollop's own X-COM: Apocalypse (1997) provided a foundational example of the type of strategic gameplay that Gollop developed for Phoenix Point.[20] In designing improvements to the strategic gameplay systems that Gollop developed in the 1990s, Gollop sought to add a grand strategy view.[11] His plans for Phoenix Point borrow from grand strategy video games with procedural generation elements and emergent gameplay like Crusader Kings II.[13] Sid Meier's Alpha Centauri similarly influenced how Gollop plans to develop more 4X-like dynamics into the open-world strategy aspects of Phoenix Point.[20]

As for combat, the 2012 X-COM reboot, XCOM: Enemy Unknown, by Firaxis Games and its sequel, XCOM 2, inspire the turn-based tactical combat system and user interface found in Phoenix Point.[46] In particular, the visual presentation of tactical combat missions looks similar to these X-COM games of the 2010s;[26] however, the underlying tactical gameplay mechanics continued to draw inspiration from Gollop's 1994 original X-COM game, X-COM: UFO Defense.[6] Phoenix Point also draws inspiration from the Fallout video game series with how players can target specific body parts of enemies during combat.[11]

Lore stories

[edit]

Phoenix Point writers, Allen Stroud and Jonas Kyratzes, wrote short stories which help establish the setting and narrative themes for the game.[47] Other writers who contributed stories include Thomas Turnbull-Ross[48] and Chris Fellows.[49] With these stories, the writers seek to develop the dystopian world in which Phoenix Point occurs with tales of individuals from around the world who experience different aspects of the alien invasion at various points in the years leading up to the start of the game in 2047.[50]

Snapshot Games made many of these stories available for free on the game's official website.[51] It also plans to release a compendium of Phoenix Point stories for publication in ebook and print formats.[31]

Stories published on the Phoenix Point website during development.
Announced Story Writer Description Cite
June 25, 2017 Disciples of Anu Kyratzes Phoenix Project analysis of the Disciples of Anu. [52]
June 26, 2017 New Jericho Stroud Phoenix Project analysis of New Jericho. [53]
June 26, 2017 Synedrion Stroud Phoenix Project analysis of Synedrion. [54]
June 27, 2017 The Old Man of the Sea Stroud First-person story of a woman in 1995 and her inheritance from her grandfather. [55]
June 28, 2017 The Hatch Kyratzes Transcript of hearing regarding a 1973 Phoenix Project mission to the Moon. [56]
June 29, 2017 The Tomb of the Phoenix Kyratzes First-person account of an expedition in 1937 to an island off the coast of Antarctica. [57]
June 30, 2017 Far Out There Kyratzes Transcript of a statement to US Phoenix Project investigators in 1978. [58]
July 1, 2017 Recruiting Stroud First-person story of a disabled military veteran approached by a recruiter from Vanadium Inc. [59]
July 2, 2017 The Curator Turnbull-Ross Excerpt of translated Arabic records from the office of a curator at a naval museum in Egypt. [60]
July 3, 2017 The Claimed Idol Stroud First-person story of a European hiker and his guide who come upon a structure in a rainforest. [61]
July 4, 2017 Fragments of Knowing Stroud First-person story that begins with a man waking up in a public toilet without a memory of his identity. [62]
July 5, 2017 Hafgufu Turnbull-Ross Transcript of voice recording translated from Norwegian. [63]
July 6, 2017 Semper Fidelis Kyratzes First-person account by a marine who has joined the Phoenix Project. [64]
July 7, 2017 Hanamaru Sushi Fellows First-person story of a person working at a conveyor belt sushi restaurant. [65]
July 8, 2017 Launch Codes Stroud First-person story of a man working at an Indian military base in 2032. [66]
July 9, 2017 The Second Step Kyratzes First-person story of a journalist traveling to Moscow with scientists studying the alien virus. [67]
July 10, 2017 Soulstealing Stroud First-person story of an English tourist in Bulgaria. [68]
July 11, 2017 Towards Freedom Kyratzes First-person story from a vantage of several people in Athens as the alien mist advances. [69]
July 12, 2017 Harbinger Stroud First-person story of a cancer survivor in the New American Republic. [70]
July 13, 2017 Dotada Turnbull-Ross Transcript from a translated Spanish journal found in a cave on the Argentinian coast. [71]
August 24, 2018 The Legend of Fort Bacon Kyratzes Story of Lt. Daniel Stoller and how he came to be imprisoned by New Jericho. [72]
August 24, 2018 Putting Bullets in Monsters Kyratzes Story of J.P. Richter, in New Jericho custody. [73]
August 24, 2018 The Interrogation Stroud Story of Lt. Irina Petyaeva's encounter with Subject 16. [74]
August 24, 2018 Heavy Stroud Story of Corporal Isaiah Thomson after his encounter with Lt. Petyaeva. [75]
August 24, 2018 Behold the Man Kyratzes Biography of Tobias West. [76]
October 9, 2018 Those Who Have Left Us Stroud Text fragments regarding a 2025 Pandoravirus outbreak in Valencia, Spain. [77]
October 17, 2018 The Cloud Stroud A 2027 news report of a strange organic cloud appearing over the South Pacific. [78]
October 11, 2019 The Mist Alex Rinehart A man encounters a strange mist on his way to work in 2029. [79]
October 25, 2019 Oysters Andrew Cheyne An anniversary meal goes horribly awry. [80]
November 22, 2019 Hope Dies Last Jude Reid A mother who has lost her baby is united with an infected baby and her elder sister. [81]
November 22, 2019 Last Entry Michael O'Neal A musician, infected with the Pandoravirus, talks about what he remembers of his former life as he gradually succumbs. [82]
December 2, 2019 Closing Bell Ian Wilkes Stock market traders watch the news as “The Big Egg” incident of 2026 unfolds before their eyes. [83]

Reception

[edit]

Upon its release, Phoenix Point was met with "mixed or average" reviews from critics for Microsoft Windows, with an aggregate score of 74/100 on Metacritic.[84]

PcGamer's reviewer praises the game's visual design, while claiming the sound design and music are bad. Still, he claims the game was so good he didn't care. Still, he notices weak combat AI and bugs. He concluded that the game was full of interesting ideas, but that it was also "buggy" and its state was "a bit of a mess".[91] IGN said that the game was "in a state that still feels very experimental and unrefined".[90] Polygon wrote that the game felt "unbalanced", was "between onerous and dull" and that the tactical battles were "simply abysmal".[95]

GameSpot reviewer felt the game arouses strong emotions: "It's [choosing sides between conflicting human factions] a depressing, relevant example of humanity's failure to come together in the face of existential catastrophe". He also wrote that it is "genuinely painful" to lose a settlement. He praised the system of aiming in the game ("if you can see something, you can hit it"). However, he complains about the interface on the strategical level. He concluded: "It's a game that feels more concerned with experimentation than perfection, that's more interested in discovering new paths to take than walking one that's already well-trodden."[89]

The Guardian's reviewer praised "complex political metagame" in the game, noting that it is strategically deeper than X-COM, even though he notes "X-COM-style games are designed to be engines of tension; emotional rollercoasters that pit you against impossible odds". However, he noted that "The soundtrack [of Phoenix Point] has no fanfare whatsoever", and the story is intriguing, but presented without drama. He concluded: "Phoenix Point has double the number of teeth [of X-COM] but a less effective bite."[96]

PCGamesN reviewer did not agree with GameSpot about the aiming in the game, as he writes it does not give more control, as there are many external factors influencing where a shot lands. He also disagreed with The Guardian about the music in the game, opining that "the music and audio effects are wonderfully rich and atmospheric".[92]

According to Edge, manual aiming "is a great idea which puts added emphasis on distance and weapon type" as some weapons are more precise than others.[88]

Network N Strategy Gamer wrote of the game's "lack of character" compared to XCOM: Enemy Unknown and that it "doesn't seem to have found that human touch that made Firaxis' own take so appealing."[97]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Phoenix Point is a developed and published by , a studio founded by British game designer , who created the original X-COM series in the 1990s. Released on December 3, 2019, for Microsoft Windows via the , it later launched on and in 2021, with macOS support available from launch. Set in a post-apocalyptic 2047, the game's narrative centers on the , an ancient extraterrestrial that has resurfaced and begun mutating Earth's life forms into aggressive, evolving horrors, decimating human populations and forcing survivors into isolated factions. Players assume control of a reactivated cell within the Phoenix Project—a clandestine global initiative established decades earlier to preserve humanity—tasked with reestablishing contact with other dormant cells while combating the viral threat. The storyline unfolds through geopolitical intrigue, as players navigate alliances and rivalries among three ideologically distinct human factions: the technocratic New Jericho, the synergistic Disciples of Anu, and the scientifically driven . Gameplay combines strategic oversight on a called the Geoscape—encompassing base construction, , technological , and diplomatic negotiations—with intense tactical combat on procedurally generated battlefields. Soldiers can be extensively customized with modular armor, weapons, and cybernetic enhancements, allowing for diverse class builds and adaptive loadouts to counter enemies that evolve in response to player tactics. The title's dynamic mutation system ensures that Pandoran foes, including massive bosses, grow more resilient and unpredictable over time, demanding constant strategic evolution from the player. Expansions like Blood and Titanium, Legacy of the Ancients, and Festering Skies have since added new content, including vehicles, horror-themed missions, and additional factions, culminating in the Behemoth Edition for consoles that bundles the base game with four major expansions. In December 2025, the free Firebird Update was released as a major patch for the game's sixth anniversary, incorporating features inspired by the fan-made Terror from the Void mod, along with significant balance changes to enemy scaling and AI, as well as quality-of-life improvements such as enhanced user interfaces and bug fixes.

Setting

World and timeline

In 2047, Earth is a post-apocalyptic wasteland ravaged by the , an extraterrestrial that has decimated the human population to mere scattered havens of survivors. The virus, first discovered in amid melting in northern , possesses an enormous genome—with only about 1% of its genes matching known terrestrial databases, suggesting an . Initially exciting scientists for its potential insights into , the quickly revealed its destructive nature by infecting humans, animals, and ecosystems, triggering rapid and grotesque mutations that transform hosts into aggressive, hybrid Pandoran creatures. The outbreak began subtly but escalated catastrophically within years. In 2022, researchers investigating unusual biological activity in thawing extracted samples of the , unaware it would soon spread via sources and airborne means. By the mid-2020s, initial infections emerged, manifesting as fever, tissue reconfiguration, and behavioral changes, while marine and terrestrial animals exhibited into monstrous forms, such as oversized arthropods and amphibious horrors. Global quarantines were imposed in 2027 as coastal cities reported mass vanishings into mutating seas, but containment efforts failed amid the virus's adaptability, leading to widespread societal breakdown by 2040. Economies crumbled, governments fell, and billions perished or mutated, leaving isolated strongholds as humanity's last refuges. Central to the Pandoravirus's proliferation is the , a pervasive airborne microbial generated by infected waters and landmasses, acting as both vector and incubator for the . This not only facilitates the virus's global spread but also creates self-sustaining alien ecosystems, where mutated organisms thrive in environments increasingly toxic to unmodified life. The 's expansion occurs in waves, each introducing new viral strains that evolve in response to environmental pressures and human resistance, further eroding habitable zones. The virus's overarching objective appears to be into a antithetical to human dominance, systematically replacing native , , and microbial life with an interconnected, adaptive alien network. This , driven by the Pandoravirus's capacity to incorporate and remix from diverse , has rendered vast swaths of the planet—particularly oceans and lowlands—into hostile, fog-shrouded domains teeming with evolved threats. By 2042, surviving human groups coalesced into distinct factions as desperate responses to , each carving out territories amid the encroaching . In 2047, as a third major mist expansion threatens total , the dormant Phoenix Project activates, awakening key personnel to coordinate a final stand against the viral onslaught.

Phoenix Project

The Phoenix Project is a global scientific and military organization dedicated to protecting humanity from existential threats, functioning as a network of autonomous cells activated only in times of severe peril. Established as a secret branch of the in the mid-20th century, it conducted covert research into potential dangers to humankind for decades before the outbreak in 2022 triggered its full mobilization by 2047. The project positions itself as a neutral force, mediating between surviving human factions to foster cooperation and share technological advancements against the evolving alien menace, without aligning ideologically with any single group. Key personnel, including and operatives, were preserved through cryosleep technologies to ensure leadership continuity during long-term crises. Upon awakening in 2047, these members oversee operations from mobile installations known as Phoenix Bases, which are self-contained hubs equipped with laboratories for scientific research, fabrication plants for and vehicle production, and training facilities to prepare soldiers for tactical engagements. These bases can be relocated across the globe to respond dynamically to emerging threats, drawing on pre-outbreak archives to analyze and reverse-engineer captured alien artifacts. Central to the Phoenix Project's approach is its pioneering , which involves hybridizing human with Pandoravirus-derived elements to augment soldiers' capabilities, such as enhanced strength, regeneration, or specialized tailored to needs. Diplomatic protocols and tools enable the project to form resource-sharing alliances with factions, allowing access to their unique expertise while maintaining operational independence. This balanced strategy underscores the organization's core imperative: to unite disparate human efforts under a unified defense, prioritizing survival through innovation and collaboration over ideological purity.

Disciples of Anu

The Disciples of Anu represent a syncretic religious faction that emerged in response to the Pandoravirus outbreak, viewing the virus not as an invader but as a divine instrument of transformation. Central to their ideology is the worship of , the so-called Dead God, whom they believe manifests through the to purify humanity of its sins and propel it toward biological evolution. Followers embrace controlled as a sacred process, often involving rituals of and devotion to accelerate symbiosis with the virus, seeing the Pandoran Mist as both a trial and a path to transcendence. This belief system synthesizes elements of pre-outbreak doomsday cults and Abrahamic traditions, positioning the faction as zealous proponents of human-alien integration over resistance. Leadership within the Disciples of Anu is hierarchical and mystical, guided by the Exalted, a prophetic figure who experienced visions from and founded the to interpret the virus's will. The Exalted serves as the supreme authority, directing followers through enigmatic decrees and initiations that test devotion, while high priests oversee temples and rituals. Adherents, known as thralls, often display early signs of —such as additional limbs or enhanced sensory organs—as marks of favor from , reinforcing the cult's emphasis on physical and spiritual submission to the divine . This structure fosters a society where ascension in rank correlates with greater viral integration, blending fanaticism with pragmatic adaptation to the post-apocalyptic world. The faction's unique assets stem from their biotechnological affinity, including mutated soldiers equipped with viral weaponry like acid-spewing revolvers and amplifiers derived from Pandoran . Thralls form the core of their forces, categorized into specialized roles such as the melee-oriented Berserkers, who gain willpower from combat frenzy, and , whose cranial enable mind control over lesser Pandorans like Mutogs and deployment of debilitating blasts. Their havens are strategically located in heavily contaminated zones, where the Mist's presence strengthens their defenses and accelerates research, allowing them to maintain a larger network of settlements than rival factions. These bases double as sites, sustaining a devoted populace through symbiotic enhancements that prioritize resilience over traditional technology. Ultimately, the Disciples of pursue a radical merger of humanity with the , aiming to evolve followers into transcendent hybrids that embody Anu's vision of perfected existence. This objective manifests in their development of units exhibiting advanced symbiotic traits, akin to the formidable Pandoran forms such as the armored Arthrons and mind-dominating Sirens, which represent the pinnacle of viral-human fusion. By willingly sacrificing purity for power, the faction positions itself as humanity's evolutionary vanguard, challenging other groups' rejection of in favor of a unified, god-like collective.

New Jericho

New Jericho is a militaristic faction dedicated to humanity's survival through technological superiority and unyielding defense against the . Founded by Tobias West, a former U.S. Army Major and billionaire CEO of Inc., the organization emerged in the as a response to the escalating alien threat, leveraging West's industrial expertise to build a global network of resistance. West enforces strict hierarchies and meritocratic principles, positioning New Jericho as a beacon of human will and reason in a fractured world. The faction's ideology centers on the preservation of unmodified humanity, viewing the as an existential assault on that must be eradicated entirely through firepower and . New Jericho rejects any tolerance for , advocating instead for the purity of human form enhanced solely by and discipline; this hardline stance results in purges of infected individuals to safeguard their communities from viral corruption. Broadcasts from their leaders emphasize unity against division, corruption, and the alien contagion, fostering an international following while maintaining secretive operations to screen recruits rigorously. New Jericho's assets reflect their emphasis on brute force and fortification, including heavy armored vehicles such as the durable for troop transport and the long-range Thunderbird aircraft. Their features ballistic weapons like heavy machine guns and rifles, alongside advanced Gauss-based systems, wielded by soldiers in powered armor that enables direct confrontation with alien hordes. Fortified citadels serve as their strongholds, designed in a Brutalist style with steep walls and modular structures for rapid defense, strategically placed in defensible regions around the . Soldiers, often heavies equipped with gatling-style weaponry, embody the faction's doctrine of overwhelming technological dominance.

Synedrion

Synedrion represents a decentralized utopian faction in Phoenix Point, organized as a network of self-sustaining communes governed by rotating AI-assisted councils that prioritize collective decision-making, equality, and ecological sustainability. This structure emerged from pre-collapse political movements rooted in , communalism, and , allowing the faction to adapt flexibly amid the global crisis while fostering communal resource sharing and . At the core of Synedrion's ideology is a commitment to technological progress in harmony with nature, using cybernetic augmentations and to enhance human potential without succumbing to the Pandoravirus's mutative effects. They advocate for a rational, balanced coexistence with the altered , employing AI-driven analysis to hack and repurpose elements of alien biology rather than eradicate them outright. This rejects both militaristic dominance and mutational worship, instead promoting sustainable innovation to rebuild society on principles of and environmental respect. Synedrion's technological arsenal emphasizes precision and adaptability, featuring drones for versatile support roles, energy-based weapons like high-accuracy lasers, and advanced stealth systems integrated into lightweight armors. These assets are typically developed and deployed from hidden forested enclaves that minimize ecological disruption, showcasing their dedication to green technology. For instance, their Infiltrator units utilize fields derived from reverse-engineered viral , enabling covert operations that align with the faction's of minimal intervention and strategic balance.

Gameplay

Global strategy

The Geoscape serves as the overarching strategic layer in Phoenix Point, where players oversee global operations on a dynamic progressively engulfed by the spreading Pandoran . This originates from coastal areas and expands inward, concealing Pandoran structures such as nests, lairs, and citadels while increasing rates and complicating human survival; players must prioritize regions to scan and intervene, as unchecked expansion leads to haven attrition and potential global collapse. Players manage exploration by constructing Uplink facilities at bases, which enable scanning for points of interest including havens and resource sites. Achieving supportive relations with , marked by +25 attitude, automatically reveals all their havens—approximately 30 per —facilitating targeted expeditions. Resources like , materials, tech, and mutagens are acquired through these expeditions, scavenging missions, or trading with , where rates vary; for instance, the Disciples of offer the most economical exchanges at 2 tech for 12 units. Base management involves activating new sites remotely at escalating costs—starting with 300 materials and 50 tech for the first—and expanding facilities to support operations. Key structures include Living Quarters for faster soldier recovery, Research Labs generating 4 research points per hour for technology queues, and manufacturing bays for equipment production and aircraft customization, such as upgrading interceptors or transports. These elements form queues that players balance to sustain long-term campaigns. Threat response centers on defending havens from Pandoran assaults, which represent virus-driven outbreaks eroding human populations. Successful defenses reduce global panic levels, measured by the Human Population Census and accelerating , while also revealing nearby Pandoran bases for proactive strikes; destroying a , for example, grants +12 attitude with affected and slows proliferation. Panic management thus requires timely interventions to preserve havens and maintain faction stability.

Tactical combat

Tactical combat in Phoenix Point occurs on a grid-based , where players control squads of s in turn-based engagements against Pandoran forces. Each turn, s operate within a system of action points (AP), typically starting with 4 AP per , which are expended on movement, , or abilities. Movement allows s to traverse the grid, with continuous pathing enabling partial AP use for precise positioning, while costs vary by weapon—such as 3 AP for sniper rifles or 1 AP for pistols—and factors in range, cover, and proficiency. , costing the same AP as a standard shot, positions a to automatically at enemies entering a conical up to 175 degrees within their range, adding a layer of defensive reactivity. The environment plays a dynamic , featuring destructible cover and scenery that responds realistically to . High and low cover can be chipped away or fully destroyed based on trajectories, , and firing angles, allowing players to create new lines of sight or expose enemies through strategic destruction. This simulationist approach extends to the free-aim system, which lets players manually target specific body parts using a with a 50% hit chance in the inner circle, increasing accuracy at closer ranges; destroying limbs (reducing their HP to zero) can disable abilities, cause damage over time (10 HP per turn), or impair mobility. Soldiers are customizable across classes like , Heavy, and , each with branching skill trees unlocked via experience points earned in combat. excel in close-quarters versatility with skills such as (3 willpower points [WP] and 1 AP to move half speed, usable twice per turn) and Return Fire (passive reaction shot at half range), paired with proficiency in assault rifles and shotguns. Heavies focus on area denial and high damage, wielding machine guns or grenade launchers with abilities like War Cry (3 WP and 1 AP to limit nearby enemies to 2 AP) and Boom Blast (5 WP to reduce explosive costs by 1 AP and extend range by 50%). provide long-range precision, using sniper rifles with skills including Quick Aim (3 WP to reduce next shot's AP by 1) and Weak Spot (passive armor removal on disabled parts). All classes level up to allocate skill points, enhancing tactical depth. Equipment emphasizes modularity, allowing soldiers to assemble weapons from interchangeable parts sourced from factions or manufacturing, affecting stats like damage (e.g., 6x30 for an AR-1 rifle), piercing, and utility. Armor similarly modules for protection (e.g., HP values) and slots for items like grenades or medkits, with proficiency penalties (up to 50% range reduction) applying if mismatched to class. This system enables experimentation, balancing offense, defense, and mobility for mission-specific needs. Missions unfold across varied objectives on procedurally influenced maps, demanding adaptive tactics. Defending havens involves repelling waves of attackers to protect structures and civilians, often with 2-4 allied NPCs under player control, yielding 75-250 XP for preservation alongside kill rewards. Assaulting nests requires navigating tight, fog-shrouded caverns to destroy Hatching Sentinels amid spawning enemies like Arthrons and Tritons, offering 400 XP and 4 skill points upon success. Scavenging sites focus on resource collection, rescues, or , with extraction phases requiring manual item pickup and evac to a designated zone; overgrown variants introduce mist-spawning Sentinels for added peril, rewarding 300 XP and 3 skill points base. These encounters test coordination against evolving alien threats, where behaviors like part-specific influence targeting priorities.

Mutating aliens

The Pandorans in Phoenix Point are driven by the , an extraterrestrial that infects and mutates terrestrial life forms, incorporating genetic material from various species to create adaptive abominations under a collective hive mind. This enables rapid , where Pandorans analyze defeats in global conflicts and develop resistances to counter tactics, such as armor on Chirons in response to frequent use of heavy explosives or ballistic weapons. Initially lacking advanced features, Pandorans progress through an independent system that unlocks over time, influenced by battle outcomes rather than a fixed progression, ensuring they adapt dynamically to player strategies without overemphasizing victories. The Pandoran forces exhibit a clear unit hierarchy, ranging from basic infantry like the swarming Scramblers—mindless, melee-focused drones that overwhelm through numbers—to elite heavy units such as Arthrons with acid-spitting capabilities, and culminating in massive bosses like Titans, which serve as fortified command structures with multiple weapon systems, defensive layers, and aggressive AI behaviors. Pandoran nests function as dynamic spawning points, generating waves of lesser units to reinforce larger threats, creating escalating encounters that test tactical positioning during combat. This structure allows for coordinated assaults, where weaker variants distract while superiors exploit vulnerabilities. A distinctive aspect of Pandoran involves hybrid forms resulting from captures or integrations with technologies, producing cybernetic variants that blend organic with human-derived augmentations, such as weaponized limbs incorporating salvaged firearms or mechanical reinforcements. These hybrids emerge when the assimilates captured specimens, leading to abominations that wield combined biological and technological strengths, further complicating defensive strategies. The game's mutation system generates over 100 distinct enemy variants through procedural body part swaps and adaptations, with players able to track these changes via in-game on captured or autopsied specimens to anticipate and develop counters, such as specialized or targeting protocols.

Faction alliances

In Phoenix Point, players manage diplomatic relations with the three primary human factions—New Jericho, , and the Disciples of —through a system of attitude levels that range from hostile to devoted, influencing access to resources and support. Negotiations occur on the Geoscape, where players can trade materials, complete faction-specific missions such as haven defenses or sabotage operations against rivals, or provide aid during Pandoran attacks to improve standing. Achieving supportive status (+25 attitude) reveals all faction havens, while alignment (+50 attitude) unlocks shared projects and the ability to recruit faction soldiers with unique abilities into Phoenix squads. Benefits of alliances include gaining specialized weapons, armor, and manufacturing options tailored to each faction's ideology, such as New Jericho's heavy firepower or Synedrion's advanced , which integrate into the Phoenix Project's arsenal for tactical customization. At devoted status (+75 attitude), factions offer elite recruits and priority mission support, enhancing global by bolstering defenses and research speed. However, these gains come with trade-offs, as prioritizing one faction's missions or trades reduces attitude with the others, potentially dropping them to hostile and triggering retaliatory raids or denied access to their technologies. Hostile relations escalate risks, including elevated alert levels that block diplomatic missions until goodwill is restored through neutral actions like eliminating Pandoran nests, and can lead to full-scale wars between factions that strain the player's resources. provides an alternative to alliances, with "Steal " missions allowing infiltration of faction havens to hack consoles—requiring two uninterrupted turns—and extract on proprietary technologies, which can then be reverse-engineered without diplomatic repercussions, though failure alerts the faction and worsens relations. Alliance choices culminate in multiple endings, determined by which faction reaches devoted status first and completes their endgame research, such as New Jericho's militaristic dominance or the Disciples of Anu's hybrid evolution, shaping the post-victory world and reflecting the player's strategic priorities.

Development

Background and crowdfunding

Julian Gollop, the designer of the original UFO: Enemy Unknown (1994), envisioned Phoenix Point as a to that classic turn-based strategy game, aiming to innovate on and alien adaptation mechanics. After working on various projects, Gollop co-founded in 2013 with producer David Kaye to realize this vision independently, establishing the studio in , , to focus on titles. In April 2017, Snapshot Games launched a campaign on the platform, seeking $500,000 to fund core development, expand the team, and support marketing efforts. The campaign concluded successfully on June 8, 2017, raising $765,948 from 10,314 backers and investors, surpassing the goal by 53% and unlocking stretch goals such as deployable vehicles in tactical battles at $650,000. This funding enabled the implementation and refinement of key features, including the dynamic faction system that allows players to ally with or compete against human organizations amid the alien threat. Following the campaign, Snapshot Games released the first Backer Build on May 1, 2018, providing pre-alpha access to the tactical layer for contributors and early adopters. Subsequent builds, such as Build 2 in July 2018, expanded to include geoscape elements and more missions, with iterative beta testing through feedback directly influencing the core loop, including balance adjustments for soldier abilities and alien mutations. In March 2019, Snapshot Games announced a partnership with , securing exclusivity for the PC launch in exchange for over $2 million in funding, which brought total project investment beyond $2 million when combined with proceeds. This deal, revealed on , 2019, also committed the studio to providing a year of free DLC content to backers, including three expansion packs with new storylines, factions, and mechanics, to offset the platform shift from the originally promised release.

Design and inspirations

Phoenix Point's design draws heavily from the turn-based strategy genre pioneered by himself, particularly his work on the original X-COM series, which emphasized tense tactical combat and global threat management. Gollop has cited the Firaxis reboots of X-COM as influences for their accessibility and innovations like over-the-shoulder firing and character customization, while seeking to evolve the formula with greater strategic depth. The game also reflects elements from Gollop's earlier titles, such as Chaos Gate, incorporating squad-based tactics against evolving enemies in a narrative-driven setting. Central to the design is emergent storytelling, where player decisions interact with dynamic systems to create unpredictable narratives, distinguishing it from linear plots in prior games. Key design pillars include procedural mutations for the aliens, allowing them to adapt dynamically to player tactics through unique combinations of body parts, such as shields or grenade launchers, fostering a sense of ongoing and replayability. Faction geopolitics form another core element, with AI-controlled factions pursuing independent objectives, economies, and alliances that respond to global events, enabling complex diplomatic interactions and conflicts. Hybrid technology melding allows players to combine faction-specific advancements—such as New Jericho's military hardware with Synedrion's stealth tech or the Disciples of Anu's biological mutations—encouraging strategic customization and adaptation. These pillars aim to create a living world where player agency shapes outcomes, including multiple endings based on faction alignments and research choices, avoiding predetermined narratives. Lore development emphasized building a rich backstory through short stories released to crowdfunding backers, which explored the Phoenix Project's history of mystery, sacrifice, and horror while detailing faction origins and the alien threat. These narratives, well-received for enhancing immersion, include tales tied to the Disciples of Anu, portraying their cultish worship of the as a divine force for . This approach integrated world-building directly into community engagement, providing conceptual depth without relying on exhaustive in-game exposition.

Production team

Snapshot Games, an independent video game studio based in , , led the development of Phoenix Point after its founding in by British designer , who served as creative director and CEO. The core team grew to approximately 30 members by the game's launch, encompassing roles in programming, art, production, and administration; key personnel included CTO Sergey Georgiev, Borislav Bogdanov, Environment Art Director Rossen Tzvetanov, and Lead Producer Hristo Petkov. In November 2020, was acquired by [Embracer Group](/page/Embracer Group), which supported ongoing DLC development and console adaptations. The production process presented several challenges, including managing expanded scope from ambitious commitments, which contributed to multiple delays for refinement and testing. Early access releases in 2019 highlighted persistent bugs, such as mission progression issues and performance glitches, requiring iterative fixes to stabilize before full launch. Additionally, adapting the title for console ports involved with in , , to optimize controls and address platform-specific hurdles like simultaneous update deployments. Technically, Phoenix Point utilized the Unity engine, which the team customized to enable intricate tactical mechanics, including free-aiming systems and procedural alien mutations that dynamically evolve based on player actions. A post-launch upgrade to Unity 2019 was implemented in July 2020 to enhance stability and visual fidelity in the fully 3D environments. was incorporated for faction representatives, soldiers, and narrative elements, with contributions from performers like Sandra Espinoza, Thomas G. Burt, and Natalie Van Sistine to bring depth to the game's lore and interactions.

Release

Launch and platforms

Phoenix Point entered for backers and customers on PC in June 2018, allowing players to experience initial builds during development. The full version launched on , 2019, for Microsoft Windows and macOS, initially available through the and for PC. The PC release featured a one-year timed exclusivity deal with the , extending until December 2020, during which Epic provided funding that enabled to offer a full year of free DLC content to early purchasers and backers who had pledged before the deal's announcement in March 2019. The game later became available on and GOG in December 2020 following the exclusivity period. A port to followed on January 26, 2021, expanding availability to , until the service's discontinuation on January 18, 2023. Console versions arrived later with the Behemoth Edition, released on October 1, 2021, for and ; this edition bundled the base game with all major expansions and included optimizations such as full controller support, redesigned UI elements for television screens, and adjusted input schemes to better suit console gameplay. The launch saw strong initial interest, though technical issues including crashes and balance problems prompted immediate post-release patches, such as the major update on December 16, 2019, which fixed numerous bugs and improved stability.

Expansions and DLCs

Phoenix Point received several post-release expansions and packs that introduced new factions, classes, enemies, missions, and gameplay mechanics, significantly broadening the scope of the base game's strategic and tactical elements. These additions were released over a period from 2019 to 2022, with the developer outlining a roadmap that ultimately delivered five major DLCs alongside a bonus pack. The Living Weapons Pack, available as a in late 2019, provided cosmetic items such as unique outfits and skins, along with additional missions to enhance to new content. Subsequent releases formed the core of the Expansion Pass, starting with Blood and Titanium on March 4, 2020, which added the class specializing in and support abilities, new enemy types from the Pure sub-faction, and three story-driven missions focused on technological enhancements. Legacy of the Ancients, launched on August 26, 2020, expanded the faction with advanced psionic technologies, new elite enemies, and a narrative arc exploring ancient alien artifacts through dedicated research trees and missions. Festering Skies followed on May 25, 2021, introducing aerial combat mechanics with customizable , new pilot classes, and battles against flying Pandoran threats, including interceptor missions and expanded strategic layers for air superiority. The fourth DLC, Corrupted Horizons on October 1, 2021, brought the Lost Legion faction, comprising armored human survivors with heavy weaponry, along with new story missions uncovering corrupted alliances and additional manufacturing options. The final major expansion, Engines in March 2022, emphasized vehicular combat by adding the Kaos Buggy—a customizable ground vehicle—along with chaos technology weapons, a new marketplace for upgrades, and missions integrating vehicle tactics into ground operations. In December 2025, Snapshot Games released the Firebird Update as a free sixth-anniversary patch, incorporating elements from the popular fan-made "Terror from the Void" mod to improve late-game pacing and progression. The update includes balance adjustments to enemies such as removing certain bonuses for Pandorans, AI fixes, quality-of-life improvements like clearer production screens and ammo displays next to weapons, and numerous bug fixes. Alongside these paid expansions, Snapshot Games released free updates to integrate DLC content narratively and mechanically into the core campaign, such as the Azathoth content update in March 2022, which added balance changes, new missions accessible to all players, and adjustments for mutating enemies like Mutogs without requiring the Kaos Engines DLC. Ongoing patches through 2022 further refined balance, ensuring seamless incorporation of expansion elements like new units and story arcs. No new major DLC has been released since 2022, though the game continues to receive occasional patches including the Firebird Update as of late 2025. By 2022, these five major DLCs had collectively extended the game's campaign through added units, faction alliances, and innovative mechanics such as and vehicle combat, culminating in the Phoenix Point: Complete Edition released in July 2022, which bundled the base game with all expansions, free updates, and Workshop mod support for continued community enhancements.

Reception

Critical reviews

Phoenix Point received mixed or average reviews upon release, earning a score of 74/100 for the PC version based on 50 critic reviews. Critics frequently praised the game's innovative approach to mutating aliens and faction alliances, which introduced dynamic enemy evolution and diplomatic choices that enhanced strategic depth and replayability beyond traditional formulas. For instance, the procedural mutations were lauded for creating tense, unpredictable encounters, while the three distinct factions—New Jericho's technocratic focus, Synedrion's cybernetic harmony, and the Disciples of Anu's cultish mutations—were highlighted for fostering meaningful alliances and narrative immersion. However, common criticisms centered on technical shortcomings at launch, including buggy AI behaviors that led to illogical enemy decisions and unbalanced combat scenarios, as well as a that felt cluttered and slowed pacing during tactical planning. awarded the game a 7/10, commending its fresh ideas like manual aiming and hit-zone targeting for revitalizing the genre, but noting that many mechanics required further balancing to avoid frustration. Similarly, gave it a 77/100, appreciating the deep strategy and atmospheric world-building, yet pointing out persistent bugs and rough edges that undermined the experience. Post-launch updates and DLCs, such as the Year One Edition and Behemoth Edition, addressed many initial issues like AI glitches and UI refinements, leading to improved player and critic sentiment over time. By , retrospective analyses noted that while core pacing challenges remained, the enhancements elevated the game's strengths in replayability and tactical nuance, solidifying its appeal for fans of complex strategy titles.

Commercial performance

Phoenix Point achieved moderate commercial success as an independent title in the genre, with Steam sales totaling approximately 198,000 units and generating around $4.6 million in gross revenue as of late 2025. The game's release on consoles including and in , followed by bundled editions like the Year One and Complete Editions, contributed to broader accessibility and additional sales across platforms, though exact multi-platform figures remain undisclosed by developer and publisher . On Steam, concurrent player peaks reached 4,993 shortly after its 2019 launch, while in 2025, monthly averages hovered around 250 players with recent highs of 527 amid activity and minor updates. The title's player base has been sustained by an active community, particularly through modding efforts that extend its lifespan. The Terror from the Void mod, a comprehensive overhaul introducing new story elements, classes, and AI improvements, has garnered significant adoption on Workshop since its 1.0 release in 2024, with ongoing seasons and updates fostering replayability. Official forums hosted by continue to see discussions on strategies and bug reports into 2025, while the r/PhoenixPoint subreddit maintains steady engagement with posts on builds, glitches, and mod integrations. Free content updates, such as the 2022 Azathoth patch accompanying the Kaos Engines DLC, provided balance changes and new features without additional cost, helping to retain interest post-launch. In terms of long-term impact, Phoenix Point's dynamic enemy adaptation mechanics—where foes mutate in response to player tactics—have influenced subsequent entries in the genre by emphasizing procedural evolution over static threats. Developer , founded by X-COM creator , has leveraged the project's experience in follow-up endeavors, including the 2025 tactical RPG Frosthaven adaptation and the action-strategy hybrid Chip 'n Clawz vs. The Brainioids, both announced that year. A minor Steam update in October 2025 addressed compatibility issues, coinciding with mod revivals that briefly spiked player engagement.

References

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