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Posts posted by Chris
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On 5/23/2026 at 3:17 PM, Aymes said:
Yes, the old save location have files that are being created.
I have not tried to start a new campaign from scratch. Same campaign. My gut tells me starting a new campaign would fix the issue, but I should have to do that with a full release non-early access game. This game is not in early access. I specifically waited for the game to get out or early access before I bought it, for this very reason. I generally don't buy early access games because I don't like to reward game developers for releasing buggy games that may never go anywhere.
I feel I have been very patient, but this is really starting to irritate me.
Attached are from the old save location
There doesn't seem to be any errors in those logs either, unfortunately.
Restarting the campaign is as much a diagnosis tool as anything else. If a new campaign works fine then there's some kind of corruption in your campaign. If a new campaign is still crashing then we know it's something connected to your local game files or your system itself, and fixing that would allow you to continue your campaign (although that seems difficult given the logs still don't show anything related to a crash).
I do understand the frustration of potentially losing a campaign due to bugs - it happened to me when XCOM 2 launched and it was a proper keyboard-through-monitor moment. All I can do is apologise - the game was stable at launch for the vast majority of people, and it's still not clear to us how your game has managed to get this messed up, but I appreciate that's not going to make you feel any better if you've lost hours of progress and it wasn't your fault. Sorry about that.
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On 5/23/2026 at 4:59 PM, Endominus said:
Afraid not. The only folder there is Logs.
OK, it's a bit tricky to further diagnose this then - are you able to continue playing or do you want us to give you a fixed save on the strategy layer?
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Bugfixes:
- Fixed an issue that was causing pre-existing mods to break in the last update.
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On 5/21/2026 at 10:45 AM, Endominus said:
Unfortunately, the bug report folder was empty except for a .migration file from a few versions back. I found the output log, though. More errors about the IK system, as well as an OoM exception (odd since this machine has 32 Gb - I just ran the game again with the task manager open and it's not redlining.).
I have the game on GOG, not Steam. The beta channels are disabled, unfortunately.
Edit: Ah! I just ran the game in windowed mode to get a better look at Resource Monitor while it was crashing, and it finished the load. I got past whatever was causing the crash/hang.
The beta branches should be enabled on GOG Galaxy, but yeah, there's no development build up on GOG (although it does have the Experimental builds if you want them).
It's a bit concerning you're not getting a bug report on crash though. It's not creating them in the old location, is it? That's in /Documents/My Games/Xenonauts2/ if that's accessible for you?
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15 hours ago, Aymes said:
I haven't reloaded since the crash that didn't show up in the BugReport folder. Here is the output folder you requested. I have an RTX 4090 with 13th Gen Intel Core i9-13900K with 32 GB installed RAM. When I first started playing Xenonauts 2 it was rock solid and never crashed, but after I got a few hours in - sorry I don't know how many hours in - but a ways in, it started crashing and hasn't stopped no matter what I do.
Thanks. This is interesting. That output log contains almost no information, and the last line is talking about the save file migration - but it's only migrated your /Saves/ folder, and nothing else. It's like you never made it into the main menu screen - although didn't you have to load up the game to click the Main Menu button to open the folder? I guess that would also explain this.
Anyway, a few more requests and questions from me:
- your old file directory was "C:/Users/Michael/Documents/My Games/Xenonauts 2/" and your new one is "C:/Users/Michael/AppData/LocalLow/Goldhawk Interactive/Xenonauts 2". Can you just verify that button on the main menu is opening the right location?
- can you zip up the entire /Logs/ folder and send it over?
- do you get the "This game has crashed, do you want to make a bug report?" popup when you restart the game after a crash?
- does your old save location "C:/Users/Michael/Documents/My Games/Xenonauts 2/" have any files that are being created when you load the game up? (you can tell from the date modified column in File Explorer). I'm just wondering if perhaps the bug reports are still being sent to the old location for some reason.
- have all these crashes come from the same campaign? Or have you tried making an entirely new campaign to see if it's more stable with a fresh start?
I appreciate you continuing to give us all this information!
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4 hours ago, Aymes said:
I went to the "Save Folder" button on the right of the Main Menu screen the BugReport folder is empty...
I play many other games without crashing.
It seemed like crashes manifested more after having done several save and re-loads. I have been save scumming, so I decided to do an experiment and see if it crashes sooner after multiple save and reloads, and there does seem to be a correlation with the more saving and reloading that has been done, the sooner the crash occurs. I could be purely coincidental, but I thought I would bring it up just in case.
Would that imply some sort of memory problem?
Why is my BugReport folder empty?
Interesting. So there should also be a /logs/ folder - if there's files in there, then it'd be great if you could play until it crashes again and then go straight to the folder (maybe open it beforehand) and attach output.log for us to look at. It'll generate a new output.log each time you start the game so it's easiest to grab it before you restart (otherwise you need to get the older log files with the numbers appended too).
If the game isn't generating bug reports then I guess that tracks with what we were expecting - I think that means it's not being caused by something like an error in the game code, where the game encounters a problem and then can shut down in a controlled way. Instead it's just hard crashing without any warning, which is usually caused by an outside issue or limitation - perhaps due to running out of memory, or a hardware issue, etc? But I'm the game director rather than a programmer so don't quote me on that. Hopefully the programmers can diagnose the specific issue from the logs.
Does your PC have decent specs? The fact you mention repeated saving making it worse might be important, yeah.
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8 hours ago, Aymes said:
Ok. I completed a complete uninstall and reinstall. I wiped every trace from of Xenounts 2 from my computer. I put in the developer mode and I enabled reporting.
The game crashed again...
Does the crashing have anything to do with the fact that I have always installed the game to my D: drive and not my C: drive? I always use the D: drive for all my games.
Where is the bug report folder located so I can send you the bug report?
Easiest way to access it is to click the "Save Folder" button on the right of the Main Menu screen, and there should be a /BugReport/ folder in there. Let me know if that doesn't work for any reason.
No, it shouldn't have anything to do with the d:/, I don't have the game installed on c:/ either. I've no idea what might cause this tbh, do you get issues like this in any of your other games? Hopefully the logs will explain what's going on anyway.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Another batch of gameplay and stability fixes for players. This should also fix almost all the remaining localisation issues in the game!
Gameplay Changes:
- Epic Store now has support for achievements.
- It is now possible to move the camera in the tactical combat using click-and-drag with middle mouse button.
- Accuracy drop-off when weapons are firing beyond range are now modifiers rather than flat values - in practice, this means that a weapon that loses 10% accuracy per tile after max range will now always fall to 0% hit chance after 10 tiles. This isn't really a nerf, because damage drop-off was always a modifier and so weapons would do zero damage if they hit a target more than 10 tiles beyond their max range. Therefore this fixes the issue where soldiers with very high accuracy could sometimes hit enemies at such long ranges that they couldn't actually damage them (which confused players and could needlessly waste TU).
- Short range hit bonuses now start counting from the first adjacent tile, rather than the target tile - so effectively you now get the full max bonus when stood adjacent to a target. Previously you had to be on the same tile as the target to get the full bonus, which was impossible.
- Alien spawners (UOO Bridge Assault, Operation Endgame) now have the same vulnerability to Explosive-type damage as normal terrain objects do, so it's much easier to blow them up using demolition charges and the like.
- Smoke Grenades, Flashbangs and Electroshock grenades now no longer destroy items and bodies on the ground.
- Updated the "Select Previous Soldier" keybind to be Ctrl+Tab, as the Shift+Tab previous keybind clashes with the Steam Overlay shortcut.
Bugfixes:
- Fixed a crash related to having excessive amounts of engineers working on short-duration projects at high time acceleration values (you were unlikely to encounter this unless you were using money cheats).
- Fixed a strategy crash that could occur if you were dragging something with the mouse, then switched strategy screen using the hotkeys.
- Fixed another rare strategy crash.
- Fixed an AI crash that could occur during base defence missions.
- Fixed an AI hang if a mind controlled soldier was killed by reaction fire.
- Fixed players being able to press Quickload (F9) while already loading a game, which could also cause crashes.
- Fixed miss shots being able to pass through walls in some circumstances.
- Fixed moving soldiers sometimes being teleported back to their starting position if their move path intersected with another soldier's path.
- Fixed being unable to target small enemies who were stood on top of teleporter pads.
- Fixed some small errors in the Hit Chance UI panel in the bottom right.
- Fixed items sometimes becoming offset from the cursor when clicking and dragging items around on the soldier inventory screen.
- Fixed the post-mission debrief zooming the Geoscape in / out as you scrollled up and down on the soldier list.
- Fixed the engineering screen previews not always comparing the most recent tier of upgrades to the new ones (e.g. showing Ballistic weapons rather than Gauss in the tooltip for the Fusion weapon upgrade).
- Fixed certain engineering projects showing unnecessary "ALL OF" text when showing the research requirement for certain projects, making the string too long to display (e.g. this affected the Vehicle Gauss Cannon project).
- Fixed the aircraft replacement timer getting reset to 10 days if you move that interceptor to a new base.
- Fixed the tactical corpse items having incorrect names (e.g. a Mantid Warrior corpse would be called "warrior Mantid Warrior Corpse"
- Fixed the melee hit chance on the curor changing to 0% hit chance if you pressed any other key while hovering the cursor over an enemy.
- Fixed walkable tiles on top of shipping containers etc not being removed when the shipping container was destroyed.
- Fixed the weapon tiles on the Aircraft slots not having enough space to fully display the ammo string for cannons (200/200).
- Fixed the MARS / ARES Fusion Rocket Turret being incorrectly called the "Plasma Rocket Turret" instead.
- Fixed Xenopedia article for Accelerated Weapons incorrectly stating they were Unlimited Quantity.
- Fixed the Symbiote Autopsy incorrectly claiming they were Small (-10% hit) enemies, when they were actually Tiny (-20% hit).
- Fixed the UOO Bridge Assault briefing not mentioning that your soldiers teleport home automatically at the end of the battle.
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On 5/16/2026 at 11:59 PM, Aymes said:
Hmmm, it seems like we're going to need more information on this - there's got to be something strange about your setup or the way you play because I don't know of any other users suffering these sorts of crashes. I've put a new build up on a special "development" branch - it'd be great if you could play until you next get a crash on that branch, as it has added logging that might tell us what is going wrong. When it does crash, if you could attach the new bug report that'd be great.
I assume you already know how to change branches in Steam? If not I can explain it. I think it may also be worth going to the install directory in File Explorer and manually deleting the whole folder again - I know you've previously said you've done it already, but it can't hurt to make sure we have a clean setup before we try to grab the logs!
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We've now released v7.22.3 onto the main branches, and the consolidated patch notes for 7.22.0 to 7.22.3 can be found below.
Balance Changes:
- Reduced miss shot deviation by about 20% for the average shot, and 40% for the maximum deviation shot. This means you're no longer able to hit a diagonally adjacent soldier on a miss if you're shooting directly forward.
- Humans can no longer use alien grenades.
- Fixed late-game Wraith terror sites sometimes having enemies equipped with Plasma weapons rather than Fusion weapons.
- Gemini now has 12 starting armour (previously 15). Shielded Plating for interceptors now offers +24 armour (previously 25). Together these two changes prevent the Gemini getting more than 60 Armour (previously it could get 65), as going above this level breaks the air combat UI.
- Set the Western Town restaurant exterior wall pillars to not block movement, or offer cover (as they're too small to realistically do either).
Gameplay Improvements:
- The game now indicates on the Campaign Victory / Loss screen if you were playing Ironman mode (it puts it in brackets after the Difficulty Level if so).
- Added more explanation to the tooltips for the concept of damage drop-off on explosions.
- Improved the tooltips for Flashbang Grenades and Smoke Grenades.
- Removed the Roadmap button on the Main Menu, as it is no longer relevant.
Bugfixes:
- Updated the localisation files to incorporate the latest batch of translation fixes. This should fix the bulk of the remaining translation issues in the game.
- Fixed a rare Geoscape crash that could occur if a UFO took off at the exact moment a nearby radar structure finished contruction.
- Fixed a crash that could occur when loading a tactical save on particular maps.
- Fixed a crash that could occur loading a save made after a Cyberdrone exploded.
- Fixed a crash that could occur if picking up items in the tactical inventory from near an area with interactive objective props (Cleaner Desks, Abduction tubes, etc).
- Fixed a rare crash that could occur when an AI unit suffered a morale break.
- Fixed the game detecting the same object twice when clicking an icon on the Geoscape, and asking you to choose from a list that contains two identical entries.
- Fixed the Engineering Capacity slider on the Manage Engineers screen not displaying correct numbers if you have more Engineers than you have Workshop space available.
- Fixed unique upgrade projects in the Engineering queue of a destroyed base becoming being permanently inaccessible to the player.
- Fixed melee weapon hit chance information being incorrect in the bottom left "shot calculation" UI element. It now shows the base accuracy of the weapon as (say) 65% rather than the incorrect x1.65 formatting it used before.
- Fixed an issue where a planned move (the move + shoot action using Ctrl+Shift) could move the soldier onto a teleporter when using a medkit or melee weapon, causing the teleporter to trigger before the action occurred. The teleporter will now not trigger in such situations.
- Fixed tooltips showing an error if they are linking a hotkey that the player has unbound.
- Fixed the reload quick button always showing, even when the soldier doesn't have a clip available to reload their gun with.
- Fixed smoke being unable to spawn on certain water edge tiles.
- Fixed dead bodies on the ground showing damage numbers if hit by bullets.
- Fixed the Colossus Power Fist being dropped on the ground when the wearer is killed or stunned.
- Various fixes to support modding.
- Fixed the Tooltip Lock / Unlock Time settings being controlled by the wrong slider if accessed from the Main Menu.
- Fixed various missing / incorrect button tooltips.
- Fixed the game automatically rebinding keybinds on startup that had been intentionally left unbound.
- Fixed the Alien Plasma Machinegun using the same 2d tile art as the Alien Plasma Rifle.
- Fixed the Aircraft fuel tooltip still incorrectly talking about aircraft running out of fuel in air combat.
- Fixed a typo in the Alien Plasma Weapons xenopedia entry.
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On 5/13/2026 at 3:28 PM, eobet said:
OMG, I made the exact same mistake a second time! Waited until the 1.0 release to play, and what is the first thing I notice?
Still no middle mouse scrolling of the view, and certain actions still don't have buttons and can only be done with keyboard shortcuts!
Oh, well. Maybe third time's the charm and I can wait for Xenonauts 3?
EDIT: Boo, no emojis allowed. People are going to think I'm angry again.
Yeah, unfortunately we feedback is usually more valuable during development when we have time to implement it, it's usually pretty mad before and after a full release. But the MMB click and drag is an interesting suggestion, might be a simple thing to implement and we don't currently use MMB click and hold for anything.
I'll ask the coders. If it's a 10-20 min thing maybe we'll implement it.
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20 hours ago, Martouf82 said:
I was slowly walking to the UFO
Sebilon opens door
Burst: 27 dmg 52 dmg - unit dead
4legger kills another
Another Sebilon burst, another soldier dead
3 full HP dudes dead and another 3 now suppressed. Door closes and its my turn.
The next turn is guarenteed a Sebilon will open the door again during his turn and closing door at end of his.
I have no means to run away with half TU.
Anyone advise on how to do sebilons in UFO's ?
You have no chance to kill them in their turn. Unlike other units, they BURST, and their downside bad eyesight kinda not really a problem on this range.
Another iron man game lost :(( There are 4 Sebilons inside with a metroid and a 4legger - no chance.
But, gave me idea to do smoke + shotgun style on next run.
I would find it fair that if aliens open the door, the door stays open in my turn. Aliens really abuse the door closing mechanic after their turn now.
DAY 113
There's a few tactics you could try. You could throw smoke at the door so they can't shoot out when they open they door. You could camp the door with lots of soldiers facing it at medium range, so you kill the Sebillian with overwatch once it opens the door (if your soldiers have full TU when facing the door they'll probably shoot first).
Alternatively, you could put your shield soldier out in front of your other troops and far enough away from everyone else that the Sebillian will probably shoot at him and nobody else would be suppressed (and he might not die due to the shield). Or you could blow the door off with the HEVY or the lasers, and then just shoot into the UFO from a distance.
There's quite a few things you could try - just try to avoid getting your whole team suppressed!
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
This is a relatively small update that mostly incorporates localisation fixes - we're planning to push this build onto the main branch in a couple of days if no major issues are encountered by the community.
Changes:
- Updated the localisation files to incorporate the latest batch of translation fixes. This should fix the bulk of the remaining translation issues in the game.
- Fixed late-game Wraith terror sites sometimes having enemies equipped with Plasma weapons rather than Fusion weapons.
- Gemini now has 12 starting armour (previously 15). Shielded Plating for interceptors now offers +24 armour (previously 25). Together these two changes prevent the Gemini getting more than 60 Armour, as going above this level breaks the air combat UI.
- Added more explanation to the tooltips for the concept of damage drop-off on explosions.
- Improved the tooltips for Flashbang Grenades and Smoke Grenades.
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On 5/8/2026 at 7:24 PM, DeusXLondon said:
Thanks, I hope we can get an answer from Nvidia, as it would be terrible if everyone has the same problem.
As a backup I'll look into some of the emulators you suggested. Thanks.
DX
We have now had a reply from NVIDIA, they said they'd take the game into maintenance mode and update the save path - so it sounds like the problem was that they needed to update some settings at their end.
However I'm not quite sure what the expected timescale is for this fix. We've not had any further contact from them, but I'm not sure if that means they've already made the change or whether it's still being processed. Might be worth you giving it a test? I'll give you an update if we do get another email from them anyway.
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31 minutes ago, DeusXLondon said:
I've done so, thank you.
What do we try next?
DX
I'm not sure why the saves are being cleared each time you're playing. Presumably GeForce Now is saving to some weird location that Steam Cloud can't find, but we don't know what that location is because you can't access the local folder to tell us. And then I guess it deletes the entire virtual machine when you end your session.
There's very little that we as developers can do here. I've reached out to our publishers as they apparently have some kind of relationship with Nvidia to ask them what might be going on here (they emailed them just now), hopefully they'll have some kind of answer in the next few days. It's a bit concerning that nobody can play the game on GeForce Now any more at all; the new save directory is a pretty standard location for Unity games.
You might also want to consider some of the options for playing Xenonauts 2 on a Mac? It's not officially supported but we have had reports of people playing on Crossover, and perhaps Whisky and Parallels are also options.
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14 hours ago, DeusXLondon said:
Sadly these 2 options don't work, due to the restrictions of the Geforce virtual machine environment. I can only get to Steam while the game is running, and i I set the launch argument above, it isn't preserved to the next session, so when I restart to have the arguments take effect, they are lost when the session ends and the new session doesn't have any arguments.
Plan B would be to select the older version, but Steam won't let me select a different version to the latest. Not sure if that is because the game is running, or a Geforce steam limitation.
Any other suggestions? Alternately might a future patch address this?
Thanks
DX
One other thing to consider - if Steam Cloud is active, you should be able to access your saves for Xenonauts 2 using this link: https://store.steampowered.com/account/remotestorageapp/?appid=538030
Hopefully then you can download them to your local machine and put them in the correct folder, and either play locally or let them sync to the correct folder on GeforceNow.
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3 hours ago, DeusXLondon said:
Sadly these 2 options don't work, due to the restrictions of the Geforce virtual machine environment. I can only get to Steam while the game is running, and i I set the launch argument above, it isn't preserved to the next session, so when I restart to have the arguments take effect, they are lost when the session ends and the new session doesn't have any arguments.
Plan B would be to select the older version, but Steam won't let me select a different version to the latest. Not sure if that is because the game is running, or a Geforce steam limitation.
Any other suggestions? Alternately might a future patch address this?
Thanks
DX
Hmmm. We're really bumping up against the limits of what we can do with those restrictions, unfortunately. Is Steam Cloud active with GeForce now? If so then maybe you can install the game locally and it'll copy the saves to your local machine and you can shuffle them around there?
I'm sorry you've been left in this position. We put quite a lot of safeties in place for the save migration process but it seems like Geforce Now is blocking all of them.
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This update is only accessible by switching to our Experimental branches (instructions on how to do so here).
Another large-ish patch for the previous Experimental build, which seems to be relatively stable so far! We've made a bunch of localisation fixes over the past couple of days and we've now sent our files off for translation - once those are back, we'll release this build onto the public branches!
Changes & Bugfixes:
- Incorporated the fixes made to 7.21.5 and 7.21.6 over the weekend, which will help avoid crashes if users have lots of old Early Access save games in their save directory.
- Fixed a crash that could occur if picking up items in the tactical inventory from near an area with interactive objective props (Cleaner Desks, Abduction tubes, etc).
- Fixed melee weapon hit chance information being incorrect in the bottom left "shot calculation" UI element. It now shows the base accuracy of the weapon as (say) 65% rather than the incorrect x1.65 formatting it used before.
- Fixed an issue where a planned move (the move + shoot action using Ctrl+Shift) could move the soldier onto a teleporter when using a medkit or melee weapon, causing the teleporter to trigger before the action occurred. The teleporter will now not trigger in such situations.
- Fixed the Alien Plasma Machinegun using the same 2d tile art as the Alien Plasma Rifle.
- Fixed the Aircraft fuel tooltip still incorrectly talking about aircraft running out of fuel in air combat.
- Fixed a typo in the Alien Plasma Weapons xenopedia entry.
- Fixed some more translation issues.
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15 hours ago, ooey said:
Chris, does release 1.0 mean that the game is basically finished and we can start playing with any tweaking meaning that we don't have to restart a game we are already playing through now? Or should we wait a bit more if we don't want to do this?
Yeah, we won't be breaking save games again unless there's a large post-release patch for some reason (maybe if we do a free update to accompany some DLC or something). But that won't be happening for a while, if ever.
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19 hours ago, PyroPit said:
uuups. all saved games are gone? please no!
Your save games won't be gone, but the game is trying to read saves from a different directory now. We can help you find them / move them across if there has been a problem. It's best to create a bug report for it as I don't check these threads very often.
If you go to the Main Menu and click the Local Folder button, are there any files in the /Saves/ directory? Often the problem is that there is lots of saves in there, so it takes a 20-30 seconds for the Load Game window to show the full list.
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15 hours ago, DeusXLondon said:
HI Chris
Thanks very much for the reply.
Yes, I get them onto Geforce Now via purchasing them on steam. The virtual machine makes it hard to check the save locations, and the Local Folder menu option doesn't work, nothing happens when pressed.
What would I use for command line arguments to reset the file path?
Thanks
DX
Hi - so in the Steam options for the game, you can set launch arguments. Try this:
-localGameFolder="%USERPROFILE%/Documents/My Games/Xenonauts 2/"
If that doesn't work, then maybe try switching to the Steam beta branch called "v7.20.4" as that's the older version of the game. That should let you finish your campaign and then you can switch back to the newer version if you want to keep playing.
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On 5/3/2026 at 7:09 AM, Shotcrete said:
Thanks. This bug doesn't seem linked to the jetpack itself, it seems to be linked to the fact the unit has 0 TU. If their TU is refreshed then they path normallly.
I'll chat to the programmers about it.
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On 5/3/2026 at 8:09 PM, DeusXLondon said:
I'm having the same problem, all my saves are gone since the patch, after 62 hours playing and got to day 245. I'm playing on Nvidia Geforce Now.
I started a new campaign that seemed to save and load ok in the game session, but when I left and came back a few hours later, my load game list of saves is empty again, so the new campaign has also disappeared. This makes the game unplayable, if progress isn't saved.
Any suggestions?
DX
Hey - hmmm, I guess it depends how you're getting the game onto GeForce now. Are you putting your games onto GeForce Now via your Steam account? If so we could probably put an older version of the game on a branch for you to play, or maybe you could use the command line arguments to set the updated file path? Let me know what your setup is anyway.
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10 hours ago, Azayah said:
Thanks. This looks like an issue with the game loading files - does it happen if you start a fresh campaign? The issue might also go away if you do a hard reinstall of the game, as it's perhaps caused by a corrupted file:
[7.22.3 - Geoscape] Consistent lock in cutscene after bridge mission
in Xenonauts-2 Bug Reports
Posted
Thanks for the report - this is a strange one, as we can't reproduce it at our end from the save you provided.
First thing to say is that this isn't the last mission, You're probably about 75-80% of the way through the game at this point, so if you need us to give you a working strategy save so you can complete the campaign then we can help you with that (if the fixes below don't work).
Secondly, there's not a lot useful in the logs that explains what might be going wrong. There's two things you could do that would help out - the first is to switch to the "development" beta branch in Steam, which has a build that contains extra logging. That might give us the info we need to see where the game is crashing.
The other thing would be doing a hard delete on the game, which involves going to the game install directory and manually deleting the entire directory, then reinstalling the game via Steam. Sometimes these sorts of issues occur because a file has been corrupted so a full reinstall may fix them.