Xenobiome Command is a strategy game about keeping a colony alive on a fungal alien world. You land in the fog with one colonist and nobody coming to help, and every map is a new colony to grow from nothing.
The purple fungus on the ground is alive, and it breeds alien packs. They walk out of it toward your Landing Zone and take any area they reach. If they take the Landing Zone, the colony is lost. Burn a patch of fungus and it stops breeding.
The authority that funds you keeps score. Finish quests and your standing rises. Lose colonists or miss deadlines and it falls, and at zero you're recalled. How long can what you build endure?
A 4X the size of one valley.
EXPLORE the fog to see what's out there.
EXPAND area by area until the map is yours.
EXPLOIT the land, refine it, keep the colony fed.
EXTERMINATE the alien packs and the nests that breed them.
Features
Play 2 campaigns across 27 handcrafted story maps. The first runs from planetfall to last stand. The second follows a faction that lives off what it kills. Narration plays between maps, and every campaign map hides one secret.
Scenario mode replays 24 biomes with seeded layouts, 16 rolled map traits, and 4 asymmetric factions. Today's Drop is a new seeded scenario every day.
Explore the fog to see what's out there, and claim the ground under it before something else does.
Harvest what the land gives, refine it, and keep the colony fed, housed, and healthy.
Build sleeping pods, orchards, labs, forges, and shrines, and grow from one colonist to a working colony.
Hire wardens, the colony's fighters, and march them out to meet the enemy. A fight lasts days, and you can pull back at any time.
Watch the enemy. A sleeping pack sends raids at your land every few days, and a pack you wake attacks at once.
Pick a commander and a colonist trait before you land. 18 commanders and 7 traits change how a colony develops.
Draft technologies from four research tracks, so your toolkit changes from colony to colony.
146 incidents and colony events force choices with costs.
Sickness, a cold season, and events with no good answer get in the way of every plan.
Artifacts, festivals, and stars carry progress from one colony to the next.
Every map records the hardest difficulty you've cleared, and commanders earn titles as you play them.
Every campaign map hides one secret. The hint is on the map's card, the find is yours, and each one unlocks a plate and a piece of lore.
Today's Drop is a new date-seeded scenario every day, with your best attempts saved on record.
An interactive tutorial walks you through your first colony, and the in-game codex explains every system.
A map takes 10 to 30 minutes and saves when you quit.
Pick a pace from relaxed to sandbox, and pause whenever you want.
Choose from 4 difficulty levels.
Cancelled builds refund in full, and you can undo your actions.
Play with mouse and keyboard, gamepad, or touch, and rebind the controls.
Plays fully offline; premium, no ads, no microtransactions, no account. Steam demo saves carry into the full game.
Trailer
64 seconds, narrated. 1080p web encode; the master is available on request via the contact page.
Gameplay
Two minutes of one colony on the first campaign map, captioned on screen: surveying
and claiming areas, building, recruiting wardens, fighting feral packs, research, scavenging,
expeditions, clearing and burning a bloom, the Drift, and an incident. No narration. 1080p web
encode; the master is available on request.
Key art & logo
Key art with wordmark, 1232x706Key art, clean, 1472x832Logo, transparent PNG, 1280x720
Screenshots
All captured in-game at 1920x1080.
Multi-day battleWarden against feralHolding a bloom with supportHeld ground against the fogTimed situationSurveying fogged groundResearch tracksResource ledgerRegion securedThe ArchipelagoThe Citadel
Content note
Some of this game's visual assets (key art, character and hero illustrations, narration video plates) were created with generative image tools. All gameplay systems, code and game design are human-made. The game contains no live AI-generated content: everything was generated during development and reviewed before inclusion.