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Xenosensory

Xenosensory

by caiys · Published by caiysware

Price $2.24
Avg Players 0
Released Dec 31, 2025
2DArcadeCasualClicker
View on Steam ↗

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Xenosensory is a short horror-themed incremental where you click to eliminate aliens and liberate prisoners, then spend research points upgrading your skills and unlocking new gadgets via a skill tree. The game runs 2-3 hours to completion and prioritizes atmosphere and exploration over challenge, making it suited for players who enjoy low-stress progression and eerie sci-fi aesthetics.

About this game

What players are saying

▼ Not recommended 5 hrs
Oh Caiys, this is a big miss and very out of character for you. Look, I think the individual gameplay elements and the vibes are perfectly fine, but really it's the 'zero challenge' of this game that is so mind numbing, especially if you come with any kind of expectations from your previous titles. All these upgrades and cool looking active abilities are worthless because you can't lose, and even if you don't play optimally, you still make progress extremely fast. Me and my steam friend are kinda talking and like, is this... crap? Case made crap? I don't think the game is that bad, it's just lacking that rogue-lite loop or at least a mode for it.

It really feels like it should have been a generic rogue-lite (perhaps you will make one of those someday), it still has all the individual progression elements and the framework for it, like active abilities with AOE that look very cool, but what is the point. And I don't mind generic grind games either, I played a few fun clickers here and there, but even as a mindless grinding game, it's not doing enough to keep my attention. The entire time I play this game in my mind I am looking for something to min/max, I want to optimize this game and play it with some consequences, but there is no way to do so.

Is a rogue-lite mode with perma-death still possible as an optional mode, maybe with some achievements for it? There is probably a way right, maybe a mode where you can't let everyone taken or something. But if it's not worth your time, I mean the game is $2, I don't really care that much. I would not mind actually reading what these upgrades and abilities do, you just didn't give me a reason for it.

That said, I kinda liked the atmosphere and some limited allure with mysterious narrative, it still has all the usual gimmicks from your games without the actual gameplay loop for them to have a purpose. The whole lack of challenge kind of soured the whole thing for me, I feel like the game plays fine, so if you had to worry about loosing, maybe it would be more engaging.

Even the grind gameplay was a little funky, it's like the game is a bit slow for the first 10% of the playthrough, and then I got like 90% of it in half that time. You end up just mass clicking on upgrade before you even read what they do, and that is not a good thing, I think decision making is what made some of your game fun, and I am not sure why you thought this was a good idea.

Pros:



(+) So I don't have a problem with actual gameplay, I can see it being fun if there was some challenge to it or consequences, or if any of the choices I made actually made a difference. Otherwise it's like, I can unlock another 25 nodes now, do I care what they do, not %%%% really.

I think the mouse abilities were kinda neat visually, just not really needed to actually beat the game, so look cool AOE, why though, what does it do for me, just about nothing cuz there is barely anything in my way

(+) I didn't mind the writing or that syndicate type feel of the game, actually kinda nice, maybe could have used a little more personality or characters

Feedback:



- I feel like you will quickly hit a point in this game where you just don't give a damn about anything you click or do, because frankly nothing you take makes that much of a difference in a long run

Maybe it should have a rogue-lite mode with perma death? I understand it's not the game you made, but it sure feels like it still has that skeleton to it that has nothing to support.

You have all these abilities and upgrades, but you can also do nothing and you still making good progress. So I don't think in the current state these linear time sinks have much to offer, maybe if you had some milestones that you actually had to overcome, or actual ways to fail, it feels like it needs some decision making that actually makes a difference, but this is Everyone is a Winner game

- not sure if it was one of the nods that unlocked active abilities, but if the player goes into the wrong direction they might miss that part of the game for a long time?


Overall Thoughts: 5/10

Even if I play like a generic clicker game, say something like a Scream Collector, it's mindless grind but I still feel like I am optimizing my time or actively doing something or getting some fun feedback. Everything about this game feels like wasted potential, you have many cool visual effects here and fun vibes, but it's just so freaking dull to play. I am not reading anything because it's not a big deal, it does not make that much of a difference because there is nothing to overcome, the milestones you do get, are still worthless because there is barely anything to look forward to other than maybe some funky abilities.

Maybe I missed a trend where a game like this is fun now, I don't agree with the execution here, this does not feel like a fun grinding game to me, it still feels like one of your Rogue-lite games that is completely missing any form of challenge or enjoyable back and forth progression.

Love you sir, I don't understand what you saw in this. If it was a generic rogue-lite sure, probably would work well enough.

Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/
18 found helpful Steam ↗
▲ Recommended 2 hrs
An insta-buy if you're a fan of the talented dev. It has all the trademark visuals, atmosphere, polish, and crude dirty jokes you'd expect.

If this is a random game you stumbled upon, there are a few things you should know. As the store page honestly states, the game is short and casual. A 100% run on normal difficulty takes about 2.5 hours. The meta-progression is helpful but isn't very deep (it might be patched into something more substantial one day). Also, the "space station nightmare" story isn't meant to be taken too seriously, as it delights more in poking fun at horror classics than in building a coherent narrative.

None of these points are inherently negative—they're just things to consider when deciding if the game is for you. I, for one, enjoyed every minute of it.
15 found helpful Steam ↗
▲ Recommended 2 hrs
It's about 2 hours of gameplay on normal difficulty. so for 2-3 $ it's worth it :)
Game is fun .
You kill You die You upgrade.
Easy 100% ( some apples might be rought to find but read and open your eyes )
FIND THOSE APPLES !
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch v2.1

61 days ago
//misc changes - Achievement - Community Busters Unite: When opening the Leaderboard from the Meta Screen it will now trigger the achievement if you have a score (in case it failed to trigger normally). - Brainals and their shielded Xenos now create electric spark effects (so it's easier to see they are linked together). - Ambient sounds have been added when your cursor is close to the anomalies in sectors 1-5.

Brainal Update (v2)

78 days ago
Welcome back Xenobusters. Originally this was just going to be a quick patch but had a few neat meta gameplay ideas to help mix up those runs. Also I had to make sure there was 67 achievements... :] 18 new meta unlocks... - Brainal Xenoforms: Adds a new rare Xenoform called the Brainal who psychically shields nearby Xenos from harm. - Beacon Room: Adds a new Hackable room which when hacked makes all current Convicts a Priority Convict and all Xenos a Bounty Xenos. - Convict Compensation: Points from escaping Convicts are doubled until a certain amount of Convicts have been Abducted. - Golden Ticket: Can be used to fully Level Up a chosen unlocked Action or Gadget. - Extra Extra Left Action: You can now assign a third Action to the Left Button. - Gadget Pocketeer: Adds another Gadget slot. - Pong Bansheeed: Your sector Pong Balls can now even bust Banshees. - Pong Manoeuvrer: You can steer your sector Pong Balls. Other new stuff... - The different sectors now have their own colours (so the sectors have more of their own flavour). - 8 new Rewards/Achievements: Fully Actioned, Power Hackathon, Beacon Hackathon, VIP Spotter, Gigald Spotter, Braaains Spotter, Braaains Butcherer, Pong Enjoyer. - 2 new Actions: Beacon Repair, Braaains Lure. - 2 new Gadgets: Beacon Dominance, Brainified Xenoforms. - 1 new Log: Specimen Brainal Xenoforms. Misc changes... - Escape Menu: When playing a research run there's now an option to quickly start a new run. - Escape Menu: When opened repetitive sound loops will now mute themselves (eg Banshee, TV Anomaly, etc). - Settings - Fullscreen: This has had some changes under the hood (to improve compatibility). - Meta Screen: The top HUD elements have been rearranged (so there's less mouse work needed when changing tabs). - Meta - Pongiphilia: The sector pong ball will now bounce off enemies when busting them (instead of just passing through). - Meta - Pong Bump: The extra speed is now also given when the ball busts a Xenos. - Meta - Priority L...

Patch v1.12

112 days ago
//bug fixes - Randomiser Mode: The Meta Perusal meta had a chance to start offscreen. - Randomiser Mode: The Mimic special xenos could lure convicts through walls. - Pressing Alt+Enter to switch between Fullscreen and Windowed wasn't working correctly.

Posts come from Steam's official announcements feed.

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