Compara los precios de UFO: Afterlight en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Altar Games. Publicado por Bohemia Interactive. Lanzado el 6/1/2014. Disponible en PC. Géneros: Indie, Strategy. Puntuación Metacritic: 71/100.

If your spreadsheet still has a tab labeled 'X-COM clones ranked', UFO: Afterlight belongs near the top, a Mars colony manager with real teeth, dated edges and all.

I've spent enough time with real-time-with-pause strategy games to know when one is quietly doing something clever under an ugly hood, and UFO: Afterlight qualifies. Altar Games took the X-COM formula, dropped it onto Mars with a single fixed base, stripped out the luxury of buying fresh recruits at will, and forced you to actually care about a small, named roster of Soldiers, Technicians, and Scientists who can hold dual classes. That constraint alone shifts the whole feel from anonymous cannon-fodder management to something that scratches the same itch as an ironman Jagged Alliance run. The two-layer structure is where the depth lives. On the strategic side you are claiming Martian territory with rovers, dropping resource mines, juggling fuel logistics so your UFO transport can even reach a distant mission, and keeping terraforming stations online because late-game research gates sit behind specific terraforming thresholds (40, 48, 63, 70 percent, if you want the short version). Expand too slowly and your tech tree stagnates; push too hard and your supply lines get cut by enemies who will actively counter-attack your claimed regions. That tension between tempo and overextension is genuinely well-designed, and it only tightens as you hit the mid-game. On the tactical side, squads of up to seven deploy in real time with pause. Characters earn training points on level-up and spend them on specialisations ranging from heavy weapon mastery and sniping through to Reticulan technology research, and those choices are permanent, so a little forward planning before you lock in a Gunman or a Medic build goes a long way. The community is generally warm toward Afterlight, though with caveats that veteran players repeat like a checklist: patch to the latest version, and look seriously at the Total Rebalance mod, which irons out the roughest balance edges. The Steam version that launched in 2014 is already in a better state than the original 2007 release, smoother and less punishing at the outset, but the path-finding for units still requires babysitting when a squad tries to move in formation. The voice acting is memorably bad in a way that either charms or grates depending on your tolerance, and the cartoony art direction reads as a mismatch against the survival premise. Mission variety also thins out over long playthroughs; the maps per region are fixed, so you will recognise them. For strategy veterans the honest comparison is less "modern XCOM" and more "older, stranger cousin of Xenonauts with a logistics model worth studying." The diplomacy system with Martian factions, the terraforming progression that physically changes mission environments from barren red rock to something greener, and the drone units that level up alongside human soldiers all add layers that repay attention. Newcomers to the genre will struggle without reading the in-game library screen carefully, since there is no UFOpedia and the tutorial tips cover only the basics. That said, the game is genuinely approachable once you accept that the first hour is the hardest and that the early Reticulan weapons you scavenge are intentionally your primary firepower until production comes online. At a Metacritic score of 71, Afterlight sits in the respectable-but-not-celebrated tier, which feels about right. The bones are good. The execution is uneven. The late game, once terraforming unlocks its full strategic logic and the Beastmen start pressing hard, is legitimately compelling. If you want a meaty, old-school alien strategy sim that rewards careful personnel management and punishes passive play, this is a solid pick. If you need sharp visuals and polished UX before you commit, look elsewhere. Diego, Scout Team

UFO: Afterlight

UFO: Afterlight

6 ene 2014Altar GamesBohemia Interactive
GamerScout opina

If your spreadsheet still has a tab labeled 'X-COM clones ranked', UFO: Afterlight belongs near the top, a Mars colony manager with real teeth, dated edges and all.

PC
Steam Deck UnsupportedProtonDB Gold
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I've spent enough time with real-time-with-pause strategy games to know when one is quietly doing something clever under an ugly hood, and UFO: Afterlight qualifies. Altar Games took the X-COM formula, dropped it onto Mars with a single fixed base, stripped out the luxury of buying fresh recruits at will, and forced you to actually care about a small, named roster of Soldiers, Technicians, and Scientists who can hold dual classes. That constraint alone shifts the whole feel from anonymous cannon-fodder management to something that scratches the same itch as an ironman Jagged Alliance run. The two-layer structure is where the depth lives. On the strategic side you are claiming Martian territory with rovers, dropping resource mines, juggling fuel logistics so your UFO transport can even reach a distant mission, and keeping terraforming stations online because late-game research gates sit behind specific terraforming thresholds (40, 48, 63, 70 percent, if you want the short version). Expand too slowly and your tech tree stagnates; push too hard and your supply lines get cut by enemies who will actively counter-attack your claimed regions. That tension between tempo and overextension is genuinely well-designed, and it only tightens as you hit the mid-game. On the tactical side, squads of up to seven deploy in real time with pause. Characters earn training points on level-up and spend them on specialisations ranging from heavy weapon mastery and sniping through to Reticulan technology research, and those choices are permanent, so a little forward planning before you lock in a Gunman or a Medic build goes a long way. The community is generally warm toward Afterlight, though with caveats that veteran players repeat like a checklist: patch to the latest version, and look seriously at the Total Rebalance mod, which irons out the roughest balance edges. The Steam version that launched in 2014 is already in a better state than the original 2007 release, smoother and less punishing at the outset, but the path-finding for units still requires babysitting when a squad tries to move in formation. The voice acting is memorably bad in a way that either charms or grates depending on your tolerance, and the cartoony art direction reads as a mismatch against the survival premise. Mission variety also thins out over long playthroughs; the maps per region are fixed, so you will recognise them. For strategy veterans the honest comparison is less "modern XCOM" and more "older, stranger cousin of Xenonauts with a logistics model worth studying." The diplomacy system with Martian factions, the terraforming progression that physically changes mission environments from barren red rock to something greener, and the drone units that level up alongside human soldiers all add layers that repay attention. Newcomers to the genre will struggle without reading the in-game library screen carefully, since there is no UFOpedia and the tutorial tips cover only the basics. That said, the game is genuinely approachable once you accept that the first hour is the hardest and that the early Reticulan weapons you scavenge are intentionally your primary firepower until production comes online. At a Metacritic score of 71, Afterlight sits in the respectable-but-not-celebrated tier, which feels about right. The bones are good. The execution is uneven. The late game, once terraforming unlocks its full strategic logic and the Beastmen start pressing hard, is legitimately compelling. If you want a meaty, old-school alien strategy sim that rewards careful personnel management and punishes passive play, this is a solid pick. If you need sharp visuals and polished UX before you commit, look elsewhere.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:aaaReal-Time With PauseTerraformingPersonnel ManagementDual-Class SystemTerritory ControlResource LogisticsMod-FriendlyOld-School Difficulty

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
512 MB RAM
Storage
2550 MB available space
Graphics
nVidia® GeForce™ 5700 or ATI Radeon® 9500 *
Processor
Intel Pentium® III or AMD® Athlon - 1GHz

Recomendados

OS
Windows 10
Memory
768 MB RAM
Storage
2550 MB available space
Graphics
nVidia® GeForce™ 6600 or ATI Radeon® 9700 Pro or better*
Processor
Intel Pentium® III or AMD® Athlon - 2GHz

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Reseñas y valoraciones

Metacritic
71

Información del juego

Desarrolladora
Altar Games
Distribuidora
Bohemia Interactive
Fecha de lanzamiento
6 ene 2014

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¿En qué plataformas está disponible UFO: Afterlight?

UFO: Afterlight está disponible en PC.

¿Cuándo se lanzó UFO: Afterlight?

UFO: Afterlight se lanzó el 6 de enero de 2014.

¿Quién desarrolló UFO: Afterlight?

UFO: Afterlight fue desarrollado por Altar Games y publicado por Bohemia Interactive.

¿Merece la pena comprar UFO: Afterlight?

UFO: Afterlight tiene una puntuación Metacritic de 71/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.