Compara los precios de XCOM: Enemy Unknown + XCOM: Enemy Within (DLC) en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Firaxis Games, Feral Interactive (Linux). Publicado por 2K Games. Lanzado el 8/10/2012. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 89/100.

Turn-based tactics meets base management as you command Earth's last line of defense against a full alien invasion. Enemy Within adds mechs, gene mods, and a human splinter threat.

XCOM: Enemy Unknown is a turn-based tactical strategy game with a persistent base layer sitting underneath every mission. You command a squad of soldiers on grid-based battlefields, spending action points to move, shoot, flank, and suppress, while watching percentage-hit numbers taunt you from across the map. Between missions you manage a global headquarters, research alien technology, build facilities, allocate satellites, and decide which panicking council nation gets rescue priority this month. The two systems feed each other constantly: better research unlocks better gear; better gear means fewer soldiers die; fewer deaths means your veterans survive long enough to become irreplaceable. When one of them does die, it is permanent. Enemy Within, the expansion bundled here, is the version you actually want to play. It introduces MEC Troopers - soldiers who sacrifice their biological arms for mechanical exoskeletons and become walking artillery platforms - alongside gene mods that let you splice alien DNA into your troops for abilities like Mimetic Skin or Bioelectric Skin. A second human antagonist faction called EXALT runs covert sabotage operations against your bases, adding a counter-intelligence layer that forces you to split attention between the alien threat and an internal one. The expansion does not feel like a DLC afterthought. It restructures enough of the strategic loop that playing base Enemy Unknown afterward feels stripped down. From a depth-of-decision standpoint, XCOM holds up remarkably well. Every tactical mission is a resource conservation puzzle. You have four soldiers, limited actions, and enemies that punish overextension mercilessly. Class design is clean and deliberate: the Support class keeps teammates in the fight, Assault closes distance and triggers Run and Gun, Heavy brings area suppression and rockets, Sniper rewards disciplined positioning. The Psi system, unlocked mid-to-late game through research, adds a wild-card layer where soldiers can mind-control enemies or deliver guaranteed-hit Rift damage, sometimes turning missions that should be catastrophic into controlled demolitions. The AI is not brilliant by grand-strategy standards, but it applies pressure correctly and punishes passive play. New players should not be scared off by the reputation for brutal difficulty. Normal difficulty is genuinely manageable and functions as a proper tutorial for the systems before you step up to Classic or Ironman. The game front-loads its most confusing mechanics but explains them clearly enough through early-mission handholding. Where it does not hold your hand is in satellite coverage strategy, which new players routinely mismanage by ignoring the council funding consequences of letting countries panic. Prioritize satellite uplinks early, spread coverage before month-end funding evaluations, and the mid-game funding crisis most newcomers hit becomes avoidable. That kind of systems knowledge is exactly where the game rewards the player who reads carefully. The mod ecosystem on PC extends the lifespan substantially. Long War, the community overhaul, essentially doubles the campaign length and overhauls almost every number in the game into something more granular and punishing. It is not for first playthroughs, but its existence signals how solid the underlying framework is. After one or two vanilla campaigns, Long War is where the serious XCOM hours actually live. For anyone who wants tactical turn-based strategy with meaningful progression stakes, genuine strategic-layer decisions, and a satisfying loop that survives repeated playthroughs, this package delivers all of that in a format that holds up well since its original release. Diego, Scout Team

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)

Complemento / DLC de XCOM: Enemy Unknown — ver juego completo
8 oct 2012Firaxis Games, Feral Interactive (Linux)2K Games
GamerScout opina

Turn-based tactics meets base management as you command Earth's last line of defense against a full alien invasion. Enemy Within adds mechs, gene mods, and a human splinter threat.

PC
Steam Deck PlayableProtonDB Gold
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Acerca de XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)

XCOM: Enemy Unknown is a turn-based tactical strategy game with a persistent base layer sitting underneath every mission. You command a squad of soldiers on grid-based battlefields, spending action points to move, shoot, flank, and suppress, while watching percentage-hit numbers taunt you from across the map. Between missions you manage a global headquarters, research alien technology, build facilities, allocate satellites, and decide which panicking council nation gets rescue priority this month. The two systems feed each other constantly: better research unlocks better gear; better gear means fewer soldiers die; fewer deaths means your veterans survive long enough to become irreplaceable. When one of them does die, it is permanent. Enemy Within, the expansion bundled here, is the version you actually want to play. It introduces MEC Troopers - soldiers who sacrifice their biological arms for mechanical exoskeletons and become walking artillery platforms - alongside gene mods that let you splice alien DNA into your troops for abilities like Mimetic Skin or Bioelectric Skin. A second human antagonist faction called EXALT runs covert sabotage operations against your bases, adding a counter-intelligence layer that forces you to split attention between the alien threat and an internal one. The expansion does not feel like a DLC afterthought. It restructures enough of the strategic loop that playing base Enemy Unknown afterward feels stripped down. From a depth-of-decision standpoint, XCOM holds up remarkably well. Every tactical mission is a resource conservation puzzle. You have four soldiers, limited actions, and enemies that punish overextension mercilessly. Class design is clean and deliberate: the Support class keeps teammates in the fight, Assault closes distance and triggers Run and Gun, Heavy brings area suppression and rockets, Sniper rewards disciplined positioning. The Psi system, unlocked mid-to-late game through research, adds a wild-card layer where soldiers can mind-control enemies or deliver guaranteed-hit Rift damage, sometimes turning missions that should be catastrophic into controlled demolitions. The AI is not brilliant by grand-strategy standards, but it applies pressure correctly and punishes passive play. New players should not be scared off by the reputation for brutal difficulty. Normal difficulty is genuinely manageable and functions as a proper tutorial for the systems before you step up to Classic or Ironman. The game front-loads its most confusing mechanics but explains them clearly enough through early-mission handholding. Where it does not hold your hand is in satellite coverage strategy, which new players routinely mismanage by ignoring the council funding consequences of letting countries panic. Prioritize satellite uplinks early, spread coverage before month-end funding evaluations, and the mid-game funding crisis most newcomers hit becomes avoidable. That kind of systems knowledge is exactly where the game rewards the player who reads carefully. The mod ecosystem on PC extends the lifespan substantially. Long War, the community overhaul, essentially doubles the campaign length and overhauls almost every number in the game into something more granular and punishing. It is not for first playthroughs, but its existence signals how solid the underlying framework is. After one or two vanilla campaigns, Long War is where the serious XCOM hours actually live. For anyone who wants tactical turn-based strategy with meaningful progression stakes, genuine strategic-layer decisions, and a satisfying loop that survives repeated playthroughs, this package delivers all of that in a format that holds up well since its original release.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamTurn-Based TacticsPermadeathBase BuildingIronman ModeClass SystemMod SupportLong War CompatibleAlien ThreatResource Management

Requisitos del sistema

Mínimos

Processor
2 GHz Dual Core
Memory
2 GB RAM
Graphics
NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT or greater DirectX®:9.0 Hard Drive:20 GB HD space Sound:DirectX Compatible Other Requi…

Recomendados

Processor
2 GHz Dual Core (Intel Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz)
Memory
4 GB RAM
Graphics
NVIDIA GeForce 9000 series / ATI Radeon HD 3000 series or greater DirectX®:9.0 Hard Dri…

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Reseñas y valoraciones

Metacritic
89

Información del juego

Desarrolladora
Firaxis Games, Feral Interactive (Linux)
Distribuidora
2K Games
Fecha de lanzamiento
8 oct 2012

Características

Single-playerMultiplayerCross Platform MultiplayerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudRemote Play on TV+1 más

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¿En qué plataformas está disponible XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)?

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC) está disponible en PC.

¿Cuándo se lanzó XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)?

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC) se lanzó el 8 de octubre de 2012.

¿Quién desarrolló XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)?

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC) fue desarrollado por Firaxis Games, Feral Interactive (Linux) y publicado por 2K Games.

¿Merece la pena comprar XCOM: Enemy Unknown + XCOM: Enemy Within (DLC)?

XCOM: Enemy Unknown + XCOM: Enemy Within (DLC) tiene una puntuación Metacritic de 89/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.