Compare UFO: Aftermath prices across 50+ stores and find the best deal. Developed by Altar Interactive. Published by Fulqrum Publishing. Released on 4/23/2014. Available on PC. Genres: Strategy.

A stripped-down X-COM heir that trades base micromanagement for atmosphere and a genuinely unsettling alien biomass ticking against you on the geoscape. Worth your time if you can accept its compromises.

My spreadsheet instincts fired up the moment I saw the geoscape: territory spreading like a slow infection, alien spores eating the map while my Phoenix Company scrambled to hold three continents at once. That tension is where UFO: Aftermath earns its keep. The premise is post-invasion rather than mid-invasion, which means no funding councils to placate and no base layout puzzles to agonize over. Those omissions will sting hard-core geoscape managers, but they also mean the global layer is surprisingly readable for newcomers who would otherwise drown in classical X-COM's bookkeeping. The dual-phase loop works like this: on the globe you assign bases to one of four operational modes (Research, Military, Manufacture, or Biomass Repulsion), intercept UFOs, and queue up ground missions. Territory equals interceptor coverage, so losing land is genuinely punishing in a cascading way that keeps the mid-game tense. On the ground you drop into randomly generated urban, wilderness, and arctic maps with a squad capped at seven soldiers and fight through the Simultaneous Action System, a quasi-real-time engine where you pre-plan your squad's orders while the game is paused, then release the clock and watch them execute. Auto-pause triggers on enemy sightings, so you are never completely blindsided. It sits somewhere between the deliberate cadence of classic turn-based and the chaos of full RTS, and that hybrid is either the game's best idea or its most divisive depending on your tolerance for AI soldiers occasionally making mystifying pathing decisions once the clock is running. The RPG layer is thinner than it looks on paper. Soldiers track six attributes (Strength, Agility, Dexterity, Willpower, Intelligence, Perception) and skills improve with use, so a veteran rifleman genuinely feels different from a raw recruit. The weapons roster runs wide, from starting 1911 pistols and Remington shotguns through alien laser rifles and gyro-stabilized heavy weapons you unlock via research. Learning when to phase out human hardware for captured Reticulan tech is one of the game's more satisfying decision loops. The problem is that the difficulty curve spikes unpredictably, particularly late, and the AI leans on snipers and numbers rather than clever flanking. Reviewers at launch broadly landed around the 7 to 7.5 range, citing a lack of depth compared to true classics of the genre, and that assessment still reads accurately today. The tutorial is thin on the strategic layer, so plan to consult the manual or community guides for the globe mechanics. For a strategy-adjacent newcomer, this is actually a reasonable gateway. The geoscape asks far fewer simultaneous decisions than a Paradox title or full X-COM, the randomly generated maps mean each campaign plays out differently, and the oppressive atmosphere of an already-lost Earth keeps the narrative pressure high without demanding you read three wikis. Modding support exists, with official tools released alongside a publisher-run contest that produced skins, weapon models, and map variants, so the game has a small but real creative history around it. The two sequels, Aftershock and Afterlight, are broadly regarded as refinements rather than replacements, so finishing Aftermath still carries narrative value if you intend to go further. Diego, Scout Team

UFO: Aftermath
Strategy

UFO: Aftermath

Apr 23, 2014Altar InteractiveFulqrum Publishing
GamerScout Says

A stripped-down X-COM heir that trades base micromanagement for atmosphere and a genuinely unsettling alien biomass ticking against you on the geoscape. Worth your time if you can accept its compromises.

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Screenshots & Media

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About UFO: Aftermath

My spreadsheet instincts fired up the moment I saw the geoscape: territory spreading like a slow infection, alien spores eating the map while my Phoenix Company scrambled to hold three continents at once. That tension is where UFO: Aftermath earns its keep. The premise is post-invasion rather than mid-invasion, which means no funding councils to placate and no base layout puzzles to agonize over. Those omissions will sting hard-core geoscape managers, but they also mean the global layer is surprisingly readable for newcomers who would otherwise drown in classical X-COM's bookkeeping. The dual-phase loop works like this: on the globe you assign bases to one of four operational modes (Research, Military, Manufacture, or Biomass Repulsion), intercept UFOs, and queue up ground missions. Territory equals interceptor coverage, so losing land is genuinely punishing in a cascading way that keeps the mid-game tense. On the ground you drop into randomly generated urban, wilderness, and arctic maps with a squad capped at seven soldiers and fight through the Simultaneous Action System, a quasi-real-time engine where you pre-plan your squad's orders while the game is paused, then release the clock and watch them execute. Auto-pause triggers on enemy sightings, so you are never completely blindsided. It sits somewhere between the deliberate cadence of classic turn-based and the chaos of full RTS, and that hybrid is either the game's best idea or its most divisive depending on your tolerance for AI soldiers occasionally making mystifying pathing decisions once the clock is running. The RPG layer is thinner than it looks on paper. Soldiers track six attributes (Strength, Agility, Dexterity, Willpower, Intelligence, Perception) and skills improve with use, so a veteran rifleman genuinely feels different from a raw recruit. The weapons roster runs wide, from starting 1911 pistols and Remington shotguns through alien laser rifles and gyro-stabilized heavy weapons you unlock via research. Learning when to phase out human hardware for captured Reticulan tech is one of the game's more satisfying decision loops. The problem is that the difficulty curve spikes unpredictably, particularly late, and the AI leans on snipers and numbers rather than clever flanking. Reviewers at launch broadly landed around the 7 to 7.5 range, citing a lack of depth compared to true classics of the genre, and that assessment still reads accurately today. The tutorial is thin on the strategic layer, so plan to consult the manual or community guides for the globe mechanics. For a strategy-adjacent newcomer, this is actually a reasonable gateway. The geoscape asks far fewer simultaneous decisions than a Paradox title or full X-COM, the randomly generated maps mean each campaign plays out differently, and the oppressive atmosphere of an already-lost Earth keeps the narrative pressure high without demanding you read three wikis. Modding support exists, with official tools released alongside a publisher-run contest that produced skins, weapon models, and map variants, so the game has a small but real creative history around it. The two sequels, Aftershock and Afterlight, are broadly regarded as refinements rather than replacements, so finishing Aftermath still carries narrative value if you intend to go further. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Simultaneous Action SystemGeoscape ManagementPost-Apocalyptic AliensSquad Permadeath RiskTerritory ControlResearch TreeRandomly Generated MapsAlien Tech Progression

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 8 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7/8
Memory
128 MB RAM
Storage
1 GB available space
Graphics
32 MB GeForce2
Processor
Pentium III 500 MHz
Sound Card
DirectX certified sound card

Recommended

OS
Windows XP/Vista/7/8
Memory
256 MB RAM
Storage
1 GB available space
Graphics
64 MB GeForce 4 MX / ATI Radeon 9300
Processor
Pentium IV 2 GHz or Athlon 2 GHz
Sound Card
DirectX certified sound card

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Game Info

Developer
Altar Interactive
Publisher
Fulqrum Publishing
Release Date
Apr 23, 2014

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Price History

2026-06-100.73(lowest)

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What platforms is UFO: Aftermath available on?

UFO: Aftermath is available on PC.

When was UFO: Aftermath released?

UFO: Aftermath was released on 23 April 2014.

Who developed UFO: Aftermath?

UFO: Aftermath was developed by Altar Interactive and published by Fulqrum Publishing.