Compare X-Com: Terror From the Deep prices across 50+ stores and find the best deal. Developed by MicroProse Software, Inc. Published by 2K Games. Released on 5/4/2007. Available on PC. Genres: Strategy.

A brutally punishing underwater XCOM follow-up that rewards patience, positioning, and a willingness to reload saves at 2 AM.

X-Com: Terror From the Deep is a turn-based tactical strategy game built on nearly the same bones as the original UFO: Enemy Unknown, except the aliens have traded the skies for the ocean floor and brought significantly nastier tricks with them. You manage a global underwater defense network, scramble submarines instead of Skyranger transports, research alien aquatic technology, and send squads of divers into claustrophobic maps where sight lines are short and the enemy AI has no interest in being fair. If you bounced off the original X-Com because you found it too forgiving, congratulations, you have found your game. The strategic layer will feel immediately familiar to anyone who has logged time with the series. You balance base construction across multiple underwater installations, juggle funding from global nations who will quietly stop paying you if you ignore their territorial waters, and manage a research queue that gates your combat effectiveness. The twist is that the alien tech tree is almost entirely reskinned, so prior X-Com knowledge tells you the shape of things without spoiling the specifics. Sonic cannons, gauss rifles, and the infuriating Thermal Shok Launcher replace the classic arsenal. Learning which weapons to prioritize early, and which research paths unlock the squad-wipers faster, is genuinely its own puzzle layer. Tactically, the game is harder than its predecessor in ways that are partly intentional and partly a product of its era. Aliens frequently benefit from reaction fire that borders on supernatural. Aquatoids and Gill Men are manageable early on, but when Lobster Men show up they absorb damage like a design decision made specifically to punish you for getting comfortable. Maps lean heavily on ships and city-grid layouts where every doorway is a potential ambush point. The terror missions, which hit civilian-populated coastal locations, are high-stakes time pressure exercises that will punish split squads badly. The correct approach is slow, methodical, and occasionally boring to describe but deeply satisfying to execute. For a newcomer, the honest advice is this: lower the difficulty, treat the first campaign as a learning run, and read the in-game research reports because they double as build-order hints. The tutorial infrastructure is essentially nonexistent by modern standards, which means the game respects you enough to let you figure things out and punishes you for not doing so. There is a mod ecosystem through fan communities that improves quality-of-life without gutting the challenge, and the game runs reliably on modern hardware through Steam. The 91% positive review score on nearly 1,000 reviews reflects a playerbase that came in knowing what kind of commitment was required. What does not hold up as well is the interface, which was designed for a world before mouse wheels and drag-select. Managing equipment across a large squad before a mission is a chore. The AI, while aggressive, is not sophisticated in the modern sense and occasionally does baffling things in open terrain. There is also an argument that Terror From the Deep recycles too much structural DNA from Enemy Unknown without adding enough genuinely new strategic wrinkles to justify itself as a sequel rather than a reskin. That criticism has merit. But if you want 40-plus hours of tight, punishing tactical decision-making with a research loop that stays compelling into the late game, the recycling barely matters. Diego, Scout Team

X-Com: Terror From the Deep
Strategy

X-Com: Terror From the Deep

May 4, 2007MicroProse Software, Inc2K Games
GamerScout Says

A brutally punishing underwater XCOM follow-up that rewards patience, positioning, and a willingness to reload saves at 2 AM.

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About X-Com: Terror From the Deep

X-Com: Terror From the Deep is a turn-based tactical strategy game built on nearly the same bones as the original UFO: Enemy Unknown, except the aliens have traded the skies for the ocean floor and brought significantly nastier tricks with them. You manage a global underwater defense network, scramble submarines instead of Skyranger transports, research alien aquatic technology, and send squads of divers into claustrophobic maps where sight lines are short and the enemy AI has no interest in being fair. If you bounced off the original X-Com because you found it too forgiving, congratulations, you have found your game. The strategic layer will feel immediately familiar to anyone who has logged time with the series. You balance base construction across multiple underwater installations, juggle funding from global nations who will quietly stop paying you if you ignore their territorial waters, and manage a research queue that gates your combat effectiveness. The twist is that the alien tech tree is almost entirely reskinned, so prior X-Com knowledge tells you the shape of things without spoiling the specifics. Sonic cannons, gauss rifles, and the infuriating Thermal Shok Launcher replace the classic arsenal. Learning which weapons to prioritize early, and which research paths unlock the squad-wipers faster, is genuinely its own puzzle layer. Tactically, the game is harder than its predecessor in ways that are partly intentional and partly a product of its era. Aliens frequently benefit from reaction fire that borders on supernatural. Aquatoids and Gill Men are manageable early on, but when Lobster Men show up they absorb damage like a design decision made specifically to punish you for getting comfortable. Maps lean heavily on ships and city-grid layouts where every doorway is a potential ambush point. The terror missions, which hit civilian-populated coastal locations, are high-stakes time pressure exercises that will punish split squads badly. The correct approach is slow, methodical, and occasionally boring to describe but deeply satisfying to execute. For a newcomer, the honest advice is this: lower the difficulty, treat the first campaign as a learning run, and read the in-game research reports because they double as build-order hints. The tutorial infrastructure is essentially nonexistent by modern standards, which means the game respects you enough to let you figure things out and punishes you for not doing so. There is a mod ecosystem through fan communities that improves quality-of-life without gutting the challenge, and the game runs reliably on modern hardware through Steam. The 91% positive review score on nearly 1,000 reviews reflects a playerbase that came in knowing what kind of commitment was required. What does not hold up as well is the interface, which was designed for a world before mouse wheels and drag-select. Managing equipment across a large squad before a mission is a chore. The AI, while aggressive, is not sophisticated in the modern sense and occasionally does baffling things in open terrain. There is also an argument that Terror From the Deep recycles too much structural DNA from Enemy Unknown without adding enough genuinely new strategic wrinkles to justify itself as a sequel rather than a reskin. That criticism has merit. But if you want 40-plus hours of tight, punishing tactical decision-making with a research loop that stays compelling into the late game, the recycling barely matters. Diego, Scout Team

Tags

steamTurn-Based TacticsBase ManagementHigh DifficultyResearch TreeSquad PermadeathClassic StrategyRetroAlien Invasion

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Reviews & Ratings

Steam
91%(927)

Game Info

Developer
MicroProse Software, Inc
Publisher
2K Games
Release Date
May 4, 2007

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