Compare XCOM: Enemy Within (DLC) key prices across 50+ stores and find the best deal. Developed by Firaxis Games. Published by 2K Games. Released on 11/12/2014. Available on PC. Genres: Action, Single Player, Multiplayer, Bird View, Strategy. Metacritic score: 86/100.

The expansion that effectively replaces XCOM: Enemy Unknown as the version worth playing. MEC Troopers, Gene Mods, and a rogue human faction add real strategic texture to one of the best turn-based tactics games in years.

XCOM: Enemy Within is less a DLC and more a director's cut of XCOM: Enemy Unknown. It runs as a separate campaign mode layered on top of the base game, which means if you already own Enemy Unknown on PC, this key unlocks the expanded experience without touching your existing saves. The core loop stays intact: manage satellite coverage across 16 Council nations, keep global panic under control, and deploy a squad of up to six soldiers in tense, cover-based, turn-by-turn tactical missions. What changes is almost everything underneath that loop. The headline addition is Meld, a battlefield resource recovered from self-destructing canisters scattered across maps. The timer on those canisters is the most important design choice in the entire expansion. Where Enemy Unknown quietly rewarded the slow "move-overwatch-end turn" crawl, Meld punishes passivity and forces you to push forward faster than you are comfortable with. That pressure feeds into two new base structures: the Genetics Lab, where you spend Meld to bolt alien-derived Gene Mods onto individual body parts (Mimetic Skin for stealth in high cover, Adaptive Bone Marrow for passive health regen, Neural Damping against mind control), and the Cybernetics Lab, where you permanently convert a ranked soldier into a MEC Trooper. Conversion is irreversible and strips class abilities, so the decision carries real weight. MECs bring Kinetic Strike Modules for guaranteed 12-damage melee hits, Flamethrowers, Proximity Mines, and the Collateral Damage ability that tears apart alien cover on demand. They are brutal early, a little less dominant late when Titan Armor starts closing the HP gap, but always tactically distinct. The MEC-versus-Gene-Mod allocation of your Meld budget is one of the most interesting ongoing resource decisions in the genre. Beyond soldier augmentation, Enemy Within adds over 40 new maps, two new alien types (the Mechtoid, essentially a Sectoid jammed into a MEC suit capable of firing twice per turn, and the Seeker, a cloaking strangler that specifically hunts isolated Squadsight snipers), and EXALT, a human paramilitary faction running covert operations against XCOM. EXALT missions play differently from alien encounters and introduce an infiltration and extraction format that disrupts the mission rhythm in a useful way. The expansion also bundles Operation Slingshot and Operation Progeny, adding linked council mission chains with named characters and higher-stakes scenarios, including a base-defense mission that strips you of your carefully curated squad and hands you a randomized roster to survive with. For newcomers, this is the correct entry point. Yes, the tutorial is minimal and Normal difficulty with a couple of early MEC Troopers is friendlier than Enemy Unknown's base experience, which is a reasonable on-ramp. The real depth shows on Classic and Impossible, where Meld scarcity forces brutal prioritization of which soldiers get augmented first and higher difficulties mean psionic enemies threatening to mind-control your own MEC against you. The community has kept the modding scene alive for years, with Long War 2 and its predecessors treating Enemy Within as the foundational layer. Criticisms are genuine but narrow: the story remains thin, EXALT arrives too late in the campaign to feel like a sustained threat, and the late game can still feel repetitive if you avoid the highest difficulties. None of that changes the fact that this is the fullest and most mechanically rich form of a game that made the tactics genre relevant to mainstream PC players again. Diego, Scout Team

XCOM: Enemy Within (DLC) key
ActionSingle PlayerMultiplayerBird ViewStrategy

XCOM: Enemy Within (DLC) key

Nov 12, 2014Firaxis Games2K Games
GamerScout Says

The expansion that effectively replaces XCOM: Enemy Unknown as the version worth playing. MEC Troopers, Gene Mods, and a rogue human faction add real strategic texture to one of the best turn-based tactics games in years.

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About XCOM: Enemy Within (DLC) key

XCOM: Enemy Within is less a DLC and more a director's cut of XCOM: Enemy Unknown. It runs as a separate campaign mode layered on top of the base game, which means if you already own Enemy Unknown on PC, this key unlocks the expanded experience without touching your existing saves. The core loop stays intact: manage satellite coverage across 16 Council nations, keep global panic under control, and deploy a squad of up to six soldiers in tense, cover-based, turn-by-turn tactical missions. What changes is almost everything underneath that loop. The headline addition is Meld, a battlefield resource recovered from self-destructing canisters scattered across maps. The timer on those canisters is the most important design choice in the entire expansion. Where Enemy Unknown quietly rewarded the slow "move-overwatch-end turn" crawl, Meld punishes passivity and forces you to push forward faster than you are comfortable with. That pressure feeds into two new base structures: the Genetics Lab, where you spend Meld to bolt alien-derived Gene Mods onto individual body parts (Mimetic Skin for stealth in high cover, Adaptive Bone Marrow for passive health regen, Neural Damping against mind control), and the Cybernetics Lab, where you permanently convert a ranked soldier into a MEC Trooper. Conversion is irreversible and strips class abilities, so the decision carries real weight. MECs bring Kinetic Strike Modules for guaranteed 12-damage melee hits, Flamethrowers, Proximity Mines, and the Collateral Damage ability that tears apart alien cover on demand. They are brutal early, a little less dominant late when Titan Armor starts closing the HP gap, but always tactically distinct. The MEC-versus-Gene-Mod allocation of your Meld budget is one of the most interesting ongoing resource decisions in the genre. Beyond soldier augmentation, Enemy Within adds over 40 new maps, two new alien types (the Mechtoid, essentially a Sectoid jammed into a MEC suit capable of firing twice per turn, and the Seeker, a cloaking strangler that specifically hunts isolated Squadsight snipers), and EXALT, a human paramilitary faction running covert operations against XCOM. EXALT missions play differently from alien encounters and introduce an infiltration and extraction format that disrupts the mission rhythm in a useful way. The expansion also bundles Operation Slingshot and Operation Progeny, adding linked council mission chains with named characters and higher-stakes scenarios, including a base-defense mission that strips you of your carefully curated squad and hands you a randomized roster to survive with. For newcomers, this is the correct entry point. Yes, the tutorial is minimal and Normal difficulty with a couple of early MEC Troopers is friendlier than Enemy Unknown's base experience, which is a reasonable on-ramp. The real depth shows on Classic and Impossible, where Meld scarcity forces brutal prioritization of which soldiers get augmented first and higher difficulties mean psionic enemies threatening to mind-control your own MEC against you. The community has kept the modding scene alive for years, with Long War 2 and its predecessors treating Enemy Within as the foundational layer. Criticisms are genuine but narrow: the story remains thin, EXALT arrives too late in the campaign to feel like a sustained threat, and the late game can still feel repetitive if you avoid the highest difficulties. None of that changes the fact that this is the fullest and most mechanically rich form of a game that made the tactics genre relevant to mainstream PC players again. Diego, Scout Team

Tags

steamMEC TrooperGene ModsPermadeathIronman ModeResource ManagementMeld EconomyClassic DifficultyLong War CompatibleEXALT FactionBase Building

System Requirements

Minimum

Memory
2 GB RAM
Storage
20 GB
Graphics
256 MB VRAM NVIDIA GeForce 8600 GT / ATI Radeon HD 2600 XT
Processor
2 GHz Dual Core (Core 2 Duo 2.4 GHz or Athlon X2 2.7 GHz) CPU
Additional Notes
Base Game
System requirements
Windows Vista

Recommended

Memory
4 GB RAM
Storage
20 GB
Graphics
12MB ATI Radeon HD 3600 /NVIDIA GeForce 9600
Processor
2.4 GHz Quad Core
System requirements
Windows 7

Reviews & Ratings

Metacritic
86

Game Info

Developer
Firaxis Games
Publisher
2K Games
Release Date
Nov 12, 2014

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