- Release Year: 2008
- Platforms: Windows
- Publisher: Cactus Software
- Developer: Cactus Software
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: characters control, Fixed, Flip-screen, Multiple units, Shooter
- Setting: War
- Average Score: 70/100

Description
Xoldiers is a fast-paced tactical shooter where players command a squad of nine soldiers battling through enemy defenses like cannons, tanks, and waves of infantry to destroy hostile bases. Controlling the squad simultaneously with arrow keys, players utilize machine guns, limited grenades, and defensive maneuvers like lying down to avoid attacks—though movement and aiming (only to the right) pose strategic challenges. Developed in just four days for a competition, the game features scoring combos, online leaderboards, and a built-in level editor for custom content.
Xoldiers: Review
Introduction
On November 13, 2008, a pixelated battalion marched onto PC screens via a freeware download link—Xoldiers emerged not as a blockbuster but as a fascinating artifact of indie minimalism. Developed in just four days for a forum competition, this forgotten curio from Swedish studio Cactus Software (later home to genre-defining auteurs like Terry Cavanagh and Jonatan “Cactus” Söderström) distilled war into a brutal, single-screen abstraction. In an era dominated by AAA bombast like Gears of War, Xoldiers embraced constraints, tasking players with shepherding nine identical soldiers through gauntlets of enemy fire. This review argues that beneath its raw presentation lies a taut tactical experiment—one that weaponizes limitations to create unexpected depth.
Development History & Context
Born from Cactus Software’s prolific “game jam” ethos—known for rapid prototypes like Hot Throttle—Xoldiers was crafted using GameMaker as an entry for the Poppenkast forums in November 2008. Jonatan Söderström spearheaded development, with music by Frank E. Larsen (credited as Curt Cool) and collaboration from VVVVVV creator Terry Cavanagh. Released during the indie boom ignited by Braid and World of Goo, Xoldiers debuted as a freeware PC title with no commercial ambitions, banking instead on community engagement via its level editor (added five days post-launch).
Technologically, the game was a product of necessity: Söderström leveraged GameMaker’s accessibility to prioritize mechanics over polish. Keyboard-only input, flat-color sprites, and a fixed screen perspective reflected both the engine’s limits and the studio’s “lo-fi” design philosophy. Against a 2008 landscape dominated by cover shooters and cinematic narratives, Xoldiers defiantly rejected trend-chasing—its closest kin being arcade relics like Ikari Warriors rather than contemporary juggernauts.
Narrative & Thematic Deep Dive
Xoldiers dispenses with narrative pretense—there are no cutscenes, COG soldiers, or Locust Hordes. Your squad exists purely as a numerical abstraction: nine identical green units charging across barren battlefields toward red enemy bases. Yet this void becomes the game’s thematic core. The facelessness of your troops—distinguished only by their dwindling count—transforms each casualty into a cold strategic calculus. Do you sacrifice three soldiers to slip through a narrow corridor? Should you preserve grenades for barracks spewing infinite grunts?
The game’s only storytelling emerges through emergent tragedy: a lone survivor limping past smoldering tanks, or the bittersweet victory of a level cleared with just one Xoldier standing. This minimalism channels anti-war sentiment through absence—war is reduced to attritional math, where annihilation is inevitable and heroism meaningless.
Gameplay Mechanics & Systems
Control-wise, Xoldiers is deceptively simple: arrow keys move all nine soldiers in unison, Z fires bullets rightward, X lobs grenades (limited to 10 per level), and the down key makes them prone—immunizing against certain attacks but immobilizing them. The catch? They can only shoot right, forcing players to angle their approach. Each level escalates the onslaught:
– Cannons/Tanks: Slow-firing but lethal.
– Truck Garages: Spawn instant-kill vehicles.
– Infantry Barracks: Unleash endless foot soldiers.
Progression relies on tactical sacrifice: losing soldiers intentionally thins your squad, allowing passage through tight spaces. Grenades become precious tools to clear clustered foes, while prone positioning lets you weather cannon volleys. Scoring emphasizes efficiency—destroying enemies in rapid succession boosts points for online leaderboards.
The level editor and community map repository added post-launch deepened strategy, letting players craft gauntlets that exploited the game’s ruthless balance. However, control rigidness—no individual unit commands or diagonal shooting—frustrates players expecting modern precision. The UI is sparse, offering only a soldier count, grenade stock, and score, further heightening the game’s merciless focus.
World-Building, Art & Sound
Visually, Xoldiers evokes early MS-DOS wargames: rudimentary pixel art with soldiers as green blocks, enemies as red shapes, and terrain as flat beige voids. Yet this minimalism enhances the game’s oppressive atmosphere. Battlefields feel claustrophobic despite fixed-screen bounds, with truck explosions or infantry hordes flooding narrow lanes. Frank E. Larsen’s chiptune soundtrack—a pulsing synth march—amplifies tension, though sound design is otherwise utilitarian (grunts lack death cries, bullets click mutely).
The absence of environmental storytelling paradoxically builds the world: this is war stripped of geography or ideology, reduced to pure conflict. Destruction begets only score multipliers, not liberation—a nihilistic mirror to the era’s military shooters.
Reception & Legacy
Critical coverage at launch was nonexistent—Xoldiers lived and died in forum threads. Its lone MobyGames user review rates it 3.5/5, praising its “tense, puzzle-like strategy” but lamenting its “repetitive loop.” Commercial impact was negligible, yet its legacy lives on in niches:
– Indie Design Philosophy: Xoldiers foreshadowed Söderström’s later work (Hotline Miami, Luftrausers) in marrying simple controls with emergent depth.
– Influence: Its “unison control” mechanic echoed in co-op hybrids like Broforce, while its level editor prefigured Super Mario Maker-style crowdsourcing.
– Cult Status: Archivists like MyAbandonware preserve it as a proto-twin-stick curiosity, though its difficulty and jank limit mainstream revival.
Conclusion
Xoldiers is no lost masterpiece—it’s a brittle, punishing artifact of indie experimentation. Yet within its jagged edges lies brilliance: a war game that weaponizes abstraction to critique futility, a control scheme that turns simplicity into strategy, and a creative ethos that values ideas over polish. Today, it remains essential for historians studying indie gaming’s adolescence, and masochists craving a challenge where nine lives never feel like enough. In gaming’s pantheon, Xoldiers is a foot soldier—uncelebrated, unrefined, but undeniably memorable. 3.5/5