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Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".


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Imagine Earth Alpha 16 extends the campaign with a new mission on a planet called Magni. It adds Xrathul harvesters, the shield generator upgrade and the construction material factory to the gameplay and as always we have picked a few UI and gameplay aspects and reworked them.


The mission is added in between Rounos and Bora and continues the story after Lima and Twostone’s decision to form their own company. To make some money you will start your mission as a freelancer for the interstellar environment agency of the United Space Union (USU). The main unique element of this mission are the harvester ships sent by a race called Xrathul.

Xrathul Harvester


Adding these guys to the game was a LOT more work than we expected it to be. They come with a simple logic that makes them harvest the planet from field to field in the direction of special targets like gold and city centers. You can "feed" them with energy, food and goods to make them go away or use a special defense laser.

Shield Generator

The shield generator is an upgrade that can only be added to a capital city (a city center level 4). It protects the city center from being damaged by twisters, volcanoes and ... Xrathul harvesters. Note that this doesn't protect the surrounding buildings and needs a lot of energy.


Construction Material Factory

This new goods factory produces building materials from different layers of rock and metals in the soil. Additional building materials can be obtained in regions with rocks. They increase the productivity of the plant and are slowly degraded. It can be upgraded with the energy intensive recycling of materials and cement processing that increases the production.


Technology and Stats reworked

The technology (used to be called "development") panel and the stats screen received a slight redesign to better match the more futuristic style of the user interface. In addition upgrades no longer have to be developed. This means a researched upgrade can always be applied to your existing buildings with having to buy a technology license for it.

New City Borders

Currently the borders are standing upright like laser walls. Because of this it’s sometimes hard to see them looking top-down. We reworked them and put them onto the planet. Now they are much easier to see and better looking:


We hope you have a lot of fun with the new version! Jens & Martin

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CakeKing64 Dec 22 2014 says:

Awesome :P

+1 vote     reply to comment
Jdawgg25 Apr 18 2014 says:

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:

+3 votes     reply to comment
Arethrid May 28 2015 replied:

Interesting but what about the performance? I persume it would drop radically under such conditions.

+1 vote     reply to comment
DonBre Jun 5 2014 replied:

nice! :D

+1 vote     reply to comment
Xylemon Dec 27 2013 says:

Public Domain? What?

+1 vote     reply to comment
garry68 Dec 14 2013 says:

I generally refer to XNA as a library, surely that's essentially what it is. A library of pre-written routines that are designed for graphical and timer based recursive programming.

Having recently had a look at Unity, surely it would be wrong for someone beginning to be under the impression that XNA is remotely the same thing.

Using XNA reminds me of the old Turbo Pascal, and Turbo C environments for some reason...

+2 votes     reply to comment
Jdawgg25 Jun 12 2013 says:

Oh wait, XNA already supports .fbx! Sorry about that. The problem with XNA 4.0 is the with .fbx, it only supports the first animation take within the model. I figured out how to get multiple animations working somewhat with .fbx by splitting up the models into separate animation takes for the content processor to read them and then kind of merge them in the program.

+2 votes     reply to comment
Guest Sep 27 2013 replied:

i thought when u make a .fbx u can make many animations just write down the frames it uses and then can call them

+1 vote     reply to comment
Jdawgg25 Jan 9 2014 replied:

Yes, you can have multiple animation takes within a .fbx model. XNA 4.0 by default pulls up only the first animation take; not the others within the model. To get it working within the XNA Framework, one way is to split the model into separate animations, and then merge them in the content processor. Here is a link that describes what I am talking about but better.


+1 vote     reply to comment
Jdawgg25 Jun 12 2013 says:

Many XNA developers moved to Unity because it uses C# and they don’t want to spend the time it takes to create that same kind of game in XNA. It would take longer to create a First person shooter in XNA than it would using Unity, (unless you are using a 3d game engine built upon XNA like Digital Rune) because you have to hard code just about everything. That’s the goal of game engines, to help people save time developing games. XNA does make it easier somewhat to display 3d models with its Model class and Draw Method and display 2d stuff using the SpriteBatch but for the most part you have to do majority of the work yourself. If you are serious about publishing a game using Unreal Engine 3, you have to go through Epic games to have it approved because after all… it’s their game engine. It’s like the old saying, anybody can use Photoshop but designers use it well. Well same with game engines. Anybody can learn to import models into UDK, hit a play button and run around in first person and learn to use Unreal Script but professionals use it well. Regardless of what the media and many critics say about XNA being dead, I am still using it. People create their own engines or modify older game engines all the time. Brink uses a Modified version of ID Tech 4 which surprised me. Bring probably would have performed better and rendered all of its textures better with ID Tech 5 but ID Tech 5 came out much later. Many people moved away from XNA because they want to support the latest versions of DirectX. My game engine not only supports .X models and maybe not the latest version, but I programmed it to support obj, .fbx, and I am working on making it support .dae which are Collada files.

+3 votes     reply to comment
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Released 2006
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Highest Rated (2 agree) 9/10

It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.

Jul 14 2012 by atsebak

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