

As X-COM Commander, your objective is to resist alien aggression and reveal their sinister plans. But beware—alien influence has seeped into the city and its institutions, leaving you vulnerable to attacks from criminal organizations, fanatical cults, and even law enforcement! Enemy spacecraft dominate the heavens, monsters stalk the streets, and disorder spreads... This is war. This is the Apocalypse.
Fifty years after the conclusion of the second X-COM campaign, the catastrophic final battle at T'leth has left Earth's environment in ruins. In response, humanity proposed the construction of several self-sustaining, Megalopolis-style cities to ensure survival. The game centers on Mega-Primus, the first of these cities, built atop the remains of Toronto, Canada. At the same time, the Martian colony is being exploited by the Elerium mining company Solmine and ruled over by the oppressive MarSec (MARs SECurity) forces. The alien menace in the game comes in the form of a new species of organic, extradimensional creatures that at first appear unrelated to the aliens from the previous two games. However, later missions set in their native dimension reveal that they have enslaved the remaining Sectoids. These new aliens launch attacks on the city through tetrahedron-shaped teleportation gates. The player must discover how to deploy aircraft and X-COM agents through these gates without being wiped out, taking the fight to the enemy. Apocalypse features 14 distinct alien species, including Anthropods, Brainsuckers, Hyperworms, Megaspawns, and Micronoids. Each species has unique abilities and vulnerabilities, with some relying on others for survival. The "alien life cycle" is a key element of the game. Players encounter this "alien life cycle" through research and, more critically, through low-level alien attacks during specimen collection missions. A prime example is the weaponized alien known as the Brain-Sucker, which is launched from a pod by foot soldiers and attacks individuals upon landing. The Brain-Sucker leaps onto a victim's head, injecting something through their mouth before dying immediately after the attack. The life cycle becomes more enigmatic as no direct link is apparent between the lower and higher alien forms. Eventually, it is revealed that the invasion is led by the Micronoids, a species of intelligent single-celled organisms that reside in the bloodstreams of other aliens. Their ultimate objective is to inject Micronoids into key individuals, enabling them to control Mega-Primus by psionically dominating its leaders. The player is ultimately charged with infiltrating the aliens' homeworld and destroying their end of the teleport gate, the only way to halt the Micronoid infestation.
| PC | June 30, 1997 |
| DOS | June 30, 1997 |

| Audio | Subtitles | Interface | |
|---|---|---|---|
| English (US) | ✓ | ✓ |