Aliens: Fireteam Elite 2 - Project Macondo (2025 Shooter Game From Cold Iron Studios) (2024)

Date Released: Q3 2025 (Unconfirmed)
Publisher: Cold Iron Studios
Developer: Cold Iron Studios
Formats: PC, PS5 X-Box Series X/S
Genre: Third-Person Co-Op Shooter

Aliens: Fireteam Elite 2, or Project Macondo, is the upcoming sequel to 2021’s Aliens: Fireteam Elite. It is being developed by Cold Iron Studios and is due for release towards the end of 2025 on PC, PS5 and X-Box Series X/S. The game will have a physical and digital release. The game is currently unannounced. All the information on this page came from a 2024 Disney leak.

Story & Gameplay

PROJECT MACONDO is a new chapter in the Aliens: Fireteam Elite 3rd Person Co-Op Shooting saga that improves upon the mechanics, atmosphere, and excitement of the original.

  • Fight through an epic new story campaign with a squad of two Al companions or live players
  • Play as a member of “DAGGER Company,” a battalion of spec-op Xenomorph hunters, each with unique abilities and weapons
  • Engage in a diverse array of gameplay scenarios, including NPC interactions, alternate paths, navigational challenges, and clue finding
  • Compete with evolved enemy intelligence and behaviors
  • Challenge yourself in Annihilation Mode, a new spin on Horde Mode with a variety of objectives and encounters

Development

2024 Disney Leak

In July 2024, Disney had been hacked and quite a lot of data had been leaked about Alien: Fireteam Elite 2, codenamed Project Macondo. Aliens Fireteam Elite 2 will be more story and campaign-focused this time around. The game has two separate modes – Story Campaign and Annihilation Mode.

You play as one of five soldiers in a team called Dagger Company whose objective is to respond to Xenomorph threats. One of the main non-playable characters is called Juliana who has a connection to the Engineers. Julianna helps the Daggers rescue survivors in The Colony – a derelict orbital space station.

In Annihilation Mode, you will be able to explore new areas of The Colony to complete randomly assigned objectives. You’ll push through numerous waves of enemies.

There are six types of Xenomorphs in the game including a new type – THE DAMNED which reanimates after being killed.

Read on for the leaks which include major story spoilers.

Introduction

The player fantasy is the centerpiece of the ALIENS: FIRETEAM ELITE 2 story experience. When we refer to player fantasy, we mean the emotional and psychological experience that allows players to immerse themselves in a game world. This single element of game design directly impacts the player’s enjoyment and engagement in a game. The more powerful the fantasy, the stronger and more immediate the player’s experience.

We are going to deliver a very specific player fantasy: being a special forces operator in the Aliens universe. In our game, the player is put in the shoes of a soldier of the DIRECTED ACTION GROUP-also known as “DAGGER COMPANY.” A unit of specialized soldiers tasked with rapid response to suspected Xenomorph activity, the Daggers have a singular goal: extermination of the Xenomorph lifeform and the rescue of uninfected humans. Forged into a weapon and tempered by fire, the Daggers are humanity’s heroic answer to the greatest threat our species has ever faced.

Tone and Approach

ALIENS: FIRETEAM ELITE 2 is a thrilling, high-stakes blend of grounded military action and hard science fiction ideas. This approach includes a realistic portrayal of military operations, intelligence gathering, and the tactics employed the Daggers as they react to the conditions of the Colony. Tension, suspense, and attention to detail-combined with a gritty visual presentation style-will combine to create a grounded, authentic military story. Even though there are larger-than-life science fiction things happening, the player should never feel disconnected from the weight or gravity of what is happening.

The emotional cornerstone of the player experience is the relationship between the Daggers and the game’s principal NPC, JULIANNA. As a character with a mysterious connection to the Engineers, Julianna’s journey to help the Daggers rescue the survivors of the Colony is a journey into herself, to confront the trauma and horrors of her upbringing on the Colony. As a psychologically complex character, Julianna’s journey will help to ground the story and make the stakes feel personal. The commitment and determination of the Daggers and Julianna will allow players to connect with their struggle and sacrifice.

Ultimately, we aim for our story to contribute to the Aliens canon in the same way that the best films in the franchise have: by asking tantalizing questions that provoke engagement long after the experience has ended. Over the course of our game, we won’t explain to players the exact circumstances of Julianna’s origin; we’d prefer for players to generate their own theories about some of the mysteries that await.

Campaign Length

The number of story missions is unconfirmed but the leaked documents said there will be a minimum of 10 missions and 8 hours of gameplay while the ideal scenario is 13 missions and 12 hours of gameplay.

Missions

Here’s an outline of the 13 missions in the story campaign in Aliens: Fireteam Elite 2.

PROLOGUE:
A cutscene introduces the player to the world of the DIRECTED ACTION GROUP. A fast-moving and exciting montage follows the newest Dagger through the intense training methods meant to weed out the weak and reveal the hunter within the worthy. The pieces culminates in tragic loss when the squad commander sacrifices himself in order to enable the team to save a group of civilians.

MISSION 1:
Reeling from the death of their squad commander, Dagger Company arrives at the Colony in response to a distress beacon. The Daggers are haunted by the last words of their commander: to “remember the mission.” The Daggers discover that the station has fallen into disrepair and is overrun by Xenomorphs. Making matters worse, the Daggers find evidence of a murder; but near the body they also find a transmission device that connects them with JULIANNA -a human survivor whom they believe may possess intel about what happened on the station.
Pressed for survival, Julianna tells the Daggers to meet her at a survivor outpost. The Daggers hunt the Xenomorphs in order to secure the survivor outpost and rendezvous with Julianna.

MISSION 2:
The Daggers enact their Containment Protocol: gather intel, find survivors, and establish a Containment Zone. To create a Containment Zone, the Daggers must gather the survivors and confirm that they are uninfected. The Daggers partner with Julianna and explore one of the Colony’s residential areas to gather as many survivors as possible by traversing the CORPORATE HOUSING, EXECUTIVE PENTHOUSES, and WEYLAND-YUTANI CORPORATE HQ areas. They meet multiple characters along the way, including the wise mechanic CROMPTON and the shrewd leader NATHANIEL.

MISSION 3:
When Nathaniel disappears, the Daggers search for him-only to discover that the self- appointed leader has broken Containment Protocol for a risky tryst with a synth named REBECCA. Upon confirmation that Nathaniel is infected with Pathogen spores, the Daggers have no choice but to execute him in order to protect the rest of the survivors. The action creates emotional distance between the Daggers and Julianna-but when an attempt to find a lost child hiding in one of the buildings results in an explosive trap’s detonation, Julianna utilizes an Engineer device to heal the wounded Dagger.

There’s no time for the Daggers to ask Julianna about her usage of the Engineer technology; Dagger Command has analyzed Nathaniel’s blood scan and has now issued a CONTAINMENT ORDER: the Daggers are to immediately complete extraction and exfiltration of the survivors- the station will then be destroyed with tactical nukes.

MISSION 4:
The DAGGERS attempt to power The Colony’s Tram System by climbing a Generator Structure, but are thwarted by The Colony’s Central Al, “Maureen”. They proceed to the Civic Center and hack into its Archive Room, gaining access to a vast Synth Manufacturing Factory. The DAGGERS eventually gain control over The Colony’s generator. Alongside Julianna they resolve to rescue thousands of survivors trapped in “Zone 7.”

MISSION 5:
The DAGGERS seek out the mechanic “Reggie” in hopes he can help them turn on The Colony’s generator, and find him at the Opera House. The DAGGERS defend Reggie from swarms of enemies while he repairs the generators. The activated generator triggers the entrance of the Alpha Xenomorph. A boss-style encounter ensues, and the DAGGERS ultimately survive.

MISSION 6:
The DAGGERS board the Tram and journey to the distant Rail Depot. They stop in a Colony Urban Zone and the mission evolves into a set piece encounter atop a moving Tram. Julianna helps the DAGGERS defeat the enemy assault, but the Tram is destroyed in the process. The DAGGERS proceed into a labyrinth of Tram Tunnels powered with Engineer technology that Julianna can manipulate. Upon reaching the Rail Depot on foot, the DAGGERS battle another legion of Synth enemies.

MISSION 7: DAGGER
Company is blocked from reaching the Research Facility by overgrown foliage from the Greenhouse. They move through the dense Jungle environment and manage to burn away the foliage. The ensuring “forest fire” sequences pit the players against Xenomorphs in a flame-filled ruin.

MISSION 8:
The DAGGERS traverse down a Gravity Lift structure and encounter Cultists making a sacrifice to a terrifying mini-boss enemy, the Omega Xenomorph. The DAGGERs assault the Cultist Den and battle against three Omega Xenomorphs. Changes to The Colony’s atmospheric processing have altered the station’s environment, causing the area to be coated with snow. The DAGGERS take refuge in an icy cave with Julianna, who has been critically wounded.

MISSION 9:
The DAGGERS engage in a scripted standoff sequence with “alien wolves” (prop creatures) before meeting Sumiko, a clone of Julianna. They must search for three elements in the “Great Tree” region that can be combined to stabilize Juliana. The player engages in a mini- game to concoct Julianna’s remedy before fighting a horde of enemies as they flee the area.

MISSION 10:
The DAGGERS enter the Research Facility and encounter a new resurrecting enemy type, The Damned. Players are challenged by several navigation puzzles as they proceed through the facility. More detail about Julianna’s backstory is revealed.

MISSION 11:
The DAGGERS encounter more navigation puzzles to reach a Boss- style encounter against another Omega Xenomorph. Julianna aids the player by creating temporary energy bridges that the player must skillfully navigate before they can descend towards their final objective, The Nexus.

MISSION 12:
The DAGGERS must use quick reflexes and careful timing to navigate more environmental puzzles. Their abilities are enhanced by Julianna, who creates zero-G pockets that allow for longer jumps. The DAGGERS fight what seems to be the game’s final boss, “The Spell”, and Julianna appears to sacrifice herself.

MISSION 13:
All of the Survivors gather onto exfiltration trams with the DAGGERS, who must defend the moving trains from attacking Xenomorphs. They battle the actual final boss, a mutated Omega Xenomorph, and must hold out against waves of enemies before Julianna arrives. She overclocks the DAGGERS’ armor, putting their ultimate attacks onto a very short cooldown, and DAGGER Company accomplishes its mission.

KEY GAMEPLAY FEATURES – PLAYER KIT

Unlike AFE, Project Macondo will feature fixed preset character archetypes and non-customizable characters. Each of the five playable DAGGERS has a unique “signature weapon” and an exclusive set of abilities. Characters can also equip a “basic weapon” that rounds out their arsenal.

PRIMARY WEAPONS

  • Dual Pistols (Artemis Exclusive)
  • Pulse Rifle (Basic)
  • Minigun (Atlas Exclusive)
  • Battle Rifle (Basic)
  • Sniper Rifle (Nix Exclusive)
  • Pump Shotgun (Basic)
  • Railgun Carbine (Vulcan Exclusive)
  • Dual Handguns (Chiron Exclusive)

PLAYABLE CHARACTERS

  1. THE SWIFT: CALLSIGN ARTEMIS – An agile “giant slayer” with throwing axes who can unleash ninja-quick melee strikes
  2. THE DEADLY: CALLSIGN ATLAS – An unstoppable “berserker battle mech” who uses a minigun, body-mounted canons, and hulking armor to smash through enemies
  3. THE SILENT: CALLSIGN NIX – The “silent assassin” who uses a cloaking device and precision sniping to defeat foes from afar
  4. THE COMMANDER: CALLSIGN VULCAN – An inspiring leader who enhances the rest of the squad, quickly revives teammates, and places shields
  5. THE RANGER: CALLSIGN CHIRON – A tech specialist who deploys drones that scan for enemies and who wears an uplink that shares tactical data with squadmates

ABILITY CATEGORIES

Each DAGGER has their own unique version of each ability category:

  • PASSIVE- A unique bonus applied to the DAGGER member and/ or the entire squad
  • DASH – A traversal ability that enhances mobility in a way emblematic of each DAGGER’s kit
  • MELEE – A short cooldown melee attack using the DAGGERS’ SPEAR weapons
  • SPECIALITY – A medium cooldown ability that reflects the unique features of each DAGGER
  • ULTIMATE – A powerful, long-cooldown ability that can change the tide of battle

THE DRIVE METER

The Drive Meter is a UI element representing the player’s current state of battle consciousness.
The Meter fills as the player successfully performs dodging maneuvers, precision shooting, and coordinated team actions.
Once the Drive Meter is full, the player can trigger their Ultimate Ability or use a portion of the meter for secondary abilities.

ENGINEER WEAPONS

Engineer Weapons are powerful, rare armaments acquired during the course of play. In the Story Campaign, they are momentarily used during specific gameplay set pieces. In Annihilation Mode, they feature more consistently into the player’s kit and can be upgraded.

Their firepower and underlying “Engineer” technology will provide special moments of gameplay that allow the player to tap into unique Engineer powers and feel especially strong.

  • Gravity Pulse – Shoves enemies away
  • • Singularity Launcher – Fires a miniature black hole
  • • Zipper Beam – a sustained energy stream that unzips the molecular bonds of an enemy
  • • Absolute Zero – Deploys a rocket that freezes its target to 0.01 Kelvin
  • • Micro Missile Mortar Barrage – A mortar that releases a barrage of micro missiles

KEY GAME MODES

STORY CAMPAIGN

In Macondo’s story campaign, players will select one of the five DAGGERS as their primary avatar. All story missions will require a 3-man squad to complete, with either co-op players or Al companions embodying the two squad-mate slots. The narrative brings players aboard the mysterious COLONY – a derelict orbital space station – as the DAGGERS seek to rescue the Colony’s abandoned survivors and uncover the station’s many secrets.

Each of the campaign’s 10 to 13 playable missions are unlocked sequentially, and players can return to prior missions in order to replay them. It is possible to select a different playable DAGGER in between missions.

DIFFICULTY

Project Macondo will feature Easy, Medium, and Hard (TBC) difficulties for both the Story Campaign and Annihilation Mode at launch.

ANNIHILATION MODE

In Annihilation Mode, players explore new areas of The Colony to complete a sequence of randomly assigned objectives. As the DAGGER squad pushes through successive waves of enemies, the challenges become greater. Players can upgrade their DAGGER with ability perks and enhancements to their Engineer Weapons during play.

Annihilation Mode Rules:

  • The Annihilation map will include multiple different arenas arranged in a random configuration so the experience will feel fresh with each play through
  • The DAGGER squad needs to complete a random number of objectives to win; objectives are randomly assigned each time you play
  • Failure can occur if all of the DAGGER squad members are killed
  • The DAGGER squad can find resupply areas to replenish ammo as they traverse the map
  • Special Engineer Weapons can be found and deployed to enhance the player’s combat prowess during play. These weapons will have a unique set of upgrades specific to Annihilation Mode
  • Engineer Weapon upgrades can increase damage, alter firing modes, improve accuracy, or add elemental effects

KEY GAMEPLAY FEATURES – ENEMIES

XENOMORPHS

  1. DRONE – Macondo’s most common enemy, the Drone exhibits enhanced behaviors and intelligence. It cleverly stalks its target before going in for the kill.
  2. SPITTER – Deploys long range attacks that leave lingering damage pools on the ground.
  3. ALPHA – An armored close range bully that deals heavy damage and knocks the player out of position.
  4. OMEGA – An imposing mini-boss that commands other Xenomorphs and unleashes punishing attacks.
  5. FACEHUGGER – A small, nuisance enemy that dies quickly but is challenging to hit.
  6. THE DAMNED – The Damned are a new type of creature being introduced to the Alien franchise. They reanimate after being killed and have access to both ranged and melee attacks.

XENOMORPH COMBAT BEHAVIOR

Xenomorphs move between three behavior states – sentinel, stalk, and combat – as they encounter the player. The behaviors contribute to a terrifying, lifelike enemy that reflects the predatory engagements found in the Alien films.

HUMANS

  1. ZEALOT – Their bodies corrupted by Royal Jelly from a Xenomorph Queen, the Zealots swarm the player like a horde of zombies.

SYNTHS

  1. MELEE SYNTH – These unrelenting synthetics can take a lot of punishment, but they are slow moving and their behavior is predictable.
  2. SNIPER SYNTH – The Sniper Synth embodies the same principles as its melee counter part, but utilizes intermittent ranged attacks that keep players pinned down.

BOSSES

  1. Shana / The Spell – a Xenomorph-humaniod hybrid creature that controls the other Xenomorphs within the Colony and can summon waves of enemies to attack the DAGGERS. The Spell is vulnerable to Engineer weapons.
  2. The Shadow Preacher / Mutated Omega Xenomorph – this is Crompton’s mutated final form. This enemy will use enhanced Omega Xenomorph abilities to attack.

Sound

Every character will have spoken dialogue. 10,000 lines of dialogue are planned for the game.

There will be 120 minutes of original music.

Aliens: Fireteam Elite 2 will feature original SFX for the environments and object interactions. SFX from Aliens: Fireteam Elite and the films will be repurposed where relevant.

Latest News

Aliens: Fireteam Elite Quality of Life Patch Released ()
Aliens: Fireteam Elite’s Cold Iron Studios Teases Mystery New Game ()
New Aliens: Fireteam Elite Horde Map To Release Alongside Switch Port on Alien Day 2023! ()
Aliens: Fireteam Elite Releases on Nintendo Switch on Alien Day 2023 ()
Aliens: Fireteam Elite Adds New Free Horde Map and Winter Challenge Rewards! ()

You can view the full news archive forthe gamehere.

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