Star Renegades

Star Renegades
77
Metacritic
83
Steam
83.418
xDR
Our rating is calculated based on the reviews and popularity of the game.
Price
$12.49
Release date
8 September 2020
Publishers
Steam reviews score
Total
83 (2 207 votes)
Recent
68 (22 votes)

Star Renegades is a dimension spanning rogue-lite strategy RPG. Outsmart uniquely generated adversaries, forge bonds between heroes and end the cycle!

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Star Renegades system requirements

Minimum:

  • OS: Windows 7+
  • Processor: Intel® Core™ i3-3220T @ 2.80GHz / AMD Phenom II X4 820 @ 2.8 GHz
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 750(2GB VRAM) / AMD Radeon™ Pro 460 (2GB VRAM)
  • DirectX: Version 11
  • Storage: 5 GB available space
  • Sound Card: Yes
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CainLoco
CainLoco

The themes and the core of the game are all fine, but beware is bathed in woke preconceptions that profoundly damage the overall quality and enjoyment of the game.

King Pelleas
King Pelleas

Probably one of the best indie roguelites I've played yet! Really challenging, yet fun JRPG mechanics.

roddy
roddy

My SR journey:

    • Purchased from wishlist notification since 2020.
    • Played first run blind with excitement, awesome art, and jaw dropping final boss (don't spoil yourself).
    • Didn't find the motivation for another run, since the run took almost 7 hours. Dropped it.
    • Almost 2 years later, life happened and I came back to it again two weeks ago.
    • Clocking in at 48 hours, having a blast, and haven't touched the prime dimension yet.

Donnicton
Donnicton

My main issue with the game is that once you've completed one playthrough(maybe ~5-6 hours), you've seen about 85% of the content. The content is not varied enough to justify being a roguelike but it doesn't do enough with the story/narrative to serve as a fully fleshed out RPG either. It can't really decide which of the two it wants to be so it doesn't do either one particularly well. (personally I think they should have just run with the story and made the game a full RPG, but that's just me)

I can't recommend it for the MSRP, but if you get it as part of a bundle/discount then it's worth a play.

Artwork is gorgeous though.

10010
10010

It is a good game in many terms, but... It was supposed to count damage properly, however the game makes you die just because its interface is still not able to count incoming damage. So you need to be ready to waste many hours of your time on such miscalculations

IlluminatiDown
IlluminatiDown

lots of information on screen that might be a lot to process, but the unique action order system makes strategizing a blast
there do be some bullshit from time to time but thats just how roguelikes be
8/10

Rix
Rix

One of the best roguelikes I've played.

I've never seen a better storytelling and humor in a roguelike.
On top of that - there are a lot of innovative mechanics in the game - I LOVE IT!
Developers even understood that watching animations for zillion hours is boring and included the "speed up" animations option - something that is missing in most of the games and makes them unplayable without speeding up the game by cheat engine and the likes.

Finally - it seems like a game made by people who actually play roguelikes.

The worst part I've seen so far is the character sheet UI. Only 3 skills are displayed with very clunky scrolling, when you can have even 10 skills. That's some horrible UX, probably done by some junior designer :)

There are couple of other minor UX problems in the game, but overall I rate the game 9/10.

edricluffie
edricluffie

ONLY ON BIG SALE

Honestly I do get some enjoyment from this, but it is not easy to recommend when there are so many other games out there with way better content.

First, like othe reviewers have said here, this is just a turn based battle ala jrpg style, THAT'S IT. The rest of it like roguelike elements doesnt really make a difference. It is surprising then, that if you look at jrpg like FF6 which is above 2 decades, has so much more content and polish than this one.
The tactics here is simple, you delay enemies turn until it cannot be delayed, and then defend yourself against that big incoming attack, and repeat. All characters abilities revolve around that. FF6 then, have more characters, more abilities, more variety more story.

Here, 95% of the map is useless, there is nothing to interact nor place to go. Mission map simply let you choose certain route like normal roguelike, then the rest it's just decor for plain straight walking. When you meet a big boss, they strangely put you a little far away from the boss, but there's nothing in between you and the boss, you just walk straight and then initiate boss fight.

The game is also poorly optimized. In the options, you have the option to enable run "always". But if you accidentally press the run button in the game world, it disables that option and you have to toggle it again, then again, it's stupid to even include this option, because run should be the default, there is 0 reason for you to be walking slowly on the map.
The game calculate whether all the attacks you have prepared will result in a "Kill Move" on that turn, but it is also too stupid to calculate it correctly, there's multiple times where I'm supposed to have killed the enemy but didn't. Mind you, this has no rng damage, everything is fixed and pre-calculated.

The best part of this is actually the story, the exchange of dialogues between party members. It felt like the developers wanted to make a traditional rpg and then scrape it away. To get the final secret ending, you have to finish this... at least 6x, which is insanely repetitive.

In the end, if you can get it cheap with regional sale, like me (approx 5usd), then go ahead. But anything above that is really not worth it.

Even f2p rpgs have more/better content than this.

Lightning Eyes
Lightning Eyes

Great turn based roguelike with a fair amount of depth and customization. Very excited to keep playing and discover more

Shakaka
Shakaka

This game is like FTL meets Shadows of Mordor meets Darkest Dungeon meets Majora's Mask meets Slay The Spire meets Rick and Morty dimension hopping while playing Relationship Manager 9000. Really fun game with a fun art style to match. Game is tough but fair. You probably won't win on your first play through, and you're not supposed to so don't worry.

Pixeljunkie
Pixeljunkie

Starts out GREAT, but quickly devolves into a mindless, gratuitous grindfest. I really wanted to love this one as it checks so many of the right boxes.

clouds12
clouds12

Way too difficult. The first boss just destroys everyone on your team gg. You clearly are meant to only use specific team compositions in this game and devs discouraging me from using who i want really makes me irritated. I used Aegis, Guardian, and Archon. Apparently this team is just not allowed and you just get stomped by the first boss. What weapons you get is random which does not make for satisfying runs. It isn't like Gungeon or Sekiro where you keep dying constantly but you KNOW your skill is getting better. In this game you barely get rewarded at all except for character unlocks and SLIGHTLY better starting gear. I have no idea how so many people are bragging about beating this game in their 'first run', but they are likely lying

james_dawber
james_dawber

Exceptional game.
The fights become like a dance of synergy, particularity on the harder difficulties.
A real gem of a rougelike RPG.
A few malcontents in the reviews, some have a few good points but most are just casuals.
If this looks like you might enjoy it, the the likely chance is that you will.
I would highly recommend getting it, if you don't dig it, you'll probably know you don't before the refund deadline runs out.

samirato
samirato

The game had potential for unlimited expansion. But it was simply abandoned.
They didn't even finish the story. They keep showing a supposed "final-final Boss" throughout the game, including the opening cinematic, that was never included in the game. And given that the last update was about a year ago, it certainly never will.
The game is severely lacking in content for a roguelike. After completing the 7 required runs to unlock the whole (unfinished) story, you have absolutely no reason, or will, whatsoever to keep playing. The variety (of enemies, gear, etc) is so shallow that after the second run the game becomes extremely repetitive. After the third, playing it starts to fell like a chore.
All these content problems could be easily solved, of course, if the devs simply added mod support. But since they long abandoned the game, I don't think they care.

asher_k
asher_k

Great vibe and art direction
Combat on weaker side though - would've been better with save button

spined_wurm
spined_wurm

It's alright. Played for about 25 hours a couple of years ago, tried it again this week for 8 hours while on a trip on my laptop. The game is relatively simple at normal difficulty if you know what you're doing. However, it's hard to actually figure out what stuff does. The game doesn't explain the mechanics well. The fights seem overly long if you do have a viable strategy (use high stagger moves, don't use low stagger moves, have 1 tank to focus damage on after you can't break the enemy any more). If you do this, you'll never die, but it takes soooo long to finish off the behemoths. The classes are super imbalanced. Some of them, like Aegis or Juggernaut, are essential. Others, like the empath, are basically useless. The first 6-8 hours, until you beat the game for the first time, are entertaining, However, there's really no point in playing after that as most characters are just not very useful and the battles take so long. I'd recommend it on a deep sale.

Sinophile
Sinophile

This is a great game if:

1.) you liked any of the Phantasy Star games, or late 90s/early 2000s JRPS.
2.) You are looking for a time sink as opposed to an epic storyline.
3.) You don't mind high risk gameplay where one wrong move can set you back hours.

I love the pixel/sprite graphics, combined with lighting and shading. The opening cutscenes and some of the dialog is also nice. Although the setting is a tad confusing.

The drawbacks is that there is very little variation in gameplay, and that it grows repetitive after 20 hours or so. I bought this game on sale and wouldn't spend 25 bucks on this. However, if you need something to sate your appetite while waiting for a AAA game to be released.

Monochrome
Monochrome

I can only recommend this if you REALLY like the art style AND the battle system. And if it's on sale.

All there really is is the combat, which becomes surprisingly repetitive. The combat system also suffers from being overly complicated (or the UX suffers because too much information is being presented). What is Nitro damage, or Pulse damage? What is Irradiated IV and is it better than Pyro II? The game does not explain this well.

There's no real plot; the dialog is pretty bad; the camping minigame is clunky and its rewards are opaque. Who gets the unlocked traits? One person, or both? Why can't I see them in the battle UI?

And of course, the "rogue-like" system of starting again from the beginning doesn't marry up well when runs take 4+ hours and then you get spanked by something you had no idea you needed to prepare for.

There are lots of ingredients in this game, and some are a very high quality. But overall, some of these ingredients clash with each other instead of complimenting them, ruining the dish and leaving a bad taste in your mouth.

goldentakeshi
goldentakeshi

If you couldnt tell, this game is usually VERY PINK! Its so pink that you start getting burn-in on your eyes.
That is one of the bigger issues with Star Renegades, which is one amongst many and quite unfortunate.

I dont usually go over the 'bad' first but this time I will because thats what is holding me back from loving this game.
THE BAD
The aforementioned pink. Even if you LOVE pink, it gets a bit frustrating after some time staring at pink everywhere.
The length of matches vs rogue-lite 'rewards' post-match and general QOL
The skill curve. You will be doing well, eeking out wins in matches and reach the boss (behemoth) and BAM he just straight up slaughters your team while you barely do anything in return.
The battles. Repetitive, grindy and long (even with fast forward on). Most arent impossible with a little strategy, but its disappointing that turning OFF strategy in your brain and mashing buttons until you win is close to the same.
ALL the information provided. The game fails in a lot of places at providing clear information on buffs and debuffs, and camp buffs do not seem to be shown anywhere.
"Drops". Gear doesnt persist through runs, which makes sense given the story, but it also sucks that you have to unlock items that MIGHT drop in future runs. As most characters have their own weapon type, it seems most fruitful to add generic-slot items first as possible reward drops to help balance your team out.
Unrewarding rewards. While its roguelite, it seems oddly unbalanced for the core mechanic. Games take SO long and give you so little in the way of rewards that it could take you multiple multi-hour runs for just one unlock.
New Teammates. When you finally get a random-encounter new teammate and you rescue them, they run off and ONLY join you if you win. This wouldnt be bad if new teammates didnt also seem ultra-rare in the RNG maps. They dont join you immediately, and who knows where they run off to but if you didnt win then I guess they are murdered off screen.
The graphics. I am very over the pixel graphics trend. I get it can make things easier on designers but as everything is washed out in that bright pink, it would have been nice to have some cleaner art, especially for friendly/enemy units.
TOO RICH FOR MY BLOOD! Lots of between game upgrades are hugely expensive and require you killing enemies and bosses to get points for it. Only those encounters arent so fun or exciting to replay over and over just to get one upgrade. There are also a few TOO many 'currencies' which affect different things. So, making the choice for an epic gear piece over a few extra fights is a huge deal as the game forces you to choose to improve this match, or next match. Gear MIGHT help you get further, but if you dont do the battles, you wont get the currencies, and you wont get extra levels, which means that gear might be meaningless (either too high level, too LOW level, or just a side-grade for you).

THE GOOD
There is, sadly, a lot of good under all the bad but its just... TOO much bad?
The story. Cute take on a roguelite story. The character interactions are interesting but by no means revolutionary or amazing. The general storyline is enjoyable, its just sad that it takes SO LONG to get any of it.
Shadow of Another Game. This game wears its Shadow of Mordorness on its sleeve and isnt ashamed to show it off. While there isnt the same connection as the Mordor orcs, its fun to finally beat that behemoth standing in your way. Its a shame they didnt give us a single slot to keep our favorite beaten commander with...
The main gameplay-loop. If it werent for the length and boringness of the battles, the gameplay loop would be great. OR if they had variety, as now its typically just: Move to next available zone with a fight or not. There is no like RNG "encounters" that might give benefits. Its either a battle, an item, some leveling xp, some currency, or a mix of all. An addition of "rng events" would be a huge welcome here. Getting "the drop" on an enemy (surprise attack) or negotiation (50/50, or 33/33/33 events with good/bad+/neutral options would have helped it feel less of a slog.

-Overview-
When I first started Star Renegades, I turned it off within the first 2 minutes because of the neon pink assault. Once I was ready, I dove back in and tried to ignore THE PINK. Alas, pink rules everything around me.
I jump in and you're giving the typical "Hey you're mid-mission and surrounded! Good luck (but you're gonna die soon anyway)." Feeling a bit betrayed by other review scores, I continued, finding bits and pieces of other games that I really enjoyed, and would be enjoyable mixed into a game... just not this game. The reason is... you can spend 2-5 hours on one run, and feel you've made some real progress, then BOOM... you're decimated with 0 chance of winning against a boss and are kicked into the gameworld-hub which is meh and consists of like 4 stores sharing 2 currrencies for its shops. You're ready to restart, and decide to see what roguelite unlocks you get only to realize... "OH! I cant really upgrade anything for like 3 more runs... of 2-5 hours each..."
Continue on, and a few unlocks later you realize that your unlocks dont do very much to help your characters. It is VERY light on the roguelite aspects! This makes each death FEEL more like a Game Over than a roguelite-death. EVEN with multiple unlocks!!
There seems a large roster of potential crewmates, but in my 16 hours, I've only found one... then lost, meaning I didnt find any. Sadface.
Then there are the mini-bosses and main ones that should be discussed. They are a neat little addition to a roguelite as it helps things from feeling too stale. Unfortunately this potential is a bit squandered. Defeating one of these unique enemies does nothing for you. You do not get to steal them as a brain-washed crewmate. You do not get any unique or special drops or events or anything else from them. All you get is a new enemy to kill next time around. That is very disappointing as each of the Mordor-esque bosses could have added a lot of gameplay value with minor affects to the gameplay. Instead they are just RNG enemies.
Star Renegades is VERY CLOSE to a great roguelite! Unfortunately it has too much going against it for me to actually recommend it to anyone who doesnt have a LOT of free time on their hands.

vexingcarton
vexingcarton

Lacking some polish, variety, and balance, but all in all, a fine roguelite. The combat system is smooth but allows for deep complexity.

amenomania
amenomania

This kept showing up in my "players like you love:" but I hesitated a long time, because I saw several reviews saying, "If you liked Halcyon 6, you'll like this too." I did not like Halcyon 6. That game didn't grab me, it felt like less than the sum of its parts, it was trying to a bunch of things at once that just didn't gel into a fun experience. Star Renegades, I'm pleasantly surprised to report, is fun, and everything in it works together towards a more focused experience. And it you missed the tags somehow that experience is a turn based tactical combat roguelite.

The combat is fun, there are a lot of things going on with different attacks and defenses, damage types and abilities. All the characters have enough different abilities to make runs with different squads feel unique. Combat is deterministic, and you have a number of crowd control tools at your disposal to stun opponents or push them so far back in the turn order that they lose their turn, which is a cool mechanic I haven't seen elsewhere.

The art direction is great, the anime/mecha/pixel theme works well in conveying the setting. The giant pixel robots and the deterministic combat where your goal is to stymie often more powerful opponents kind of reminds me of Into the Breach, which is not a bad thing.

Overall, it's a good time, not amazing, but I wasn't expecting it to be as fun as it is and actually hold my attention, (when I finally gave in and bought it in a sale haha) I see some negative reviews from people who don't seem to get what a roguelike is. You will very probably lose the game a lot, and you can't save and then go back and retry a fight, so if that's not something you'd enjoy, this is probably not the game for you. And if you're like me and you are on the fence because you didn't like Halcyon 6, well, I think SR is a better game and is worth a try.

nlong714
nlong714

Star Renegades is a great roguelike JRPG hybrid. An interesting world, fun characters, and engaging gameplay. While certainly not the best story I have ever engaged with in an RPG It's still interesting and fun to play through. I think if you're looking For a fun experience you can run through time and again you can certainly do far worse than star Renegades.

It Isn't Busbus!
It Isn't Busbus!

Star Renegades is stylishly presented and has lots of interesting ideas, none of which are well executed.

Good:
+ Initiative system is a cool and thought-provoking mechanic. Keeping pressure on enemies by hitting them repeatedly with a combination of fast and heavy attacks to push their turn further and further back is satisfying once you can figure it out, and having to pay attention to initiative to confirm your crits and avoid your enemies' is fun to do.
+ Lovely pixel art with diverse characters and stylish animations.
+ Heroes feel unique once they've levelled up, and getting your group cooperating to bring down big enemies feels rewarding.

Bad:
- Opaque UI and poor explanation of critical mechanics. It's very difficult to access the information you need to figure out what you're about to do. Desperately needs an "end turn" button, and for heroes not to immediately use instant abilities as soon as they're activated; as it stands sometimes you'll make a permanent mistake while trying to figure out if your combo will even work.
- Massive difficulty spikes and unforgiving gameplay. Area bosses are MUCH more difficult than regular enemies, and you need to come into them in tip-top shape if you want to survive. That means any mistake you make anywhere in the prior level is potentially a game-ender. The game needs you to take every fight you can get to level up, so you'll have plenty of opportunity to make those mistakes.
- Tone mismatch and cringy writing. The story is about multiverse-hopping fascists subjugating entire realities, and the art is a pretty serious grimy neon blend... but both the heroes and the villains speak entirely in gags and JRPG tropes. Maybe this is for someone, but it's definitely not for me.
- Unnecessary mechanics. Different damage types are rare and have marginal effects. There's a Shadow of War-like randomly generated miniboss mechanic but you're never able to really manipulate it or capitalize on it.
- The worst one: It's just tedious. Combat is slow and technical, so individual battles last a while. Runs can be hours long. Enemies aren't very diverse, especially in early levels. Low-level heroes have basically one thing that they do for the entire first planet, and heroes in general have linear progression, so using the same hero will feel the same. The end result is a long, repetitive-feeling experience, but one that still severely punishes you for making mistakes. It's like creeping along in rush hour traffic; nothing is happening that will keep you engaged, but you still have to keep all your focus on it or you'll have an expensive accident.

I'd love to see some of these mechanics in a more streamlined, focused experience. This ain't it.

flame.of.illusion
flame.of.illusion

Not a "pro reviewer," but here goes:

The game does the turn-based part well, but kinda sucks with the "rouge-like/lite" part.

On the positive side, the artwork is pretty good, vibrant colors. Also, while slightly flawed, the timeline turn-based combat is pretty fun and tactical. Unfortunately, for me, those few things don't outweigh the many negatives.

The game is long and not in a good way. The game can several hours..with battle speeds maxed (x4)..with overworld movement maxed...on the easiest difficulty. It might not be too bad a few times, but if you to have want all characters available to be unlocked, you have to do this at least 10 times.

There's a lot to unlock, but not reason to:

    • Most characters have multiple versions of themselves with slightly different stats, a couple of different moves, and palette options. This is done via a relationship feature.
    • All characters are unlocked with a meta-currency, include the alts. Character starting perks use the same currency.
    • Equipment pool is unlocked with another meta-currency. Limited control over the pool; there's no custom pool option.

These are my opinions of course; if you're fine with everything, that's fine for you. I just haven't felt rewarded playing this game.

Rabid Squirrels
Rabid Squirrels

Absolutely love this game.. dropped over 200 hours on it. Very intuitive and the Entropy 4+ difficulties are definitely a challenge.

I'm writing this positive review in spite of the political bullshit they dropped throughout the game. Kinda ironic they are anti capitalists considering they are making bank of these games. Wish they would shove that political BS up their college indoctrinated asses.

AuroGoldKey
AuroGoldKey

Wow, I played for 9 hours and didn't even check the time... This game really is addictive and a masterpiece!! Love it!! Recommend it 1000%!!!

Vanned
Vanned

Gorgeous game! You can really see the effort given into the game by the devs, also the game is fun to play. The combat system rewards patience and focus when making your attack/defense decisions, haste leads to defeat very quickly. Word of warning to people with sensitivities to bright lights and flashes, some attacks and enemies can be very bright. Some pieces of writing can induce eyeball rolling, but most of the dialogue is very brief and focusing on humor. 9/10.

Bettik
Bettik

A run-based roguelite XCOM ish thing? Sounds like all the buzzwords but it is a good time.

omishrakefight
omishrakefight

tbh great game, great team customization. System works well, and even after unlocking different characters you can unlock variations of the character to better fit your role you need. Played it a lot, and every now and hten ill see it and boot it back up.
Only truely had 1 issue with the game, and that was an unbalanced bleed on a possible boss, if it did a specific attack 3 times in the entirety of the fight it was game over, regardless of who i was or what builds i had.

Remedy
Remedy

It's fun, it's silly, it's got a good conceit, and it's fun. I mean I already got my dollar out of it, so try it.

jopo
jopo

Good turn based battle strategy, character progression, great graphics and soundtrack.

Wors3
Wors3

Final Fantasy but good.

UI could use some work doe

psnoob
psnoob

looks amazing, sounds amazing, so boring and sleepy.
loved 'into the breach' though and i got recommended this game through that game.

Sykes
Sykes

I'm going to put negative criticism at the bottom. First, I praise.

This is everything I have ever wanted out of a JRPG and it lacks everything I've ever disliked about JRPGs. Deterministic combat, plethora of difficulty levels to push your limits, mind-shattering variety in characters and equipment, and no down-time between fights. It's my dream game, for a single player experience anyway.

If you can get past the fact that a "run" is a 6-8 hour campaign, this is the most entertaining, cerebral, and satisfying turn-based RPG I've ever played. Runs can obviously be saved at any point, even mid-combat, and returned to so the duration doesn't bother me; I like to enjoy it at my own pace, whether it's a marathon or a slow process. The unlocks are immensely satisfying and rewarding, and overall the game rewards a strong attention to detail and micromanagement of your squad, their gear, and how they can synergize.

Game knowledge is also a big aspect. There will be a lot of "Hmm what does this do?" at first, particularly with new enemies, but the more you learn your opponents and your characters, the better decisions you can make and plan ahead for their actions--and planning is a huge aspect. You CAN fly by the seat of your pants, but the combination of mastery of knowledge and working with the (metaphorical) cards the game deals you is immensely satisfying. I genuinely can't think of a better RPG experience, and I've always been a lifelong fan of Squenix and their many experiments and off-shoots. This is a beautiful and excellently executed RPG.

Now, I've completed about 11 runs on this game across 4 difficulties. Some losses, mostly wins. Here are a few issues I've noticed, and some frustrations I've had. I'm going to be detailed about them, but I want to stress that these are all VERY minor. None of them are game breaking, they are just the sources of any frustrations I've had at all.

First issue, the combat is deterministic, but the "preview" function that shows you how the turn will end up currently has some calculation ...bugs? The tutorial openly says that it's not god, and it isn't able to reflect every outcome, particularly with counters and such. I'm okay with this, but in a very specific situation, it can confuse the hell out of you and potentially cause you to make a huge mistake and it seems unwarranted even with the omissions the prediction system has. This only seems to happen when you are using a form of damage reflect against an enemy who is dealing armor damage. It will DRASTICALLY over-estimate how much armor damage, and in turn potential health damage, the enemy will take that turn leading to huge miscalculations. This is not good. There seems to be other very rare cases where it insists I'm getting a killshot, and at the end of the turn, they're simply not dead. Despite my best efforts to be vigilant about buffs/debuffs exchanging, sometimes I swear the game makes a mistake and I can't track it down. This is a frustration, but it's only happened maybe 3 times in my 70+ hours.

Second, the game does not explain that certain elemental effects stack on hits, and others do not. This seems to be omitted from the (very detailed) tutorial, and you can spend dozens of hours and never figure this out. Taking advantage of this system can increase the damage you deal by literal magnitudes.

Third, there are complex mechanics about shield and health regen/steal that allow your shields/health to go beyond maximum for a given combat turn, but only a select few effects seem to cause this, and others don't. There is also no way to check this during the turn because you can't interact with the UI during the turn's combat phase, and the shield/health buffer expires as soon as the next turn starts. This can be the difference of gaining an extra 150% max shields for a turn, or not, and that can lead to a lethal hit or serious frustration. There is no information about this on the wiki, and the community has ancient threads with very few posts talking (sometimes arguing) about this and trying to figure out where it works and where it doesn't. I also have no way to know when they have been patched out/in.

One character can regen shields beyond capacity, another with a seemingly identical ability cannot. I find this frustrating, unfair, and there is no way to learn about this without serious trial and error, and when those "errors" can lead to a loss in a run that's a few hours deep, I am not willing to make that sacrifice. I hope they change this mechanic, or clarify it somehow, because it can make or break certain runs or characters.

That's what I can think of for now. I wholeheartedly recommend this game if it looks appealing at all.

Drizznaut
Drizznaut

everything about this game is amazing.

Songbird Serenade
Songbird Serenade

Most of the writing made me feel like choking on a sock. But the actual gameplay, visuals and sound are all good, going through runs feels nice.

Vestraso
Vestraso

A different type of turn-based strategy utilizing a time unit mechanism instead of the usual cool-down based mechanism which is a nice change of taste from other turn based strategy games. The game itself is quite addictive and I got up to 10 runs before I grew tired; and the reason for growing tired is the character unlock system which is quite tedious. However, the game is fun, the dialogue hilarious, and challenges abound. Highly recommend into turn-based strategy games.

Gnome of unknown ethnicity
Gnome of unkno…

Cool game and all but whos that bone guy in the box art and my PFP?

Psynex
Psynex

A definite recommend if you are into rouge-likes with turn based tactics. The narrative is incorporated into the rouge-like mechanics by the means of alternate realities. So even if you die you try again to save another dimension/reality. This game borrows a lot of mechanics from the dev's previous title Halcyon 6 which I thoroughly enjoyed. Looking forward to more from Massive Damage Inc.

stuntin
stuntin

I really enjoyed this game. Casual, fun, a lot of replayability. I like the characters, though I wish the writing for the affection unlocks was a little deeper. I owned this for a long time before giving it a full go but once I did I had a really good time. If you like roguelikes, good music, good sprites and challenging battles this is the one for you!

Lios
Lios

“Bro, like thanks the Titans and such, but I don’t even know anymore”
-guy to his great-great-great grandson from the 420th dimension

So, star renegades, amazingly tactical game that asks you to think about what you do in a turn instead of spamming the same attack, and has the perfect system to boot.

What’s this system?
A simple turn based game, where based on the attack type, characters and enemies would act before or after one another in the turn.
You can see what the enemies are about to do and there’s next to no RNG (a thing that I personally love).
Attacking an enemy before they took their turn triggers additional effects based on the attack you are using, and many actions can manipulate this “timeline”, this way you can make it so that even the heaviest attack from your main damage dealer acts before the fastest enemy unit if you set your turn just right.

Another big mechanic is the “Downtime” in which during rests characters can help eachother with various buffs, developing relationships in the process that unlock even more bonusses and more playable characters.

Graphics are strange, incredibly detailed pixel art, many animations and great mix of 2d, 3d and special effects, yet the thing that keeps the game from really shining is the muddy look of the characters and their bad design (not graphics, mind you), this coupled with almost a non-existent and simplistic story make the game feel like a great showcase of the mechanics of an RPG rather than having a lasting power like other titles.

All and all I’ve poured many hours in this game, all thanks to an incredibly solid turn-based combat system.

Dark Magus
Dark Magus

Such a amazing game. As someone who loves roguelikes and Square-Enix style games, it's a retro blast from the past - think Chrono Trigger meets Final Fantasy with Fire Emblem bonding mechanics. Dialogue and sub-meta is also hillariously enjoyable, at least to me. Each run takes a couple hours but is amazingly enjoyable and engrossing, hard to put a run down, even compared to other roguelikes.

It can be hard and intense, even on the normal difficulty, but for me, that makes it more fun. In order to enjoy it properly you need to leverage and try to understand the interrupt/break system.

Grabbed it on the Steam Winter Sale, would have paid full price for it if I'd known how damn good it was.

Going to go back and give Halcyon 6 another try, since its by the same makers, and I want to support their endeavors more, but that one's probably still too hard for me :/

kovasz
kovasz

WOW

This is a great jrpg-style tactical combat game, ie. it focuses on the combats and leaves the adventuring part out. Every aspect of this game is top notch, pixel art graphics, music, game mechanics, but what I loved the most is the difficulty, which is just PERFECT - I've played it on normal, and almost every battle was a real challange where I could have been easily defeated, yet I've always overcome at the end. It's really satisfying.

The game itself is about 15 hours - the first run, but after that, you can recruit new soldiers, upgrade your traits, etc, and start to liberate another dimension (kind of like a new game+ mode, but with new playable characters and final boss).

I'm not really into replaying games, and I'll probably won't do another run, but this 15 hours was intense enough and was satisfying as possible. Worth every penny.

Mants
Mants

I feel like this game was a bit too ambitious. Although I can't completely recommend it, I don't feel like it deserves a negative review. The fundamental elements are solid, the writing is good and the art style is amazing. The biggest problem is that it feels drawn out and grindy.

Game Impressions

+ Visual style: it instantly reminded me of the trailer for The Last Night from a few years ago. The backgrounds especially are breathtaking at times. Might be that I have a weak spot for 3d pixel art but to me this was one of the game's main selling points.
+ Characters & writing: very cool characters with actual backstory. The banter during rest intervals is very amusing. It actually creates replay value by making you want to increase relationships between any two characters just to read the dialogue.
+ Restricting hero choices: it's a very good idea to lock out one hero every run only to become available again once you beat the game. Forces you to experiment with other initial party compositions. Though I feel the game should allow you to choose which one is being locked out.

± Combat loop: starts off being fun and challenging. It being deterministic and having very little RNG is a big plus. However, once you decide on a team composition that works the game becomes monotonous and you'll be fast-forwarding through all battles.

- Movement on the map: it's very easy to get stuck in what is essentially a node-based layout. What's frustrating is that even the devs know that's a problem since they included an unstuck (position reset) button.
- Screen clutter: during combat it sometimes becomes difficult to distinguish the action order of the enemies (if they have very low initiative). Either way, there is too much information displayed at any given time. The UI really should be overhauled.
- Loot: some of the upgrades are not really worth it. Legendary weapons that come with penalties are trash. Getting a legendary drop should feel good, not frustrating... Also, some loot choices become meaningless after doing side dungeons and gearing up.
- Grind: the true ending is locked behind having to complete the game a few times in order to unlock characters for progression. This is annoying and should at the very least let you choose the character that's locked for the run, that you wish to carry over to the true-ending when the time comes. As things stand, I decided not to bother with this (after ~30h) since the game doesn't respect the player's time.
- Character variations: taking the friendship level of two characters to level 4 unlocks a new character (a progeny) in future runs. Unfortunately, this new character is a reskin of either of the parents, This feels cheap... maybe they should have created actual, original characters and lock them behind the progeny system. This would have added a lot of replay value by itself.
- Enemy officers: the game boasts a Middle-Earth: Shadow of War-like officer system but it simply doesn't work. The enemies are not unique enough and there's little to no interaction with them outside of combat. Simply put, they are too forgettable for this system to work.

Full Pistola "Raizen"
Full Pistola &…

beautiful game i love arcade. pixel art...

Cashewcat (♥*Kitty*)
Cashewcat (♥*Kitty*)

Honestly I play the hell out of this game. It's fun strategy and the content the developer keeps adding is amazing. Also to take a note for a moment, the saving system designed for this game works better than most rogue-likes I've played and that's very impressive. A lot of very good design coding and art has gone into this game and it shows.

]opj3
]opj3

The game is repetitive by nature, due to the way the story line and the game has been set up.
However, every single try you have at a run, you get to learn the characters and their combinations a bit better and how well they do. This kind of exploration of possibilities and matching is something I enjoy.

kri
kri

I've only played two runs (and won both) in my 28 hours of Star Renegades so far. Runs are long, but fair and fun.

Omegonthesane
Omegonthesane

Cluttered UI and fundamentally too slow. I already knew going in that I only had enough interest to engage with this as a one-and-done story based RPG, which presents a difficulty when it's actually a roguelike where you're expected to lose your first attempt.

Frankly the combat is tedious and repetitive, which would be forgivable if it was either secretly or obviously a hand-holding cakewalk instead of a technically complex and highly consequential mechanic.

Roilzy
Roilzy

Can someone notify me if a a sequel ever comes out?

Muffin King
Muffin King

Great pixel art. Fun turn based rpg rogue lite.

ゼロZeRo
ゼロZeRo

good roguelike
the combat is very challenging in late game i like how the items work and the pasives etc, the bad thing about this game is that some characters are trash and others completly broken and
always you are like 2-3 lvls behind the enemie bosses..
the other thing is after knowing how to play if you are going to win depends like 60% on luck
but the game is not that unbalance for an indie game i think is fine

Quixahtic
Quixahtic

It's hard writing reviews without a ton of hours in Roguelikes as they can change drastically in later game. However I can't help but dislike a lot of things about Star Renegades, so I looked up what the late games plays and acts like. Didn't like it.

-First thing that was apparent was the writing. It was poor and cringey, and the story is just very bland.
-The "Forging bonds" part of the game is just a system of cards that you give to each other to give affects, and they say some cringe one liner. When you do this enough you upgrade your level of bond and get some poorly written sob story or so. It was very boring and should not be advertised as some bond forging experience.
-Combat gets very stale very quick. Everyone does 1-2 things and thats it, very little diversity in what someone is going to do.
-Combat is also rather a complete stomp on your side, or their side. You rather walk out of a fight laughing about how easy it was or you barely crawl out alive. My first run was going well until I got to the third big boss and got completely stomped with no contest. The other bosses were also really really hard. And it's not even like I was making hard choices, it was the same 1-2 choices per character always. Just waiting to see when I would die.

However:
-The art is really really good, love how the game looks
-Animations are clean, love them
-Character design is cool
-Soundtrack is good.

Sorcha
Sorcha

As a caveat, this game is very good for one playthrough.

It has great combat mechanics, the soundtrack is cool, and the art is great.

However:
This game struggles a lot with use-friendliness, has a really bad story/characters/relationship building, and there is no reason to go on multiple runs, which is kind of the point of a roguelike.

-The UI is clunky, especially when targeting (good luck clicking the dude in the back row to target him if there's something big in the front). The basic animation/combat speed has enough pauses to be irritating, and there's no way to see the whole map at once and plan your route.

-There is no story, and the characters are just cardboard cutouts spouting cheesy one-liners.

-There is no real inter-run progression. You can unlock basic versions of new weapons, maybe three new characters, and a couple perks. Nothing run-changing or particularly tactical.

-They had to add the ending as a dlc. There's no reason to get to it either-- no compelling story, and no good upgrades.

If you get this on a really good sale, maybe it's worth it for a run or two, but otherwise, skip it. Lots of other good roguelikes out there.

OokySpooky
OokySpooky

art style is fire, i dont usually like turn based combat but this take on it is very fun overall recommended.

Sixixix
Sixixix

great game super fun once you learn the battle system and start thinking out your whole turn

gaynorvader
gaynorvader

Disappointing. Just really shallow gameplay with horribly strangled choices. Feels like there are almost no tactical or strategic choices available as you are severely restricted by the tiny moveset available. Perhaps it gets better as you go on.

Secondly, the writing is poor. Not just in the dull, listless storyline, but even the mission objectives are horribly unclear. "Get to the point within 3 days" for instance, actually meant "Clear the way within 3 days and fart about until the deadline" You are actually punished for getting there early, if you don't realise this.

Combat system would be interesting if you had more ways of interacting with it, but the starting 3 characters don't really have much. The shoddy 'nemesis system' they tried to implement is half baked. You are shown a bunch of bosses that have an array of generated weaknesses/strengths you'll probably have no way of interacting with, most of the time reusing art assets so you won't even be able to tell which one is which unless you remember the generated name. Then, whether you defeat it or not, nothing seems to really change.

Items are mostly given via lootboxes, with 3 randomly generated items given to you, resulting in you missing gear and even further compounding the issue with not being able to build towards boss weaknesses or even picking which characters to use.

New characters unlock at level 1, so you are stuck with the starting 3/4 until you start a new run.

Art and sounds are nice, though combat animations can get tedious quickly due to the tiny array of skills. At least you can turn them off.

Overall, I'd give this one a miss.

kdragoon
kdragoon

I wish steam has a meh option in its rating.
Art is nice, combat is meh, story I don't care really. The character unlocking is a super tedious grind.

KoolAidManOHHHYA
KoolAidManOHHHYA

easy to learn fun to play. game has great art style and the gameplay is all turn based jrpg style with 4 maps to clear each containing 5 minibosses that are somewhat optional and one big boss at the end of the lvl. every time you kill a boss or miniboss you are greatly rewarded so its best to try and kill as many as possible.

i wish there was more meta progression, you can gain multiple types of currency to unlock new characters and perks for the characters as well as currency to craft unique gear that you can spawn with and will show up in future runs. for the most part the meta progression of this game unlocks more options for the player instead of raw power.

Bongostar
Bongostar

This is a lot more fun than I thought it would be!

Goldfish
Goldfish

This game is 25 years too late and not nearly as fun as I hoped. It's a bloated Unity-based reincarnation of turn-based JRPGs, and while it advertises relationship-building between your characters, it offers no meaningful storyline to bind any of them together. The dialogue/relationships are shallow and meaningless. You're forced to make bad strategic choices for the sake of unlocking more shallow content, and the combat is frustrating to plan because the outcome-o-meter arbitrarily omits certain factors that seem obvious, but includes others which aren't. In combat planning, you can't even see the buff effects of your equipped weapons/gear. When you finally unlock a progeny character, you quickly realize that only a handful are actually new classes-- the rest are just 95% copies of one of your pre-existing classes with an ability or two unlocked at a different level. The game offers nothing worth the struggle. I'd have more fun writing a bot to play it for me.

Eliodoloro
Eliodoloro

A bit of a different take on the turn-based fights, but it turned out to be a very strong battle system. The map navigation gets a bit stale, but the battles never do, and the progeny system is engaging enough to keep me starting new runs.

Mr Moonshine
Mr Moonshine

Great party-based roguelike RPG with a deep combat system that rewards tactical play. Easy to learn, hard to master. Party composition is huge and there's plenty of customization options. Graphics and music are fun, and boss fights end up being pretty epic. Runs end up being 5+ hrs usually, if you make it to the end =)

Def worth checking out.

marble.owen
marble.owen

crazy great combat strategy, amazing art

jasta85
jasta85

Very solid game turn based party game, there is a lot of permanent progression and unlocks if you are looking for long term value and the developers have done a lot of post launch content updates. Looking forward to the next game by these guys.

Black Iron Tarkus
Black Iron Tarkus

What do you get when you take the "Into The Breach" turn based philosophy of seeing the future, mix in a really cool in depth initiative system, add in an above average soundtrack and make it a roguelike? This hidden gem of a game. If you are a fan of turn/position based Darkest Dungeon-esque combat along with everything else I've compared this to and think you would enjoy a campy but genuinely fun campaign across multiple dimensions definitely pick this game up.

SakaSal
SakaSal

fun game. the loop can get a little repetative but still good.

gudbrandur
gudbrandur

Loved it, but I'm done. After finishing 2 times I simply had no reason to play a third time. The battles are fun but also not particularly varied, there are no incidental or random factors to the bosses, nor even boss variety. Exploring or re-trying is not terribly fun, characters are not particularly expansive to delve into. But dont let that stop you.

The game is good, I got 25 hours out of it and I am perfectly happy with that. If you've played Slay the spire, turn based roleplay games like Divinity or old final fantasy, it's greatly enjoyable.

KenWaifu
KenWaifu

Fantastic turn-based roguelite RPG with a novel stagger system for manipulating when enemies go. Very unfortunate that this one didn't take off as this developer did great work and supported it with myriad free DLC. If you are on the fence, I am very confident you will enjoy this should you take the plunge.

Captain Cripple
Captain Cripple

It's pretty decent, and the art is beautiful. I just keep coming back to it, quite motivated to 100% it currently.

Also great if you play games 1-handed like me.

Darkie
Darkie

Good game. The turn-based mechanic is better than most jrpg.
However, the characters skills are not diverse enough. The content is not much after 2,3 completed run
Still recommended for around 10,20 hours of fun.

Mr. Glasses
Mr. Glasses

I had a bit of a rough time getting into this game at first. The leveling and gear system threw me off, for whatever reason. So I went multiple attempts through the game with all my squad at level 1 lol

Once I got used to the game though, it really does get interesting. The more abilities you unlock and the further you progress, combat becomes intricate and complex. Trying to maneuver around enemy actions to achieve maximum efficiency is actually fun.

And the art style is just gorgeous. I love when games use this fluid pixel style that reminds me of Xenogears. Definitely a game worth trying at the very least.

Livia - Beppo
Livia - Beppo

This is a Roguelike with a turn based RPG elements. The battle system is similar to "Grandia" or "Child of Light" where you can see Enemies turns to delay them and eventually cancel their turn. But it adds much more depth which I encourage you to discover.

Story: The story is very simple and nothing extraordinary but to be honest it didn't bother me at all.

Gameplay: I loved the gameplay, it is amazing to see that they used traditional turn based RPG for a Rougelike and managed to tweak in many elements to keep it interesting. You can't blindly spam the Attack button here to kill your enemies, sometimes you will take a moment before acting. The game actually encourages you to look at the enemies actions before planning your turn. Blindly going in is very punishing and can result in a fast wipe.

Graphic. It is a beautiful pixelart which I personnally love and it brought a bit of nostalgia to me.

If you loved old school turn based Rpgs and you are looking for a challenge I highly recommend this game.

Enjoy

EpyonComet
EpyonComet

It's a fun game, kind of a roguelite sci-fi version of Battle Chasers: Night War (which I would also recommend). I've gotten my money's worth (having bought the game on a 60% sale) after only two runs, and indications are that I have plenty of runs to go in the future. There's a couple of minor flaws I could point out like the fact that most of the upgrades you get between runs are mutually exclusive with each other, and that the default difficulty is a bit easy, but there's several higher difficulties to unlock, and the other complaint isn't that big a deal.

So yeah, if you like Roguelites and you like turn-based combat in the style of classic JRPGs then picking this game up is a no-brainer. The writing is funny, and the combat in a well-executed classic style, with enough unique mechanics to not feel derivative. Having now played the game, I would have been perfectly satisfied with my purchase if I'd bought it full price (or at least, I fully believe I can say that after a couple more runs to fill out my hours-to-dollar ratio).

Kyle Mac
Kyle Mac

Surprisingly bad.

Over-complicated mechanics and a piss-poor excuse for a tutorial obfuscate what is otherwise a shallow turn-based combat system. The dialog is similarly over-long while also adding nothing to the game's basic and uninteresting plot.

Which is all a shame because the people responsible for graphics and sound did a bang up job.

Better luck next time, Toronto.

Chris P
Chris P

The game has a surprisingly well-balanced mechanics which most of turn-based tactics fails. The system has its ways to avoid cheesing enemies such as stagger limit and resistances as well as undelayable attacks from the enemies. Soundtrack in this game did not fail to deliver. The rougelike element can hit or miss for other players but I enjoyed planning on how to get all the vital resources in the limited turns that the game offers you.

as a turn-based tactics game however, it limits the creativity of the players on how to approach the game. Most of the time, the team composition would have a delayer, damage dealer, and a tank. with this comp, you can defeat the game easily multiple times. Team composition will also be primarily dictated by your 3 choices at the start since the other 2 recruitables are heavily impacted by RNG. Equipment, devices and implants are just boosts in characters and are often used as stat sticks as there are no equipment in the game that changes the play style of a particular character. The game also suffers from lack of enemy variety and redundancy of enemy design. Often, enemies have a repetitive move sets. primary damage, AOE, counters, and regens. There are no enemies that surprised me with their mechanics and for this reason, I was severely underwhelmed by the difficulty of the game (I have beaten the game 3 times and currently on my Entropy 1 Difficulty playthrough). The game offers different approach with the unlockable characters as well as variety when you unlock the progeny. However, the difference between each character's play styles are lacking, making the whole process of unlocking the characters underwhelming and tedious.

Overall, I had fun with the game. It is your typical turn-based rougelike with a pseudo-nemesis system and I look forward to the further games that will be procured by the devs.

TL;DR:
Experience in the game: 5 runs, 3 completes, currently on my Entropy 1 difficulty (5th difficulty) playthrough

Pros
-Good battle system, avoids cheesy gameplay
-variety of characters is abundant, can entertain different compositions
-Good soundtrack
-Limited time through planets gives extra challenge for players

Cons
-Lack of enemy variety/ Enemies often does not have unique mechanics
-Difficulty of game is underwhelming and can be finished by using an almost dysfunctional team
-Rougelike elements often offers stat buff and does not encourage players to change playstyles
-Final Team Composition is heavily influenced by RNG
-Difficulty increase is offered, but fail to make the game difficult in itself (usually a % increase in enemies' stats)

7/10 good gaem

buld86
buld86

If you have limited time and value it greatly, but like roguelike turn based strategy this could be a GEM for you

Very simple concept > 3 Stages (in the form of planets with around 5-10 encounters per planet) > Main Boss preceeded by 3 henchmen fights.

So in total a playthrough is about 30 fights, each 1-10 min long.

The fights are the meat of the game as the in between walking around the map can be likened to an RNG puzzle that just serves you as a means to choose your encounters.

You pick your starting 3 teammates and you get to add one more after beating planets 1 and 2, to a total of 5 teammates.
They all heave relationships to each other and get traits when those improve - that's my only gripe with the game, you cannot see the traits anywhere except for the popup screen when getting them, ONCE.

Other than that it's perfect

Tessius
Tessius

A fun RPG, it took me a bit to understand the battle system, but once it clicked it was really fun. I look forward to continuing to play with different combinations of characters.

T33K3SS3LCH3N
T33K3SS3LCH3N

Mostly excellent Roguelike with great gameplay, visual style and sound and solid writing.

Sadly it has some pretty puzzling issues like awkward pathfinding on the worldmap, an often confusing combat prediction system and unclear figures, perspective issues where it can be hard to click the right character, and one of the weirdest overcomplicated party menus with way too many screens for just a few functions. All of this should be easy to fix, yet isn't.

But in the grand scheme of things these are just minor nuisances while the overall game is more than solid.

Entrustical
Entrustical

The underlying game concept is good, but it suffers from many different issues. Examples of this includes poor controls (optimised for controllers, and poorly handled for keyboard), issues pertaining to the turn-based displays shown (this is especially crucial given the type of game that it is) and many other QOL related issues. I really wanted to like the game, but it is just such a pain to play. There is an incredible distinction between having a difficult game, and having one that is poorly balanced. This sadly falls into the latter.

QuietNinjaRiot
QuietNinjaRiot

if you ever wondered what an RPG roguelike would look like, this is it, and I would HIGHLY recommend this game.

ninja368
ninja368

Too hard, horrifically imbalanced. Once you get to world three forget about it. Enemies one shot you and no matter how many buffs or repeats you do you never get strong enough to take them. Literally just had a general unit one shot my entire team from the back row where I couldn't reach him. Then he launches an AOE nuke that hits every person in my team for 250 damage. INSANE! I kill one of his men and he has a magical summon ability which brings in a a new unit. Every level has an exponential difficulty spike and it makes the entire experience feel horribly imbalanced. Enemies will always be two to three levels above you and by world three all attacks bypass your shields and armor, which in a game like this is horrifically crippling and makes those resources effectively useless. You're also dealing with teams that are one to two members larger than yours so no matter how smart you play they will always be un-staggerable by the time they wreck your team because for some reason they can always attack first and your staggering ability decreases with each level. It's like the dev team took the time to create a good tactical combat system but didn't know how to balance it once teams go over three members so they just slammed their finger on the difficulty button. In a combat dependent Rouge-Like that is a big time no no.

Zamma
Zamma

Great game. A lot of characters, great diversity, and good BGM. Not that hard unless you choose a higher difficulty, then its hell.
Sadly it needs more content. Also the game is kinda buggy sometimes or maybe it just my potato pc...

The Nuge
The Nuge

Excellent art direction and a real sense of impact in combat. The learning curve was a bit steep but then again I think that is the point with games of this infinite-death-loop type design.

Kayzor
Kayzor

Interesting sci-fi turn based combat game with deterministic, timeline based battles and a great pixel aesthetic!

psilvi83
psilvi83

This game deserves recognition. It provides a unique formula that works seamlessly:
- Tactical turn-based battles (without a grid!) with RPG elements that feel like open-end puzzles.
- A rogue-lite experience that rewards incredibly the acquired player experience, where carried-over upgrades work as a dating sim.
- Spectacular pixel-art and soundtrack, and the writing is an outstanding example of immersive comedy.
This is really a game where the product overall is way way better than the sum of its parts. Try it out now!

j2thehaleraiser
j2thehaleraiser

A great turn based rpg with interesting combat mechanics. The classes are diverse and its pretty amazing what this company did with such a small game. The soundtrack and setting of the game go together perfectly. I got this cheap on a steam sale but I would say its worth every penny even at regular price. If you like turn based or rogue-lite games than this game is worth your time.

Steakosaurus
Steakosaurus

Pros:
- Very interesting combat system
- Beautiful pixel art and music
- Great variety of items and characters
- Good replay value and progression system
- Cool Relationship and camping skill system (Darkest Dungeon style)

Cons:
- Crowded fight are difficult to follow (too much on screen)
- Runs are long (multiples play session most likely)

LG-YK
LG-YK

How the fuck is the game so niche? It's fucking amazing. I see they haven't updated much more but honestly they already added a massive amount of content (FOR FREE THAT IS BTW).

If you want some good ass turn-based combat that can eat away your time like Risk of Rain, hop in. This gem is waiting.

FinalGirl
FinalGirl

The graphics are really cool. Even though it's difficult to play it, it's still a good time consuming game.

Luminark
Luminark

This game is a real masterpiece. If you are in for indies, this game excels in every single thing it proposes to do. Its combat is strongly reliable on your skills rather than RNG alone. Its story is fast-paced and enjoyable, not to mention a catchy soundtrack. This is indeed some next-level pixel art. Finally,I see much room for a second title, though I do not think the company that developed it would be willing to do so. Looking forward for news, this game has given me over 200 hours of fun on PC, some more on Switch, and I look forward for further updates and new games like this one.

Crovex
Crovex

Just not for me, I didn't realize that I was buying a roguelike game and thought it was going to be like a retro final fantasy game. Have a few turns before you get to an objective so find the paths that you want.. whack the villain in said square and get loot, move to next area, wack villain and repeat till you die. Then you start over including levels.. no not what I wanted.

happymealfighter
happymealfighter

elite bleeding on a panzer enemy = one round death of whole squad through shields

Trembling Sloth
Trembling Sloth

I really wanted to like this game as a turn based RPG Rouge Lite is exactly the type of game I've been wanting to play. The time line mechanic is cool, I like the games loot system, item slots etc, and the camp fire mechanic is cool.

The Art is fine, becomes an issue later in the game when you are fighting a lot of enemies everything starts to blend together, and that brings us to the biggest issue with the game, the UI and controls. Navigating menus is a chore it's a pain to find the information you're looking for when you want it. The tool tips when they exist aren't great. It can be difficult to click on the enemy you want to attack sometimes, and if you miss click with your final hero it's locked in... feels pretty bad.

All in all the game just isn't enjoyable to play due to the UI and controls

Orion
Orion

Get it; it's super epic and fun. Obv created with tons of love, a work of true art.

CaptWhamtastic
CaptWhamtastic

Great RPG if you love leveling up and tweaking stats.

ProfessorOverlord
ProfessorOverlord

Challenging, but you get to upgrade things whenever you lose which makes it a great replay. Also, stellar pixel art and funny dialogue. Altogether a great game.

Zuri
Zuri

I'm having a lot of fun with this despite being moderately difficult, I get a lot of Gameplay out of it. The music hypes me up as well. Character Dialogue seems to fall flat for me and I really wish there was a more character orientated Story and at the very least the Main Character was more fleshed out.

nash.ricci
nash.ricci

A fun, surprisingly deep roguelite. If you like JRPGs this is real good.

Dr.Jango
Dr.Jango

it took me 2 complete runs till I somehow understood the gamemechanics and the whole principle.

Now the question is am I stupid and slow af or is this title more tricky then it looks in the first place?

However, in my first playthrough (switched to easy after dying on normal a couple of times) - I'm calling it playthrough although I died in the end in a painful close way - I made it through the whole run in one peace after being destroyed so often.
My second playthrough was stable, still a bit close in the final fight (cause the bomb got hurt over 60% hp) but stable. And right after this second playthrough I just felt that I somehow got into the game. 2 playthroughs (that cost me about maybe 10 hours) but I have a count of over 35hours!!

I play lots of jrpgs and roundbased games. 4 sure I'm not the most brillant player on this planet but I'm experienced and used to this type of games normally.
I guess what I'm trying to tell you folks is:

this game is hard!

not in a bad way.. but it's not the easy breasy type of game where you have a super chill start. Especially because it's rogue like and the runs are not supposed to be extended to much, still there's more then enough grind I would say.

You may ask why are you sticking to this game and retrying it that many times?!

Cause it's really DOPE.

It looks beatiful. Sound is epic (although some voice acting could improve the sequences a lot) and the gameplay in fights is also fun. I like the whole style of the game even though the story is lacking and the "world exploration" could need a bit of love here and there.

I will try to finish it on normal, hard aso.. But I guess this will take some time even if I know now where to keep an eye on!

I def recommend it on sale to everybody who's into jrpgs and up for a challenge

Sonicfanx1
Sonicfanx1

End game for a beginner run had me shook.