Game review
Fight Life: Vanguard
5.8 / 10
- Developer
- StartImpulse, Two Cakes Studio
- Publisher
- Two Cakes Studio
- Released
- 10 April 2026
- Platforms
- Windows
- Genre
- Tactical RPG
- Monetisation
- One-time premium purchase (NZ$18.75), no in-app purchases
- Players
- Single-player only
The short version
Fight Life: Vanguard is a turn-based tactical RPG from StartImpulse and Two Cakes Studio, casting players as the commander of a squad of adventurers defending a world besieged by darkness after a fallen god's betrayal. This review's research found a Mixed English-language reception that splits cleanly along one line: reviewers near-unanimously praise the pixel art and find the combat approachable for newcomers to the genre, but a large share, including some who ultimately recommended the game, describe the tactical systems as shallow compared to genre touchstones like Battle Brothers or Wartales, with limited character customisation and a linear campaign that offers little reason to replay. A specific mid-battle freeze bug and a mechanical complaint about how the initiative order handles defeated enemies were both raised independently by more than one reviewer, alongside one detailed account of a dismissive developer forum response to a balance complaint.
Biggest strengths
- Consistently praised pixel art style across this review's research, singled out even by reviewers who were otherwise critical of the game's depth
- An accessible entry point into turn-based tactics, with several reviewers specifically recommending it to players newer to the genre
- This review's research traced an unusually active patch cadence — six major version updates across the five months following launch — indicating a team still actively working on the game
Biggest weaknesses
- The most repeated complaint across this review's research is a lack of real tactical depth — limited build customisation, repetitive enemy types, and a linear campaign with no side content or replayable systems
- A specific mechanical complaint, raised independently by more than one reviewer, is that defeating an enemy can immediately let another take its place in the turn order, undermining attempts to protect vulnerable units through careful positioning
- Two reviewers independently reported a bug that freezes the game mid-battle, losing unsaved progress — this review's research could not confirm whether it has since been patched
Who it's for: Players looking for an inexpensive, approachable entry point into turn-based tactics — reviewers repeatedly describe it as a lighter, shorter alternative to deeper genre staples, not a replacement for them.
Our recommendation: Worth it at its budget price for players who want a short, accessible tactical RPG and don't need deep build customisation, but genre veterans looking for real strategic depth should look elsewhere, per the specific and repeated complaints below.
5.8 / 10
A once-mighty god, betrayed by his own apprentice and fading from the world, makes one last effort to save humanity by backing a ragtag squad of adventurers against an encroaching darkness. Fight Life: Vanguard wraps that dark-fantasy premise around a budget-priced turn-based tactical RPG, and this review's research found a Mixed reception that's honest about exactly where the game succeeds and where it comes up short.
An art style that wins over even the critics
Almost every review in this review's research, positive or negative, singled out the pixel art. One reviewer who otherwise gave the game a negative review still opened by saying "the art really speaks to us older gamers." Another wrote that the "pixelart style is close to my favorite I've seen in the last few years, just excellent." Even a reviewer who ultimately called the game "very shallow" and warned "don't let the pretty screenshots fool you" was making a backhanded compliment about the same thing — the visual presentation is not where this game's problems lie, according to this review's research.
An accessible entry point, according to reviewers newer to the genre
Several reviewers framed the game specifically as a good on-ramp into turn-based tactics rather than a destination for veterans. One wrote that "simple mechanics, but the tactics are surprisingly tight... perfect if you want strategy without too much complexity." Another compared it directly to genre heavyweights, calling it "a bit like Battle Brothers lite," while acknowledging it's "linear" with "not a lot of replay value" but still reporting they "had fun." A solo player specifically praised it after learning the game was made by a small team, calling out the art, dialogue, and complexity as more than expected for the scale of the studio behind it.
Where the depth runs out, according to more detailed reviews
The most consistent critical thread in this review's research is a lack of real tactical depth. One detailed reviewer put it plainly: "no interesting builds, no unique equipment... just choosing between hardcoded 'health or defense.'" Another wrote that "all enemies are the same, artifacts are boring, no effects, no terrain, no flanks/backstabs — just nothing except turn based fight." A third, self-described as a long-time genre fan, said the entire game "didn't feel like a lot more" than the demo they'd played weeks earlier. Several reviewers who still recommended the game echoed a softer version of the same complaint, asking for a skirmish mode, more skill tree options, or procedural mission generation to extend a campaign most reviewers clocked at somewhere between 8 and 20 hours.
A specific mechanical complaint, and a rougher account of developer response
One reviewer raised a precise mechanical issue this review's research didn't see contradicted elsewhere: because defeating an enemy can immediately let another take its place in the turn order, attempts to protect a vulnerable unit through positioning can be undone by giving an elite enemy an effective extra turn. The same reviewer described going to the game's forums over a reported difficulty spike and finding what they characterised as a dismissive developer response, reportedly suggesting the player simply buy better items rather than engaging with questions about party composition or strategy. This review's research could not independently verify that specific forum exchange, but it's detailed and specific enough, and paired with a real mechanical complaint, to be worth surfacing rather than dismissing.
A freeze bug reported more than once, and an active patch record
Two separate reviewers independently reported the game freezing mid-battle, with one specifically recommending players save before every fight to avoid losing progress to it. This review's research could not confirm whether that specific bug has since been resolved, but it did trace an unusually active patch history for a game of this size and price: six major version updates between launch in April 2026 and September 2026, most recently a v1.6.0 update in early September, suggesting the small team behind it has kept working on the game well past its initial release rather than moving on immediately.
What the achievement data adds
Fight Life: Vanguard's achievement list shows a gradual, fairly smooth decline from an early-mission achievement completed by 72.1% of players down to under 4% for its rarest late-campaign and hidden achievements. That's consistent with a short, linear campaign most players who start it see a good way into, without the sharp completion-rate cliffs this review has found in some longer, more demanding RPGs — a pattern that fits reviewer accounts of the story being short but largely finishable rather than one players bounce off early.
A long public run-up, and a price several reviewers factored into their score
This review's research traced Fight Life: Vanguard's public development back roughly two years before its April 2026 launch, including a 2024 demo, a series of festival appearances (among them the Ukrainian Game Festival, consistent with the developer's own references to Ukraine in its update posts), and a full playtest ahead of release. That long visibility window shows up in reviews too — several reviewers explicitly weighed the game's roughly NZ$18.75 asking price into their verdict rather than judging it in isolation. "I paid under $10 for this, and that feels about right," one wrote, essentially reframing a middling experience as a fair budget purchase. Another recommended picking it up on sale specifically for players chasing a Battle Brothers alternative, rather than paying full price expecting that level of depth. That price-conscious framing recurs often enough in the review base that it's worth stating plainly: reviewers judging this game against full-price tactical RPGs are consistently harsher than reviewers judging it as a short, inexpensive diversion.
Where it lands
Fight Life: Vanguard is a game whose reviewers largely agree on the same facts and disagree on how much those facts matter: pretty pixel art and approachable combat set against genuinely thin tactical systems and a linear, short campaign. For players who want a cheap, inviting first step into the genre, several reviewers make a real case for it. For anyone who has already played Battle Brothers, Wartales, or similar, the specific and repeated depth complaints above suggest this one is more likely to feel like a lighter warm-up than a substitute.
Pros and cons
Pros
- Consistently praised pixel art style across this review's research, singled out even by reviewers who were otherwise critical of the game's depth
- An accessible entry point into turn-based tactics, with several reviewers specifically recommending it to players newer to the genre
- This review's research traced an unusually active patch cadence — six major version updates across the five months following launch — indicating a team still actively working on the game
- A short, complete campaign that several reviewers said they enjoyed more on replay or on harder difficulty settings than on a first attempt
Cons
- The most repeated complaint across this review's research is a lack of real tactical depth — limited build customisation, repetitive enemy types, and a linear campaign with no side content or replayable systems
- A specific mechanical complaint, raised independently by more than one reviewer, is that defeating an enemy can immediately let another take its place in the turn order, undermining attempts to protect vulnerable units through careful positioning
- Two reviewers independently reported a bug that freezes the game mid-battle, losing unsaved progress — this review's research could not confirm whether it has since been patched
- One detailed reviewer described a dismissive developer forum response to a balance complaint, reportedly suggesting a player simply buy better items rather than engaging with a reported difficulty spike — this review's research could not independently verify that exchange