Game review
MineGeon: Renegades
6.5 / 10
- Developer
- Kickstone Studio
- Publisher
- Kickstone Studio
- Released
- 30 July 2026
- Platforms
- Windows
- Genre
- Bullet Hell Co-op Roguelite
- Monetisation
- One-off premium purchase, no DLC, no in-app purchases and no premium currency
- Players
- Online co-op for up to three players (solo or with two friends); a specific, frequently reported launch bug around shared experience and loot has drawn real frustration from groups running with fewer than a full party
The short version
MineGeon: Renegades sends a crashed crew of thieves descending into the mysterious planet Paimo, fighting through bullet-hell combat, gathering minerals, and building runs out of gadgets, weapons and ultimates alongside up to two friends. Its influences are worn openly and admiringly — reviewers reach for Enter the Gungeon and Risk of Rain 2 constantly, and mean it as a compliment more often than not. Because this review is written just five days after the game's 30 July 2026 launch, it captures a genuine snapshot of a fresh release still finding its footing: Mixed at 64.9% across 74 reviews, with striking art direction and a real "one more run" pull for a meaningful share of early players, sitting alongside specific, concrete launch problems — slow, repetitive early-biome pacing, unclear item and modifier descriptions, and a co-op bug around shared experience that at least one reviewer calls "unplayable" for solo-focused group play. The developer's response in this same window has been notably fast: a Day 1 patch, a targeted stuck-enemy-room fix, and a further hotfix all landed within days of launch.
Biggest strengths
- Art direction, VFX and sound design draw consistent, specific praise, with several reviewers describing individual visual and audio details as genuinely pulling them into the game's world
- A satisfying "one more run" pull is reported by a meaningful share of early players, with weapon, gadget and ultimate combinations praised for creating genuine build variety
- The developer has responded to launch-week feedback with real speed, shipping a Day 1 patch, a targeted stuck-enemy-room fix, and a further hotfix all within the first several days after release
Biggest weaknesses
- A specific, frequently reported multiplayer bug around shared experience and loot leaves solo-focused players in a group running behind, with at least one reviewer describing the current state as "unplayable" until it's addressed
- Several detailed reviews describe the pacing of early runs as slow and repetitive, citing extended stretches in the same biome fighting the same enemy type with little variation
- UI and tooltip clarity draws real, specific criticism, with item and modifier percentages described as lacking context for what they actually affect
Who it's for: Bullet-hell and co-op roguelite fans specifically drawn to Enter the Gungeon and Risk of Rain 2, who are comfortable buying into a genuinely fresh launch with real rough edges rather than a fully polished, settled release.
Our recommendation: Worth watching closely given a fast-responding developer already patching within days of launch — genuinely promising for co-op bullet-hell fans, but specific, current issues around pacing and the multiplayer experience-sharing bug are real enough to weigh carefully before buying at full price this week.
6.5 / 10
Reviews of week-old games are always a snapshot rather than a verdict, and MineGeon: Renegades is about as fresh a case as this publication covers — released 30 July 2026, five days before this review was written, following an already-delayed launch date the developer specifically attributed to needing more polish. Kickstone Studio's pitch sends a crew of crash-landed thieves descending into the depths of the mysterious planet Paimo, fighting through bullet-hell combat solo or with up to two friends while building each run around gadgets, weapons and ultimates. The influences are worn proudly rather than hidden — reviewers reach for Enter the Gungeon and Risk of Rain 2 constantly, and the comparisons land more often as genuine compliments than dismissals. What this review captures is a genuinely Mixed launch-week reception, 64.9% across 74 reviews, with real strengths and real, specific, still-current problems in roughly equal measure.
A striking, addictive early impression
The presentation draws the most consistent, specific praise across the sample, and it's not vague "nice art" praise — reviewers point to particular details. "Minegeon left me mine-blown! First off all, the art direction is fantastic. Every little detail, from the VFX to the sound design, pulls you into the world and makes you want to keep digging deeper," one review states. Another, comparing it directly to a genre favourite: "I've got something like 4,000 hours on Enter the Gungeon... that isn't a typo," before describing MineGeon as "beautiful and a lot of fun" despite needing polish. The "one more run" pull several reviewers describe by name is a genuinely important signal for a genre where that specific compulsion is the whole design goal — "This co-op roguelike nails the 'one more run' feeling, mixing gadgets, weapons, and ultimates to build crazy synergies on the fly," one launch-day review states. Class design draws its own specific praise, with three distinct playable classes offering genuinely different powerful abilities rather than reskinned variations of the same kit.
Real, specific launch-week problems
The negative sample is equally specific, and worth taking seriously precisely because it's not vague genre-fatigue grumbling — these are concrete, reproducible complaints from players who clearly wanted to like the game. Pacing draws the most consistent structural criticism: "The pacing of each run is very slow and you'll be stuck in the same biome for over half an hour each run," one review states. Another, describing a co-op session directly: "we faced one enemy the entire time and used the same weapon for 99%" of a ninety-minute session across five runs — a specific, concrete account of repetition rather than a general impression. Interface clarity draws its own pointed complaint: one detailed review lists "UI issues, details not being given for a lot of things," specifically calling out unclear percentage values on item effects like lifesteal, where players can't tell what base value the percentage is actually calculated against.
The most serious specific bug concerns the co-op experience and loot economy. "Unplayable until you fix multiplayer!! Each player should get separated exp and loot! Unplayable if you share all exp for a solo run with multiple players," one review states bluntly — describing a design or bug where a lone active player in a group session doesn't earn progress at the rate a genuinely solo run would, discouraging exactly the kind of flexible co-op play the game is built around. Several reviewers frame the overall launch state in similar terms even when more measured: "As much as I want to like this game, tbh it feels like an Early Access in its current state, which is disappointing because it already had a delay for polishing," one review states, a sentiment echoed by at least two other detailed reviews independently.
A developer moving fast in response
What's genuinely notable, checking the developer's own Steam news feed directly, is how quickly Kickstone Studio has responded within this same narrow window. A Day 1 patch shipped alongside the launch itself; a targeted fix for a specific stuck-enemy-swarm-room bug followed shortly after; and a further general hotfix landed within days. At least one player review, itself posted after launch, notes this responsiveness directly: "Devs already have heard some qualms and have fixed them, and I hope to see more of our feedback get implemented. Love to see it." That's a genuinely fast cadence for a small studio in its first week live, and it's a meaningfully positive signal about the trajectory even though it doesn't retroactively resolve every complaint documented above — the experience-sharing bug and pacing complaints, in particular, appear to remain open as of this review.
Where this leaves a buyer, right now
At NZ$30.99 — currently discounted to roughly $26 — MineGeon: Renegades is a game this review can only honestly describe as a promising, still-settling launch rather than a finished product with a stable reputation. The art direction, sound design and core "one more run" pull are real and specific enough to take seriously as genuine strengths, and a developer already shipping multiple patches within its first week live is a good sign for where the game is headed. Equally real are the specific, current complaints: slow early-biome pacing, unclear item information, and a co-op experience-sharing bug serious enough that at least one player called the current multiplayer state unplayable for their preferred way of playing. Buyers specifically excited by the Enter the Gungeon/Risk of Rain 2 comparison should feel reasonably optimistic given the pace of early fixes, but anyone weighing a purchase this particular week should go in expecting a genuinely in-progress experience rather than a settled one, and may want to watch for a few more patch cycles before committing at full price.
Pros and cons
Pros
- Art direction, VFX and sound design draw consistent, specific praise, with several reviewers describing individual visual and audio details as genuinely pulling them into the game's world
- A satisfying "one more run" pull is reported by a meaningful share of early players, with weapon, gadget and ultimate combinations praised for creating genuine build variety
- The developer has responded to launch-week feedback with real speed, shipping a Day 1 patch, a targeted stuck-enemy-room fix, and a further hotfix all within the first several days after release
- Three distinct classes with genuinely different powerful abilities give co-op groups real reason to specialise and coordinate rather than all playing the same way
Cons
- A specific, frequently reported multiplayer bug around shared experience and loot leaves solo-focused players in a group running behind, with at least one reviewer describing the current state as "unplayable" until it's addressed
- Several detailed reviews describe the pacing of early runs as slow and repetitive, citing extended stretches in the same biome fighting the same enemy type with little variation
- UI and tooltip clarity draws real, specific criticism, with item and modifier percentages described as lacking context for what they actually affect
- Multiple reviewers explicitly describe the launch-week state as feeling like Early Access despite the game having already been delayed once specifically for additional polish