Game review
Star Renegades
6.5 / 10
- Developer
- Massive Damage, Inc.
- Publisher
- Raw Fury
- Released
- 8 September 2020
- Platforms
- Windows, Nintendo Switch, Xbox One, PlayStation 4
- Genre
- Tactical Roguelite RPG
- Monetisation
- Premium, one-off purchase — no in-game purchases
- Players
- Single-player
The short version
Star Renegades sells itself on a genuinely clever pitch: dimension-hopping resistance fighters battle a procedurally generated empire in turn-based fights built around a visible timeline you can push enemies down or interrupt, so combat becomes a puzzle of perfect information rather than a dice roll. Reviewers across four years agree the pixel art, the initiative system and the central hook are all genuinely excellent, several favorably comparing it to Darkest Dungeon and Fire Emblem in the same breath.
The trouble is that "perfect information" is exactly the promise reviewers say the game sometimes breaks. A specific, recurring bug report describes the end-of-turn action preview giving wrong information about whether an attack will land or kill — which is not a small cosmetic issue in a game whose entire design philosophy is that you should be able to plan around what you can see. Layer on a difficulty curve several reviewers call artificially steep rather than fairly hard, and a repeat-run structure that reuses so much dialogue and content that one reviewer says 85% of it is visible within a single 5–6 hour playthrough, and a genuinely inventive game ends up recommended with real reservations even by the people who like it most.
Biggest strengths
- A genuinely original timeline-based initiative system that turns combat into a puzzle of interrupting and pushing back enemy turns, praised almost universally even by critical reviewers
- Some of the best pixel art and animation reviewers say they've seen in the genre, with a distinctive dimension-hopping sci-fi setting
- Deep build variety across a wide roster of playable Renegades with genuinely different fighting styles
Biggest weaknesses
- A specific, repeated bug report describes the turn-order/damage preview giving incorrect information about whether an attack will connect or kill, undermining the perfect-information design the whole combat system is built on
- Several reviewers, including experienced tactics and roguelike players, describe the difficulty curve as artificially steep rather than fairly hard, including a sharp spike right after the tutorial
- Global achievement data shows a severe completion cliff: the hardest difficulty tiers are finished by under 2% of players, versus 70-80% for early tutorial milestones
Who it's for: Tactics fans who want something visually and mechanically different from the usual roguelite crowd, and who are willing to tolerate real rough edges for a genuinely original combat system — go in expecting a short, replayable-in-theory game whose difficulty spikes and content reuse limit how much of that replay value actually lands.
Our recommendation: Worth playing for the initiative-based combat and the art alone, but temper expectations for the roguelite loop specifically — a sale price matches this game's reception better than full price does.
6.5 / 10
Star Renegades pitches itself as a dimension-spanning tactical roguelite: a resistance cell fights a procedurally generated robotic empire across parallel realities, and every failed run seeds a harder, smarter version of the enemy commander who beat you, Nemesis-system style. Four years of reviews agree on the pitch's execution in two specific respects — the pixel art and the combat's central mechanic are both genuinely excellent — and disagree, sometimes sharply, on almost everything built around them.
An initiative system worth the comparisons it invites
Combat runs on a visible timeline rather than a simple turn order: every character and enemy has an icon moving along a track, and landing hits pushes enemies backward on it, delays their next action, or sets up a follow-up combo from an ally. Reviewers reach for real compliments here — Darkest Dungeon's exploration-and-rest structure, Fire Emblem's support relationships, and Shadow of Mordor's Nemesis system all come up as reference points, and even reviewers giving the game a thumbs-down single out this system as something they wish more tactics games would attempt. The pixel art and animation work is treated even more uniformly as a strength — more than one reviewer calls it some of the best they've seen in the genre — and the sci-fi, dimension-hopping setting gives the game a visual identity distinct from the fantasy-dungeon default most of its competitors default to.
The character system reinforces this: each Renegade gains permanent scars and traits from near-death experiences that carry into future encounters, and relationships between party members shift depending on how you play, which several reviewers credit with giving individually disposable roguelite characters more weight than the genre usually bothers with. It's a small system, but it's the kind of detail that shows up specifically in reviews from people who otherwise have real complaints about the game — evidence the core design ideas were sound even where the execution around them wasn't.
The bug that undercuts the whole design philosophy
The most serious recurring complaint isn't about difficulty or content — it's about trust in the game's own information. Star Renegades' entire design premise is that a visible, perfect-information timeline lets you plan several turns ahead with confidence. Multiple reviewers, spanning different years, report that the end-of-turn preview showing whether an attack will land or finish off an enemy is sometimes simply wrong, leading to decisions made on bad information in a system explicitly built to reward good information. One reviewer with hundreds of hours in other roguelikes puts it bluntly: the game "lies to you too often" about lethal timing. That's a narrower complaint than a general balance gripe, and it matters more here than it would in most tactics games, because correcting for imperfect information is exactly what this combat system asks you not to have to do.
A difficulty curve several veterans call unfair rather than hard
Separately, a recurring group of reviewers — several explicitly experienced with SRPGs, XCOM and Darkest Dungeon — describe the difficulty as spiking sharply right after the tutorial and staying artificially steep rather than fairly challenging, with more than one describing runs where victory required one specific party composition out of hundreds of possible combinations. Steam's own achievement data backs this up with real numbers: early tutorial milestones sit at 70–82% of the playerbase, but the achievements for finishing the game's hardest "Brutal" difficulty tiers fall to between 0.7% and 1.6%. That's a much steeper cliff than the "hard but rewarding" curve the genre's best entries usually aim for.
Short runs, but not always fresh ones
Runs themselves are short — most reviewers report 5 to 8 hours to finish one — which sounds like an asset for a roguelite until you read what a second run actually offers. A specific complaint recurs across the corpus: dialogue, enemy encounters and the "alternate reality" structure that's meant to vary each attempt repeat closely enough between runs that one reviewer estimates 85% of the content is already visible after a single playthrough. For a genre whose whole appeal is repeat-play variety, that's a real structural weakness rather than a taste disagreement, and it's the main reason several otherwise-positive reviews land on "worth one playthrough" rather than "worth owning long-term."
Where it sits against the tactics roguelite pack
It's worth placing Star Renegades against the games its own reviewers keep comparing it to. Darkest Dungeon earns its punishing reputation by being consistent about what will kill you once you understand its rules; XCOM's randomness is at least legible as randomness. Star Renegades' most specific complaint is different in kind from either — it's not that the game is hard, it's that a system explicitly designed to remove uncertainty sometimes fails to do so, and reviewers who are otherwise exactly this game's target audience are the ones flagging it. That distinction is why the score below sits closer to "flawed but worth your time" than to "just difficult," and why a patch history addressing the preview accuracy and the difficulty spike specifically would move this score more than most bug fixes would for a typical roguelite.
Final verdict
Star Renegades earns real credit for trying something different, and its initiative-based combat and art direction are good enough that tactics fans should take notice regardless of the score below. It settles at 6.5 because the issues around it are specific and well-corroborated rather than vague: a preview system that's supposed to be trustworthy and sometimes isn't, a difficulty curve that a meaningful share of experienced players call unfair, and a replay structure that undercuts its own roguelite premise. A strong, inventive idea, held back by execution rough enough that a sale is the safer entry point than full price.
Pros and cons
Pros
- A genuinely original timeline-based initiative system that turns combat into a puzzle of interrupting and pushing back enemy turns, praised almost universally even by critical reviewers
- Some of the best pixel art and animation reviewers say they've seen in the genre, with a distinctive dimension-hopping sci-fi setting
- Deep build variety across a wide roster of playable Renegades with genuinely different fighting styles
- Runs are short (roughly 5–8 hours), so a single playthrough is a realistic weekend commitment
Cons
- A specific, repeated bug report describes the turn-order/damage preview giving incorrect information about whether an attack will connect or kill, undermining the perfect-information design the whole combat system is built on
- Several reviewers, including experienced tactics and roguelike players, describe the difficulty curve as artificially steep rather than fairly hard, including a sharp spike right after the tutorial
- Global achievement data shows a severe completion cliff: the hardest difficulty tiers are finished by under 2% of players, versus 70-80% for early tutorial milestones
- Content reuse across repeat runs is a common complaint — recycled dialogue, enemies and "alternate reality" structure that several reviewers say makes a second playthrough feel like padding rather than fresh roguelite variety