A tactical NGO that alternates between genres and sizes alike.

You know how to describe a game, a movie, or a sandwich or whatever, where you condense it into the simple recipe of ‘x meet y’? There is a temptation to do it with star renegades, but I doubt if I try, my nose will start to bleed. A lot of the games are magnified, giving shiny ideas to decorate their homes — but this is like two steam libraries of two people who have encountered a catastrophic accident involving a pair of physical transport machines.

So for the sake of keeping my philtrum unblocked, I would choose a single point of comparison, the most important point for me: roguelikes. Specifically, in the post-FTL model, where you follow the branching path of the nodes, each node represents a fight. In this case, those nodes are divided into three planets and a parent planet (yes, very similar to the four actions of a Slay the Spire run) and those encounters are between a battalion of space invaders and your Galaxy Guardian-style crew.

Lose the entire team, and you’ll be immediately returned to your starting point. But the game wants to show you this isn’t really that bad —there are new abilities and characters that will be unlocked for the next time, by spending two currencies switching between runs —and so it causes you to fail early on. And when you do… — bzzzt —

Hello! This is Alex of Earth-2880. Like I said, I’ll pick a single point of comparison:

Into the Breach. See, Star Renegades only wholesales the concept that each end match will close a timeline and your next run takes place in a parallel universe. I’m afraid Alex that you knew before would be wiped out permanently, and now you’ve got me instead. You can’t say that because-like the heroes of the Star Renegades—I look and sound exactly the same in every universe. No one breaks into the wild corners of the multi-universe here, alas, there is no version of the main hero Wynn Syphex where she is an animated pig or an art noir detective. Even the possibilities are the same, unlocked in a premedonged path rather than a blooming technological tree, so the only real difference between ourselves in the alternative universe comes from the device you find and equip them along the way. In my case, I have a fancy mechanical keyboard with a talent switch to type +10, let’s hope it’s — bzzzt —

Hello, Alex-0079 here, with a really important comparison:

JRPG. Not because star renegades play like a person but because it takes all their basic traps and condenses them into something that can fit into normal life without a bit of logistical Tetris. So you’ve gradually gathered a party, talked about when their bonds grew, and even a longstanding underworld for your distorted line of heroes to toddlers to step through. But here, the entire galaxy-stretching mission will end in five or six hours — by that point, in most Final Fantasy games, you can barely get out of town.

At first glance, the battle is like being lifted out of the 16-bit JRPG era:

heroes and villains politely agree to line up on opposite sides of the screen and take turns attacking each other ever since – the growing menu. But try playing it as an NGO and — bzzzt —


A Magni bird? No, Star Renegades is a cuckoo, using the appearance of familiar games to entice you until its best idea can bloom in your home. The kind of donkeys that only smaller Alexes can be fooled with, which is why they are now gone, like tears in the multis cosmic rain. I’m from the tactical timeline-gamers, and I’m here to tell you why combat is something that will get you back more.

Each turn takes place in a 60-second timeline — think XCOM:

Chimera Squad or a D&D initiative track. Cricket can do more damage or special effects or most importantly push your target back a few seconds. Queue enough feedback and you can push them off the track altogether, causing them to miss their ride. Of course, enemies can do the same thing right behind —so it’s all about balancing large attacks, which tend to be slower, with quick head-covering attacks.

There are some business-style prisons that have an advantage, but the timeline is the source of all the game’s wisest strategic decisions — and its best moments when you finally figure out how to delay what would be a fatal blow. This is not always so simple, thanks to the combat user interface that can be done with a few passes. To be fair, there’s a lot to communicate with, but important information is often lost under flashy FX classes, damage figures clouds, and only too many symbols that are never explained. Of course, this is not a problem for a transcendent tactical gamer brain like me, I will never — bzzzt —

My God, with the love of ragged photos, blue-pink tones, and mountainous corpses in the underworld, doesn’t the image remind you of hyperlight drifter? — bzzzt — Hello, Alex from one-dimensional space where he played Fire Emblem: Three Houses here, it should be noted that Star Renegades has a version of the scene cutscenes supporting the level up, where the two characters share cohesive moments. — bzzzt — Alex-0451, here to tell you how star renegades borrow from role-playing sims. No, just kidding. — bzzzt — However, there is an honest, divine Nemesis system, just like in Shadow of Mordor, although nowhere is recognized excellently. However, as long as I curse Mirax Vance’s name in the sky is enough when he escapes the second vengeance, a little health is finally not intact, after erasing the previous team — bzzzt —

Can you see why I’m worried about a nasal hemorrhage, right? And it just doesn’t talk about the game; Playing it, you constantly bump into the jagged edges where one x meets a y. If only one aspect of Star Renegades appeals to you, there will almost certainly be another game that does it better. But, if you can endure indes often, there’s a lot here for you to like — at least an idea more or less of its own.