From the makers of Halcyon 6 comes a challenging tactical rogue-lite RPG set in an endless interplanetary rebellion against an evil authoritarian empire. Lead a ragtag squad of rebels in their desperate fight against overwhelming odds and an evolving adversary.
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Available: 2019


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November 14, 2018

Star Renegades Dev Log #3

*static noises* KRRRSHH KRRRSH- “Massive Damage HQ to Rebel Command- do you copy?!”

It has been Day 68 since we’ve last made contact after our last ship landing at 47.6062° N, 122.3321° W

Shortly after our return home from the epic ambassador mission at PAX West, an Imperium Admiral overheard of our success, and they tried to foil us by sending over a bio-magnetic storm to our home planet! This hyper-localized storm brewed its way to our secret cave, trapping us devs inside with our computers. We had no other choice but to stay put and work on Star Renegades until the storm passed.

Luckily for us, the it only lasted a short while. But during this time, our team worked incredibly hard to get Star Renegades to a more polished state than before by filling it with MORE quests, game mechanics, new enemies, a new planet, re-skinned UI, new music, and much, much more!

We also recruited a droid named J5T-1N who will be (with minimal effort) assisting your team while at the same time tossing in snarky remarks and laughing at your misery. Don’t mind him though, his empathy resonators have been on the fritz since the time some Imperium troopers cruelly used him for a game of gravity pong. I’m sure he’ll eventually come around!

“I have conveniently relocated your holo-armour underneath this pile of Shneep droppings.”

Sooo, now that we have finally completed a segment of our game. I just wanted to give you a preview of how the game looks now. Make sure you’re sitting down for this! It looks quite different from the last demo we’ve had! Alright, J5T-1N, show ‘em a preview of what we’ve got!

…...woooow. Rude!! Guess we’ll probably catch him later at a better mood after a nano-nap. WELP, I guess I (Softcookie) will just show you folks for now what we’ve been adding to the game so far!

Note: What I’m going to show is still a small snippet of the game. We can’t show you everything as we’d like to keep some things for a big reveal in the final version of the game.

Since the combat demo we showed at Gamescom and PAX West, we’ve done the following:
  • Gave the UI a MAJOR glow-up
  • Implemented a more robust adversary hierarchy system
  • Added a whole new explorable, beautifully pixelized planet with a complete set of quests

UI Glow-Up

Combat Timeline HUD

Sooo If you remember from before- one of our very first demos, our UI panels were purple and pink. We realized pink and purple was kiiiiiiiiiiiind of a dominant colour theme in our game- and with purple and pink panels definitely won’t help make information more legible especially in a game that relies heavily on stats, info, and text. Soooo, we decided to take it all in the opposite direction! Make EVERYTHING see-through! So we switched to a glass-look with a holographic-y interface (that’s how the iPhone Infinity is gonna look in 2030, CALLED IT). And soooo- here we are- this isn’t the final product of course, but definitely a step closer in the visual direction that we want it to be.

Adversary Hierarchy System

The adversary hierarchy system will help you keep in check the movement of the Imperium as they recruit, rank up, or even demote their lackeys.

If you ever run into Draze Zem the Bounty Hunter and defeat him, this screen will pop up to show that you knocked him off the Imperium hierarchy (gooo Rebels!). Alternatively, if you are defeated by the Imperium, you’ll be able to see all your enemies rank up off of your defeat.

Draze also rates Bounty Hunting as 0 stars by the way.

New Planet

For this build, we created a new explorable planet called Pahzaj XII. You’ll also be meeting J5T-1N for the first time and he’ll act as your little sidekick walking you through missions. So for this new mission, you will have to head towards either the east or the west region of the planet to retrieve a key that will unlock the big tower in the middle of the map with a giant laser beaming into the sky. Before that, there are switches to activate an old rundown subway that will take you to the ruined cities to retrieve the keys.

Where the west key is held! Surprisingly their broken subway system runs better than our city’s..

All in all, this is what we’ve been working on so far. There are some more mechanics we’d like to refine in the future before showing (like our relationship system, elemental damage on weapons and characters, setting up camp sites, etc.)

I know you folks must be asking.. But WHEN DO WE GET TO PLAAAY?! Aaaand the answer is actually....closer than you were before! This demo has been getting to the point where we’re like “hey, this spoonful of pie filling tastes pretty good- it’s almost ready for baking- might be better if we add more pumpkin spice and sugar.” But before then, there are still a number of mechanics, polish, and balance we’d like to add to make our demo feel like a nice thick slice of pie. We’re also still figuring out a bunch of things on our end like whether or not we’d like to go with a publisher or if we’re doing a kickstarter!

For the meantime, if you’d like to stay updated with our alpha/beta periods, sign up with our mailing list.

We share extra exclusive content with our mailing list community that won’t be seen on other social media (more secret sauce news for our super fans!).

If you like what you see here and you’re a new discoverer of our game, feel free to wishlist us on Steam and join our Discord!

Thanks for tuning in! We're pretty happy with what we've done so far with Star Renegades and can't wait to show you more soon.


Softcookie + the MDI team

6 comments Read more

September 17, 2018

Star Renegades Dev Log #2

⭐ Heeey Renegades ⭐

It’s been a while! So this devlog is going to be a B I G one. The last few months have been one heck of a ride preparing for Gamescom and PAX back to back. Just wanted to give you all a bit of an update as to what we’ve been working on and what’s coming up next!

First off, we’d like to thank you awesome folks for sticking with us on this dev journey. During these past few months, we’ve recruited at least 2500+ fine rebels to join the Star Renegades community mailing list from CGX, Montreal Comiccon, Gamescom, and PAX! Your support resonates so much with us, and we cannot be more excited to show you what we’ve been working on!

Anyways, before we get started on all that, here’s a collage of pics of usssss!

Now onto the juicy dev stuff!

Please note: all of this could be subject to change because we’re still iterating on many aspects of the game

We’ve been describing Star Renegades as a tactical rogue-like squad-based RPG (sounds like a mouthful right?!). In our screenshots and videos, you see a lot of squad turn-based combat going on, but what we haven’t shown online yet is some of the underlying systems that make our gameplay more robust.

To give you a rundown of our demo, here were the highlights we chose to showcase:

  • Overland Travel Map Functions
  • Character Progression and Camaraderie System
  • Equipment and Merchant System
  • Story-based Events (will be proc-gen in final version)
  • Combat Loop

For the demos we took to Gamescom and PAX, we wanted to basically show off our core combat loop and watched peoples’ reactions to the mechanics. So far so gooood! This slice of our demo took our players on a journey through the explorable overland map to beat the Big Bad Bomb Boss Jomath. It was incredibly difficult to beat at first (something only Peter and Garry could beat aka difficulty level: insane genius) and the success completion rate was 3% on the first day for our players. We had to bug Peter to decrease the HP and shield amounts for certain mobs so that the rest of us normal people could enjoy the game a taaaaaad bit longer before getting wrecked- haha.

Despite some random bugs that we encountered here and there, the feedback was overwhelmingly positive so we think we’re on the right track! We totally loved how small groups of friends would walk by our booth, stop, do a double-take on Bryan’s pixel art process (we had him work on more Star Renegades characters and livestreamed it onto our TV), and sat down together at one of our stations to figure out how to beat Jomath- the final boss in our demo.

Spot our PIXEL ARTIST KING BRYAN! :steamhappy:

Our demo ran through one rebellion cycle or at least 30 minutes if you’ve been hanging on (even by a thread). The beauty of it is that you could win a fight, but lose half your squad, yet land on a node with a merchant and hire new mercenaries to keep on going. We’ve seen some players come back with one player left only to hire a new squad with new equipment. We also had two selectable squads from the start (different from our CGX demo), which offered different strategies to beat enemies. In the full game, you must defeat the Tyrant (not in demo) to bring a period of peace (20 years) before the next Tyrant rises up and rebuilds The Imperium.

The UI is something we’ve thrown together as placeholder while we tested out the combat, so it is already something we’re polishing for our next milestone. We know that improvements needed to be made with equipping items, hiring mercenaries, and leveling up heroes even before showing our demo, but focused primarily on combat mechanics and feel for this demo.

In the next section, I’ll be talking about the game outlined in a bit of high-level detail.

Overland Travel Map Functions

In our CGX demo, we put people through the tutorial. We had a sort of holographic-looking map with three nodes that you can travel to. It was pretty simple. However, since Bryan, Colin, and myself (Jacq) are avid lovers of JRPGs, we fell in the love with the idea of an overland travel map heavily inspired by Chrono Trigger and Final Fantasy. We wanted all our players to feel like they’ve been hit right in the feels with JRPG nostalgia as they are exploring a giant map with their squad. Sooo we had a huge overhaul with the art, animations, and node mapping for the travel screen. It was a huuuge hit, as we saw many peeps stop at our booth to watch the gameplay video playing on loop.

Old map:

New map:

Character Progression and Camaraderie System

In this demo, players were able to level up their characters and unlock more abilities with EXP they have obtained from fights and random narrative events. During combat, if your characters attack in a specific sequence, a camaraderie bonus unlocks between them. YEessss that’s right!! <3 This reveals a new duo combo attack between both chosen partners. We were very much inspired by Fire Emblem to implement this sort of relationship system, and plan to insert more supporting narrative to give our characters that extra flavour.

That's TEAMWORK, baby!

Equipment and Merchant System

Our equipment system works similarly to Diablo in which the traits for the weapons/armour can fully transform your skills. For example, the Enlightenment Chip transforms all single target buffs to AoE but loses 50% of its potency (still a great item though). This item is particularly strong on Xurx with his shield-generating abilities and attack buffs. We have little trade offs on traits on items so that no one item can make a character too OP (no winfinity gauntlets here sorry!).

You get a shield, and YOU get a shield, and YOUUu get a shield. SHIELDS FOR EVERYONEeee!

Story-based Events

Many people have asked whether or not Star Renegades will have a linear storyline with multiple endings. That’s still something we’re deciding at this moment. For the full game, Star Renegades will contain a multigenerational storyline. In our current demo, there are narrative events that pop up on each node your squad travels to. These events are procedurally generated and can alter the course of your mission based on what you choose to do. Right now, we’re leaning towards not having a rigid linear story, but rather supply our players with elements in game that allow themselves to tell their own story. That way, players have individual stories that they get to personally craft around each rebellion and the emergent story that is driven by the Rebellion Engine’s procedurally generated content, enemies, loot, and events.

Combat Loop

So our combat is based around an info-centric (Peter: that sounds like a hip millennial term) battle system where you see your enemies plot their actions on the timeline. Interrupting, defending, and guarding are suuuper important in combat. If you don’t interrupt the Firewulf’s Immolate skill, your team will get roasted. And ooohhh boy- we’ve seen lots of peeps get punished when they weren’t careful in planning their next turn.

NOoOOOooo Wynn...!!

Oh and you’ll never have to worry about whether your heavy attacks will miss an enemy because there is no RNG in combat. Everything is under your control on the battlefield. You are the master tactician (so if your squad wipes, that is 10000% on you 😛)

Sooo this is what’s available in our demo for now. Of course we have a few other systems that we’re working on (that we’re keeping under wraps for now), but we definitely would like to tighten up and balance combat a bit more as well as heavily refactor our controls for UI and repolish all of our current windows. These are the things we will be working on for our Closed Alpha (ETA: to be determined)! Everyone on the team is working very hard to get Star Renegades to a playable state for our fans.

AAAAAAAND… when that happens, shortly after we’ll be ready for our first Star Renegades Closed Beta! WOOOOoo. To get in on this exclusive opportunity, make sure you sign up on our Mailing List and join our Discord for announcements as we get closer to that date! We will also be drawing some names for raffles to win a copy of Star Renegades as well. We’ll be posting announcements on our Twitter and Facebook as well so make sure you’re following us to get these updates!

Also, here are some pre-alpha reviews we’d like to share with you:

“This is the best game of the whole [Gamescom] show.” – Dedicated Fan (who came back five times to beat the demo with a different squad and also brought his brother to play)
“I like how there is no RNG. Everything is under my control. If I lose, I accept that it is entirely my fault.” – Awesome Fan of no RNGesus
“I may need to abduct your pixel artist :P” – Facebook Fan (jokingly of course)

Aaaand that’s it for now folks! Thanks for joining our community and tuning in to our channel to hear what we have to say. We’re well on our way to working on our next milestone, but we’ll be sharing secret snippets with peeps in our mailing list! So make sure you sign up for that 🙂

Cheers from your Friendly Neighbourhood Community Manager ❤,

Softcookie ^^’

P.S. Ummm sooooo…. Peter and Garry are STILL duking it out (since February 😮) for using “Read-and-React” vs. “Reactive Time Battle System” to describe our current combat system lol.. * P L E A S E * HELP US OUT and vote for either one of the terms and explain why you like it?? Are you #TeamPeter or #TeamGarry?!? Let us know in the comments~

P.P.S. We’ve finally watched Avengers: Infinity War. On the plane. To Gamescom ❗
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About This Game

A tactical squad-based rogue-lite RPG set in an endless interplanetary rebellion against an evil authoritarian empire.

Fusing a reactive, tactical turn-based battle system that emphasizes interrupts and counters, with a procedurally generated and emergent mission-based campaign and an intelligent Adversary system with enemy officers that evolve and move up in the ranks, every playthrough is unique, challenging, and never the same.


  • Outwit your foes with interrupts, counters, and combos in our fast-paced Reactive Time Battle System
  • Survive the relentless onslaught of an Intelligent Adversary system that generates unique enemies and bosses that evolve as you play
  • Unlock dozens of alternate characters as your surviving squad members form bonds and create progeny
  • Battle your way into the heart of the Empire as our Rebellion Engine creates a unique experience with each playthrough via emergent gameplay and events, procedurally generated missions, shifting priorities, evolving enemies, and tons of equipment/upgrades for your squad

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 128MB
    • Storage: 2 GB available space
    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 512MB
    • Storage: 2 GB available space
    • OS: Mac OS X
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 128MB
    • Storage: 2 GB available space
    • OS: Mac OS X
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 512MB
    • Storage: 2 GB available space
    • OS: Linux Ubuntu
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 128MB
    • Storage: 2 GB available space
    • OS: Linux Ubuntu
    • Processor: 2GHZ
    • Memory: 2 GB RAM
    • Graphics: 512MB
    • Storage: 2 GB available space

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