The main feature of the game is a unique combat system, which in a nutshell can be described as turn-based tactics with a dynamic sequence of moves. Each movement made by allies or opponents has a priority of its own – for example, some low damage attacks are faster than other powerful AoE attacks. If a fighter was attacked before he hit himself, then the sequence of his move is postponed until the action is completely skipped.
Accordingly, to win the battle, the player needs to build a chain of various skills, in which it will be possible to inflict the greatest damage and at the same time protect his soldiers as much as possible. The depth of the combat system is also added by the typification of attacks and armor, based on the table of vulnerabilities and resistances familiar to the role-playing genre.
Considering the thoughtful and unhurried gameplay, it can easily take two, three, or even more hours to complete all levels, which is very unusual for a roguelike. This can hardly be called a strong point of the project, because just one mistake can cost the life of the whole game, and the desire to continue the game after such losses instantly disappears.
Usually in projects of this genre, the number of possible enhancements or their combinations is in the hundreds of types, which is why the essentially monotonous gameplay is constantly playing with new colors. However, in Star Renegades, the improvements found during the race are quite static and for the most part are limited to just improving the characteristics of individual fighters … The frankly slow progression burdens the gameplay and can get boring after a couple of attempts, which is hardly complementary for a project designed for replayability …
Completing the next race is rewarded with several types of in-game currencies, for which you can purchase new characters and their variations, increase the likelihood of rare items and other small bonuses.
Characters, by the way, can interact with each other and build trust in other members of the group, which leads to the discovery of small passive bonuses and unique combo attacks. Relationships develop in the respite between contractions, when the group is resting around a conventional fire in the manner of Darkest dungeon…