
G-Rebels: An action-packed combat flight sim in a dystopian open world full of intrigue, free exploration and dangerous missions. As part of an elite unit, it is your job to ensure law and order. A secret mission calls everything into question: are you on the right side or part of a conspiracy?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
G-Rebels: An action-packed combat flight sim in a dystopian open world full of intrigue, free exploration, dangerous missions and breathtaking flight maneuvers.
In the year 2684, Earth was almost completely flooded by catastrophic events. The survivors created floating megacities, which compete for the remaining natural resources.
As part of an elite unit of the most powerful city-state, it is your job to ensure law and order in the metropolis and the colonies.
With your ultra-modern glider, you secure transport routes and fight organized crime. But the course of a secret mission suddenly calls everything into question: are you fighting for the right side or are you part of a dark conspiracy?
Discover vibrant metropolises, outposts, research facilities, factories, etc. in a freely explorable world of more than 12,000 square kilometers.
Follow the main storyline or discover the world on your own and earn your money in mining, as a bounty hunter, racing pilot, bodyguard, mercenary, pirate or as a hunter for lost artifacts.
Invest the credits you earn in upgrading your Skyblade: Engine, weapon or shield upgrades? AI-controlled drones, multi-warhead missiles or stealth devices? Plan your Skyblade's equipment before you go into battle.
Fight against other gliders or hack into their control unit to take control of enemy skyblades.
Take part in the battle for power: conquer outposts, skyports, power plants, etc. to help your faction gain influence and control.
Technical and visual highlights: Changing weather conditions with volumetric clouds, dynamic sun and moon position with realistic day-night changes, complete world streaming (no loading screens), real-time simulation of thousands of flying objects in the world, etc.
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99−20% | 262reviews | 79% | — | $238.8K |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 258 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I refunded the game I see potential but it needs to be in the oven a bit longer. Pis poor performance on VR with my 7900 XT and quest 3 setting up Hotas is difficult on my Warthog game sees left pof as one button so can not set this pov stick als up and down. does this with all sticks on throttle. when the VR gets better i will purchase the game again. for now i will be watching and waiting for this game to mature.
Cloudpunk + Everspace 2 + Rebel Galaxy Outlaw TrackIR support is a BIG plus! I bought it right away I knew this. Multi USB support too. I can use my HOTAS with G29 pedals (for rolling) In demo, you can't roll or pitch more than 90 degree. They've improve the flight model in full game, now you can barrel roll, or full vertical loop. Been playing for 5 hours at the writing of this review, 4 hours are just flying between buildings, enjoying the views without any goals. It's so relaxing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 258 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
3 hours. Apparently that's how long the game is right now, and that's when trying to farm side missions, otherwise it's way shorter. Dev Answer : Thx for your review. That's right. Three hours is current net mission time without bounty hunting, looting or any kind of exploration (i.e. if you play straight through). It's the current state of the content, one day after Early Access launch. If you expected a full game, we're sorry to disappoint. Answer to the dev : To the dev: No, I did the side missions, I even tried them multiple times, out of those 3 hours, a good 1.5 or even 2 hours were just trying to do the contraband missions. Without those, the game is even shorter. I'm not expecting a full game one day after release in early access. But I'm not expecting an amuse bouche from a 1star restaurant that think it is at the peak of gastronomy either. Above 20£/€ for a sneak peek is not good. Especially when you are a German developing company and have state subsidies.
Playing in VR on Quest 3 with a 5060 Ti GPU over Virtual Desktop. I refunded this within an hour of getting it due to Fatal Errors. I slept on it, felt bad (it's an Indie Game with genuine potential), and repurchased the next day. I restarted after every Fatal Error, which wasn't the end of the world, and once the latest patch came out I don't think I've had a Fatal Error since. I think there is an issue with performance and the fog system, but it's not game-breaking, and the game itself is now one of my favourite VR games/experiences. I love the flying and the general vibe of the game. I loved Air Car, and this is that but now a fully fleshed-out world with things to do to encourage flying around. Big thumbs up from me definitely worth a look.
While far from a perfect experience in its current state given its pretty high price for an EA title, I can say that what's good here is none the less worth the admission. As a veteran of Elite, SC and Star Trucker, I felt right at home with the awesome flight model of this title. The atmosphere is great, the combat is fun, and just driving around threading the needle between the skyscrapers, and under the bridges, hasn't gotten old in my 15+ hours of gameplay so far. If like me, you ever flew around ArcCorp and wanted the freedom to zip around the megacity in your ship and do bounty hunting there, G-Rebels is the game for you. If like me you always found a hole in your library for a game that makes you feel like you're flying a spinner around Los Angeles in 2049 while Vangelis plays in the background as the rain pours over your windshield, G-Rebels is definitely the game for you. It's basically AirCar on steroids, or Cloudpunk with teeth. Still, a lot of work remains to be done. While I genuinely believe all the bones for a top tier combat flight sim are already there, I can't wait to see how the devs expand. On top of new maps, a few issues still need to be addressed. Some of those might be a dealbreaker for some people, so i'd like to bring them up. I will skip most of the stuff regarding ship loadout, customization & progression, as well as the more glaring issues regarding performance, mission design (especially the delivery missions) and balancing, as it's all on the devs radar. I would rather spend my time touching on other issues. First thing for me was that the scale of the city in this game felt off. While initially impressive visually, the immersion falls apart when you start flying close to the ground or zipping around buildings. The cars look like toys, and the city feels comically small. When you miss a turn and collide with a skyscraper, only to realise the windows are the size of a computer monitor, the magic dissipates pretty fast. The game will give you plenty of reasons to notice that as well, especially with the delivery missions that require you to keep a low altitude and squeeze around the buildings. It's simply too cramped and clashes quite a bit with the realism of the game. Besides the scale, there's also the issue of the city looking quite repetitive, and lacking clear landmarks. That would help with navigation a lot, but also amplify the fantasy. Don't expect to see variety of districts, or a Tyrell corp megastructure. It's one big slab of neon-clad grey with rectangles of various size, and most of them are too small for you to land your ship on their rooftop. I hope the devs find a way to make it work! The cities are one of the main appeal for this game, second only to flying and combat, and they need more character in my opinion. That scale issue also applies to other ships, as well. Even the bigger sized ones feel small, and during combat you will often feel like you're trying to hit high velocity pixels given the optimal engagement distance. Second thing is regarding the flight model right now. A few things appear to be missing from the kb/m experience, or from the game entirely. You can't roll your ship, which makes banking into hard turns, or tracking your targets, quite awkward at times as you fight the automatic stabilization. I'm not asking for the ability to do barrel rolls, mind you (that wouldn't jive with the VTOL fantasy). Just the ability to bank into turns! Coupled with the inability to look around the cockpit (devs are working on a button), I still come away from every combat scenario thinking to myself ''damn, I wish I could just roll into those turns!''. After looking at some VR footage, it became apparent that the kb/m experience was more like flying an helicopter than a ship. Seems like a lot of maneuvers are only possible with a HOTAS type controller. Then there's the issue that the more you upgrade your ship and the faster it goes, the more I also found myself longing for a way to cap my speed dynamically for two reasons: match my target's speed, but also get into a more comfortable cruise speed when just flying around the city. Would be nice to simply use the mouse wheel to set a throttle cap. Pedal to the metal is fun, but ultimately I just want finer control of the ship. I also wish they would push the immersion further with a few features, such as docking and landing. The ability to land on platforms and just chill there would be amazing. Give me a landing gear button and let me land in those hangars or platforms, please! Even fast travels between sectors feels a bit stale right now, compared to SC, E:D or Star Trucker (loved those damn gates!). I wish there would be a bit more physicality and thought involved in this act, rather than simply flying into a holographic waypoint and losing control of the ship. The ship's HUD could use from improved readability as well. Speed and altitude readings are to the far edges of the screen, which felt less than ideal on a regular monitor. Hull, Shields, Engine boost, missile readyness, canon cooldowns... They are all very important information that *is* there, but just doesn't read well enough. I wound up decreasing the FOV quite a lot as it allowed me to see the HUD a bit better, but wound up sacrificing visibility in the process. In regards to the AI voices in this game - it kinda does the job. It's not good, far from great, but it's not completely bad either. Sure, it feels a bit lifeless and lacks personality, but I don't think anyone is expecting this game to provide AAA-levels of narrative realisation. My biggest gripe is I find myself not even being able to distinguish between Eli Carter and Zulu One because they basically talk the same, and your character uses the same radio distortion filter as the other characters coming over on the radio, which amplifies that feeling of sameness and confusion. Easy fix here is remove the filter from Zulu One's voice, but also hope that somewhere down the line they end up hiring a few actual voice actors for the more important characters. I would rank that pretty low on the list of priorities, though. There's other stuff as well but would rather not make this feel like a long rant, as I do enjoy my experience overall and think the team will get around to address all that stuff eventually. G-Rebels rules, and I can't wait to see how this game evolves with a few major content updates.
Просто летая по городу мне порой казалось, что вот-вот сейчас я услышу голос Камуса, уж очень атмосферность игры похожа на атмосферу cloudpunk, что, по моему, очень и очень хорошо (разве что не помешало бы добавить радио какое-нибудь с музыкой или передачами для фона, чисто чтобы полетать) Про саму игру могу сказать, что мне очень понравилась, и в большей степени именно атмосферностью, хотя и полёты со возжушным боем сделаны отлично. Очень надеюсь что и сюжет окажжется не просто для галочки, а глубоким и киберпанково тяжёлым
not optimized for vr at all. all settings bottomed out and virtual desktop on medium 60 fps with nothing happening.
Looks half as good as Aircar, and performs 4 times worse - but G-Rebels is a game, not a tech demo. The game works fine using Index and a gamepad. Graphics are acceptable forcing Index res 200%, and the game is playable even with some frame drops. The game does not work correctly with motion smoothing which is a huge issue for performance. DLSS Auto could be a saviour too. Right now the game works in VR, but I would not bother unless you have the equivalent of an RTX 4070 or better. It is a great experience flying - and the Bladerunner vibes are profound. The day and night cycle, and moving through the clouds, are impressive. Still the low VR performance is a great issue. I only recommend the game if you - like me - wish to support the devs.
8.5 hours, finished chapter 1. I have greatly enjoyed this game so far, looking forward very much to more content when it is available. Only two missions (so far) gave me issues, and the fact I'm still rating this very high should be an indicator that they aren't bad missions: The first being the superman 64 racing introduction mission, because up until that point I'd been maxing out missiles and shields only. It took me around 20 attempts to beat the course on normal difficulty. I wasn't prepared for it at all and was strapped for cash so couldn't upgrade my engines, and I refused to load a previous save. My own stubbornness forced me to get good enough to beat that time with the starter engine. The second being the 'All we had to do was follow the damn train CJ' mission, again because up until that point I'd been maxing out missiles, shields and propulsion only. I beat it with the starter guns after 7 or 8 tries. These two missions taught me to upgrade everything rather than go for minmaxing. A bonus third mission that gave me issues was the last one currently available, for obvious reasons. 5 tries before I checked the store page. I'm very glad I bought this, I'll follow it closely.
Amazing. + Controls beautifully with mouse and keyboard so I dont have to clog desk with my joystick. + Gorgeous city with clear inspiration from Blade Runner. + Seems to runs very well considering all the detail. + Perfect level flight complexity with easy to get into flight model - feels very real and not complex. + Playing standard and not VR and it's fine. Honestly, my dream game. 10/10. Thanks Devs. This was not on my radar until today. tried the demo and loved it. Instant purchase.
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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