
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% | 264reviews | 79% | — | $244.3K |
| $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 261 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As of its initial Early Access release, [b]G-Rebels has a lot of the fundamentals down near-perfectly[/b], as far as I'm concerned. I can't even begin to [b]describe to you how immersive this game feels[/b], thanks to its moody cyberpunk environments, the diegetic cockpit interface, the whining of the engines and the low rumble of the wind as you speed through the skies, the way you have to fight against the inertia of your vehicle as you bank and weave low through the streets... But [b]what the game really needs right now is more content[/b]. I estimate the current build would take something like [b]4 hours to complete[/b] (can't be entirely certain, since I didn't bother finishing most of the racing side activities). Right now, there are 8 main missions available, all of which are [b]very varied and fun to play[/b], with some [b]promising plot developments[/b] sprinkled throughout. But all of the side missions basically come down to killing a specific target or racing against a time limit. They're [b]not so much properly fleshed-out side missions as they are filler activities[/b], as far as I'm concerned. There is a total of [b]three large areas in the current build[/b], though you can reach two of them only during specific main missions. If you're interested in G-Rebels, [b]I strongly suggest you play the demo to figure out whether this is the kind of project you want to support long-term with an up-front payment[/b], since I do believe that [b]the 30 bucks price point is too much for what we're CURRENTLY getting[/b] here. That may change in the future, as the devs add more missions and areas to the game, but let's be honest: It's also entirely possible that this project will end up being one of the countless Early Access titles abandoned before ever reaching 1.0. I honestly wouldn't be so cautious to recommend G-Rebels if the developers had gone with the [i]Fatekeeper[/i] Early Access model instead, offering the first couple of hours at a very low initial price point and increasing it steadily as the game grows throughout Early Access. Hence why I wholeheartedly recommended the current 2-4 hours [i]Fatekeeper[/i] Early Access build at 10 bucks when I reviewed it, but feel the need to be more cautious with recommending G-Rebels at 30 bucks. P.S.: Note that [b]G-Rebels uses generative AI for SOME (?) of its ingame voices[/b]. I'm not entirely sure which characters are affected though, since all of them use that same 'dead-eyed E3 presenter' sing-song mode of speaking and putting emphasis on every other word to make themselves sound more human. But that brings me to one interesting point to note, which is that if this game didn't use any AI voices, I'd have just chalked that mode of speaking up to the voice actors going for a deliberately matter-of-fact "I'm just doing my job here" tone; which would be a pretty good fit for the corporate cyberpunk feel of this game. But since the developers felt the need to put money into buying licensed AI voices instead of just hiring real voice talent for ALL roles, I can't be entirely sure that that's actually deliberate. And I feel that makes it fair game to [b]criticise the voice acting for sounding a bit flat and uninspired overall[/b].
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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 261 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Didn't play that long, but the atmosphere and feeling is fantastic, hopfully the mission design too.
I’m playing this on my ASUS ROG Ally Z1E, game runs brilliantly, looks good, a mix of normal and high graphics settings and getting 60+ fps. soundtrack is very Vangelis styled, giving Cyberpunk/Bladerunner vibes. Controls took a few laps around the first race to get a hold of but I’m loving this.
It might eventually be a good game, but I won't know because of persistent issues with setting up my HOSAS. The devs swore that they had a fix for it, but somehow the new patch actually made things worse, as now I can't even get off the MAIN MENU while my HOSAS is connected. And my setup isn't so podunk no-name knock off, it's a pair WinWing's Uras Minor fighter sticks that work flawlessly in every other flight based game I play. My biggest regret is believing the devs and waiting over a month for the fix, as I'm now way past the refund window and can't get my money back.
Privitive gameplay: no loadout system, no different weapon types, awkward aiming system. The mission where you have to deliver cargo while evading the police is impossible. Time is tight, and the police radar sometimes covers the checkpoint.
Sooo, nach der Demo nun die Early Access von G-Rebels. Ein Spiel bei dem man fest in einem Cockpit von einem Gleiter sitzt und durch eine Cyberpunk/ Blade-Runner inspirierten Stadt rauscht. Dabei etwas polizeiliche Tätigkeiten ausführt... ..und nein, ich rede jetzt nicht von G-Police. Die Early Access beinhaltet das erste Kapitel, sowie ein paar neben Aufgaben. Die Story sowie die neben Aufgaben werden über feste Punkte initiiert: Man fliegt zu einem Landepad des Auftraggebers und nimmt den Auftrag an. Dann fliegt man zum Einsatzort und erledigt diesen. Diese Quests reichen von Patrouille bis Eskortieren, Schmuggelmissionen und Checkpointrennen. Im jetzigen Zustand sind diese Inhalte noch sehr gering und nicht aussagekräftig für späteres. Es kann davon ausgegangen werden, das diese Aktivitäten erweitert werden. Über die Aufgaben, sowie dem Abschießen von gescannten Verbrechern, verdient man Geld, welches in Upgrades gesteckt werden kann. Dadurch lassen sich natürlich die Geschwindigkeit und die Waffen verbessern. Bislang nur Richtung "stärker und schneller". Im Upgradetree sind allerdings noch ausgegraute Perks vorhanden. Auch hier wird wohl mehr kommen. Highlight des Titel ist die Stadt und das Gefühl des hindurchfliegens. Wer einmal mit hoher Geschwindigkeit um die Häuser saust, unter die Brücke steuert und die scharfe Kurve bekommt ohne irgendwo anzuecken (und natürlich mit voller Absicht das so hinbekommen hat, das ist ja wohl klar ^^), der fühlt sich wie in einem cineastischen Film ala "das fliegende Auge". Ja gut, auch vielleicht Blade Runner und Konsorten. Das Fluggefühl ist etwas träge, was ein Gefühl eines Fahrzeuges in meinen Augen gut vermittelt. Es bewegt sich weiter in eine Richtung, Auch wenn man wo anders hinsieht. Man kommt aber schnell dort rein. Die Soundkulisse ist dabei ebenfalls stimmig, mit dem surren der Motoren des Gleiters und den Explosionen von Feinden. Die Stadt ist natürlich mit Neon Reklamen versehen worden, allerdings nicht im Krebserregenden-Mengen. Anscheinend gibt es noch so etwas wie Baubestimmungen in dieser Welt, was einen erfreuen dürfte. Sehr schön sind die Tag-/Nachtwechsel sowie gelegentlich aufkommende Gewitter. Die Stadt macht auch unter sonnigen Momenten eine sehr gute Figur, und wer keinen Bock auf den regen hat, der fliegt einfach mal über die Wolken und genießt die ruhige Aussicht. Alles in allem bin ich gespannt, was noch kommt. Die Karte ist riesig, das Fluggefühl stimmig, die Action nett. Die Nebenaufgaben bisweilen noch gering und eintönig, aber es ist ja auch nur das einführende Kapitel. Das Intro. Der Anfang. Die Vorspeise. Nur das kleine Brot mit Knoblauch. Und es macht Lust auf mehr! Es sollte klar sein, das Bugs in dieser frühen Version vorhanden sind. Gamebreaking Bugs sind mir bislang nicht untergekommen. Für Leute die mit Joystick spielen wollen, kann es aber wohl sein, das nicht alles wie erwartet funktioniert, was wohl laut Berichten für Pedale schon mal gilt. Und ich bin auch gespannt, was man noch so in dem Spiel finden wird. Immerhin ist schon mal eine Verbindung auf Neocron zu finden, einem vorherigen Titel des Entwicklers. Zu dem VR-Modus konnte ich noch nichts sagen, da ich diesen noch nicht ausprobiert habe.
[h1] I originally intended to leave a positive review for this game—the visuals, core gameplay, overall flight model design logic, and HOTAS support are all excellent. [b] Especially the flight model, feeling like a mix of Star CItizen's pre-MM era model (strong UP/DOWN strafe) mixed with traditional arcade-like air combat shooting model. [/b] [/h1] However, a few critical issues currently force me to leave a negative review for now: [h2] Flight Control Issues [/h2] [h3] Yaw-Roll Coupling: [/h3]Yaw-roll coupling seems to be forcibly enabled. While this might be meant to simulate real-world physical forces (such as adverse yaw or pitch changes caused by lift differential across wings during a roll), but real-world fly-by-wire (FBW) systems have long been capable of automatically compensating for these side effects. More importantly, forcing this mechanic feels inappropriate for a high-G, 6DOF-focused space dogfighter. Given that the Skyblade can already achieve high-G maneuver in all directions in-atmosphere—offering maneuverability close to true 6DOF space combat—simulating fixed-wing-exclusive flight behaviors feels redundant in my opinion. Like, I don't get it: the thrusters on Skyblade can pull so many Gs but cannot handle a simple roll compensation? [h3]Auto-Leveling:[/h3] An automatic level-to-horizon feature is completely unreasonable for a 6DOF flight model.(Again, in my opinion) [h3]Toggle Options:[/h3] Would be real nice if could provide a toggle options in the gameplay settings for both Roll Compensation (or disabling yaw-roll coupling) and Auto-Leveling. [h3]Roll Sensitivity:[/h3] Subjectively, the roll axis feels overly sensitive compared to pitch and yaw. While this might partly be due to my muscle memory from Star Citizen, I hope you will re-evaluate the sensitivity curve or damping for roll. [h2]Camera & Reticle Logic[/h2] [h3]Camera Lag:[/h3] Currently, the pilot's view/camera lags behind the Skyblade's actual nose vector, yet target locking (Delta Scan) is tied to the delayed camera center rather than the Skyblade's actual pointing direction. This design wastes the Skyblade's exceed directional capability (makes the actual rate fight slow) and severely hinders HOTAS/joystick players who rely on steady, predictable reticle tracking. [h3]Suggested Fixes:[/h3] Please add an option to lock the camera view directly to the ship's vector, or adding proper support for other head-tracking devices (e.g. Tobii Eye Tracker). [h2]UI Deficiencies[/h2] [h3]Where is PIP?:[/h3] For a 6DOF dogfighting game, the total absence of lead or lag Predicted Impact Points (PIP) significantly increases aiming difficulty. Given that current weapon projectile velocities are not hitscan-fast, players are forced to visually adjust cannon fire at close range only. [h3]Missing Flight Path Marker (Velocity Vector):[/h3] As a flight-oriented game, it lacks even a basic Flight Path Marker / Velocity Vector indicator on the HUD. The current HUD information feels overly bare-bones for this genre. I hope these issues can be addressed in future updates!
Incredibly ambitious throwback to 2000's micro genre of "city" space sims (G-Police, Crime Cities, B-Hunter etc). It pulls off the ambitions wonderfuly, being a surprisingly competent and audiovisualy stunning game. There is something beautiful here and I can't wait to see it grow during EA. It has some issues - It can be a bit janky or rough around the edges, the world scale seems off, the map geography sometimes feels artificial, plus the AI portraits and voiceovers can be off putting (I don't mind the voiceovers, since they are well integrated into the wonderful soundscape, but the portraits taken straight from ChatGPT give the game a sloppy feel). But do not be discouraged by the negatives - Much of it is nitpicking. It is a wonderful game already and has every possibility to become one of the best titles in the genre.
I played it and didn't like it. It's too arcade for my taste. The controls feels floaty and disconnected from the craft. The gameplay seems also very repetitive to scan for enemy crafts and then shoot them out of the sky. For a start, nothing different. I also didn't like the flight mechanics of the craft and I feel that the price for the game is high considering the repetitive nature of the game.
There is a good game brewing here. I loved the atmosphere and the Blade Runner vibes. The audio design is great, as well as the graphics. The flight model is satisfying. Sadly, I had to refund because it doesn't run on the SteamDeck. I will keep an eye out and if the game ever becomes SteamDeck playable during or after EA, I'll be back.
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