
Become The Prophet in a world of the future without the future! Lead your Cult in this cyberpunk RTS in the fight against evil corporations and heretics. Choose your creed, convert citizens, create an army and take over the city!
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About
Welcome to Re-Legion – a cyberpunk RTS that lets you Become the Prophet. Lead your Cult to victory and destroy those who oppose you.
Build your army of followers by converting neutral citizens or your enemies to join your cause
Use faith to wreak havoc on your enemies and upgrade your cult
Control the city by hacking important buildings
Dive into a mature story with a profound background and plenty of moral choices
Create your belief system with Dogmas
Choose to follow the story of Elion in Campaign mode, or skirmish with AI cults in the Holy Wars skirmish mode
Follow Elion’s journey from a lone prophet to the most powerful advocate for religion in the city. Introducing a new alternative to the usual economic and resource management used in RTS games, Re-Legion allows players to convert ordinary non-believing citizens into loyal followers. Initiated cultists then expand the cult’s possibilities by obtaining CryptoCredits to enable upgrades, by praying to increase their faith and gain special abilities, hack buildings and ad-boards to expand and control territories, and convert other citizens or fight enemy units and non-believers.
Holy Wars is a skirmish mode that’s a fine addition to Re-Legion’s story campaign.
Fight AI cults for domination of the city and its Citizens’ souls. Choose a map and the creed of the Cult you wish to control. Each creed gives a different set of skills and dogmas, providing diverse ways of annihilating your enemies.
You can also choose the difficulty level and strategy the AI will adopt, making every playthrough different and exciting.
Create your cult, build your army of faithful followers, take over the city and destroy the enemy Sanctuary to finally prove that you are the one true Prophet!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese, Polish*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
[h1][i]My will be done I command you~ ♪[/i] ~Powerwolf[/h1] Remember when back in the days AAA games were creative? Not trying to say that modern games are bad or something, it's just... You know. With much bigger money involved companies started to take less risks. Which led to... K, let's just admit it – we know exactly what we'll get from yet another [b]SONY[/b]'s or [b]Ubisoft[/b]'s open world game long before we start playing. Back in the days, with much more freedom, developers used to stick with their imagination, not the market and publisher's bull. And some companies? They sure knew how to surprise us. One of such companies was [b]Bullfrog Productions[/b]. Making god simulators, mixing things like real-time strategy and first-person shooter genres, letting us play as a bad guy long before it became mainstream, etc. No idea why bullfrog on their logo was pictured inside the box. They did their very best to think outside one, thanks to which most of their games were fresh and memorable. One of such games was [b]Syndicate[/b]. No, not the [b]2012[/b] game from creators of [b]Enclave[/b] and [b]Chronicles of Riddick[/b]. The original. Which was a real-time tactical game in a juicy cyberpunk setting, where we controlled one of the heavily armed crime syndicates and confronted not only the police forces ([i]f*ck the police comin' straight from the underground~ [/i]🎵), but the other syndicates too. Why am I telling you all that? Well, because what we've got here is a nod to good ol' [b]Syndicate[/b]. And it becomes obvious since the very first minutes. Like [b]Syndicate[/b], [b]Re-Legion[/b] takes place in a cyberpunk setting. Except instead of criminal syndicates, we've got... religious cult. Got it? Got it? Religion? [b][i]Re-Legion[/i][/b]? I know, I know, it's stupid. I'll return to that later. For now let's just keep in mind that we've got ourselves [b]Syndicate[/b]-like game about some futuristic cults. And you know what? It's the very best thing about this game. I mean, come on! Think about it. Some fanatics who praise augmentations because they think those come from God? Maybe it's just me and my weird hobbies (studying religions is one of those) but personally, I find all that [i]extremely[/i] hilarious. Our main character here is [b]Elion[/b] (from [b]El Elyon[/b], [b]Highest of Gods[/b]?), who'll go around city and convert citizens into his religion because why the heck not. Right? If your first thought was [b]Age of Empires[/b], you're correct. A lot of wololoing (it's a word now) involved in the process. You can convert your opponents, while your opponents can convert your guys. Not only people, actually, buildings too. That's pretty much the entire gameplay here. You enter the map and [i]Wololo, wololo! Ayo-yoyo!~[/i] Like I said, though, it's not [b]Age of Empires[/b] this game was really inspired by but [b]Syndicate[/b]. Think [b]Syndicate[/b] with a group led by an [b]Age of Empires[/b]' priest. That'll be it. Doesn't sound bad, right? If something, it sounds rather cool, even though yeah, all that wololo stuff can get rather messy. Still, it [i]does[/i] sound good. So, what's with the thumb down you may ask? Well, unfortunately, [b]Re-Legion[/b] is one of those projects that didn't really turn dreams into reality. Let me quote [b]Sir Terry[/b] here: “[i]Everyone has thousands of ideas, all the damn time. Some are terrible, most mediocre, a few amazing. But we have to write them down or they don’t count for anything.[/i]” Unfortunately to us, [b]Re-Legion[/b] is another one of those ideas that just kept being one. Without becoming a thing. I mean, when it's about making a good game? Concept alone just isn't enough. A good game needs blood and bones. Things that make it interesting to [i]play[/i]. Does [b]Re-Legion[/b] has that? [i]Nope.[/i] First of all, this game is short. Aside from skirmish mode called [b]Holy Wars[/b] (which won't add much playtime thanks for being too dumb and too limited), we've got only [b]9[/b] missions. How many missions PC version of the original [b]Syndicate[/b] had? It had [b]50[/b]. In [b]19[/b]-freakin'-[b]93[/b]. [b]Re-Legion[/b] (that came out [b]26[/b] years later) has only [b]9[/b]. [i]Ba-dum-tsss...[/i] And no, those are not big and complicated missions you may expect from [b]2019[/b] game. Those are just tiny little maps with some very basic goals. OK, OK, [b]Syndicate[/b] didn't get a lot of mission variety either. Usually we were supposed to either capture somebody or eliminate baddies. AKA those who aren't, well, us. [i]But[/i]. The original [b]Syndicate[/b] had sh*t. You know. [i]The equipment[/i]. Portable medkits, access cards, energy shields (that were still vulnerable to slow blades... or was that another franchise?), time bombs, scanners... It even had so-called persuadertrons, which, I think, may have given [b]Re-Legion[/b]'s creators their wololo idea. Now, what about our game here? Well, it doesn't need any persuadertrons, that much is clear, [i]but come on![/i] It has nothing! [i]Nothing![/i] Instead, we've got [b]StarCraft[/b]-like [b]UI[/b] (which feels ancient BTW) and some [b]StarCraft[/b]-like upgrades. Or [b]WarCraft III[/b] if you want, since [b]Elion[/b] can unlock his own abilities (called dogmas). The abilities thing is rather funny, since you can select your own religion and customize it the way you want but again, we're very limited in our actions and the smell of mold in unbearable. Talking 'bout [b]StarCraft[/b] BTW. [b]Kerrigan[/b] called and said [b]Ice Code Games[/b] are pigs. Why? Well, because of just how much copy / pasted design we've got here. Naturally, we've got [b]StarCraft[/b], but honestly, [b]Ice Code[/b] copied a lot of retro stuff. [b]Clive Barker[/b]'s [b]Hellraiser[/b], [b]Star Wars[/b]... Even the final “boss” here is [b]Mr. Big[/b] from [b]1988 Williams[/b]' arcade game [b]NARC[/b] (remember that one? You can actually see kids playing it in [b]1990 Ninja Turtles[/b] movie). He's not called that in [b]Re-Legion[/b], of course. He's called [b]Mr. Rizen[/b]. * Sigh * Yeah. It's [i]that[/i] bad. But maybe, [i]just maybe[/i], this game has one of those groundbreaking stories? You know. Those tiny little indie games that aren't really that great gameplay-wise, yet blow your mind with what they have to offer with storytelling? Still no. [b]Ice Code Games[/b] made one the most common mistakes out there – their writers didn't take themselves seriously enough. In a way, it's like starting a relationship when you're a kid. You don't have enough experience with that kind of stuff, so you just make stupid jokes with no apparent reason. Writers can be like that too. And with [b]Re-Legion[/b] being the first experience in video game writing for all three [b]Ice Code[/b] writers... Let's just say the result here is something to be expected. The best thing about story is that we've got choices. At certain points we can choose faith of some characters / groups. Yet with no depth at all and no complicated story, it doesn't feel satisfying enough. And yes, jokes. Those stupid, stupid jokes... one of which is this game's title. So, what's in the conclusion? In conclusion, I must say that [b]Re-Legion[/b] just... doesn't worth your time. Can't say it's completely unplayable or broken (even though yes, some technical difficulties did happen to me). You got it? You sure can spend some time with it. It just doesn't worth it. It's an interesting attempt but mostly for those who are interested in those. The attempts I mean. If you want proper product? With decent gameplay and length? Keep looking. This here is all about the idea. The idea that never became a thing. Would I like it to? Sure. I would like a lot of things. And I sure have a lot of ideas. Unfortunately, like I already said, having a solid idea is one thing. Turning it into something real? The whole different challenge. The one that [b]Ice Code Games[/b] failed. Dixi.
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Just not very good- not a very good RTS, not a very good story, not a really good message, its all a bit muddled unfortunately. Look at some concept art and you'll get the best aspects of the game!
Эммм, муть, жутчайшая причем. Если посматривать и вчитываться в диалоги сюжет, что-то смотреть то проходняк. Потому что геймплейно жутчайшая халтура(техническая часть рабочая).5/10, или даже меньше, вот так, надеюсь что додумаются сделать в стиме 100 или же 10 бальные отметки наокнец.
Концепт интересный, а реализация на уровне...даже не знаю с чем и сравнить. Отвратно и похабно сделано. Определенно проходняк и попался в библиотеку благодаря Humble Bundle. Так уж вышло, что кроме самой идеи, именно сюжетной идеи, выделить плюсов не получится и не получается.
Really want to like this game - it has awesome premise and it's an RTS. Unfortunately it kinda underdelivers in most attractive aspects - plot, world design and atmosphere, there is lot of neon and stuff, but cyberpunk feeling is not there, it is just like a cosmetic skin for mediocre RTS with story idea wasted by writing. Other aspects are even worse - gameplay feels very bothersome and clunky, more like a mobile rts\adventure\rpg hybrid that's light on all of the above. Graphics are average with not great design. Audio is probably the only thing that's less of an issue and just being ok.
The game is perfectible, but honestly, I had a blast. It reminded me by spirit, games like sacrifice or populous, but at a little scale. Playing the "Prophet" in a dystopic world, sending zealots to a certain death they are eager to go for you is ... particular. The questions regarding religions are interesting. But this game is not that long. i regret this point.
История фанатизма написана одними слезами и кровью; каждая страница написана ими и высушена на огне костров. (Пьер Буаст)
We Fight For the Glory of God! and We Win By the Grace of God! Gospel and Divine Worship For the Win!
Sehr Exquisit XD Gesehen, getestet für gut befunden.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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