
REBEL - is a 3D shooter with surviving elements where you will have to fight with a prison rebel.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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These criminals contacted with a policeman like me. Now they are resting in the morgue.
REBEL is a first-person survival action game developed and published by LTZinc that builds its experience around combat, exploration, and resource management within a dangerous prison setting consumed by violence and instability. Rather than aiming for cinematic storytelling or large-scale progression systems, the game focuses on direct gameplay where survival depends on awareness, efficient resource usage, and steady progression through increasingly hostile environments. Its design philosophy leans toward simplicity, creating an experience that emphasizes action and tension over complexity. The setting immediately gives REBEL a distinct identity. Players enter a correctional facility overtaken by chaos, where danger exists around nearly every corner and restoring order becomes the central objective. The prison environment naturally supports the survival-focused structure by creating enclosed spaces that reinforce vulnerability and pressure. Locked sections, isolated corridors, and limited resources combine to establish a sense of danger that drives progression forward. The gameplay loop centers heavily on exploration and combat. Players advance through different prison sections while eliminating threats, locating supplies, and searching for items needed to continue deeper into the facility. The structure remains focused and straightforward. Objectives stay clear, and the game avoids unnecessary distractions that might interrupt pacing. This direct approach helps maintain momentum and keeps attention centered on survival itself. Resource management plays a surprisingly important role throughout progression. Ammunition and healing supplies remain limited enough to encourage careful decision-making. Players cannot simply rely on overwhelming force during every encounter. Conserving supplies and choosing the right moments to engage become important survival skills, especially during more difficult sections where mistakes carry larger consequences. Combat remains simple but functional within the game’s design. Weapons such as pistols, shotguns, and melee equipment create different approaches to handling enemy encounters. The arsenal does not overwhelm players with excessive options but instead supports the game’s focus on practical survival. Weapon usage feels tied directly to resource availability, reinforcing tension during progression rather than turning combat into constant action without consequence. The prison setting strengthens gameplay more than expected. Exploring dangerous hallways and abandoned sections creates a consistent sense of unease. Progression through locked areas introduces small moments of anticipation that help break up combat pacing. The environment itself becomes part of the challenge rather than existing purely as visual background. One of REBEL’s more interesting qualities comes through its presentation style. LTZinc uses retro-inspired visuals that give the experience a slightly old-school identity while maintaining first-person gameplay mechanics. The visual direction avoids realism and instead focuses on readability and atmosphere. While independent production limitations remain noticeable, the presentation creates a recognizable style that helps distinguish the game from more traditional survival shooters. The pacing also benefits from restraint. Many smaller action games attempt to introduce too many systems at once, creating experiences that lose focus quickly. REBEL avoids that problem by committing heavily to survival fundamentals. Exploration, combat, and resource management remain central throughout the experience without unnecessary complexity distracting from core gameplay. That focused approach does create limitations. Players searching for narrative depth or larger progression systems may eventually find the experience somewhat repetitive. Combat remains the primary source of engagement, and long-term enjoyment depends heavily on whether players connect with the survival structure. Greater enemy variety and expanded mechanics could have strengthened longer play sessions. The prison environment itself also feels like an idea with even greater potential than the final experience fully explores. Additional environmental storytelling and broader progression variety could have elevated the atmosphere further. Independent development limitations become increasingly visible during extended sessions. Despite these shortcomings, REBEL succeeds because it understands its scope clearly. LTZinc designed a smaller-scale survival shooter centered around action and environmental tension rather than attempting larger ambitions beyond its framework. That focus gives the experience consistency and prevents it from becoming overcomplicated. Players who enjoy survival shooters built around resource conservation and straightforward progression may find value in REBEL’s approach. It does not reinvent first-person action design, but it delivers an independent survival experience with enough tension and momentum to remain engaging for players looking for focused combat-driven gameplay. REBEL works best when approached with the expectation of a compact survival experience rather than a heavily narrative action title. Its strongest moments come from navigating dangerous environments with limited resources and steadily pushing deeper into increasingly hostile territory. The result is an independent shooter that embraces simplicity while delivering a focused survival challenge. Rating: 5/10
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 27 reviews with recorded playtime.
Świetna muzyka ha ha ha Doszedłem tylko do 3 lev. z powodu braku klucza, Na zdjęciach strony w sklepie gry zobaczycie że pistolet posiada aż 40 naboi, a w grze posiadam na maksa tylko 14, natomiast pojemność naboi w mojej strzelbie wynosi tylko 10 naboi, a na zdjęciach w sklepie 20 naboi. Chcę przez to powiedzieć, że Mośki ze Steam sprzedają gry z błędami, istnieje też podejrzenie podziału społeczeństwa przez Steam.
Mouseless
Funny game. Reminds me of my childhood games. I was very pleased with the game. Recommended, great game!
A good 3D shooter in the style of old games. Perfect for those who want to remember the old lamp days.
REBEL is a game that will make you feel nostalgic for the days of the first DOOM. The atmosphere in this game is at the highest level, I recommend it for purchase.
a good simulator to deal with rebel convicts
REBEL is yet another retro-looking FPS using the same engine as Spooky Shooter 3D except different, but still quite garbage-looking, assets. I noticed enemies can't be harmed until they are aggroed and once they are, they instantly begin shooting. Damage taken has no sense to it. No rebindable keys or other expected options are available. Avoid this one too.
Absolutnie tragiczna produkcja. Bez dwóch zdań, [b]REBEL[/b] to prawdopodobnie najgorsza fanowska produkcja na bazie W3D. Wygląda to bardziej jak projekt początkującego programisty, który w ramach nauki podjął się zrobienia gry. Ciężko jest mi uwierzyć, że za produkcją tego kaszalota growego stoi "studio", które jednak ma już kilka produkcji na koncie (chociaż ciężko mówić o "produkcjach", gdy te gry to "Furry Sex", "Hentai Big Tits" i "Furry Orgasm"). Ustawień w tej grze nie ma. Możesz włączyć albo wyłączyć muzykę XD Tyle. A muzyka, to też jakiś sampel parosekundowy, który świdruje mózg. Wrogowie to 3 obrzygane modele zrobione na kolanie (albo pobrane za darmo z jakiegoś sklepu z asetami), którzy nie różnią się niczym prócz wyglądu i broni, którą dzierżą. Sterowanie to najgorsze możliwe bagno beznadziei i żywy przykład, że 30 letni pomysł można zepsuć. Chodzi się WSADem, wchodzi w interakcje (czyli otwieranie drzwi, bo to jedyna interakcja w grze) spacją a strzela lewym przyciskiem myszy XD tak, nie da się tego zmienić. A najgorzej, że tak jak wspomniałem - nie ma takiego luksusu jak ustawienia, więc też czułości myszy się nie ustawi. Chodzenie to bardziej pływanie, strzelanie jest jak próba włożenia klucza do zamka po pijaku - absolutnie karkołomne zadanie kogoś trafić. Gdyby hitboxy nie były prostokątami, myślę, że ciężko byłoby w ogóle w nią grać. A wystarczyłoby dodać opcję, by przypisać strzał pod jakiś klawisz na klawiaturze :) Projekt poziomów to siermięga bijąca po oczach. Biednie, brzydko i jedno-kolorowo, aż się w oczach je#ie. Sztucznej inteligencji nie ma - przeciwnicy są zaprogramowani tak, by iść w linii prostej na bohatera a jak będą mieli zasięg atakować - kod prosty jak budowa cepa. Minusem jest jednak to, że zawieszają się na wszystkich przeszkodach, także często-gęsto przeciwnik po prostu zablokuje się i będzie czekał grzecznie, aż gracz się ruszy, by zmienił się kąt i mógł się uwolnić ze śmiertelnej pułapki. Jest jeden poziom. Chodzisz, otwierasz drzwi a tam może będzie przeciwnik. Wydaje Ci się, że wyczyściłeś już ten pokój, a po otwarciu oczom ukazują się hordy przeciwników? Nic dziwnego. Autor postanowił, że układ pomieszczeń i wygląd (malutkiej) planszy nie będzie ulegał zmianie, a przeciwnicy będą się po prostu respić w pokojach, nawet jak są już wyczyszczone. Jest to tak absurdalnie ch#jowa produkcja, pełna bugów, błędów i lenistwa, że nawet dla beki bym w to nie zagrał. Nie ma w niej ani procenta ducha W3D. Jest to zwykły kloc napisany po niedzielnym obiadku. [h1]0/10[/h1]
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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