
"Rise of Rebellion" is a 3D action RPG that pursues the tension of confronting strong enemies and sweating in your hands. People worshiped God and the land where God dwelled. Survive the battlefield by mastering the deep tactics of melee weapons and the energy "Tel energy" derived from the earth.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 10 → 0.14/day in the week after.
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
『Rise of Rebellion』is a single-player 3D action RPG
that emphasizes strategic depth through player-controlled combat.

"If God exists, he must be a jealous God."
The dragons that once aimed for the sky were extinct due to the Wrath of Earth.
People worshiped God and the land where God dwelled.
The earth was full of Tel energy, and the warriors who mastered it were called Tella.
You fight to regain your hometown as a Tella.

The combat system is based on melee combat with swords,
The key to the strategy is how to break down the enemy's guard
and inflict damage with a wide variety of attacks.
By using the combo called Chain Attack you can effectively damage enemies.

It is possible to generate Wrath of Earth by hitting an enemy
that is running out of stamina with Arts and deal massive damage.
When the player gets hit by the enemy’s Arts when stamina is depleted,
you will be caught in your own Wrath of Earth.

Throughout the island, powerful bosses await—each more challenging than the last.
Use the skills you've earned along the way and your own tactics to take them down.
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➂Any other excessive editing or processing that prevents a correct understanding of the contents of this game is prohibited.
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Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
これはいいものだ
ボス戦は面白いです。 直前にチェックポイントがあるので、死に覚えゲーとして再挑戦が容易なのも良い点だと思います。 しかし1対1の戦闘が前提のシステムでありながら道中に複数戦を強いられるポイントが多く、そこがかなりのストレス要素になっています。 飛び道具が無く搦め手で戦うこともできないので、これなら道中の敵配置も1対1の連続にしてボス戦前のチュートリアルとして利用させてもらった方が面白いと思いました。 その点を我慢できるなら非常に歯ごたえのあるゲームだと思いますので、金額的にも買って損は無いでしょう。 【追記】 イージーモードでクリアしました。 先に記したとおり、道中のストレスが尋常ではなく、大変ストレスの溜まるゲームでした。 その他にも細かい不満点は山ほどありましたが、総合的には楽しくプレイできたと思います。
The game is janky, looks old-ish, and has no music outside of boss fights... and I love it for it. I think it's an enjoyable game that shows a lot of promise and it's really cool to see a souls-y game that doesn't make you do a corpse run on each death or grind out levels or whatever. It's really just cool combos, fun engaging combat that does feature some frustrating parts (like enemies stunlocking you or some inputs not registering) and that's perfectly fine. For the price, I think it's good and fairly enjoyable. Also, you can make the game easier if you want to. On top of that, the protagonist has similarly bad posture as me... and that's great because representation!
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'll be frank: the game's main selling point is the combat. If you look at videos and think the combat looks fun, it is. It's fantastic all the way through. The rest of the game though, is pretty lacking. Some environments are cool, others are bland and indistinct. There were some times where I got lost in the first area because there wasn't much in the environment to guide me. But it gets better in the latter areas, more interesting scenery. There is a story, I think I grasped most of it, but it failed to grasp me in return. I feel like more could have been done with that. Not enough named characters or characters to talk to, I feel like that was the story's weak point. You have an assortment of 5 weapons (at least, that I could find), you can wield two at a time and even have a dedicated evasive maneuver for switching weapons mid battle. I think that's a decent variety, and each weapon has its quirks and combos. Some enemies and bosses can be brutal, but I overcame all of them with patience and learning their moves. It feels good to weave around their attacks once you get the hang of them. The ending was very anticlimactic if I'm being honest. Though the fight itself, again, was good. Great, even. It actually ended with "Chapter 0: End", which leads me to believe there is going to be more in the future? Well, either way, my closing statement is this: I got this game for very cheap, and got 11 hours of fun gameplay out of it, despite some shortcomings. So in the end I recommend it, for the price and for the gameplay, but to be brutally honest I wish the complete package was better so the sublime gameplay could be better appreciated within it. Oh yes, and the performance could be better. I have a 3060, the recommended GPU, but even on middle settings some areas dropped FPS. I hope the developer makes another game and refines this gameplay into something truly outstanding, there is promise here and I had fun with this one.
I hope you're a fan of delayed attacks, getting trapped in corners, unresponsive controls and 3v1 encounters when the combat's clearly not designed around crowd control. What unique ideas this game have and what little it does right are squandered. Waste of time.
正式タイトルが決まる前、作り直される前の地罰からYoutubeの方で応援していましたが。 端的に言って面白くないです。 ハイリスクなのにリターンの薄すぎる択を延々と迫られる戦闘、 倒しても得られるものがマップ解放と汎用強化アイテムぐらいしかないのでリターンの薄すぎるボス、 倒してもなにも貰えないのでリターンの薄すぎる強モブ、 強化してもコンボゲーのためリターンの薄すぎる強化要素、 全部同じなので盛り上がりもクソもないBGM、 倒したら2マップ後にはザコとして配置されるボス、 モーションが不自然すぎて記憶でしかジャストガードの取れない攻撃、 ジャスト回避で十分の為存在する意味のないジャストパリィ。 とにかく得られるものが皆無すぎて、これなら変にマップ攻略型のRPGにせず戦闘シミュレーターみたいなゲーム性の方が向いているのでは?という感じのゲームでした。 アクションゲームとしてのクオリティもお粗末ですし。 唯一褒められる点があるとしたら戦闘システムでしょうか。 上手く相手の攻撃を見切って体幹を削るか、最終段を奇麗にパリィ/回避できたときにコンボで畳みかけるのはかなり楽しかったと思います。うまく機能しているかは別として。 逆にコレばっかりは許容できない!!というのは、オブジェクトが多いのか描画処理が粗雑なのかはわかりませんが、推奨要件を満たしているのに終盤エリアで18fpsぐらいしか出ない部分ですかね。ジャストアクション主体のゲームなのに重すぎて半分運ゲーになってます。 ダメな部分が改善されて要素を磨き上げれば面白いゲームになるポテンシャルはあるなーという感じだったのですが、もう開発はやめたらしいので改善は望めません。 残念です。
戦闘の難しさ以上にもっと作りこむべきところはあっただろって思っちゃう
2ボス目を倒したところだが、個人的にボス戦は楽しい。いろいろ言いたい部分はあるがボス戦の1v1で死に覚えながらパリィと回避していくのは自分には合っていた(回避だけあればパリィする必要がないのは置いておくとして) ただパリィと回避で正統に気持ちよくゲームを進めようとすると、固めの雑魚がいっぱい群がってきた時にどうしても処理できない。結果的に範囲の広い攻撃を振り回すゴリ押しくらいしか対処が思い浮かばず退屈だった。
It would be great if the female characters in the game could be made as visually appealing as those in Sekiro: Shadows Die Twice.
Rise of Rebellion is an ambitious action role-playing game that aims to combine stamina-driven melee combat, mystical power systems, and a dark fantasy setting into a cohesive and challenging experience. Developed by Team 疾鷹 and published by Kodansha, the game places players in a war-torn land where ancient forces, divine remnants, and human ambition collide. From its opening moments, it is clear that the developers set their sights high, attempting to deliver a combat-focused RPG that rewards precision, timing, and strategic decision-making rather than raw reflexes or spectacle alone. The core of Rise of Rebellion lies in its combat system, which emphasizes careful management of stamina and positioning. Every encounter demands attention, as reckless aggression is quickly punished and overextending leaves the player vulnerable. Attacks are built around chaining light and heavy strikes, breaking enemy defenses, and exploiting moments of weakness once an opponent’s stamina is depleted. Layered on top of this is the game’s defining mechanic involving Tel energy, a mystical force drawn from the earth itself. When used correctly, Tel energy enables powerful abilities and devastating finishers, but relying on it too heavily introduces risk, forcing players to constantly balance offense with survival. In theory, this creates a thoughtful and tactical flow to combat that feels deliberate and weighty. In practice, however, the combat system is a mixture of compelling ideas and uneven execution. When it works, battles feel tense and rewarding, especially during prolonged duels where patience and pattern recognition are key. Boss encounters, in particular, highlight the game’s strengths, offering challenging fights with distinct attack rhythms that test the player’s mastery of stamina control and timing. These moments often stand out as the most satisfying parts of the experience, delivering a genuine sense of accomplishment once overcome. Outside of boss fights, though, standard encounters can feel inconsistent, with enemy behavior sometimes lacking variety and defensive mechanics such as parrying or dodging feeling less reliable than intended. The world of Rise of Rebellion is framed as a fallen land shaped by gods, dragons, and ancient conflicts, with the player cast as a warrior fighting to reclaim a homeland consumed by chaos. The setting hints at deep lore, and fragments of history are scattered throughout the environment in the form of journals, relics, and environmental storytelling. While the backdrop itself is intriguing, the narrative delivery struggles to create strong emotional investment. Characters are underdeveloped, interactions are sparse, and much of the story unfolds through indirect exposition rather than meaningful dialogue or cinematic moments. As a result, the world often feels distant and oddly empty, despite its mythic ambitions. Visually, the game presents a mixed impression. Built using modern technology, it occasionally showcases detailed environments and atmospheric lighting, but these moments are inconsistent. Many areas feel sparse or visually flat, and character animations lack the fluidity needed to fully sell the intensity of combat. Performance issues further undermine immersion, with reports of frame rate drops, long loading times, and occasional instability. The user interface also adds friction, as menus and inventory management can feel unintuitive, interrupting the flow between exploration and combat. Progression systems offer some customization, allowing players to develop their character through abilities and equipment that influence playstyle. These systems provide flexibility, encouraging experimentation with different approaches to combat and Tel energy usage. However, the lack of polish in surrounding systems means that progression rarely feels as impactful as it should. Instead of dramatically changing how the game plays, upgrades often feel incremental, reinforcing the sense that many ideas were not fully realized. Despite its shortcomings, Rise of Rebellion is not without merit. Its ambition is evident in nearly every system, and players who enjoy methodical, stamina-based combat may find satisfaction in mastering its mechanics, particularly during its more demanding encounters. There is a sense that beneath the rough edges lies a compelling action RPG concept that could have shined with more refinement and iteration. Ultimately, Rise of Rebellion is a game defined by potential as much as by its flaws. It strives to offer a deep, tactical combat experience set within a myth-laden world, and while it succeeds in flashes, it struggles to maintain consistency across presentation, narrative, and mechanical polish. For players willing to tolerate technical issues and uneven execution in exchange for challenging combat and ambitious design, it can provide moments of genuine engagement. For others, the lack of refinement and cohesion may overshadow its strengths, leaving the experience feeling unfinished despite its bold intentions. Rating: 5/10
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