
"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.
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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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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
これはいいものだ
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
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。
フォーオナーの下位互換のようなシステムにゲロ以下のモデル、道中はただ雑魚敵をいかに無視できるかというゲーム性になってる。技もいるのかわからんし、ボス戦はちょっとは楽しいやつはいるがほとんどが終わってるしょうもなさがある。しかもボスの体幹ゲージが頭悪いくらいの回復速度で萎えます。 BGMに至っては、1種類のみ?道中は何もなく、ボス戦のみ あとカウンターでアーツ技に対してアーツ技を重ねるとカウンターがでます! ↑敵の発生が早すぎてこっちの発生モーション中に相打ちになって終わるだけ!!この要素の意味どこ? 勘違いしないでほしいのは難しいからおもろないじゃなくて、おもろないからおもろない。 このゲームが定価でなんと1200円!から〇ま並みの物好きだけがやることを許されるゲーム 私は罰ゲームが如く、フレンドからギフトされ呪いを送り付けられました。 こんなゲームのレビュー見るなら明らかに上位互換のシステムを持ち合わせているフォーオナーを買いましょう こんなゲームでも一つ気に入ってるところがあります!それは主人公がスマホ首過ぎてちょっとおもろいところですね!
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
打完了。 武器技能只要尽快点出 瞬间拔刀、流旋斩、强袭刺击,然后再点绝招里面的攻击命中恢复 AP 量增加,然后这个游戏除了粪怪穿污者和大刀武士这种常驻霸体之外的怪,都会变得很好打。 无非就是等怪先出招,然后赌方向精闪,然后一轮普通链击后接瞬间拔刀 + 流旋斩,然后马上接 强袭刺击, 之后你会发现又可以接一轮普通链击了。只要 AP 恢复够快,就能复读 N 段。有了这套手段,最终 BOSS 都很好打,只要第一下赌对了,基本能磨掉 3 分 1 血了。中途要是中断了,再接着等对方出招然后精闪就又可以开启新一轮了。 =============================== ================================= 刚过第一章,对面全是霸体躯干+疯狗攻击,目前的打法是把闪避按钮放在最方便按的位置,通过精准闪避敌方的普通攻击来开启反击对手的回合。这样的话就只需要判断敌人的出手方向就好了。那神经病一般的既要判断颜色按不同的按钮、还要判断敌人的出手方向按不同的方向键、给的反应时间还短得跟鬼似的的颜色攻击,基本不是正常人能应对的。所以还不如在敌方输出普通攻击的时候就精准闪避掉然后开始反击,对方就莫得给你打疯狗拳+颜色攻击了
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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。
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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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