
Star Renegades is a dimension spanning rogue-lite strategy RPG. Outsmart uniquely generated adversaries, forge bonds between heroes and end the cycle!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Aug 23 → 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 2,402 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 3.1Kreviews | 83% | — | $2.4M |
| $6.12−75% | 426ratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I just wish they didn't run out of money / move on to the next game before making the quick play mode, because each run can take several hours
Aside from some of the issues that start cropping up if the game runs for too long (movement inputs stop being received, predicted outcomes not always lining up with what actually transpires, ect) the gameplay feels enjoyable, with strategy and forward planning being rewarded. Its been fun trying different approaches to fights, unlocking new characters with the currencies and relationships built in your previous runs
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Korean, Polish, Portuguese - Brazil, Japanese
| $4.25−83% |
| 89ratings |
| 76% |
| — |
| not modelled |
| $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.
Hours played at review time, across 73 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b][h1] Star Renegades [/h1] Hiç ilgi çekici bir hikayesi olmayıp yazılarla sizi boğuyan bir oyun. Oynanış başta öğrenmeye çalışıyorsunuz lakin ben pek beceremedim galiba. Sıra tabanlı bir oyun ve kritik nasıl atılacağını ya da koşulu ne, nasıl olacak tarzı bir sorun var. Mesela örnek olarak [url=https://store.steampowered.com/app/256290/Child_of_Light/] Child of light [/url] oyununda kritik hasar ya da yüksek hasar atmak istiyorsanız bir time lapse mantığı vardı zaman çizelgesi durumu uygun mu değil mi ya da koruyacak arkadaşların var mı ona göre karar veriyordun. O tur o tarz bir hasar atmayı seçtiyse lakin Düşman başarılı bir vuruş yaparsa atacağın hasar tamamen işlevsiz hali gelirdi. Oyunun en büyük eksikliği anlamsız bir kritik hasar atma olayı olması, zaman çizelgesi pek bir işlevisi yoktu. üstelik o da değil oyunda çeşitli saldırı seçenekleri var lakin hepsi birbirinin aynısı gibi. Ne yaptığımı anlamıyordum saldırmaktan ya da blocklamadan başka. En sinir bozucu yanı oyunu öğrenmeye çalışıyorsunuz ya da bir şeyle odaklanmışsınız ikide bir saçma sapan uzun uzun yazılar. Sal oyunu öğreneyim bir şeyler yapayım. Okusam bile işe yaramadı, sinir bozucuydu. Belki ben beceremedim inceleme puanı yüksek o yüzden diğer arkadaşların da incelemelerini okumanızı tavsiye ederim lakin benim için berbat bir oyun.
ngl took me 2 tries to clear the game I think anyone complaining the game is hard might not read their abilities
취향이 많이 갈림
Honestly just an all around fun experience. can be boring after a bit but its because i was burnt out
Really wanted to love this game, but the difficulty curve even under Normal is just too steep. Furthermore, the game designers decision to make you start from the beginning (not the beginning of a planet / level, but overall) after each defeat is questionable as well. I guess this one if hardcore gamers who long for the days of 16-bit era.
Отличный рогалик, с хорошей вариативностью. Гораздо сложнее, чем ожидаешь от первых взглядов. Но немного затянутый. Понравилось: 1. Визуальный стиль. Сам визуал игры придерживается одного стиля. Палитра мягкая и не режет глаза, Симпатичные модельки 2. Рандомизация. Если говорить о рогаликах - важно отметить разнообразие и реиграбельность. Здесь с этим хорошо, даже слишком. Немного не хватает разнообразия глобальных локаций, но рандомность каждой битвы это легко компенсирует. Скорее всего не получится добиться того, чтобы с какого-то момента всё проходилось нажатием одной кнопки. Если играть неаккуратно - Ваше прохождение закончится на отряде обычных мобов, дале от босса локации. 3. Система забегов. Неубитые враги из прошлых забегов - остаются на следующий. Вечно избегать проблемных врагов не получится. 4. Систем последнего босса. Финальный босс забега имеет большое разнообразие и он сюжетно (по лору игры) ограничивает набор вариантов персонажей в отряд. Если говорить яснее - часть возможных персонажей в забеге всегда недоступна и не откроется пока этот босс не будет убит. Небольшая проблемка - неудачный забег означает, что финальный босс остался тем же самым Не понравилось: 1. Долгие забеги. Забеги получились очень длинными. Фактически полный забег займет от 6 до 9 часов. Это утомляет. 2. Система контратак и защит. Сделана неудобно, не понятен реальный результат планирования действий. В итоге я просто чаще игнорировал целый ход сидя в защите, если видел такой статус у врагов. 3. Интерфейс расчета урона и состояний. Очень кривой. Это замечаешь не сразу, так как игра подсвечивает результаты планирования твоих действий. В какой-то момент ты понимаешь что ты запланировал одно, а получается совсем другое. И чаще всего это происходит где-то начиная с середины забега и ведет к немедленному его перезапуску. 3-4 часа идут впустую 4. Нет вариативности боссов локаций. Все боссы локаций (планет) - фиксированы и не меняются. Хотелось бы хоть одну альтернативную версию для всех. В целом игра хороша для тех кто любит позаниматься менеджментом и планированием тактических боев. Если иногда хочется поиграть в длинные рогалики - попробуйте.
campaign based rouglike: I quite like the multi-hour runs the visuals and art are the best part imo
Don't know what to say, loving every second of it.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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