
Infernis Prime is a mining colony in the Outer Rim, under brutal occupation. With the help of a hacked android and the discovery of a dark secret, the rebels finally have a chance. This is the story of how the Outer Rim Coalition formed, and how they broke free...
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Infernis Prime is a mining colony in the Outer Rim, under brutal occupation. With the help of a hacked android and the discovery of a dark secret, the rebels finally have a chance. This is the story of how the Outer Rim Coalition formed, and how they broke free.


There are no levels in Star Shift Rebellion; skills and stat increases are managed by Knowledge Points acquired from battle.

In addition to the standard turn-based combat, there is a tactical battle system for fleet and army combat.

Unique skill trees exist depending on a character's species and class.

Time has been shattered. Only you and your crew can unlock the mystery before it's too late!

A soundtrack from multiple independent artists that enhances the experience.
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Languages: English
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[h1] This game has a few aspects to it that are worthy of praise, if only from a "good so far" perspective of development. [/h1] The problem is, this is far from the first title on the series and it just plainly isn't justifiable at this point. The game very blatantly takes from Final Fantasy, Fire Emblem, Starbound, and a few other titles but it fails to master or capture the look or feel of any of them. The art style changes dramatically between western and anime, and the mechanics change just as fluidly. This isn't a compliment, unfortunately. Ultimately, being so late in the series, the developers needed to have figured out exactly what they wanted to do and this game makes it seem as if even they don't know the answer to this. Yeah, it is only $8. But I also didn't and wouldn't be able to get $8 of enjoyment out of it. Sure there are exceptions, but I think largely the average person would boot this title up once and never again.
i never expected this to be soooo good. don't usually leave reviews but man i had to for this one.
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Hours played at review time, across 29 reviews with recorded playtime.
Super good! reminds me of phantasy star end of the millennium! needs some more level up aspects and more explore the universe! maybe that's there upcoming game or is this a 4x strategy
Overall a positive experience! Positive: + great story, well written, very scifi-ish + good music + spaceship battles + a lot of original visuals, chracters, races Neutral: *it is very "colorful", which was not exactly my taste, so the colors were like all over the place, but maybe for you this enhances the scifi-experience Negative: - the gameplay can feel a little monotonous at times
Ein preiswertes Space Adventure Rollenspiel mit Kampfeinlagen und spannender Geschichte die zum weiterspielen anregt. Zwischendrin musste ich ein bisschen grinden, weil der Schwierigkeitsgrad einen Sprung machte (beim Abstecher zur Nachbarsiedlung) war aber aufgrund nachspawnender Gegner kein Problem. Für den Preis einer Schachtel Zigaretten ein echtes Schnäppchen.
Another great entry in the star shift universe
Bonjour, une évaluation en français pour ceux que ça intéresse ! J'ai pris beaucoup de plaisir à jouer à Starshift Rebellion. C'est un rpg en tour par tour avec des graphismes qui sentent bon les années 90 mais l'histoire est très mature, parfois même très sombre. Je vais éviter de trop en dire sur le jeu pour ne pas gâcher le plaisir de la découverte, mais on a plusieurs personnages jouables, des arbres de compétences avec différents types de persos, de l'équipement, et une histoire bien prenante. Attention toutefois, certains éléments de gameplay présents dans le jeu ne sont pas exploités mais semblent être là pour la suite, je m'explique : Starshift Origin, Starshift Rebellion et le futur Starshift Freelancer sont des jeux dit "standalone". Dans Rebellion on a un retour sur les évènements d'Origin. C'est ambitieux, mais chaque jeu est indépendant mais leurs histoires se complètent. Apparement, Starshift Legacy sera d'une autre dimension avec une centaine de persos jouables, gestion de base, etc... Dans Starshift Rebellion on suit une trame avec différents groupes et les éléments présents dans les fiches de personnages (réputation, moral d'équipage, les factions) laissent penser qu'on va gérer des flottes, la diplomatie, etc... alors que pas du tout; il semblerait que ca soit prévu pour Legacy. Je conseille ce jeu à tout amateur de rpg, on sent la passion derrière ce titre et j'ai hâte de découvrir les deux prochains titres.
[h1]Not Those Orcs[/h1] [h2]Story[/h2] The good news is that there is some more individual characterization for some of the Scrap Springs Division party members, since many of them suffered due to the ESA's tyranny. It's a good way to handle both the macro story of the ESA and the micro story of individual characters, and motivates the player to fight the ESA even harder. Chronus-13's interactions with the party are weird, since it doesn't seem to mind at all about being ostracized by everyone and it generally acts as a medium for Zeron to communicate with everyone else. This might be intentional, since Krax likely didn't want it to develop too much free will and run off with the important Molarian data. Personally, I would have found it more interesting if Chronus did have more agency and question which side it wants to remain loyal to, since it is essentially treated as a tool even by the good guys. It would add a lot more weight to [spoiler]its digital death in the ending of the game[/spoiler]. As for the macro plot, we get more context about how Carol Everson [spoiler]got blamed for the Raxion II incident, and how Novus went along with the ESA in framing her. We also get to see how the ESA propaganda works due to the news networks framing the story to suit the country's agenda, which is eerily similar to the real life war on terror. Personally, I think the news segments are a good way to show what each country or faction expects their citizens to believe. It's also a good callback to the optional NBN event in Origins, where the player themselves could have been easily suckered by the pro-Novus documentary[/spoiler]. [h2]Gameplay[/h2] The game is mechanically very similar to Origins. However, there are some new additions that greatly affect the balance. * First of all, there are both one-time and respawning enemies, and taking advantage of the latter means the player can reach the party's power ceiling much more efficiently. * Shops now have an accessory that can grant a passive speed buff with a power penalty, with the latter not actually mattering due to how power cost scales to max power anyways. This is an excellent placeholder until the user can learn the temporal acceleration passive from their own skill tree. * There are now robot party members, who use an entirely different skill tree. They cannot benefit from the brain drain series of skills nor can they use the more broken non-robot equipment, but their ceiling is incredibly high due to their threadripping skill tree, which can grant them three actions a turn. They do have some weaknesses though, since they require specialized synthetic healing methods and they are very weak to electricity by default. Like before, every humanoid character has very similar skill trees, though due to the higher enemy power ceiling, it becomes even more obvious that the Technician class is the best one. They have power/charge regen as well as passives for power attack, making them excellent at pretty much every role in the game, though their best role is to refill the party's power/charge as required. While their OPness is somewhat acceptable in this game, in the main "Suikoden"-like game, they will definitely need to be nerfed to prevent the player from just running through the game with a party full of infinitely recharging Technicians. The only non-Technician class that stands out is the Combatant, since they have group buffs that surpass the generic support drones. As for enemies, the first dungeon of this game is more beginner friendly than Origins, since it's smaller, has mob sizes of 1, and has a boss with an easy alternate win condition, which makes it doable on normal. Afterwards, you get access to the shop to properly prepare for the real challenges of the game. However, enemies also require you to learn the electric and antimatter damage types, since many of them will easily tank Matcon Scythe attack spam. Fortunately, if you have the brain drain series of skills, you can easily farm enough knowledge points to learn every damage type you might need. One thing that really tips the scales in the favor of the player is that shops have almost all available equipment tiers available from the start, instead of unlocking progressively. This means if you farm enough money through criminal skills or Blackjack gambling, you can make a fully decked out team before the first true boss of the game and clobber them even on very hard. Shops for humanoid equipment are also fairly frequent, though robot shops are much rarer for some reason, so make sure to take full advantage of the latter before making any story progress. The only things truly locked behind story progress are [spoiler]the far futuristic weapons in Time's Eclipse, but you probably don't need them for beating the final boss[/spoiler]. As for the infamous Doppelganger armor, I think something like this should be locked behind challenging late game sidequests, since it seems like something that is too strong to simply be buyable from the start. Additionally, the temporal acceleration passive should be similarly difficult to obtain, since increasing the characters' speed in an ATB game gives a huge advantage. Combining these two can completely break the game in half due to the player gaining a massive turn advantage even on the highest difficulty. Tactics battles are mostly the same as before, though I do find some maps easier to deal with than others due to the available space to maneuver in. One thing I did notice is that for some battles, you have more control over your units' starting positions than others, which can be bad if the game starts off your allied units facing away from the enemy. Also, like before, tactics battles do not have the same extremely high preparation ceiling as regular battles, so I stuck to normal mode with these. One new addition are cyberspace battles, which are basically regular battles but with a more limited skill tree and item loadout. This time, the skill trees have even less individuality and a fairly low ceiling, so I stuck with normal mode for these. [h2]Verdict[/h2] [i]ORC: We have supply issues because of the ESA's crackdown. Also ORC: We sell almost every tier of equipment in the game. Have fun.[/i] 7.5/10 The story is much better than in Origins and you get a better sense of what's at stake for those who fight against the ESA. I do wish Chronus-13 was more fleshed out, since it feels like the story couldn't decide if they wanted it to be a tool like the fully robotic party members or if they wanted Chronus-13 to truly be a main character. As for the gameplay, the way shop progress is handled, or lack thereof, makes it hard to find the balance between being underpowered like in Origins's first dungeon or grossly overpowered like my fully equipped team. Maybe it's better to treat this as a preview of the main game's potential power ceiling.
Fair warning, while it's a fun game, it's VERY short for traditional RPG fans. It's also a bit harder than what you may be used to in the early game, even on normal difficulty. Not unreasonably so, but it definitely doesn't hold your hand or pull any punches because it's the beginning of the game. Star Shift Origins was a tech demo, conceptually. Even shorter than this, and actually a little easy. Star Shift Rebellion is proof of concept for this dev team. And it's a darn good concept. It isn't going to revolutionize RPGs, but it's got enough old school in its DNA to be familiar, while inject enough fun and interesting takes on a lot of staples in the genre to make it new and exciting. There are no glaring issues of any kind (or at least none I came across), and while the story is a LITTLE Saturday Cartoons villain-y, it's pretty adult in it's presentation. People do die, and graphically, and not just to be edgy. There are some things I think could do with some improvement, but overall I have no actual complaints, and nothing I noticed needed any MAJOR rebalancing... EXCEPT: giving the MC "Brain Drain" on the class that can automatically regen their version of MP is ACTUALLY broken. And while it takes a heavy investment on another character, having 2 of them that can rocket through skill trees is actually a little absurd. The good: +Story +Leveling (very non-standard approach, love it) +Combat +Soundtrack +Art Cons: -Full access to every possible piece of equipment (except the LITERAL endgame weapons) from the very first "town" with an INCREDIBLY fast and easy way to make the money to buy everything actually makes the game very easy. Paired with the ridiculously fast "leveling" you can do with the MC and you can actually cheese the game super hard without meaning to. -Explanations are pretty much non-existent. If you're a RPG veteran, other than minor adjustments to systems you're familiar with but are called something else, there's no major hurdles to get over. However, this is NOT for players new to the genre. -Gear is not very well explained, and since it takes pretty hefty "exp" investments to make a character specialize in a weapon, you can absolutely waste points. And past a certain point, combat encounters are hard limited, so you can easily mess that up. It's not going to "ruin" a character, but it does feel wasteful when clearer indicators on what stats do what could easily make that avoidable. -Short. I mean REALLY short. Origins, this teams "first" title in this... trilogy? was shorter, but, again, for vets of the genre, this is going to feel like a set up than an actual game. I don't think this is a negative in that it's BAD, just that it's definitely going to be something that, understandably, would keep some people from spending the money on it. -The "strategy" layer. It's not bad, but it's INCREDIBLY easy, and I was NOT expecting that. It makes sense, it'd be a shame to be stuck in one of those combats when you actually can't affect anything about them outside of what orders you give in the combat itself, but I don't know if it's possible to fail all but 1 of them, and that 1 it would still be difficult to fail it. I tend to enjoy games that mix genres, but because it feels like it's only included for story elements AND to be able to claim it's MORE than just an RPG, I think it would be better to remove those elements and focus that time and effort on the RPG part of the game... OR make those elements more integral to the game by using some kind of systems that either tie back to the other parts so there's payoff in some respects (story choices give you more or less units, or stronger/weaker ones, etc.). It doesn't actively hurt the game in any way, but it definitely feels like it's ancillary rather than essential. I know I laid out some pretty long criticisms, but they're HYPER specific, and despite the fact that I have criticisms to make, I really don't think anything I'm giving feedback on harms the game in ANY way other than diverting attention and focus away from the other elements. Which I think are actually very well done, again, considering the fact that it's an indie dev team. I enjoyed Origins and was happy to leave a positive review. I enjoyed Rebellion and am happy to leave a positive review. And I'm eagerly looking forward to the 3rd title and expect more of the same.
Infernis Prime, Dış Halkada acımasız bir işgal altında olan bir maden kolonisi. Ele geçirilmiş bir androidin yardımıyla ve karanlık bir sırrın keşfiyle, isyancılar nihayet bir şans yakalıyor. Bu, Dış Halka Koalisyonu'nun nasıl kurulduğunun ve nasıl özgürlüğe kavuştuğunun hikayesidir...
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