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Archrebel Tactics

Archrebel Tactics demo releasing on October 16th, 2026.

Project name: Archrebel Tactics. Mission package name: Archrebel Tactics Second demo. Military encryption credentials: WERT-1345-GFDS-HQ

Dear commanders,

What a journey this has been, particularly these last 3 months, which were without any doubt the most intense ones yet for me and my wife, with literally hundreds of hours spent testing, fixing, balancing, and improving the mechanics and the UI. A year and a half of work adding content has finally come together in this new demo.

Thanks to MicroProse for giving me the means to focus fully on the project once again and finally release this demo on Steam, a major milestone for Archrebel Tactics.

I understand I haven't been very active on Steam, mostly because I prioritized staying focused on development, maintaining only a minimal social media presence. That changes now: Steam becomes my top priority for feedback, along with Discord.

Thank you for staying with me this long, and I hope this demo was worth the wait.

Important info about the upcoming demo.

The demo is actually a complete short-game, and your first playthrough can easily take 6–8 hours, or longer if you are new to this type of game. The mission that comes packed with the demo is designed exclusively for it, with its own story and gameplay dynamics.

To beat it, you will need to master the game's mechanics and stay creative in how you approach its obstacles, considering the gear at your disposal. This demo's mission is much denser overall, created for you to experience late-game mechanics that would otherwise only appear at later stages of the main campaign, where the progression curve is naturally slower and smoother as well.

You can start plotting your strategy ahead of release. ;)

The game starts after you've crash-landed, and immediately afterwards you will be met with your first decision on how to use the remaining shuttle power to open one of the following Starting Kits:

  • The Upgrade kit
  • The Special Gear kit
  • The Weapons kit
  • The Survival Kit

Each kit is a set of items you unlock, some of which are unique and unavailable through any other means. There's no right or wrong kit to choose. And while these kits will mainly provide a special flavour to how you approach obstacles, they can dramatically impact the game's difficulty level if you don't use them correctly. You cannot preview what is inside, so just go with your gut feeling. ;)

As you may know, Archrebel Tactics is heavily inspired by Rebelstar and Laser Squad, two games created by Julian Gollop and released in the 1980s. Archrebel expands on these classic formulas in a multitude of ways, most noticeably through its unique level-up system and class selection, and a myriad of new mechanics tied to items units can unlock and use.

As your units gain experience, they will level up and grow more powerful. The first level for human units is critical, as it lets you choose one of the 10 classes - a permanent selection:

Classes

Description and Starting Gear

ASSAULT - Fast, tough, and deadly, Assault units form the backbone of any squad. Armed with automatic weapons and supported by defensive turrets, they are often assigned to protect more vulnerable allies. Assault Rifle, Combat Shot, Vitality Shot, Adrenaline Shot, Heavy Armor.

SNIPER - A long-range precision unit capable of eliminating high-value targets from afar. In addition to lethal accuracy, Snipers provide vital support by using target-painting devices to make enemies easier for allies to engage. Sniper Rifle, Smoke Grenade, Emergency Shot, Tranquilizer Shot, Medium Armor.

GRENADIER - Units specialized in throwing grenades, wielding grenade launchers, and creating traps by strategically deploying proximity mines. Grenade Launcher, Explosive Grenade, EMP Grenade, Smoke Grenade, Medium Armor.

DROIDMASTER - No squad controlling droids is complete without a Droidmaster to maintain them and disrupt enemy ones from a distance. They can recharge their droids in multiple ways, carry out repairs in the field, and capture hostile systems to turn the tide of battle. Compact Repair Kit, Droid Data Surge, Adrenaline Shot, Vitality Shot, Light Armor.

PATHFINDER - A specialized reconnaissance unit built to uncover terrain and gather intelligence. Equipped with scout probes, cloaking devices, and the ability to project deceptive holographic images, Pathfinders excel at misdirection and battlefield awareness. Cloak Field, Scout Orb, Smoke Grenade, Adrenaline Shot, Medium Armor.

MEDIC - A lightly armed support unit essential to squad survival. Equipped with programmable organic nano paste to treat critical wounds, Medics carry a versatile kit with shots for tranquilizing, healing, and augmenting units, and can even revive fallen allies. 2x Medkits, ScanGoggles, Adrenaline Shot, Light Armor.

KNIGHT - A tough and fearsome melee unit, designed to handle clusters of enemies in close combat. Knights wield specialized equipment capable of paralyzing foes, making them formidable frontline disruptors while also conserving their squad’s ammunition.

Ripper, Combat Shot, Vitality Shot, Adrenaline Shot, Heavy Armor.

DEMOLISHER - Heavy weapon specialists armed with rocket and missile launchers, built to shatter the toughest enemy lines and breach fortified bases. They excel at delivering long-range area damage, devastating groups of enemies from a distance. Rocket Launcher, Explosive Grenade, Vitality Shot, Tranquilizer Shot, Medium Armor.

PSION - A unique and unsettling unit with the power of mind control. Psions can instill fear, pull or repel enemies, and even turn foes against one another, whether human or alien, sowing chaos on the battlefield. Neuro Gun, Scout Orb, Adrenaline Shot, Tranquilizer Shot, Light Armor.

PRIME - Elite frontline units, physically enhanced and highly skilled, equipped with cutting-edge vanguard weaponry. Primes excel in direct combat, overwhelming enemies through superior strength, precision, and advanced gear. Photon, Explosive Grenade, Combat Shot, Adrenaline Shot, Heavy Armor.

Please note! The class descriptions above refer to the full version. The demo bends some rules for showcase purposes, so not all equipment is included or tied to classes as it would be in the final game.

The classes you unlock will profoundly affect the tactics you'll need to complete the mission. Naturally, some classes are more combat-oriented than others; some may be more situational, some will require teamwork for best results, and some classes only truly shine once they reach a certain level. Upgrading their equipment is also key to their performance.

See you on October 16th, Commanders!

Thanks for checking out Archrebel Tactics. Stay safe! Ularis Badler.

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