
Game intel
Archrebel Tactics
Archrebel is a sci-fi turn-based strategy war game, strongly inspired by the classic Rebelstar released back in 1986. In Archrebel, players can control a few d…
I’ll admit it, my radar doesn’t usually ping for vaporware tactics projects anymore. But when I heard Archrebel Tactics-a pixel-art squad tactics game with that unmistakable Julian Gollop flavor-was not only still alive after 15 years, but had just landed a publishing deal with Microprose, I had to sit up and take notice. As someone who cut their teeth on Laser Squad and lost weeks to UFO: Enemy Unknown, any spiritual successor with a pedigree like this is a big deal. For both nostalgic strategists and new-school tactics fans, this could be the retro revival we’ve been waiting for.
Here’s what’s wild: Microprose, back in the ‘90s, gave us both the original UFO: Enemy Unknown and the publishing runway for Julian Gollop’s genre-defining vision. Seeing their name reappear beside Archrebel Tactics, an unabashed homage to that era, is a bit like the stars aligning for tactics geeks. Yes, Microprose itself is a different animal these days—new owners, not the same legendary UK crew—but the branding still matters. It’s a kind of unofficial stamp of approval that means this project finally has real financial oxygen.
As for the game itself, developer Ularis Badler’s commitment is almost unheard of. Who sits on a single project for 15 years—through three redesigns, part-time dev cycles, and burnout—unless they really believe? That grit says more than any carefully worded press release ever could.

On the surface, Archrebel Tactics is instantly familiar: you command a handful of units on enemy worlds, balancing stealth, resourcefulness, and borderline-absurd gadgets in the tradition of Laser Squad or Rebelstar. But unlike most “spiritual successors,” Badler isn’t just mimicking the classics—he’s genuinely modernizing them. The setup sounds classic (hostile planet, small squad, tense mission objectives), but under the hood, the game promises an unusually deep toolkit. EMP grenades that can change the tactical landscape, decoy projectors for tricksy distractions, and the neuro gun—oh man, that’s wild—letting you hijack wildlife and enemy soldiers for a few turns. Try finding that flexibility in the recent XCOM reboots.
The pixel-art direction deserves a shout, too. It’s not just pixelated nostalgia for nostalgia’s sake. Like the best modern pixel games (think Factorio or Intravenous), the art punches far above typical “indie retro” fare—it’s evocative, richly detailed, and feels like what my brain remembers early PC games looking like… even if reality was a lot muddier. It’s a magic trick only the true fans pull off.

The best part? This isn’t some pie-in-the-sky Kickstarter pitch—the demo is out there right now, with regular updates and surprisingly robust systems. It already features core tactical loops, flexible loadouts, and all the gadgets mentioned above. Upcoming plans are ambitious: skill leveling, more biomes, weather effects, structured campaign mode, multiplayer (co-op and PvP), and even a mission editor. Badler is clear that he can’t guarantee every wishlist feature ships, but just seeing the roadmap feels like a throwback to the ambitious experimentation of early PC strategy heydays.
The only catch? No release date yet. With new funding, though, Badler can (hopefully) ditch the “nights and weekends” grind and push for a more predictable launch.

Most projects with this much baggage wind up canceled or forgotten. But Archrebel Tactics has refused to die, and it’s been made with a persistence that can only come from genuine genre love. For old heads who mourned the XCOM reboot’s move away from granular tactics, or new players looking for systemic depth and unpredictable missions, this is one to watch. Will it live up to 15 years of tweaking? I’m skeptical, but hopeful—and at least now, finally, it has the means to try.
Archrebel Tactics is the kind of passion project old-school tactics fans dream about. Now, with Microprose backing and a meaty demo available, its odds of actually shipping are better than ever. The strategy world could use a little more heart—and if this game sticks the landing, it just might deliver.
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