
Do you want to fly a spaceship by your own hands like intergalactic pilot in VR? AI Rebellion gives you this unique opportunity with full support of Oculus Touch and HTC Vive.
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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
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| Russe | |||
| Anglais | |||
| Allemand | |||
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Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
AI Rebellion- Pew pew in space with unique controls in this released too soon game. This game has a very unique control system that i have only seen in one other place (a docking simulator for a shuttlecraft) where you “physically” grab the sticks with your controllers, for the most part it works really well, until you realise that you have to decide to control your speed (essential for dog fighting) or use secondary fire. Not a comfortable decision to make. When i first tried the game it was in early access and had been out for a week or so, i stated to the developers it would be unfair to review it in the state it was in, it was so buggy and unpolished but that is understandable for an early access game, this was just a little too buggy. There was no checkpoints beyond the very start of a level, sometimes the next level did not load, i flew through a ship i was trying to dock at, lase
I played the game starting it in Oculus mode with Oculus Touch (i5-3570K 3.4 GHz, GeForce GTX1070). In the transition from one level to the next I got several times a black screen and could only exit by killing the application from oculus home. I really wanted to like the game, but couldn't. The flight conbtrol system is not very bad but also not good enough to be pleased with it. Its hard to explain, but here is a try: You have to grip the virtual flight sticks and hold on gripping (would like to have a grip lock option here) then move your controllers from the center of the grip - more distance to the center means more turning speed! It does not feel very natural. Instead I wish I could have controlled them only using wrist movements, without having to move my whole arm. Actually you can do this but your turning speed will be too slow. And There is no way of calibrating the sensitivi
Product refunded FFFFFFFFIFTY-SSSEVEN MINUTES?!!!! This game looked so prominsing! It has great visuals, one good voice actor (emphasis on "one") and does a good job of utilizing hand controlers in-game (emphasis on "in-game"). It looked like it had everything to be an amazing story driven space fighter game, a brand new "Star fox VR" that would 1-up House of the Dying Sun (a game that I believe currently holds that title) and it looked like it was going in the right direction, but then took a complete 180, gave that one well voiced character the Vaudeville Hook, and slamed down the curtine with a "That's all folks!" The only reason I might keep this game is because I got it for a steal on sale at $3, but that's all it's really worth, here's why: The Menu The first problem you encounter is in the menu. You get your standard lazer pointer to select things with the controllers. Everyt
The game had potential but as it stands the controls are sluggish feeling and it is a simple dog fight wave game. for the price i expected a little more than what i got. if you love flight sims and wave games buy at your own risk otherwise you might wish to stay away from this one.
This game is WAY too short to pay anything over $3 The control interface is painful to use, and just when you're finnally getting used to it, the game ends. It's at best a demo, don't buy it expecting a full game.
There are better space dog-fight games out there, better to avoid this (for now). Graphics are too basic, explosions are ridiculous and dog fights appear to be in slow motion. Boring and repetitive.
Structured threads, verified dev answers and player expertise without chat noise


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