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Rebel Core Playtest News

Welcome Playtesters!

Hello and welcome to all of the new playtesters that have come on board!

As you probably saw from the Steam page's latest news post, this is the beginning of very early development public playtesting!

This may be significantly earlier than many folks are used to seeing a game in a pre-release state, so I appreciate your patience and support as you play and give feedback on our road to a 2-level demo for the game.

As this game is in such an early stage of development, you will be seeing updates quite regularly, sometimes without a news post like this, but often with one when there are major changes or additions.

As mentioned in the main Store page news post, please be sure to share feedback, suggestions, bugs, and the like in the Rebel Core Playtest-specific Steam discussion boards, which you can find here:

https://steamcommunity.com/app/4092790

Thank you so much for playing the game!

-Dan


Intro Level Improvements

The intro level (accessed from "play game" on the main menu) now has a smoother experience with an updated intro video (that is now skippable), new music (that now syncs with and matches the intro video), and a direct warp to loading the Wastelands level after getting to the end of the level.

Still to come -- a boss fight for the end of both the Intro Level and the Wastelands level, public playtest signups....and once both levels are content complete -- a public demo!

Intro Level (WIP) Added

There are a few changes in this update, but the biggest one is the addition of the game's Intro Level (still a work in progress!) which can now be accessed from the "Play Game" option of the menu selected by highlighting the robot in the center of the screen.

The Level Select screen can still be loaded from the "Continue" option on the right side of the screen, where the Wastelands and art-demo levels can be loaded from.

Additionally, the player's slash and shoot functions have been reworked, now set to fire on button press, rather than button release, making both feel significantly more snappy and responsive, as well as eliminating some bugs where charging wouldn't trigger properly.

Small Update - 12/1/25

Fixes to the main menu in preparation for adding an Intro Level - the big screen in the top right is now a display for all selection choices on the main menu and "continue" is selected from the 3 smaller screens below it. Eventually this will separate "play game" (loads intro level) from "continue" (goes to level select screen).

Fixes to jump timing ("coyote time" is back - a window after leaving an edge where the player can still jump), and to dash/dash-jump stability eliminating some accidental-double-jump bugs.

Tracking Down an Audio Issue

This update contains a pass at fixing an intermittent audio issue that some users have experienced where the music is overwhelmingly loud when all audio sliders in the options panel are set to 100%.

With this patch, both the music and sound fx volumes should be at a level where both are easily audible when all audio sliders are set to 100%.