Rebel Cops
A brutal turn-based tactics spin-off where underfunded cops take on a crime boss one punishing mission at a time. Ammo is currency and mistakes are permanent.
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About Rebel Cops
Rebel Cops is a turn-based tactical game from Weappy Studio, set in the same fiction as This Is the Police but stripped down to pure squad combat. You command a small group of rogue officers who have cut ties with the system and are now fighting a local crime lord with whatever they can scrounge. There is no base-building, no tech tree, no grand resource loop. What you get instead is a tight, mission-by-mission structure where each sortie asks you to manage a tiny pool of ammunition, health, and personnel with almost zero margin for error. The resource scarcity is the defining mechanic and the main thing that will decide whether you enjoy this game or bounce off it inside an hour. A single firefight can exhaust your best officer's entire magazine. Stealth takedowns preserve ammo but require careful positioning and timing. The game rewards players who treat every action point like a budget line item, but it does not hold your hand while teaching you this. The tutorial is functional but sparse, and the learning curve bends sharply upward on the first mission that introduces multiple armed enemies with overlapping sight lines. If you are comfortable with games like XCOM or Invisible, Inc., the language here will feel familiar. If not, expect a rough first few sessions. Mission design is mostly solid. Objectives vary enough to avoid pure repetition, asking you to escort, extract, sabotage, or simply clear areas under time pressure or noise restrictions. The maps are generally well-constructed for stealth routing, with multiple approaches that reward scouting. What the game does not do particularly well is AI. Enemy behavior is predictable once you learn the patrol patterns, and the mid-to-late mission difficulty often comes from sheer numerical disadvantage rather than smart opposition. That is a meaningful limitation in a tactics game, where clever enemies are half the reason to replay. Rebel Cops compensates with punishing consequence systems, permadeath options, and a campaign structure that carries wounds and resource losses between missions, but it never fully replaces the satisfaction of outthinking a genuinely reactive opponent. The Steam review score sitting at a mixed 75 percent reflects the game's uneven difficulty communication more than its core quality. Players expecting a narrative-heavy experience like its predecessor will find the storytelling thin. Players expecting a deep strategy layer comparable to Battletech or Jagged Alliance will find the scope narrow. But for what it is, a compact, unforgiving tactics game with real consequence for every decision, it delivers a focused experience that respects your time in small doses. Sessions run 30 to 60 minutes per mission, making it more approachable than the 200-hour grand-strategy titles I usually cover. There is no mod ecosystem to speak of and no post-launch content roadmap, so what you see at purchase is the complete package. The save system and permadeath toggle give newcomers a reasonable on-ramp if they choose to use them. If you want something punishing, lean, and mechanically honest about the cost of every choice, Rebel Cops fills that space competently. Go in knowing it is a side dish, not a main course, and it is easier to appreciate what it actually is. Diego, Scout Team
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Game Info
- Developer
- Weappy Studio
- Publisher
- THQ Nordic
- Release Date
- Sep 17, 2019