Compare Rhino's Rage prices across 50+ stores and find the best deal. Developed by Defroids. Published by Defroids. Released on 3/4/2016. Available on PC. Genres: Indie, RPG, Strategy.

A budget-tier tactics experiment with four distinct unit roles and a rhino-wrestling aesthetic - charming for a single sitting, but rough edges and a ghost-town multiplayer lobby limit its staying power.

My spreadsheet instincts kicked in the moment I saw four unit roles listed on the box: pusher, stopper, tumbleweed and sprinter. That kind of explicit role taxonomy usually signals a game that rewards positioning and counter-picks, and Rhino's Rage does gesture in that direction. The core loop is turn-based tactical combat where momentum matters - you can accelerate a unit to build up force and bunt enemies across the grid, which gives the combat a physics-flavored texture you rarely find in small-budget tactics titles. On paper, that is an interesting design hook. In practice, the depth available to a strategy enthusiast is shallow enough that the whole concept starts to feel like a prototype rather than a finished product. The single-player side offers multiple modes with their own combat mechanics, and there is a light RPG layer on top: inventory items that affect base stats and unlock abilities, a banana-currency economy for purchasing gear, and boss encounters that gate progression behind a star-rating system earned from side objectives in missions. The costume system is a small surprise - equipping armor, helmets and cloaks actually changes how your rhino looks on the field, which is a nice tactile reward. The Meteorite ability patched in during post-launch updates shows the developer was iterating, and patch 1.0.4 fixed a notable list of bugs including equipment randomly unequipping mid-fight and broken mission logic. That the game needed those fixes points to the launch state being undercooked, and there is no evidence of major updates since late 2016. For someone approaching this as a pure strategy exercise, the AI and decision space will feel limited almost immediately. There is no mod ecosystem, no skirmish depth that scales with experience, and the tutorial's instructions have been consistently flagged by players as insufficient. The combat system genuinely reads as strange on first contact - the momentum and bunting mechanics take a few matches to internalize, and the game does little to guide you through them. Community feedback at launch settled on a consensus that the concept was likeable but the execution felt like a Flash-era web game. That comparison is not entirely unfair; the visual style and animation quality sit at that level, with unit characters described as detailed but static, and the rhino defeat animation leaning heavily into slapstick. Multiplayer is present across various maps and technically supports local friends, but the online player base never materialized. Finding an opponent online is a matter of luck rather than expectation, so treat the PvP component as a bonus for couch sessions rather than a live feature. The audio is also a weak point - a thin loop of one or two tracks that overstays its welcome within the first hour. At the tier-sub-5 price point the value calculation shifts considerably; for the cost of a coffee you are getting a quirky tactics experiment with a handful of genuinely novel ideas about momentum and role counters. Just do not buy it expecting the polish or longevity of anything in the Advance Wars or Into the Breach lineage. Diego, Scout Team

Rhino's Rage
IndieRPGStrategy

Rhino's Rage

Mar 4, 2016Defroids
GamerScout Says

A budget-tier tactics experiment with four distinct unit roles and a rhino-wrestling aesthetic - charming for a single sitting, but rough edges and a ghost-town multiplayer lobby limit its staying power.

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About Rhino's Rage

My spreadsheet instincts kicked in the moment I saw four unit roles listed on the box: pusher, stopper, tumbleweed and sprinter. That kind of explicit role taxonomy usually signals a game that rewards positioning and counter-picks, and Rhino's Rage does gesture in that direction. The core loop is turn-based tactical combat where momentum matters - you can accelerate a unit to build up force and bunt enemies across the grid, which gives the combat a physics-flavored texture you rarely find in small-budget tactics titles. On paper, that is an interesting design hook. In practice, the depth available to a strategy enthusiast is shallow enough that the whole concept starts to feel like a prototype rather than a finished product. The single-player side offers multiple modes with their own combat mechanics, and there is a light RPG layer on top: inventory items that affect base stats and unlock abilities, a banana-currency economy for purchasing gear, and boss encounters that gate progression behind a star-rating system earned from side objectives in missions. The costume system is a small surprise - equipping armor, helmets and cloaks actually changes how your rhino looks on the field, which is a nice tactile reward. The Meteorite ability patched in during post-launch updates shows the developer was iterating, and patch 1.0.4 fixed a notable list of bugs including equipment randomly unequipping mid-fight and broken mission logic. That the game needed those fixes points to the launch state being undercooked, and there is no evidence of major updates since late 2016. For someone approaching this as a pure strategy exercise, the AI and decision space will feel limited almost immediately. There is no mod ecosystem, no skirmish depth that scales with experience, and the tutorial's instructions have been consistently flagged by players as insufficient. The combat system genuinely reads as strange on first contact - the momentum and bunting mechanics take a few matches to internalize, and the game does little to guide you through them. Community feedback at launch settled on a consensus that the concept was likeable but the execution felt like a Flash-era web game. That comparison is not entirely unfair; the visual style and animation quality sit at that level, with unit characters described as detailed but static, and the rhino defeat animation leaning heavily into slapstick. Multiplayer is present across various maps and technically supports local friends, but the online player base never materialized. Finding an opponent online is a matter of luck rather than expectation, so treat the PvP component as a bonus for couch sessions rather than a live feature. The audio is also a weak point - a thin loop of one or two tracks that overstays its welcome within the first hour. At the tier-sub-5 price point the value calculation shifts considerably; for the cost of a coffee you are getting a quirky tactics experiment with a handful of genuinely novel ideas about momentum and role counters. Just do not buy it expecting the polish or longevity of anything in the Advance Wars or Into the Breach lineage. Diego, Scout Team

Tags

singleplayermultiplayerachievementstrading-cardscloud-savestier:sub-5Turn-Based TacticsMomentum MechanicsRole Counter SystemGrid CombatCouch MultiplayerAnimal ThemeBoss GatingInventory RPG Layer

Steam Deck & Linux

Steam Deck Unsupported

Valve rates this game Steam Deck Unsupported.

System Requirements

Minimum

OS
Windows 7, 8, 8.1, 10
Memory
2 MB RAM
Storage
300 MB available space
Processor
core i3

Recommended

OS
Windows 7, 8, 8.1, 10
Memory
2 MB RAM
Storage
500 MB available space
Processor
core i3

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Game Info

Developer
Defroids
Publisher
Defroids
Release Date
Mar 4, 2016

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2026-06-100.40(lowest)
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What platforms is Rhino's Rage available on?

Rhino's Rage is available on PC.

When was Rhino's Rage released?

Rhino's Rage was released on 4 March 2016.

Who developed Rhino's Rage?

Rhino's Rage was developed by Defroids.