SteamCity Chronicles - Rise Of The Rose
A turn-based steampunk tactics game blending Asian aesthetics with mech combat, but thin content and rough edges hold it back from the genre's top tier.
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About SteamCity Chronicles - Rise Of The Rose
SteamCity Chronicles - Rise Of The Rose is a turn-based tactical strategy game set in a steampunk world that mashes Victorian-era steam technology with heavy Asian visual and cultural influences. You command squads of Rose Militia soldiers, steam-powered robots, and converted enemy units across grid-based combat encounters. The unit roster is genuinely varied on paper: light infantry, heavy mechs, and hero characters each occupy distinct tactical roles, and the ability to recruit renegade enemy soldiers adds a small wrinkle to how you think about engagements. If you have ever played games like Into the Breach or Templar Battleforce, the core loop will feel familiar, though noticeably less polished. The steampunk-meets-Asian-aesthetic angle is the most distinctive thing SteamCity has going for it. The art direction commits to the fusion and produces some visually interesting unit designs, especially the heavier steam robots, which look like something out of a Meiji-era fever dream. That novelty carries the early hours. Unfortunately the scenario design does not keep pace. Maps feel samey after a short while, and the AI opponents do not adapt or pressure you in ways that force meaningful repositioning. For a tactics game, predictable AI is a serious problem: it turns what should be tense decision-making into a mechanical checklist. On the accessibility front, the tutorial covers basics without being condescending, which I appreciate. New players to the tactics genre can get oriented quickly. The trouble is there is not enough depth waiting on the other side of that on-ramp. Build variety across your roster is limited, upgrade paths are shallow, and late-game scenarios do not introduce mechanics complex enough to reward the player who stuck around to master the system. That is the core disappointment here: the skeleton of a solid tactics game exists, but the flesh never fully grows around it. The Steam review pool is small, only 14 reviews at time of writing, sitting at 57 percent positive. That sample size makes strong conclusions difficult, but the mixed sentiment tracks with the experience: not broken, not offensive, just underdeveloped. There is no noted mod ecosystem, no multiplayer, and no post-launch content that meaningfully expands the campaign. FeelThere is better known for flight simulation titles, and the relative inexperience with the tactics genre shows in the pacing and scenario variety. Who is this actually for? Tactical game collectors who specifically want steampunk aesthetics and can find this at a low price point may squeeze out a few enjoyable sessions. Players expecting the strategic depth of a Battletech or the tight puzzle design of Into the Breach will run dry fast. Approach it as a light, aesthetic-forward tactics experience rather than a systems-deep campaign, and you calibrate your expectations correctly. Diego, Scout Team
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Game Info
- Developer
- FeelThere
- Publisher
- FeelThere
- Release Date
- Jun 16, 2020