Rebel galaxy is a interesting game on the surface. Good art, great music (i really like the music) and seemingly another spacecraft combat game to fill the void in this sparse genre. But then you get into the meat of the game, and the surface impression starts to wear off. (took around 8 hours for me) [Combat] The combat consists of 17th-19th century naval warfare in space, which is a 3D plane. While not a gamebreaker on its own (fairly entertaining at first) with the majority of space combat games being 3D i feel like there was no excuse to make it like this. Although it is interesting to note that smaller ally/enemy aircraft can traverse the 3D plane while you can't. The combat quickily devolves into a repetitive and boring chore once you get past 1 or 2 sectors. The combat in the game never moves past 1) running up to your enemy to shoot broadsides full speed to quickly take them out. 2) timing the deflector correctly 3) spamming missiles. Turrets are just a extra DPS option and even though the game allows you to control them, there's no real point in doing so. Fairly quickly every fight begins to feel the same minus the occasional scripted fight where dozens of ships combat each other. There is no real difficulty in the game (for example you can smash Very High risk enemies with your basic junk ship with only the deflector add-on and your starting weapons consistently even once you meet the militia.) and when there is on occasion it spikes through the roof with no real reasoning, no curve. [Missions] Missions is where you really feel the core of the grindsimulator that is this game. Endlessly repeating missions (even the story) of the same thing over and over again infintely, no variation. Even past the first sector it becomes tedium. Market economy is pretty standard for this game. No complaints. Combined with the extremely boring/grindy missions, sub-par reptitive combat that is Galleons but in space and a lack of depth, 4/10 at best - 3/10 at worst.