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Renegades is a party RPG with deckbuilding combat: lead five hunted heroes, each with unique mechanics and their own deck, choose three for each fight, and survive a kingdom coming apart through tactical, story-driven battles.

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About Renegades

Renegades is a turn-based party card battler about five fugitives trying to cross a kingdom that has decided people like them should disappear.

The Kingdom of Valdris has outlawed unsanctioned magic. The old orders have bent, the roads have gone dark, and the people who once held the frontier together are being hunted. Your party did not set out to save the world. They defected, survived, and kept walking.

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A party, not a deck

Fight with three characters, each with their own deck, hand, items, defenses, and role in the fight. Every turn, play cards in any order, spend your actions carefully, then watch the round resolve: your party first, enemies second. Every enemy intent is telegraphed. Reading it is your job. Answering it is your deck's.

Distinct party roles - Hold the line with Hyperion, heal and break enemies with Solyn, set traps and redirect attacks with Faide, mark and detonate with Luciana, and turn blood into power with Arinas.
Deterministic turn resolution - Plan your round, play cards in any order, then weather the enemy response.
Optional battle objectives - Complete them for more power or better loot.
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Choose your party. Plan ahead.

Before each battle, pick the three who take the field from a roster of five. Who you bring decides what your shared hand can do - and what it can survive. A wall of shields, a nest of traps, a slow bleed of marks and detonations: the road ahead should shape the choice.

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Grit - no dead hands

Twice a turn, cast a card aside instead of playing it. The character improvises: Hyperion braces, Solyn steadies an ally, Faide looses a spare arrow, Luciana marks her target, Arinas gleans a spark of focus. Then draw a replacement. A bad hand is a decision, not a lost turn.

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The road watches back

Cross the Greenveil on a map where the dangers are visible and the choice of road is yours. Patrols keep their routes. Points of Interest hide supplies, shrines, and worse. Two rare threats roam by their own rules: Provost Tallis marches his registry circuit by daylight and chases no one - if you want what he carries, you intercept him. Old Ashmaw hunts at night - it shadows your lanterns at a distance, and when it commits, only dawn calls it off.

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Choices leave marks

Events, defeats, and hard bargains can leave temporary emotion cards in a character's deck: Hope, Shame, Vengeance, Grief, and more. What your party goes through is what your party shuffles.

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Grow into the role

Invest in character-specific mastery lines to unlock new cards, passives, and sharper tactical identities. Shape your loadouts with gear and consumables between fights, and earn bonuses for clean victories, risky plays, and careful execution - all to an original soundtrack that carries the weight of the road.

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This is a game about tactics under pressure, trust earned slowly, and the small decisions people make when every road leads to the hard truth.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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