G-Rebels delivers G-Police style dogfighting with modern graphics

G-Rebels takes a simple idea and runs with it: put the player inside a heavily armed police aircraft, open up a huge futuristic world and let the missions unfold across the sky. That sounds familiar for a reason. Anyone who remembers G-Police will recognise the basic setup straight away. You fly above sprawling cities, chase criminals, protect key targets and deal with a society where corporations, security forces and political interests are tangled together. G-Rebels doesn’t hide that influence, but it isn’t trying to rebuild an old game piece by piece. It wants to go much bigger. Developed by Reakktor Studios, G-Rebels entered Steam Early Access on 20 July 2026. The current version focuses on aerial combat, exploration, missions and aircraft upgrades, while the studio continues to build out the wider campaign and open world.

A flooded Earth filled with flying cities

The game takes place in 2684, long after rising seas have swallowed most of the planet’s land. Humanity now survives in floating cities, and those cities don’t always get along. Resources matter. Power matters even more.

Players join an elite security unit working for a dominant city-state. At first, the job sounds straightforward: patrol important routes, stop criminal activity and protect the people keeping the city alive. Then a secret assignment throws everything off balance.

From there, the story moves into a larger conflict involving rival factions, shifting loyalties and people who may not be telling the whole truth. The setup gives the game enough structure to keep missions connected, without forcing every activity into a narrow campaign corridor.

The main attraction is aerial combat, and G-Rebels puts it front and centre. You’ll chase enemy pilots through city streets, attack targets in open air and make quick decisions from inside the cockpit. Speed matters, but so does positioning. Flying straight at every enemy probably won’t get you very far.

Dogfights stay at the centre

The main attraction is aerial combat, and G-Rebels puts it front and centre. You’ll chase enemy pilots through city streets, attack targets in open air and make quick decisions from inside the cockpit. Speed matters, but so does positioning. Flying straight at every enemy probably won’t get you very far.

Weapons cover the expected mix of guns and missiles, but electronic warfare adds another layer. Certain systems let you hack hostile Skyblades, giving you options beyond simply unloading ammunition until something explodes. Your aircraft can also change as you play.

Upgrades include better engines, stronger shields, drones, stealth systems, improved weapons and missiles fitted with multiple warheads. The idea is to let players build a craft that suits the kind of work they prefer, rather than pushing everyone towards the same setup.

There’s more to do than police work

G-Rebels isn’t built around one long chain of law-enforcement missions. Players can take on bounty contracts, races, escort jobs, mining work, mercenary assignments and artefact recovery. Piracy also sits on the list, so the game doesn’t expect you to remain a loyal officer forever.

That variety could become one of its strongest features. A large map only works when it gives players good reasons to cross it. Contracts, factions and side activities can make the world feel connected, but only when they offer real choices and don’t turn into repeated errands. The foundations are there. The finished result will depend on how much variety Reakktor adds during development.

The open world still has gaps

This is an Early Access game, and it feels like one. The current build includes a limited part of the open world, a set of handcrafted missions and early versions of several activities. You can already try bounty hunting, police pursuits, races and missions from different characters, but the full campaign and complete map aren’t available yet. That’s worth keeping in mind before buying.

G-Rebels already shows what it wants to become, but some systems still need work. Flight physics, artificial intelligence, mission design, visual effects and general performance may all change. Reakktor has suggested an Early Access period of around six months, though development plans often shift once players start testing a game at scale.

G-Rebels supports mouse and keyboard, gamepads and PC VR through OpenXR. VR is a natural fit. Sitting inside the cockpit while diving between buildings or turning into a close-range dogfight should make the sense of speed much stronger. Meta Quest 2, Meta Quest 3 and HTC Vive are listed as tested headsets, though the game doesn’t support motion controllers.

VR and flight controls make sense here

G-Rebels supports mouse and keyboard, gamepads and PC VR through OpenXR. VR is a natural fit. Sitting inside the cockpit while diving between buildings or turning into a close-range dogfight should make the sense of speed much stronger. Meta Quest 2, Meta Quest 3 and HTC Vive are listed as tested headsets, though the game doesn’t support motion controllers.

HOTAS and HOSAS setups also work through experimental raw input. The support isn’t fully polished yet, and TrackIR compatibility is still planned, but serious flight-game players have options beyond a standard controller.

A promising return to futuristic flight combat

Modern PC games don’t offer many experiences like this. G-Rebels combines cockpit combat, open-world progression and a grounded science-fiction setting without turning into another space simulator. You stay close to cities, traffic and infrastructure. The world feels built around flight, not empty space. The current version is clearly unfinished, but the core idea already works. Fast combat, a customisable aircraft and a large urban world give G-Rebels a strong identity.

Players looking for a modern take on G-Police will find plenty to like here. The real test is what happens next: better performance, deeper missions and an open world that stays interesting after the first few hours. The concept is solid. Now the game has to grow into it.

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