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    Home»Tech»G-Rebels on Steam: G-Police Successor Nails VR Cockpit Feel, Struggles with Flight Physics
    Tech

    G-Rebels on Steam: G-Police Successor Nails VR Cockpit Feel, Struggles with Flight Physics

    JamesBy JamesJuly 22, 2026No Comments13 Mins Read
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    G-Rebels on Steam: G-Police Successor Nails VR Cockpit Feel, Struggles with Flight Physics
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    G-Rebels landed on Steam Early Access on July 20, 2026, giving PC players their first chance to buy into Reakktor Studios’ long-developed spiritual successor to the 1997 PlayStation cult classic G-Police. Within 48 hours, the cyberpunk aerial combat sim had pulled 68 user reviews and an 86% positive rating — a “Very Positive” designation that will reassure anyone watching from the sidelines. The game is priced at €29.99 (approximately $34 USD; exchange rate as of July 22, 2026 — conversions are approximate) during the launch window and discounted to €23.99 (approximately $27 USD) for the first week of Early Access — a window that closes around July 27.

    What that 86% score does not capture is a more complicated editorial truth: the most experienced critic to write about G-Rebels in any meaningful depth came away impressed by its ambition and its gunplay, and deeply skeptical of the very thing a combat flight game lives or dies on. Getting the Skyblade to feel like a vehicle worth piloting is not a cosmetic problem. It is the central problem — and Early Access is explicitly where Reakktor has said it intends to solve it.

    G-Police Flew Through These Exact Same Skies in 1997

    The legacy context matters here. G-Police was a 1997 combat flight simulation developed and published by Psygnosis for PlayStation and Windows PC. It set players in the year 2097 on Callisto, a colonized moon of Jupiter, piloting VTOL aircraft described by critics at the time as “jet helicopters” through the airspace of a corporate dystopia with a strong Blade Runner aesthetic. G-Police was technically groundbreaking for its era, making use of Direct3D hardware acceleration and 3D surround sound, but critics in 1997 flagged the same structural weaknesses now appearing in Petty’s G-Rebels preview: repetitive escort and waypoint missions, and a flight model that invited little sense of physical consequence.

    G-Rebels does not hide its lineage. Developer Reakktor Studios — founded in 1991 in Hannover as Century Interactive by Martin Schwiezer, who serves today as the studio’s founder and creative director — has built the game as a direct design heir to G-Police, right down to the VTOL aircraft, the dystopian megacity setting, and the corporate conspiracy underpinning the story. The studio is best known for Neocron, a 2002 cyberpunk MMORPG widely considered the first of its kind, and for Black Prophecy, a 2011 space combat MMO. G-Rebels is the studio’s most ambitious project since those titles.

    G-Rebels is also partly funded by the German federal government’s games funding program, administered by the Federal Ministry of Research, Technology, and Space — a detail Reakktor included in its official press materials.

    What Unreal Engine 5 Makes Possible Here

    The technical gap between what Psygnosis could do in 1997 on PlayStation hardware and what Reakktor is doing in 2026 on Unreal Engine 5 is not small, and it is worth naming specifically.

    G-Rebels uses UE5’s world streaming architecture — specifically the combination of Nanite virtualized geometry and Lumen global illumination — to render a seamless open world of more than 12,000 square kilometers (approximately 4,633 square miles) without a single loading screen. For context, G-Police’s original PS1 city zones were self-contained boxes that loaded one at a time, with draw distance so limited that buildings materialized out of fog at close range. The Wikipedia entry on G-Police notes that “the game’s graphics were some of the most technically impressive of the time” — and simultaneously that poor draw distance was a persistent criticism. G-Rebels has eliminated that constraint entirely through modern streaming architecture.

    The UE5 implementation also supports real-time simulation of thousands of flying objects simultaneously, dynamic weather with volumetric clouds, and a realistic day-night cycle that affects cockpit visibility. The “Insane” graphics mode — unlocked for players with high-end hardware — pushes UE5’s Nanite and Lumen systems to their operational ceiling, targeting GPU-class hardware such as the Nvidia RTX 4080 or AMD RX 7900 XT with 12GB of VRAM.

    For players wondering whether their PC can run it: the minimum specification is an Intel Core i7-10700K or AMD Ryzen 7 2700X, 16GB RAM, and an Nvidia RTX 1070 or AMD RX 5700 XT with 8GB of VRAM, with 30GB of storage and DirectX 12. The recommended specification steps up to an Intel Core i7-14700K or AMD Ryzen 9 7900X with 32GB RAM and an RTX 4080 or RX 7900 XT. UE5’s streaming-heavy architecture makes a fast SSD rather than a traditional hard drive a practical requirement, though the game does not formally mandate it.

    VR Support Tops Steam’s Anticipated List Before Launch

    The native VR mode is the Early Access feature that generated the most visible pre-launch attention. G-Rebels reached the top spot in Steam’s “Popular Upcoming” category for anticipated VR releases before July 20, according to the studio’s official launch announcement.

    The VR implementation puts players inside the Skyblade cockpit in first-person perspective with 360-degree visibility — not a head-mounted HUD overlay but a functional virtual cockpit. For VR flight sim enthusiasts, the technical distinctions that matter are whether the implementation uses native SteamVR/OpenXR integration rather than a wrapper layer, and what the minimum frame rate target is. Reakktor has confirmed the mode uses raw input for HOTAS (Hands On Throttle And Stick) controllers, with experimental HOSAS (Hands On Stick And Stick) support as well. Mouse-and-keyboard and standard gamepad inputs are fully supported for non-VR play.

    The HOTAS support is meaningful for a specific audience: the VR flight sim community in 2026 has largely standardized on wired PCVR headsets at 90Hz or above for cockpit applications, where wireless streaming introduces measurably higher latency compared to a wired DisplayPort connection — a difference that matters when reading instruments and tracking targets during a dogfight. A native VR mode with raw HOTAS input is the architecture required to compete in that space.

    UploadVR covered the VR launch positively on launch day, noting the game’s VR support had already generated strong interest from sim enthusiasts ahead of the Early Access release.

    What Reakktor Included in the Early Access Build

    The Early Access version of G-Rebels ships with the complete first chapter of the campaign: nine main story missions that form the narrative spine, plus ten optional side assignments, for approximately twenty total missions available at launch. Those assignments include escort operations, bounty hunts, smuggling runs, aerial races, assassinations, patrols, and large-scale aerial clashes around enormous cargo freighters.

    The setting is the Atlas Archipelago in 2684 — a world where catastrophic flooding has submerged most of Earth’s surface, leaving survivors in competing floating megacities that fight over remaining natural re in the current build, with additional regions of the Archipelago now accessible for the first time in the EA release, offering a glimpse of further megacities planned for the full game

    Outside the story, G-Rebels functions as an open-world economy: players earn credits through mining operations, bounty hunting, bodyguard contracts, mercenary work, piracy, racing, and artifact recovery, then invest those credits in engine, weapon, shield, drone, and stealth upgrades for the Skyblade. The game supports HOTAS, HOSAS, gamepad, and mouse-and-keyboard control schemes, with TrackIR integration on the roadmap.

    Reakktor is part of Steam’s “Games Composed in Germany” showcase, a platform event celebrating titles developed by German studios, which ran alongside the Early Access launch.

    Where the Critical Flag Lands

    Jared Petty, a veteran flight sim player and former IGN editor who has been flying virtual aircraft since the 1980s, spent several hours with a pre-launch build of G-Rebels and filed a detailed hands-on preview. His overall verdict — that G-Rebels is “curious, ambitious, and dripping with potential” but has “not yet been tuned enough to find its footing” — is the most substantive published critical assessment of the Early Access version and deserves to be read carefully, not dismissed as a single contrarian voice.

    Petty’s central structural complaint is about flight feel. The Skyblade in the current build can hover anywhere, accelerate in any direction, and stop on a dime without communicating any sense of mass, momentum, or physical consequence to the player. He compared the handling to piloting a six-degree-of-freedom game like the classic Descent — immediate, forgiving, and disconnected from gravity — rather than anything resembling a military aircraft. The “Nissan Versa” headline is colorful, but the underlying observation is technically specific: there is very little difference between applying forward thrust and applying upward thrust, which means the aircraft never asks the player to make meaningful tradeoffs between speed, altitude, and positioning.

    This is not a minor tuning issue. In a genre where the entire experience of play is mediated through a vehicle, whether the vehicle communicates its mass and momentum determines whether every maneuver feels like a decision or an afterthought. Petty described the sensation as “slow, reliable, predictable, anemic” — four words that describe a perfectly competent transport vehicle and a terrible combat aircraft.

    His secondary criticisms are structural rather than cosmetic: the opening missions are front-loaded with escort assignments and timed waypoint runs, mission types widely regarded as padding even in well-polished titles. He also noted that the cockpit instrumentation appears to have been designed for screenshot aesthetics rather than functional pilot situational awareness — a real problem for a game targeting VR cockpit immersion specifically.

    Where Petty was notably generous was on the gunplay: both the close-range gun mode and the long-range guided missile system were described as “thoughtfully designed,” with the short-range cannon in particular cited as one of the most polished aspects of the current build. He also flagged that the voice acting appears to be AI-generated — a determination he made by checking the Steam store page, which he took as confirmation.

    Petty’s write-up was based on a pre-launch build. The Early Access version may have already addressed some of his concerns, and Reakktor’s Steam page explicitly identifies flight physics as one of the systems actively under iteration. Steam reviewers post-launch have been notably more positive about the flight feel than Petty, with one reviewer writing that the game delivers “very good flight model and fun physics” and sits at “the sweet spot” between simulation and arcade. The divergence between Petty’s assessment and the community’s early verdict is itself informative: the question may be less about whether G-Rebels is fun for a general player and more about whether it is satisfying for someone who has spent decades in flight simulators with a precise sense of what momentum should feel like.

    Reakktor’s Stated Purpose for Early Access

    Reakktor has been explicit about what Early Access means for G-Rebels. The Steam page states the studio intends to “dial in the core systems where it matters most: performance, controls, combat, VR, and open world mechanics” and expects the title to remain in Early Access for approximately six months.

    “The launch of Early Access marks an important milestone for us. The demo has provided us with a wealth of valuable feedback, and we’re delighted to kick off the Early Access phase with substantially more content and a dedicated VR mode. Together with our community, we will continue to expand, refine, and polish the game throughout Early Access,” Schwiezer said in the studio’s official announcement.

    The roadmap includes further missions, new locations across the Atlas Archipelago, additional language support, polished HOTAS and TrackIR integration, refined AI behavior, and — critically — physics and handling iteration. Controls are not an afterthought in that list. They are the first named item.

    Should You Buy G-Rebels Now?

    The 20% introductory discount, reducing the price to €23.99 (approximately $27 USD), closes around July 27. That deadline is the practical decision point for most readers.

    For players who remember G-Police and have been waiting for something that recaptures its DNA in a modern engine: the case for buying now is real. The world is enormous, visually atmospheric, and technically accomplished. The gunplay works. The VR cockpit is the reason Steam’s VR community was already excited before launch. The developer is experienced, communicative, and has explicitly identified the issues critics raised as the iteration targets for Early Access. Buying now means locking in the lower price while contributing the kind of real flight-sim feedback that Petty’s review demonstrates is exactly what Reakktor needs to hear.

    For players who need the flight model to feel right before investing: waiting makes more sense. Six months of Early Access iteration could produce a meaningfully different handling experience. The full release window at approximately $34 USD will still be available, without the Versa problem.

    A playable demo is also available on Steam for anyone who wants to form their own opinion before committing.

    Frequently Asked Questions

    What is G-Rebels and how does it relate to G-Police?

    G-Rebels is a combat flight simulator developed by German studio Reakktor Studios and published by Senatis, built as a spiritual successor to G-Police — Psygnosis’ 1997 PlayStation title that placed players in VTOL aircraft patrolling a corporate dystopia. G-Rebels retains the core concept (armed aircraft, futuristic megacity setting, law-enforcement-turned-conspiracy narrative) and updates it with Unreal Engine 5 world streaming, a 12,000-square-kilometer (4,633-square-mile) open world, native VR support, and modern customization systems. It is not an official sequel or licensed continuation — Reakktor built G-Rebels independently, in tribute to a game the studio’s founder Martin Schwiezer has cited as a key influence.

    Does G-Rebels support VR headsets and HOTAS controllers?

    Yes. G-Rebels includes native VR support using a first-person cockpit perspective with 360-degree visibility — this mode was not available in the demo and is a new addition for the Early Access launch. HOTAS (Hands On Throttle And Stick) controllers are supported via raw input, with experimental HOSAS support also included. Standard mouse-and-keyboard and gamepad inputs are also fully supported. The game reached the top of Steam’s “Popular Upcoming” list for anticipated VR releases before launch, and VR flight sim enthusiasts should note that the native implementation — rather than a wrapper — is the architecture that minimizes latency in cockpit applications.

    Is the flight model in G-Rebels the main thing holding it back right now?

    Based on the most detailed critical assessment available, yes. Jared Petty, a former IGN editor with decades of flight sim experience, described the Skyblade’s current handling as physically underpowered — more akin to a six-degree-of-freedom arena game (like the 1990s classic Descent) than a vehicle with meaningful mass and momentum. The same structural criticism — forgiving physics, repetitive escort missions — was leveled at the original G-Police in 1997. Reakktor has explicitly named controls and flight feel as among the primary systems targeted for iteration during Early Access, and the developer expects to remain in Early Access for approximately six months. Whether that iteration closes the gap is the defining question for the game’s commercial future.

    What do I actually get for $27 if I buy during the launch discount?

    At the introductory Early Access price of €23.99 (approximately $27 USD at current rates), players receive the complete first chapter of the G-Rebels campaign — nine main story missions — plus ten optional side assignments covering bounty hunting, escort runs, races, smuggling, and aerial combat. The open world of 12,000 square kilometers (4,633 square miles) is fully explorable, with multiple megacities now accessible for the first time beyond the central city of Daevos. Native VR support, HOTAS input, “Insane” graphics mode for high-end PCs, and a playable demo (free) are all included or available. The 20% discount expires approximately July 27, 2026, after which the base price returns to €29.99 (approximately $34 USD).

    ⓒ 2026 TECHTIMES.com All rights reserved. Do not reproduce without permission.

    GPolice GRebels Nails Steam Successor
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