
Screenshots

Watch trailer on Steam ↗Star Ronin
Wolfe Games · Published by Wolfe Games
Content notice: The game's violence is PG at this time; there are blood splashes, but no serious stuff, and the pixelated style isn't hyper-realistic. Characters occasionally curse mildly. There's a bar where people smoke and drink, but it's not a focus of the gameplay, it's just used as setting.
Last updated 28 Sept 2026
Megacorps run the world and they’ve come to collect on your debt. To pay it back, you’ll need to take on the most dangerous jobs possible. In this cyberpunk ARPG set in a dystopian future, you’re going to need a lot of weapons and even more skills to survive and finish the job.
Action, Adventure, Indie, RPG · More free games
Embark on perilous quests as a hired gun in a dystopian future, honing your skills and arsenal against megacorp threats. Experience the thrill of action-packed adventures with deep RPG elements.
About this game
The corporation saved your family. For a price.
Now they’ve come to collect on your debt.
There's only one way to pay it back - dangerous work, no questions asked. Star Ronin is a top-down ARPG where you go loud or go quiet, craft your own arsenal, and take on jobs that never play out the same way twice.
GO LOUD, OR GO QUIET
Sneak past enemies with thermoptic camouflage, or get in close and backstab them. Rush a room with your jetpack, call in drones, or just go loud with the biggest gun you've got. Realistic sightlines and intelligent enemies mean every approach has to be earned.
A VAST CATALOG OF FOES
Corporate goons are just the start. Expect swarms of kamikaze bombs, robot dogs with flamethrower heads, and bosses with vicious abilities, all reacting intelligently to how you fight, forcing you to adapt fast, or die trying.
BUILD YOUR OWN WAY OUT
Buy gear on the open market, or craft your own weapons, exo-suits, and upgrades. Build a tank, chase speed, or set up a power pool for energy hungry weapons. Your call, your build.
NO TWO JOBS ARE THE SAME
Every mission and map is procedurally generated, from objectives to enemies, traps, and boss encounters, across environments from corporate offices to desert moons. Everything can be blown up, set on fire, or used against them. One job pays well. The next might kill you.
PICK YOUR DIFFICULTY
Focus on the story, or test yourself against a true difficulty curve built to keep you engaged for days. Use the built in tutorial and Arena mode to master your build before risking it for real.
FEATURES
A debt to be paid. Survive under the Charter that keeps the megacorps from wiping each other out, and pay off a family debt with dangerous, corporate-sanctioned wet-work.
Go loud, or go quiet. Thermoptic camouflage, jetpack traversal, and drone support give you a different way into every job, whether that's a clean backstab or a full assault.
Procedurally generated missions & destructible environments. Objectives, maps, enemies, traps, and boss encounters change on every run, in environments that can be blown up, set on fire, or used creatively.
A vast catalog of foes. Kamikaze bomb swarms, robot dogs with flamethrower heads, and bosses with vicious abilities.
Intelligent enemies. Foes react to your tactics, forcing you to think on your feet and adjust your approach mid-fight.
Deep crafting system. Build and upgrade your own weapons, exo-suits, and equipment. Tank, speed, or power pool builds, your choice.
A difficulty curve built to last. Multiple difficulty levels take you from story focused runs to a true test of roguelike skill.
Arena mode. Test out new builds and master your mechanics without risking your family's fate on a live job.
Dynamic lighting system. A sophisticated, realistic 2D lighting engine, with flashlights and night vision for navigating the dark.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 3+ GHz CPU
- Memory: 8 GB RAM
- Graphics: GeForce 1060 or equivalent
- Storage: 1 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 3+ GHz CPU
- Memory: 8 GB RAM
- Graphics: GeForce 1060 or equivalent
- Storage: 1 GB available space
Supported Languages
Latest news
Patch NotesOfficial
Star Ronin Demo Update!
Hi everybody! We're just now reaching the end of the Cyberpunk Fest, and I've updated the Demo to reflect where the game is now. The list of things that have changed in the last 8 months is really extensive, but here's the short version:Revamped systems for world destruction. Destroy pretty much anything at all!Many changes to how world lighting and other major systems work, to provide a much more immersive experience, better performance, and ways to tune the game to your liking.Lots of little work on UI / UX to improve how the menus feel, etc.Tons of new weapons and content.Overall, I feel like the main game is getting very close to the finish line. I'm very excited to release this thing that I've been working on for so long, and I hope that if you've tried any of the Demo builds before, you'll consider giving this build a go and letting me know how you feel about it.Read full article on Community Announcements (Kamikaze_Llama)AnnouncementsOfficial
Christmas!
Hi everybody! This game's very much still alive, and, since it's Christmas, I'm putting out an update to the Demo, to let everybody play with the new toys!The Demo is currently set up to allow players to build any of the new weapons for super-duper cheap. There are nearly 70 weapons to unlock, currently, and this list just keeps getting longer!Other features of note:Various optimizations and minor bug-fixes galore.A lot of little changes to the UIs (for example, you can sort your Inventory to find a Dual-Wield Weapon that uses Power).Arena can now access all of the new weapons.Arena now has access to most of the new enemy types. Lots of changes to sub-systems and gameplay. For example, setting things on fire is much prettier, and you can freeze objects and creatures in the world.Overall, the game's starting to look nearly Done. I have to review the existing difficulty ramps a bit more, make some adjustments to crafting values (i.e., decide if players can just grind to get X, or need to defeat a Boss to get X, that kind of thing) and I'd like to add even more content to the full game. I'm really getting close to release, but I decided a while ago that I'd rather spend the extra time and be happy with it rather than push it out too early.I know that the chances of a lot of people trying out the Demo at this time are pretty low, but if you do, please let me know if you liked the changes!Read full article on Community Announcements (Kamikaze_Llama)Community & EventsOfficial
Major Upgrade + Debut Festival!
Hi everybody. Star Ronin is developing rapidly, and I barely had time to get this version cleaned up in time for the Debut Festival, hosted by the lovely people at Gamedev.ist!This is a major update of Star Ronin's core systems, and I hope that people will give it a go. But first! I want to give a major shoutout to Debut Festival for giving this little game a chance. Thanks so much! If anybody out there knows of other game-related festivals or shows I should consider participating in, please let me know.ChangelogFull SavesThe biggest single change to the game is what I'm calling "full saves". Basically, saving and loading a game (including this Demo) works like you'd expect in most video games. You can save during a level, and everything will be exactly the same as when you left things when you reload!You're probably thinking, "well, gosh, that's kind of standard behavior, what's the big deal". Well, if you're a nerd and you're reading this... it is, in fact, a Big Deal, because the game is procedural. Procedural games with giant maps like this are a special kind of pain to design a save / load feature for, because there are so many things that have to be accounted for. Teleglitch and its nearest clone, EMPTY SHELL, both of which I recommend for people who like this Demo, both have the earlier save system for this game, which I describe as, "progress save". In a "progress save", the user's save file contains things like the gear that they're carrying, loot, etc., but doesn't contain the actual instance of the procedural world. It can, but doesn't always, save the procedural seed number, so that the level is basically the same. But basically, reloading a save puts the user back at the beginning of the dungeon.Anyhow, I've cracked this problem, and I think it works well enough that I'm putting it into this Demo build you have in front of you today.When you play and quit to the main screen, you'll now see that you can load your game back up, just like most games. So, i...Read full article on Community Announcements (Kamikaze_Llama)Patch NotesOfficial
Demo Update 3
Hi everybody. I've updated the Demo one last time, before it's time to lock things down for a while. This version of the Demo has a number of changes:It's now a lot faster to get into the gameplay. One quick (skippable) cutscene. Apparently, the previous version might have taken too long for the players who just wanted to get straight into the action, so I've made this change to see if that can entice more of you to give this a go long enough to play it a bit!There are a bunch of new weapons and other things. I'm not going to spoil all of that here, but several of them can be crafted during the Demo. Have fun!Minor tweaks to a few features. The Demo's pretty stable at this point, but there is always room for improvement.This will probably be the last Demo update. I wish it wasn't so, but I'm on the downward slope to complete the game, and I probably can't spare more time to tweak the Demo for the next month or two. If you'd care to leave any feedback about your experience with the Demo, I'd appreciate it, as it helps me improve the game and it helps a bit with Steam's algo.Read full article on Community Announcements (Kamikaze_Llama)Community & EventsOfficial
Steam Next Fest!
Hi everybody. The Demo's now available via Next Fest! It's starting to come together here. It's still at the "ugly duckling" stage, where I've finally gotten all of the major parts done, but have a million little things to polish and debug. In theory, by July 15th, I'm at Internal Beta, and then somewhere in August, the game will come out.There are now 17 playable, procedural missions, with four different game objectives / styles, including a Horde Mode, Hostage Rescue, Boss Kill and my all-time favorite, "go blow up all the bad guys", heh. If I have time, I'm strongly considering adding in a few others, like an extraction mode, etc.If you've given the Demo a whirl and think it'll be fun, please consider leaving comments in the Demo Feedback thread, that will really help the game achieve some visibility on Steam. Meanwhile... a video about guns!Read full article on Community Announcements (Kamikaze_Llama)






