Wednesday, February 18, 2026

FUR Squadron Phoenix (PC, NSW) Review

FUR Squadron Phoenix launches today on Steam/PC with a Nintendo Switch release happening next Wednesday, February 25th. This review covers the former. Get to ready to take flight with the SuperPhillip Central review.

Let the FUR fly.

There's no doubt a Star Fox-shaped hole in gaming that Nintendo doesn't currently seem interested in filling. That's alright, as like F-Zero before, indies are more than willing to step up to the proverbial plate. While not completely creating rote same-as experiences to mimic Nintendo's titles, we've seen a fair number of indie developers try their collective hands at making their own efforts to fill the gaps in fans' hearts.

Enter FUR Squadron Phoenix. This is clearly inspired by Star Fox, from the cast of furry bipedal characters that make up said squadron to various nudge-nudge, hint-hint references to Nintendo's flight-based shooter. That notwithstanding, FUR Squadron Phoenix also does enough to distinguish itself from its source inspiration.

Starting off, you're flung immediately into the action with the first mission. The simple controls get taught with a simple fire button, holding said button to charge a homing shot that can zone in on foes and defeat groups of adjacent baddies, a barrel roll (though not specifically called that), and a special weapon. 

The latter weapons aren't limited to Star Fox's tried and true smart bombs. Instead, you can--and in later levels against bosses are pretty much required to--use the D-Pad to switch between one of four weapons. There's bombs, rockets, an armor-piercing laser beam, and a nuke, which takes all weapon energy to utilize. 

At least it's not "too Raph" instead!
Flying back to the first level before I get too ahead of myself, it features your playable character, a bird named Robin, who enters into a mission where things go awry rather quickly. Her two squadmates end up eliminated in battle, and she of course blames herself. Fast forward ahead to months later, and Robin is a new recruit with the FUR Squadron, under helm by a conveniently enough furry creature named Blaze. To get back her confidence, Robin undergoes training in a VR simulation, crafted by the axolotl named Axel, taking a Slippy Toad role in this game.

It can be difficult to read dialogue and contend with the antics on screen.
Voiced dialogue (and not the Animalese used here) would have worked wonders.
FUR Squadron Phoenix features eight total levels, which might not seem like a lot, but there is some replay value to be found here. No doubt players will struggle even with the first VR level, perhaps even crashing and burning in an attempt to play it. Fortunately, roguelite elements appear in the game, offering purchasable upgrades with in-game points earned from casual play. The higher your score on an attempt, whether a successful one or not, the more points you earn. These points can be spent to increase Robin's shield capacity, attack power, "barrel roll" speed, and also upgrading her special attack prowess.  

You can get up to a 150% multiplier on downed enemies, as long as you don't take damage yourself.
The roguelite influences seep into the levels themselves in FUR Squadron Phoenix. Runs through levels generally feature randomized elements to them. That could be as simple as different enemy configurations or even alternate side missions. That said, the randomization is awfully limited in scope. You'll constantly see and eventually grow accustomed to the same, exact enemy fighter formations, only appearing at different times and intervals in levels. The set pieces offer more interesting design, delivering some pulse-pounding segments and sections, like one where instead of taking the fight above sea in one level, another instead goes deep underwater, having you thread your ship through submerged ruins.

That holographic dragon is big, but trust me when I say this level's boss is even bigger!

On the subject of those previously mentioned side missions, these come in the form of miniature tasks to perform mid-level. For Axel the Axolotl, those Slippy Toad influences come back hard, as you need to defeat a bogey on her tail. For Blaze, it's defeating a specific group of enemies in a section of level. Lastly, for the Falco-inspired member of the squadron, Kiro, you need to follow him through three green, glowing rings. 

An example of some ace flying required to get in Kiro's favor.
Completing these impromptu side missions gives a twofold reward. For one, Robin's relationship with that squadmate grows, resulting in new dialogue scenes in between levels, as well as stronger Overdrives. Overdrives slow down time when used, allowing Robin to take out groups of enemies and especially blast bosses with greater ease. They're best saved for trying times, as they eventually can restore Robin's ship's health and weapon energy immediately.

Ideally, I'm sure the developers wanted players to be forced to return to levels multiple times, as they perhaps bashed their heads against them, making more and more progress with each run. Unfortunately, at least in my case, this simply wasn't how the game happened. Generally--and this is said without meaning to brag--I was able to clear each level in my first run, even reaching the high score target to unlock a ship skin for each given level. There were only one or two levels that saw me needing to return to them to either attempt to survive them or to try to obtain a high score that narrowly escaped me the first time. 

Scripted sequences like these really raise the adrenaline level.
By the end of my three hours with the game, I had pretty much maxed out everything there was to do in FUR Squadron Phoenix. I rolled credits, I had all ship upgrades, I unlocked all ship skins (even the one for finding and firing at a treasure chest containing a Phoenix Badge in each level), I had Robin in great esteem with all squadmates, and obtained most of the achievements to be found in the game, too. That isn't to say there's no reason to return to this game or that everyone will blast through it as fast as I did. That's also just the nature of an on-rails game like FUR Squadron Phoenix is, too.

FUR Squadron Phoenix runs well on Steam Deck, which is where I played the game. Not a lick of slowdown or frame-rate issues seemed to present themselves, and everything played smoothly overall. While the game lacks a full-blown Nintendo Switch 2 release, those who play FUR Squadron Phoenix on the hardware through the Switch 1 release does have performance options available, allowing users to increase the frame-rate, if desired, for an even smoother flying experience. 

With eight missions, three that take place in the real-world where experience is not gained, and five in VR where experience is gained, FUR Squadron Phoenix won't last ace pilots too terribly long. The pool of available upgrades is rather limited as well, which makes for a short-lived experience all-around even when attempting to max everything out. That all notwithstanding, I definitely enjoyed my time in the cockpit with FUR Squadron, and would recommend FUR Squadron Phoenix to potential players, given they realize their time in the skies, in space, and even under the sea, won't last too terribly long.

[SPC Says: B-] 

A review copy was provided by Raptor Claw.

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