FUR Squadron Phoenix – Game Review

Four anthropomorphic animals in space suits stand by a spaceship, their glowing eyes reflecting the "FUR Squadron Phoenix" logo.

On-rails space shooters don’t get many chances these days, especially if you miss that old Star Fox feeling. FUR Squadron already proved that Raptor Claw knows how to make weaving through enemy formations and chasing scores feel good. FUR Squadron Phoenix builds on that first outing with a longer campaign. It mixes classic rail shooting with light roguelite progression.

You step into the cockpit as Robin, a new pilot whose squad is wiped out in the opening mission. After that you train with the veteran FUR Squadron. Missions switch between virtual simulations and live combat sorties as you push toward payback. Every attempt feeds experience into ship upgrades, so even failed training stages still move your lasers, shields, and handling forward.

Over time you build a craft that can take more hits and throw out stronger tools. You still need clean flying if you want to see the later stages. Phoenix pulls a lot from 90s space shooters. The roguelite layer and relationship levelling stop it from being just a nostalgia tour.

The eight stage campaign keeps each attempt short enough to retry. Stages stay busy enough that finishing one gives you more than a throwaway burst of nostalgia. You get tight tunnels, crowded enemy waves, and a steady chain of charge shots and specials. You also hit repeated layouts and some stiff control quirks.

Robin’s Second Chance With Fur Squadron

FUR Squadron Phoenix keeps the setup simple. You play as Robin, a new pilot in Phoenix Squadron whose team is wiped out early. After that mission, command transfers you to the veteran FUR Squadron to rebuild and hunt down the attackers. The story unfolds across an eight stage arc that jumps between training sorties and real combat. Robin’s loss gives that structure a clear push forward.

Most missions take place inside virtual simulations, which keeps the campaign’s structure easy to follow. You start with a short dialogue scene, then jump into a simulation. After each attempt you return to the hangar to see what changed. When the squad heads into real space, the tone shifts. There are no safety nets in these missions, so failure hits harder and the story comes across as more fragile.

Your squadmates help ground that arc. Blaze leads from the front. Kiro flies like he has something to prove, and Axel backs you up with tech and support. During stages they call out optional challenges, like keeping them safe or clearing a path through debris. Between sorties you see short conversations that fill in their history with Robin and why this fight matters to them. These scenes are brief, but they do enough to turn the crew into more than background chatter.


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The writing stays simple, focused on Robin’s loss, rebuilding, and push toward payback instead of a long lore dump. It doesn’t chase big twists. The story matches a straightforward space adventure, similar to what you might expect from a Star Fox style rail shooter. As you work through missions with FUR Squadron, that crew gradually shifts away from simple archetypes. By the end, they come across more like an actual team.

Two FUR Squadron Phoenix members, both anthropomorphic animals in pilot uniforms, stand in a futuristic control room, deep in conversation.

Dogfights, Upgrades, And Stage Flow

Once you’re past the intro, FUR Squadron Phoenix keeps you in the cockpit almost all the time. Each of the eight stages locks your ship onto a set flight path. You steer within that lane and roll to dodge. Waves of fighters, turrets, and hazards slide into view as you line up shots. Some routes skim past ruined stations or asteroid fields. Others squeeze you through tight tunnels or twisting corridors that demand quick reactions instead of lazy autopilot flying.

Core Rail Shooting

Your main tool is a rapid laser that doesn’t run out. Holding the fire button charges a stronger shot that locks onto marked targets. Let it go and you clear clusters of enemies in one burst. Learning when to tap the trigger for simple clean-up and when to charge for bigger groups matters a lot. That choice gives each stage a clear loop instead of pure button mashing.

Special Weapons And Overdrive

Special weapons sit on top of that core. Bombs clear a chunk of the screen around your ship. A power beam tears through heavier targets in a straight line. Multi-missiles spread across a group and pick off marked ships. The nuke wipes out a big slice of the wave when you fire it at the right time. You unlock and upgrade these tools as you go, then pick a loadout before each sortie. Overdrive sits above everything as a timed burst that slows action and boosts damage. Once you’ve levelled it up through character links, it also refills health and special ammo, turning it into a strong panic button.

A large FUR Squadron Phoenix robot fires a laser as a game character shouts, “The laser core is overheated! Take it down!”.

Training, Story, And Upgrades

Progression ties all of this together. Training stages take place in virtual reality and always pay out experience, even when you get shot down. You spend that experience between missions on more shields, stronger lasers, quicker movement, and improved special tools. Story stages play out in real space with no checkpoints and no rewards if you fail. That structure nudges you toward replaying simulations to grow stronger, then jumping back into real sorties once you’re ready. It can be harsh when you lose late in a story stage, but the upgrade screen does a good job of showing that you’re still inching forward.

Stage Variety And Enemy Patterns

Stage layout keeps replaying from turning into a simple script. Big moments, like flying through a collapsing tunnel or weaving between huge enemy ships, stay in fixed spots. Smaller segments shuffle enemy types and formations between attempts. On one try you might see a few basic fighters. On the next you might deal with shielded enemies that need charge shots. Sometimes tougher foes show up that beg for heavy specials. After a while you do start to recognize the pool of patterns. A few stretches repeat more than you might like. When everything lines up, you get that great attempt where you clear debris and protect your squadmate. Keeping a hit streak alive from start to finish feels very rewarding.

Optional Challenges And The Final Push

Optional squad challenges add extra pressure to each route. Teammates shout for help when someone is on their tail or ask you to clear rings, debris fields, or priority targets. Clearing these tasks gives you more character experience and powers up Overdrive. Ignoring them keeps the route simpler but leaves some growth on the table. The final stage pulls all of this together with a lengthy, multi-phase showdown. This fight relies more on patience and big health bars than earlier bosses, which can drag a bit. The path there still shows how far your ship and your own skills have come.


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A FUR Squadron Phoenix spaceship battles red enemy ships in a colorful, futuristic space scene filled with vibrant HUD elements.

Lasers, Chatter, And Steady Performance

FUR Squadron Phoenix goes all in on bright, stylized space visuals. Stages swap between virtual training arenas and real combat zones, and you can always tell which side you’re in. Sim missions use neon lines, glowing shapes, and strong colour blocks to sell the idea of a program. Story sorties push you out into more traditional space scenes with ships, stations, and planets behind the action.

Most of the time the screen stays clear even when things get busy. Enemy shots, lock-on markers, and warning lines are easy to see against the backgrounds. Lasers and missiles use different colours, so you get a quick read on what’s heading your way. Some routes send you through underwater tunnels, city skylines lit by holograms, or darker stretches beside huge cruisers. A few space missions blur together if you replay them often. The more dramatic scenes, with collapsing routes or tight gaps, still look strong.

The soundtrack keeps a steady arcade pulse under each mission. It ramps up as waves intensify and eases off once you’ve cleared a pocket of threats. Weapon sounds help you track what you’re doing. Charge shots have a clear wind-up. Bombs and missiles hit with a satisfying thud. Overdrive has a distinct cue, so you always know when it’s active. Squad chatter uses short bursts of stylized voice with text boxes instead of full spoken lines. That suits the throwback style, even if you sometimes miss a line while dodging.

On the Nintendo Switch, FUR Squadron Phoenix targets 30 frames per second. It mostly holds that mark in regular play. On Nintendo Switch 2, a performance toggle unlocks the frame rate. Typical stages sit much closer to 60 frames per second. The clean art helps both systems by keeping silhouettes and projectiles easy to follow in portable or docked modes.

A FUR Squadron Phoenix spaceship drifts through a colorful asteroid field. Robin says, "It's quiet. Too quiet.

FUR Squadron Phoenix Scratches That Star Fox 64 Itch

FUR Squadron Phoenix takes the promise of the first game and turns it into a full campaign that’s worth learning. You get eight stages that mix virtual training and real combat, a clear upgrade loop, and on-rails flying that stays demanding without resorting to cheap shots. Threading through debris, lining up charge shots, and timing specials to clear the screen hits that old-school space shooter rush. It comes across as earned rather than borrowed.

The structure does a lot of work. Training sorties give you steady experience even when you get blown up, so you always have something to spend between attempts. Story missions ask more from you, with no checkpoints and no rewards if you fail, so clears feel hard won. Optional squad challenges, relationship levelling, and Overdrive upgrades add reasons to replay stages beyond ticking them off once.

Fine aiming feels stiff, even with sensitivity tweaks. Some enemy waves and darker space routes repeat more than you might like once you’ve seen the full campaign. The last boss goes on longer than it should and relies more on large health bars than smart pattern changes. You also don’t get couch or online multiplayer, so this stays a single-player rail shooter.

If you can live with those trade-offs, FUR Squadron Phoenix gives you a replayable rail shooter. The performance toggle, clear art, and strong audio cues make it easy to drop into a few attempts, whether you’re chasing clears or higher scores. If Star Fox 64 is still one of your go-to space shooters, FUR Squadron Phoenix should hit the right notes. Even if you just want something quick and sharp to fire up on your handheld or TV, it’s one of the better modern picks to scratch that itch.

FUR Squadron Phoenix

Jon Scarr

Four anthropomorphic animals in space suits stand by a spaceship, their glowing eyes reflecting the "FUR Squadron Phoenix" logo.
FUR Squadron Phoenix (Nintendo Switch 2)
Gameplay
Presentation
Performance
Story / Narrative
Fun Factor
Overall Value

Summary

FUR Squadron Phoenix is a Star Fox-style on-rails shooter with eight stages that mix virtual training and real combat, giving you tight tunnels, busy enemy waves, and an upgrade loop built around XP, special weapons, and Overdrive. Stiff fine aiming, repeating routes, and a last boss that drags hold it back a bit, but if you want a focused single-player rail shooter, it’s a strong pick that scratches that Star Fox 64 itch.

3.9

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Jon Scarr (4ScarrsGaming)

Jon is a proud Canadian who has a lifelong passion for gaming. He is a veteran of the video game and tech industry with more than 20 years experience. Jon is a strong believer and supporter in cloud gaming, he's that guy with the Stadia tattoo! He enjoys playing and talking about games on all platforms and mediums. Join the conversation with Jon on Threads @4ScarrsGaming and @4ScarrsGaming on Instagram.

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