
Dagger Directive is a tactical FPS that allows you to approach each mission in your own way. Select equipment, decide the time of day, then move methodically to complete your mission. Enjoy the modern mechanics and old school graphics as you fight across a variety of missions and environments.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Aug 13 → 15.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
You are a member of Task Force Dagger, an elite international special forces unit. Your missions take you across the globe—through frozen coasts, dense jungles, and war-torn cities. In Dagger Directive, tactical freedom is everything: pick your loadout, choose the time of day, and decide whether to strike hard and fast or move like a ghost.
Every mission is yours to shape.
Fight across three full campaigns, each set in a distinct region with its own atmosphere, enemies, and tactical challenges. Disrupt an eco-terrorist operation in the frigid Bering Sea. Battle organized crime across the volatile South Pacific. Crush an extremist uprising in Eastern Europe.
Each mission offers a different tactical sandbox, with objectives you can approach from multiple angles.
Gear up from a robust arsenal of 25+ weapons, each customizable with a wide range of attachments. Whether you're breaching doors with an underbarrel shotgun, clearing angles with suppressed SMGs, or picking off targets at extreme range, the armory has you covered. Supplement your firepower with drones, tripwires, grenades, and mines, and experiment with combinations that suit your style.
Dagger Directive blends modern game feel with grounded mechanics. Every bullet and piece of shrapnel has weight, velocity, and trajectory—simulated in real time. Adjust your scope for distance, lead moving targets, and respect the chaos of ricochets. Even grenades scatter deadly fragments that obey real physics.
This isn’t just spray and pray—it’s precision under pressure.
Each mission takes place in a large open area with multiple entry points, dense foliage, and tactical verticality. Control the environment by shooting out lights, hiding in tall grass, or stalking through shadows. Select the time of day before each op—just don’t forget your NVGs if you’re going in after dark.
The battlefield is a tool, if you know how to use it.
The Early Access version of Dagger Directive is already packed with depth and variety:
A 15-mission campaign that spans all three global theaters, offering replayability through multiple tactical approaches.
Full co-op multiplayer, so you and your squad can coordinate, flank, and execute missions together.
Over 25 weapons, dozens of attachments, and a wide variety of tactical gear—already giving you the tools to play your way.
A broad range of tactical equipment including deployable drones, anti-personnel mines, and multiple grenade types, adding layers of strategic options.
Post-launch development will expand both depth and customization:
A mission editor with full Steam Workshop support, allowing players to build and share their own operations.
An expanded tutorial system that dives deeper into advanced weapons, tools, and stealth mechanics.
A powerful Free Play Mode, where players can spawn enemies, allies, vehicles, and gear to experiment or create their own combat scenarios.
Modding support for weapons and gear, empowering the community to add entirely new content to the sandbox.
Engagement
Reviews
Themes across 282 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
把fps回归到了最纯粹的打枪 没有多余的画质和多余的技能操作 就是最纯粹的打枪 虽然复古但是有点太复古了 ai八百里锁你 没有雷达 没有剩余子弹显示 没有罗盘 死了就得读档 如果做的再框架一点可以直接变成gmod那种超级平台 这个背包系统感觉可以加上局外成长和基地建造 但是很可惜 为了原汁原味的三角洲体验 这款游戏反而索然无味 单人玩难度高 多人玩可能更有趣味
Cool game, most people need to get their expectations in check for a game that costs as much as a coffee with a hot dog. If you have nostalgia for the good old Delta Force games you will feel right at home.
Great game, very modder friendly, can be as hardcore or casual as you want
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian, Spanish - Spain*languages with full audio support
Hours played at review time, across 282 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Started playing since 1.0 launched. In short, it has a lot of potential but this game still has a long road ahead of it. There is fun to be had in the game as is, particularly with the gunplay and if you have friends to play with you. I recommend buying it because I believe in the potential of the game. The weapon mechanics are solid. The menus and attachments have been thought out enough. The feel of the game is very reminiscent of Arma 2, but even though this is the game's current strongest point it still needs polish. You cant unload ammo from different mags and repack your mags for one. There isnt a dedicated button to checking how much ammo you have left, instead you must open your inventory and estimate based on the weight of the mag. I don't mind that if it was a deliberate design choice, but its janky. I haven't tested the connectivity and netcode of this game, either with locals or foreigners, so I can't comment on multiplayer much. I could say on that part, that having a local deathmatch mode and CQB maps could be very fun for this game. The maps and AI are the sorest spots in the game currently. Well that and performance which Ill get to in a bit. The maps are massive but you can pretty much only walk currently, which makes the game a walking sim half the time with nothing in it. Adding land vehicles, even if purely for transportation, would help a lot. The shaders also makes enemies really tough to spot without a scope or binoculars for me, but thats mostly irrelevant given how they only are ever present on outposts. The AI is just nothing to write home about. It didn't feel cheat-y for me the way other people complained about (maybe pre-patch 1.0?), and they mostly seemed to move and take cover in sensical ways, try to flank me or flush me out. They even call out whats going on for their buddies as you kill them or flank them yourself. But... They are also not special. They dont wander around the map doing normal things like the A-Life stalker AI, they dont get reinforcements when you are raiding outposts, they dont have mortars or vehicles or drones which makes the sniping playstyle too powerful, there's no AI teammates when playing solo which is strange given that the 2000s tactical shooters Dagger Directive takes inspiration from definitely had good/passable AI teammates you could order and choose their loadout, and that also makes playing solo a less fun experience. This game is also lacking a medical system and an armor system, in my humble opinion. Both of those things would make the already solid gunplay and ballistic system more engaging. Currently the Time To Kill is really low on both enemies and players, which makes the damage system from weapons acceptable enough currently, but based on all my Milsim experience you could take the gunplay to the next level by making the player fear incapacitation from being hit and having to manage medical supplies, and also by having a complex armor system you could make gunfights more engaging by having to decide between lighter and more mobile kits, heavier kits that have more protection and utility, not having every gun be a 1 tap on most enemies, making damage location matter more to players and npcs.... Maybe take inspiration from Project Reality's class/medical system? Or maybe SPT Realism's mod medical overhaul? There's many good examples to choose from. Lastly, the performance is leaving something to be desired... My pc is seemingly getting hot and maybe even experiencing small stutters playing this 2 gigabyte game with mostly empty maps.... This review was largely just laying out constructive criticism. But trust me if anyone reads this, I did have fun and there are several positive things to mention, but I wanted to get the most important notes out of the way because I just don't know how to make this review any shorter. That was it, hope it was helpful to someone.
Very fun game. There was an issue with key-binds (specifically the zoom out function) introduced with a patch HOWEVER the Dev promptly fixed it. Great job!
A great game for the price. The retro aesthetic may not appeal to all but I think it works well and doesn't detract from the gameplay. This is a very easy to learn but still challenging tactical shooter. I like the sandbox element where you can plan your moves and choose what weapons you use to execute the mission. I'm still playing the first campaign but find the storyline pretty engaging and very much in the style of a 1980s or 90s action film. The landscapes give you plenty of options to approach the mission. AI are ok. I'm playing on Normal difficulty though, so may have to play on a higher difficulty for more of a challenge. It's best to avoid letting the enemy get a shot at you, as they can be very accurate. On normal difficulty I have seen them pop smoke and take cover, but haven't seen much in the way of movement. I tend to snipe from a distance, then mop up. The enemy don't seem to respond consistently to long range fire, unless a squad mate gets hit near them. You can often snipe one enemy, then find others in the vicinity who are still standing or moving around on their patrol routes. Like I say though, this may be different on higher difficulty settings. It would be really cool to see something like the enemy consistently take cover and maybe even try to identify the firing position or deploy a quick reaction force to try and narrow down the location of fire. Either way though, the sniping gameplay is very fun. Close combat is great and can be deadly, especially as the enemy will take cover and spot you if you get close. Enemies will generally go down with a single hit, which personally I like as this is much more realistic than enemies that absorb bullets while one-shotting you. It would be great to see armour implemented for a bit of variety. And maybe even a wound mechanic when extremities are hit (arms and legs) where wounded enemies continue to cry out for help from their squad-mates until they blead out. A wounded retrieval mechanic would also be cool, where the enemy pop smoke and attempt to recover wounded. This would open up an element of using sniping to draw out enemies from cover. Just to add a bit of variety too, it would be cool to see different enemy classes implemented like privates, non-coms and officers. Being able to prioritise hitting enemy officers, which could negatively effect the enemy command and coordination would be a decent little mechanic which would give you the option of hitting priority enemy soldiers first to try and reduce reaction time. Overall though, these are just little suggestions that I would like to see in a game. Dagger Directive is very good as is, especially for the price, and personally I think it acts as a decent intro to the tactical shooter and those of use looking for a retro tactical shooter that runs on modern systems.
Great game that really has tons of potential. It scratches that retro itch while feeling and looking pretty modern. Game and gunplay is smooth and systems like ballistics are nice. Would like to see an armor and a clear penetration system added. (Maybe in the form of a tutorial with explanations ect.) Also updates to AI and making them move a bit more while in combat would be nice. Not asking for incursion red river / F.E.A.R levels of AI but something close or at least mimicking that would be awesome. AA needs to be a bit better. I get its leaning into the late 90s and early 2000s vibes but its just a bit too noisy maybe adding DLSS in the future would help this along with performance. ( Its runs amazing for me but it gets my gpu pretty toasty at 60 frames and other games that i play at higher FPS and that are more graphically demanding above 60 at lower temps than I get here. Besides all of this its a solid 9/10 cant wait to see what else is coming and to finish my first playthrough. Update 0.9: The AI changes seemed to make the game easier and the AI dumber. Cant believe how this is being handled and cannot believe i purchased this game full price just for it to get a bad update ruinging the AI and now there is a sale????
What a game, if you LOVED Socom and Conflict Desert Storm you are in for a treat! Co-op hasn't been this fun since maybe the Gamecube/PS2 days. Weaponry is all available at the START to make it feel logistically realistic, love the inventory system. Also as a bonus..there are mortar and air strike capabilities and I haven't even played the entire game yet.
Solid! If you don't mind or you dig the graphics and lack of animations, it's very solid.
ow ow ow my ears ow please speak up ow are you saying something i cant hear you rn
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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