
Infiltrate German occupied territory with your squad of military misfits. Destroy, steal, and kidnap your way out.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Don't get this on Steam, get it on GOG instead. Reason being is Steam sells the game on v1.04, which is (at least to me) completely unplayable. Couldn't get it to launch on a modern pc, no matter how much i tweak around with it. Throughout my attempts of running this i came across numerous sources of people complaining about various issues that this version of the game is littered with, same as hard copies sold on Amazon. Gog appears to be the only place where you can get this game at v1.05, which features high resolution monitor support, fixed audio issues (well, mostly), but most importantly it actually runs on newer windows.
I remember watching a cousin play this when I was like 8 or 9 years old. I'm so happy that Steam ported the game and it runs without any trouble on my laptop and the fact they simplified the controls too makes it way more playable. The game is super challenging even on Medium difficulty, so I'd recommend playing it on Easy then going from there. The games graphics are VERY dated so don't buy this game expecting Battlefield 5 style graphics, just some good ol nostalgic FPS shooting.
比較的低予算で制作された分隊ベースTPS/FPS。 時期の近い同ジャンルの作品としては、例えばHidden & Dangerousなどがあるのですが、本作は指揮システムがシンプルでアクション要素が強め。武器やアイテムの種類も絞られていて、細かい調整はできないものの、この点も出撃前の準備よりもアクションを重視した設計なのかもしれません。 プレイヤーは12人の兵士から4人を選んで分隊を構成し、これを指揮して任務の達成を目指すことになります。 各兵士は大まかなスキルの傾向を示す職種(爆破担当、衛生兵、狙撃手など)を持っていて、スキルによって各武器の威力や衛生キットの回復量、防御力、隠密能力が変化します。スキルは現地でも確認可能(@キー)。装備に制限はないので、本来の専門技能者が戦死した場合など、必要に応じ不得手な武器/機材を使用させることもできます。成長要素は無し。 先に書いた通り、アクションが重視されていて、分隊指揮の仕組みは極めてシンプル。 分隊のうち、操作キャラ以外の3人には「ついてこい」「その場にとどまれ」「自由に撃て」「指示あるまで撃つな」「フォーメーションを保て(数パターンあり)」の命令を与えることができます。操作キャラはいつでも切り替えが可能。 操作の感触は一般的なTPS/FPSと同様ですが、敵の視界が広く、ダメージも非常に大きい(オプションで調整可能)ので、難易度は高め。衛生キット自体は現地で豊富に入手できるものの、そもそものダメージの大きさや隊員ごとの医療スキルの差もあり、安易なゴリ押しは(不可能ではないが)困難といった程度のバランスです。 仕様上、狙撃銃が非常に便利なのですが、補給ができないので頼り切るわけにもいかず、短機関銃や歩兵銃を用いた中近距離戦もうまく攻略に組み込んでいく必要があります。基本的には操作キャラを援護できる位置に分隊員を置きつつ、狙撃銃で要所の敵を排除し、遮蔽物を意識して少しずつ前進していくことになるでしょう。また、場面によっては陽動用のコインやナイフを用いたステルスも有効です。 AIの作りはいささか素朴。敵は巡回/察知/捜索をある程度こなすものの、積極的に遮蔽物を探したり、有利な場所に移るなどの"賢い"アクションはできません。これは分隊員も同様で、プレイヤーが操作するか命令によって移動させなければ、機関銃の掃射を受けても道の真ん中に突っ立って応戦しますし、移動中に柵や木箱に引っかかることも。 サウンドはややチープな上、銃声が響いても距離や方向がわからず、一方的に撃たれ続けることも。この欠陥がゲームの難易度を不当に引き上げています。グラフィックは時代/値段相応。リリース当時の水準のやや下だが、雰囲気が崩れるほどではなく。 黎明期のゲームですから、同ジャンルの最新作に比べれば多くの点で見劣りしますし、サウンドやAIの作りなど固有の欠点も目立ちます。とはいえ、10種類のミッションはどれもユニークで歯ごたえがあり、980円という値段以上の満足感は得られます。むかし戦争ゲームファンなら買い。
It's a shame to give this game a negative. And I'd give all games from this dev team a negative if not for the fact that I won't waste any more of my time. The years went by, they kept making new games and ZERO improvements! So I'll be refunding Deadly Dozen, Deadly Dozen: Pacific Theater, Deadly Reloaded, Elite Warriors: Vietnam and Line of Sight: Vietnam. It's all the same crap. It's open world. You get action frequently instead of roaming around without fighting like recent games. The atmosphere because of the classic art style is good. But here comes the negatives... Enemies have perfect sight. They see through all bushes. And the sound is MONO!!! So you hear shots and you don't know where the f' they are coming from. Not a single clue. You have to use your team as bait to see where they are pointing while they get shot. If they all die, you need to run around like a moron trying to figure it out. Playing Realistic mode you get shot once and you're dead, so you need to save scam A LOT. And Arcade mode is kinda pointless. You're just waiting for you to get shot so you can see where it is coming from. After you beat the first level, the screen goes to the second monitor and you lose control over the game. There are countless old school FPS games. This ain't it.
The game was good when it came out, however this version will not run on a modern system. Changing compatability, making the exe read only, or launching from folder result in CTD.
At it's core, Deadly Dozen has more in common with Rainbow Six than Medal of Honor. Missions must be planned out, operatives carefully chosen and equipped, and lots of trigger discipline used if you want to succeed. This makes for a very deep experience. Mechanically the game is very stuff, and the visuals have aged very poorly. This was a budget title back when it was first released. But if you crave a deep, tactical experience, that's equal parts strategy and shooter, then you might get some enjoyment out of this.
游戏名翻译《十二怒汉》好一点,小时候玩的是续作《血战太平洋》,其实翻译老是错的,重返狼穴是ID出的,血战太平洋是EA出的荣誉勋章。 游戏有体积BUG,一定要easy通关,战场迷雾很重,纳粹的视野无敌,每关都有一个党卫军坦克连,所以武器选狙击和火箭筒,然后三个装备全部带药,人只要两人组就好了,只要慢慢蹭,AI还是可以利用的,经常F键,让队友跟紧一点。初代的设计逻辑在续作得到了改善。这个系列的环境音效很厉害,01年的游戏,不知道用了什么技术。 被虐了一天一夜,舒服了。
Still a classic of WW2 games, still a old goodie.
Deadly Dozen is a fascinating artifact of early 2000s tactical shooters—ambitious, rough-edged, and quietly influential—standing apart from the loud, corridor-driven World War II action games that dominated its era. Developed by N-Fusion Interactive and published by Ziggurat, it offers a distinctly different vision of WWII combat: small-scale sabotage missions carried out by a handpicked squad of unconventional operatives. The premise itself telegraphs the game’s tone—these aren’t polished frontline infantry units, but a mismatched roster of personalities assembled specifically to handle missions that official military channels would rather pretend never happened. That covert sensibility informs everything, from level structure to pacing, encouraging stealth, patience, and improvisation over run-and-gun heroics. The gameplay is built around squad-based tactics, giving players access to a roster of twelve soldiers with varying strengths in marksmanship, demolitions, medical support, stealth, and heavy weapons. Before each mission, players select a four-person team and equip them with appropriate gear, forcing meaningful decisions rather than allowing every soldier to carry a perfect loadout. That preparation phase matters—choosing a sniper over a second machine gunner, or bringing extra explosives at the expense of healing supplies, can radically alter how a mission unfolds. Once deployed, players can switch between characters on the fly and issue basic squad commands, coordinating positioning, ambushes, and tactical advances. The command system feels simplistic by modern standards, but at the time it offered refreshing autonomy compared to scripted AI behavior in competing shooters. Victory comes not from brute strength, but from planning, recon, and smart resource use. Combat reinforces that methodical identity. Weapons hit hard, ammunition is limited, and rushing into enemy fire is usually fatal. Gunfights favor caution—peeking from cover, firing from a distance, taking advantage of terrain, or suppressing guards before they react. Enemy AI, though imperfect, can still surprise players with sudden flanking behavior or alarm-triggered reinforcements. Many levels leave room for multiple approaches, letting players decide whether to sneak through shadows, snipe from hillsides, crawl through trenches, or dismantle patrols piece by piece. This flexibility remains part of the game’s enduring appeal, as it provides organic storytelling—missions rarely play out the same way twice. Even when mechanics show their age, the underlying design philosophy still feels forward-thinking. Structurally, the campaign covers a wide range of WWII environments—European villages, desert outposts, icy supply routes, fortified bunkers, and industrial complexes—each with distinct objectives such as destroying fuel depots, rescuing prisoners, retrieving documents, or assassinating officers. Though graphical fidelity clearly reflects the technology of its time, the environments preserve enough spatial identity to encourage exploration and tactical variety. There’s a rugged charm to the low-poly modeling and muted palettes, and the atmosphere often leans more toward espionage thriller than heroic war epic. Audio contributes effectively, with tense ambient soundscapes, sharp weapon reports, and understated musical cues that avoid melodrama in favor of functional suspense. Like many early 3D tactical shooters, Deadly Dozen carries flaws that modern players will immediately notice. Controls can feel stiff, animations are limited, and friendly AI sometimes struggles with pathfinding or maintaining formation. Enemy detection behavior occasionally oscillates between supernatural awareness and complete obliviousness, resulting in unpredictable difficulty spikes. The interface, serviceable in its original context, may feel cumbersome today. Saving is restricted, which can force long mission replays after a misstep. Yet these frustrations are rarely dealbreakers—they simply reflect the developmental learning curve of a genre still evolving in 2001. Players willing to accept the aging framework will find a surprisingly functional and engaging tactical foundation beneath it. What ultimately makes Deadly Dozen enduring is its personality—its willingness to treat WWII as a canvas for stealth, squad management, improvisation, and tension rather than bombastic set pieces. It respects the intelligence of the player, encourages experimentation, and offers freedom unusual for its time. Modern re-releases make it more accessible than ever, preserving a piece of tactical shooter history that might otherwise have faded into obscurity. While later tactical shooters—both indie and mainstream—would refine its ideas, Deadly Dozen remains admirable for attempting complexity when the market was dominated by linear action. For players interested in retro PC shooters, tactical experimentation, military history through a smaller lens, or the evolutionary roots of squad-based combat, Deadly Dozen remains worth revisiting. It may not be polished by contemporary standards, but beneath its dated technical surface lies a clever, challenging, and character-driven experience that still rewards patience, planning, and creative problem solving. Rating: 6/10
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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