
Decision: Red Daze is an action RPG with a unique mix of survival and tower defense mechanics. Explore an apocalyptic wasteland, build a safe haven, and lead your team of specialists in a hopeless world, searching for a cure for the infectious disease that turns people into monsters.
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): 0.14/day in the week to Aug 24 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 905reviews | 74% | — | $430.7K |
| $19.99 | 48ratings | 58% | — | not modelled | |
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
There are a lot of just weird decisions made in this game that just made it too much of a slog to stick with. The UI is genuinely terrible, and there's little to no options for you to do anything about even basic things. Options menu is legitimately one of the worst I've seen (a slider for vsync???) Character creation was equally bad. I rolled two characters, one ended up being a level higher for reasons entirely unexplained (level and stat system itself seems entirely out of player hands as well, just randomly assigned values) and you cant even type in your own name which is a thing I've only seen from games that have a dedicated character name but this doesn't for some reason??? You just randomly roll first and last names until you get something you like which is just. Incredibly weird. Inventory management is a pain, that weird rotary "slider" was a choice I don't think anyone should have made. It's entirely too finicky and just annoying. Having a carry capacity and an odd switch to squad based gameplay just makes the core gameplay loop of scavenging a pain and the menu interface just makes things worse. Being unable to pool carry capacity and instead having to talk to each individual squad member is very annoying. The combat itself is a mess. You have to hold down to do any damage worth a damn even with non-melee weapons and it's entirely departed from the usual Decision "carry an entire arsenal on you" style which was a big shame. You get two weapon slots and that's it. And even equipping items is a mess. Want to put your melee weapon in the first slot so you can use it with a shield? Better equip your gun first because you can't just click and drag into slots here like a usual game no sir! We're going to just throw it into the first slot and then whatever you've got there gets booted into the second slot and then eventually kicked back to the inventory. And when you do finally get into the combat it's entirely unsatisfying. Back in the older decision games you could at least kill the basic enemies in one or two hits, here you spend several seconds and a few power attacks just to kill one and there's always several more swiping at you so you just end up circling and swinging and it's monotonous and boring. It all around just feels entirely unpolished despite being released in 2022, a huge departure from the formula that I think was not handled well.
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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, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $13.99−30% |
| 48ratings |
| 64% |
| — |
| not modelled |
| $19.99 | 25ratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Compared to the classic flash games that the Decision series is built on, Red Daze is genuinely a severe disappointment. Combat is focused on short range engagements due to the rather limited field of view, and therefore puts a much greater emphasis on melee combat, which in turn means that for balancing purposes movement is overall quite slow and getting around the map is time consuming. Combat itself is very heavily reliant on the mechanic of charging attacks to increase damage by repeatedly holding and releasing M1, which is not remotely enjoyable compared to being able to simply hold down the trigger. [b]Overall:[/b] Definitely not worth buying even on a heavy discount. If you want to give money to say thanks to Fly Anvil for the previous four Decision games which actually [i]are[/i] worth money for, I would suggest finding some other alternative to purchasing Red Daze.
# Updated Review I'm going to keep this review brief and start with the negatives—things I encountered that were either issues or areas where the game needs improvement. ## 1. Add a Gym System The game needs a gym that allows players to train their party members. For example, you could pay 20–30 food to train a stat of your choice. To keep it balanced, each stat could only be trained five times before you have to head back into the wasteland and improve it naturally through combat, looting, searching, healing, crafting, breaking items down, and other activities. This would remove the gym cap and encourage active gameplay. ## 2. Weapons Sound Bland This might just be me being picky, but the weapons in this game sound far less exciting than the ones from the original Decision games. Many of them should have their sound effects adjusted to make them feel like they have more punch. ## 3. Zombie Armor Is Just Scrap Honestly, you spent time creating armor icons and even gave them stats, yet we can't actually wear them. They end up being sold or scrapped. Why put all that effort into designing the armor and its stats if players can't equip it? ## 4. Oversight/Bug – Explosive Barrels Explosive barrels don't trigger chain reactions when placed next to each other. That feels like a major oversight, especially in a game where blowing things up is part of the fun. ## 5. Armor Slots Feel Too Limiting I like the armor system, but it feels restrictive. Eye protection and mouth protection are combined into the same category, which reduces equipment variety. It would be better if armor were split into separate Head, Eyes, Mouth, and Body slots. ## 6. We Need an Additional Weapon Slot Instead of only two weapon slots, there should be three: * One for melee weapons * One for pistols * One for heavy weapons Right now, the game limits you to two. The AI also has a nasty habit of rearranging your manually equipped weapons whenever a new day begins. A control scheme like this would work well: * **1, 2, 3** = Weapon switching * **R** = Reload * **C** = Self-heal * **V** = Eat food ## 7. Stability Issues The game generally seems stable, but there are noticeable technical issues. I've seen purple texture flickering on defensive towers, map pop-in while returning to base, and even instances where I clipped into the desert mountains as if I'd broken the game's boundaries. I also experienced a few crashes. ## 8. Companion AI Is Unpredictable Companion AI can be frustrating. Sometimes companions perform well, but most of the time they seem to exist more for appearances than effectiveness—unless you buy a lot of mercenaries to take the bullets for them. This is where I would love to see a gym system similar to the one in Decision 3. You could gather the resources needed to turn a low-level citizen into a sturdy warrior—or at least a reliable meat shield. In this game, however, all the stat grinding is left to the player. That means if you want a capable team, prepare to put in some effort. It felt less like fun and more like a job. # Positives With all the negatives out of the way, what about the positives? The game now has a mouse-based charge attack. I actually like it, but some weapons might not work well with this style of combat. A minigun, for example, feels more like a spray-and-pray weapon than something designed for precise targeting. The base construction system isn't bad, but I do think it was toned down compared to Decision 3. Instead of upgrading each part of the base individually—such as walls, gates, and maybe even land mines—the system has been simplified. Now, progression largely depends on how much you've upgraded your guard towers. No more gates, which is a bit of a bummer. Wall upgrades are also tied to tower levels. Generally, if you upgrade your towers to a high level, you'll see noticeable changes, just not to the same extent as in Decision 3. The game does offer some variety in the locations you capture, but many of them feel copy-and-pasted, with the main difference being the size of the area. Still, it's better than nothing. Trading has some use. It's not amazing, but it exists. I just wish there were a system that notified players when a trader was offering discounted supplies. For example, it would be nice to know that a trader is currently selling goods 15%, 20%, 30%, or even 40% cheaper than other traders. Right now, you just pick one and think, "I guess this one will work." You can set up a trade, but there aren't really any trade deals or market opportunities tied to it, which feels like a missed opportunity. Overall, I think the game has what it takes, but it could use some more work. It's not great, but it's not bad either. It just needs some tweaking and a few additional features to really reach its potential.
I have a number of complaints of this game. While the "swap to any teammember" idea is interesting, the companion ai isn't suited for the task; even with the increased "standing orders", your teammates don't have the capacity to take evasive actions, so once the enemy gets within melee range you're kind of screwed. Furthermore, trying to send survivors around to upgrade your settlements is incredibly cumbersome; even with the "Team" function, it takes at least 4 inputs to move a survivor into a new settlement. And you'll have to move these guys around a lot, as the upgrades for settlement structures require a lot of skills, which requires up to a dozen experts at later levels. Another complaint is the user interface. It's...bad. Even if you adjust to the standards of the time, the UI makes it difficult to spread resources within the team, requiring some juggling of active survivors to function. Even with the rotating freecamera, getting a clear line of sight with enemies can be a hassle. The greatest sin, however is with (once again) team management. Survivors must be out of combat to swap resources, but the detection range means all nearby enemies must be cleared, which if you need to transfer ammo can be difficult. Trying to heal a survivor needs you to be very close to them, which if they somehow ragdolled into a wall just means that you can't access them, so they're going to die. Once you get a large team, trying to talk to someone means pivoting around until the others get out of the way. Altogether, Red Daze tries to combine Decision's individualistic action with a team management game, and I fear this hybrid focus has weakened both aspects. The team management is too low fidelity to give effective commands and orders to an ai that is too weak to reliably make it through encounters, and the combat is too tedious to make solo runs entertaining.
Больше на бета версию похоже. 1.3.4: персонажи могут телепортироваться в соседний город при смене, жители перебегают в другие города, при поиске выживших они могут в первом лагере появиться вместо города. Профессии бесполезны: медики не лечат, разведчики не осматривают тайники рядом и т.д. Звуки выстрелов кошмарные.
[h3] Disclaimers [/h3] I didn't finish the game before posting this review, but I felt confident enough that this was pretty much going to be the whole experience. [h1] Review [/h1] So I was fresh from beating the whole Dying Light trilogy, I must've put about 140 hours across all three games. It did leave me craving some more zombie smashing action so I looked through my library, backlog and wishlist. I already tried Decision: Red Daze before back in July 2023, but it didn't click with me then. I grabbed it since I was actually a fan of the flash game series. I knew what I was buying and I think I'm definitely the intended audience for this game lol. The premise is your typical zombie apocalypse stuff for the most part. Details unnecessary. This takes place in the "Dustbowl," a region where a strange mist looms over it and in it reside the hordes of infected. This is the titular Red Daze. The core idea of the gameplay is pretty much liberating the Dustbowl. Clear out and take settlements, defend them, upgrade them by recruiting survivors and looting resources, as well as your own squad of survivors, until you can further repel the Red Daze and defeat enemy bosses that launch periodic attacks on your settlements. The game has a weird mish mash of genres. It tries to take different things and throw them into a melting pot. I do think it somehow works though, but mostly because each aspect is fairly light and not complex at all. I mean you have some basic top down action using quick attacks or power attacks, melee or ranged weapons, and you can move around and roll if you really need to. There's very simple looting where all you do is approach a body or box and tap a button to loot it. If there's basic resources inside they get deposited straight into your inventory, otherwise an inventory screen pops up and lets you choose what to take. Recruitment is similarly very simple, you find a survivor out in the wild, interact with them and if your survivor has high enough charisma they will follow you. Bring them to the nearest settlement where they will settle and join the population. Settlements are preset layouts and structures with a linear upgrade structure. All you really need to do is gather resources, pick upgrades and let an in-game day pass. Not that I'm complaining about this... I'm too stupid for anything more complex, you see. And so on, you get the idea. You play as any survivor under your control, and you can group up and form a squad. You do have some streamlined management autoequip and a common squad inventory, but its very simplistic. And yeah, if you played XCOM 2 then you'll understand this game ends up in a similar "A-Team & B-Team" situation where you're gonna stick with these guys to the end or you somehow lose one of them in a terrible expedition and it makes everything that comes next worse. Combat is as I already described simple, so expective a pretty repetitive loop that's entirely attacking from melee or at range and kiting your enemies. It also doesn't help that light attacks just deal worthless damage so you should always go for a power attack. The UI is just servicable, but annoying at times. Like when you transfer lots of something like materials or money, it's a weird wheel you have to place your cursor at the end of before pressing transfer. Or how squad commands like dropping off useless items, or adjusting formation is done through the same basic chat menu you use with any NPC in the game. The graphics are not something that bothers me or that I care about much, but I want to note that they do look like PS3 era graphics. And the models for survivors are pretty funny. They're dwarf-ish if that makes sense. They're short, stout, bulky. It's amusing. Other than that, the sound mixing is awful. Every sound and voiceline in the game outside of that intro cinematic is just awfully low for some reason. I have my laptop's volume at a fairly moderate-high level, and the game's audio is maxed out and yet I can still barely hear anything. I do find it funny they're still some of the same sounds all the way from Decision 1. I want to give some props to the NPCs in settlements though. It's minimal, but the settlements feel surprisingly alive. They'll man the turrets and stand guard if you have those upgrades, everyone else can be found sitting in places, sleeping, seemingly 'working' or 'looting' and wandering the settlement. [h2] Conclusion [/h2] My conclusion is positive. I enjoy this game a lot, and that much is true, but even so it's hard to recommend. I think I just so happen to be the exact kind of person who'd like this kind of game and is also willing to put up with some odd and bad decisions. So my recommendation is very conditional. On sale, if you have a strong stomach for jank, general unpleasentness and inconvenience, if you're just really super duper curious. Etc... But I really hope the team learns from this game and make better Decisions in the future. The devs gave little me a lot of hours of fun back on the flash days, and I continue to look forward to more. [i]Please remember to check other reviews to make a properly informed decision about purchasing this game. I am but one man speaking from my own experience and with my own preferences.[/i]
Не идеал, но всё же чем-то цепляет. Есть проблемы с однообразием игрового сюжета, неудобными инвентарём, управлением базами и т.п., однако если быстро всё разом пройти - не так уж это и сильно заметно.
《生死抉择:血霾》是一款融合RPG养成、基地建造与塔防防守的独立游戏,其构建了一个被“红晕病”与血霾吞噬的荒芜世界,漫天弥散的红色霾雾、废弃的城市废墟、荒芜的荒野地貌,搭配低沉压抑的背景音乐与丧尸嘶吼音效,精准塑造出末日的绝望与荒芜感。不同于传统丧尸游戏的暗黑恐怖风格,本作以猩红为主色调,让危险无处不在——血霾不仅是视觉布景,更是真实的生存威胁,持续侵蚀玩家状态、催生变异丧尸,从开局就牢牢锁住紧张的生存氛围。 游戏的叙事虽不算宏大,却贴合末日生存的核心主题。玩家作为末世幸存者,需要在无序的废土中搜寻资源、救助散落幸存者、搭建安全庇护所,最终探寻血霾灾害的真相、寻找救赎之路。 游戏最核心的亮点,是打破了单一末日游戏的玩法壁垒,将三种核心玩法完美嵌套,形成“探索-建设-防守-成长”的闭环体验,这也是其区别于同类作品的最大优势。 首先是自由探索与资源博弈。游戏拥有广袤的开放式废土地图,废墟城镇、荒野据点、秘密实验室等场景各具特色,隐藏着不同的资源、道具与幸存者线索。玩家需要带领小队外出搜刮物资、解锁地图区域、挑战区域BOSS,但探索过程全程充满风险。 其次是基地建造与策略运营。生存的核心依托于专属庇护所,玩家需要收集材料搭建建筑、解锁生产设施、布置防御工事,打造专属末日堡垒。 最后是角色养成与动作战斗。游戏搭载完整的RPG养成体系,玩家可招募多名拥有不同专长、特性的幸存者队员,搭配不同武器,花式清理丧尸潮。 尽管玩法体系亮眼,但作为独立游戏,本作的短板同样突出,也是其无法成为爆款的核心原因。首先是BUG问题:一些非常显著影响体验的部分,比如: NPC总是莫名跑出驻守的城市,有时候睡觉前没有手动切换跑回城市,很容易一觉醒来全部被瞬移到第一个营地。 又或者莫名奇的瞬移问题,常发生在你控制的NPC在快速移动到某地、并出门探索了一段时间,进行主控切换后,之前控制的NPC就莫名奇妙的被传送回了最近的主城。 其次是游戏内容同质化略严重,中后期地图场景、丧尸种类、战斗模式重复度较高,玩法新鲜感有所下降,剧情铺垫相对单薄,角色塑造较为扁平,很难让玩家产生情感共鸣。 以及最终结局有些潦草,完成了最终任务后只是可以不用激活驱逐器即可探索全部地图(但也不会获得buff),但也没有增加更多的可探索内容,一般也没有二周目的必要性。
服了 切换小队角色的时候 50%的概率会让你位置瞬移到营地,本来好好跑图到那里又得他妈重新跑
[h3] 15.05.2026 Дополнение к отзыву [/h3] Ракетница на 87 часу игры. Правда, два полных прохождения. [h3] 12.05.2026 Дополнение к отзыву [/h3] Я не знаю, что не так, но ракетница высшего уровня не выпадает и продаётся нигде. Надо бросать эту затею. [h3] 07.05.2026 Дополнение к отзыву [/h3] Обзор положительный, поэтому МИНУСЫ: 1) уже стало мелочью, но упомяну, что при переключением между персонажами, может телепортировать в город... 2) население ваших городов постоянно мечется по пустоши. И. при смене дня персонажи в пустоши умирают. совсем. вместе со снаряжением, в смысле. Я сначала думал, что это проблема одного города Ферма Карнеги, но в другое прохождение это перекинулось на ряд других городов. Даже думал связать это с вместительностью города, но нифига. 3) и вишенка: последняя сессия вылетела без сохранения прогресса (1,5 часа), появилось какое-то окошечко, где была картинка персонажа из игры и закрылось само. При этом! В игре же есть автосохранения, ТИПА. п.с. это не вина игры, а вина Стима. [h3] 30.03.2026 Дополнение к отзыву [/h3] 47 часов. Игра весьма хороша! Была бы неотразима, если у юнитов было больше функционала: 1. Медики. Не лечат. Этой функции жёстко не хватает, чтобы отряды можно было автономно держать на позициях, да и в целом не бегать как единственная возможная и оттого замученная санитарка на поле боя... Эталонная игра с кучей крутых отрядных механик -- Overlord (обе части); 2. Поставить на клавишу консоль возможности по управлению отряда: отправить отряд в точку (под курсором или на миникарте), задать тактику для перемещения (атаковать по пути, задерживаться пока не уничтожат врага, передвижение), тактика атаки (удерживать, отступать, делать небольшие вылазки, искать и уничтожать). Плюсы: 1. Менеджмент баз: довольно удобное и гибкое регулирование количества поступающих или расходуемых ресурсов; 2. Тролли прикольные, узнаётся моделька и анимации из игры One Troll Army. Если бы не это, то я бы и не узнал, что у этих двух игр один разработчик. Порадовался; 3. Классно, на самом деле, что никто не застревает. Передвижения и замесы проходят "будь здоров". Было только два раза, что трупы нельзя было оживить (ха ха). Со второго раза понял, что это лечится загрузкой (трупы врагов пропадают, а союзников становится можно поднять). Минусы: 1. Некоторое оружие "не чувствуется", нет узнаваемых звуков работы машингана и также эффекта трассировочных патронов для того, чтобы лучше чувствовать, как ты косишь мощным оружием ряды врагов; 2. При переключении между членами отряда на Tab происходил баг, персонаж появлялся возле города. Очень частый происходило; 3. Мелочь, но нет обучения и заданий на улучшение амуниции с помощью схем. Важная механика, но я в ходе всего сюжета не мог интуитивно разобраться. После финала только получилось; 4. При использовании "общего инвентаря отряда" мешает, что боец принимает тяжёлый предмет и сам становится перегружен, поэтому просто не задумываясь раскидать свой перегруз на ещё свободных бойцов не получится. Комментарий: Прошёл игру первый раз и 20 дней (с 40 по 60) бегал по торговцам, чтобы выпала последняя ракетница. Но так и не сработало. Я очень люблю игры с непрямым контролем; с постепенным отжиманием у врагов территорий; с войнами группировок и так далее, поэтому я очень признателен разработчикам за реализацию крутых механик в данном жанре. Action/RPG выживание с тактическим и стратегическим планированием -- это то, что дорого сердцам фанатов FlyAnvil. Очень надеюсь, что студия будет процветать и мы будем с удовольствием играть в их старые и новые проекты. 24.03.2026 5 часов. Всё сомневался брать или нет, но в итоге понравилось. Думаю, что с интересом пройду на 100%.
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