
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Fini de chez fini en environs 70h, tjs en prenant mon tps. Honnêtement ce n'est pas un mauvais jeu, est ce que c'est un excellent jeu ? Nan, mais un jeu sympa, loin d'être parfait mais loin d'être nul et la mécanique du jeu a bien pris chez moi, simple et efficace, rien de bien compliqué on prend vite le jeu en main. Il a clairement des manques et des lacunes par contre. Le endgame pose un gros soucie de ressource car si vous avez tout capturé tout tué (les boss) ben plus rien ne spawn donc plus moyen de farmer les ressources … à la rigueur faire du commerce mais bon, perso j'ai gardé une basse en non capturé pour allez farmer les mob en boucle dans cette base, à noter que recharger une save fait respawn les monstre donc on clean la base on save et on reload et on reclean … par contre farmer les 2 troll c'est bof bof mais si vous avez tout nettoyer reste que ça … (suffit des les agro devant une base et hop) On peu faire des escouades mais au final c'est plus rentable de jouer juste avec 1 perso.En solo vous pouvez facilement esquiver, faire du hit and run et j'en passe, donc clean un groupe de 30~50 zombie facile sans vous faire toucher, en groupe c'est autre chose l'ia de vos alliés n’esquive rien fonce dans le tas et bouffe les munitions … en début de jeu ça peu être un gros frein répulsif … l’escouade ne me sert qu'a farmer les cadavres une fois la zone sécurisée et qu'il y a trop à ramasser pour un seul perso. Coté arme on pas mal de chose sympa surtout vers la fin, les snipe, les mines, molotov et j'en passe. d'ailleurs j'ai fait bug le jeu avec les mines durant un raid sur une de mes bases, tellement de mine posée avant le raid que le jeu ne captait plus que les mob étaient déjà mort avant même de bouger. Voilà voilà sûrement d'autre chose à dire mais vais stopper là, je l'ai récup sur une très grosse promo (d’ailleurs il est de nouveau en promo) et je ne regrette pas j'ai passé un bon moment. Vais je y rejouer par contre ? Par sur, là j'en ai fait le tour.
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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
[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%.
Очень затягивает. Понятный интерфейс, хоть и не всегда удобный, но к нему привыкаешь. В первый день залип чуть ли не на 8 часов - приходилось силой заставлять себя отлипать))
Alot to be desired......sadly. one of the things they have you doing the most is a headache and the parts that are supposed to be fun become tedious. i think thats sums up the game if not most games these days.
没懂,为啥不把前作的技能加进来,或者精心设置一些伙伴,比如教官加快属性提升,独狼增加高品质战利品,加快搜东西速度,队长提升队友,还可以批量训练,减建造消耗,产出增加,防御塔全方位提升加射程,射速,守卫更硬。也不至于6个小时就很无聊啦,而且还有很多东西能改,给居民转职,直接地图上调人,没人护送就损失几个人,队友能真的搜东西(有搜索动作但是并没有搜),后期几个城市全是物资点,一个人搜的巨无聊,想一下占领完一个城市,看着手底下的人,收拾战场不很有存在感么,boss完全可以改一下,前期召唤袭击再去打,中期的boss比如右边的boss完全改成在路上带队袭击,后期boss改成玩家有3级防御塔进攻城市,最终boss直接像上一作一样围剿,你都有队伍ABCD为啥不凑个3个队伍直接分别吸引和挡住敌方援军,或者直接搞个大炸弹,搞个护送队伍,BC护送,主角a队将boss引到指定地方,直接引爆,能玩到12小时完全是只想看到每日物资全是增加
It’s a good game, the reboot turned out really well, it’s worth the price and it’s pretty long.
its good the screen shots don't do it justice its like state of decay but its top down and has boss fight the opening can be rough while you figure out the reppelr system but stick around and you like it more the more you play
提醒一下,把设置里的垂直同步关掉,不然角色移速会慢的可怕
So. Let me start by saying. There's something to enjoy here. Whether or not you will enjoy it is based on your tolerance for scuff... and your love of anything remotely fallout flavored. If you've been craving for a top down Fallout action RPG, your enjoyment of this game will greatly increase relative to your tolerance for said scuff... Let me set aside the good from the bad and then give an argument as to why I still recommend this game... The Good: -Leveling your squad up and turning them from wasteland newbies into hardened desert rangers feels great! -Reclaiming the wasteland feels rewarding and progression feels meaningful -Combat is fast and fluid if you can adapt to dancing between increasingly powerful weapons -The story SEEMS intriguing* -Me like Fallout/Wasteland The Bad: -Squad management sucks, it's tedious and nonsensicle -Many of the game's mechanics are unclear and there's no real way to figure out what stats do what -The game says you can play as anyone... this is false, you will make your squad and then never swap them. -The UI and controls can be quite cumbersome -I've not finished the game but I've had frame drops and a single hard crash thus far -The map geometry is not forgiving, you will get caught on an invisible wall over an inch high rock on occasion Yeah... that's a lot of subjective stuff on the good list isn't it? Sooo... why still give this game a thumbs up? Because that fallout vibe and really just how close the game comes to being something really cool is there... there's the notes of a good action RPG here, unfortunately the song it makes is off tempo. What do I mean? I cannot for the life of me tell if this is a localization thing or translation issue but each time I get immersed in the game, something happens that throws me. The story has hints of something intriguing but the translation is SO bad that I can't figure out what's supposed to be happening. Was there an actual story here or did they just throw a bunch of random crap into a generator and paste it into the game? I'm almost tempted to believe the later because one line you can get references events that happened centuries ago and another line states that it's not long after 1945... huh? And I cannot tell if we're supposed to be in Europe or America because apparently we're somewhere in Texas but the capitol is named Komarov? Also the mutants and zombies are intelligent but really don't like you because they so damn angry but have very complex societies? Well... WHICH IS IT?! The idea of intelligent zombies is a really cool idea but the localization or translation just missed the mark. This doesn't help at all when it comes to explaining how the game works as many tips are misleading or unclear. And finally, when it comes to the gameplay itself... there are many hallmarks of the Decisions series that the creators held onto... that... really just... needed to be taken out back and SHOT. I don't know if they were intent on making this an ARPG or a Top Down Survival, or just a horde killing game but... they really should have taken one of those out of the formula... this was the game that made me realize that there is such a thing as too much of a good thing. Good ideas, do not necessarily translate to good game design. If they wanted to make this more an ARPG, they failed because the combat at times can be somewhat cumbersome. Managing your squad is TEDIOUS as you have to navigate menus upon menus instread of having somewhere you can access everyone at once and a shared squad inventory right from the inventory menu. In fact there's features and menus that you'd expect from an ARPG that just aren't there. Instead everything is opened up via a dialogue window. You get used to it... but it took me a while to figure out the best way to re-equip my squad to armor and gear so I wasn't fumbling through redundant menus. I don't mind the stamina mechanic where you need to return to a camp to rest but there's no way to really tell when you need to eat other than being told "You is hungry" by a popup. So if they were going for a survival style game, there's not really enough there either. Lastly for the more negative stuff is that while the game says you can play as anyone you won't change off your initial squad members since the longer you work with them the more powerful they become and there's really no reason to ever swap them out for a fresh lowbie. You'll likely always play as one character in particular because one of the skills "Ranger" skill, affects your looting speed and (i think?) loot quality. So... why would I swap off a 100 "Ranger" skill character to get worse loot when the individual loot spots that aren't from enemies, are finite. What saves this game is... unfortunately, how much you enjoy the Fallout aesthetic. I kid you not. This game, from the armor, some of the weapons and chiefly one of the enemy factions is almost 1-to-1 lifted from Fallout. The "Mutant" faction... they're Super Mutants. I'm not gonna dance around it. That's all they are. The various tiers of armors? They're ripped right outta fallout; first few armors you get are just the Fallout (or Mad Max) leathers... the combat armor? It's Combat armor. Fallout 1&2 Combat armor (or Advanced Combat armor if you prefer New Vegas) The desert setting reeks of Fallout 1, 2 and NV. I don't mind this. If this were an actual fallout game, with actual fallout writing. It would be peak. So yeah. I do think there's something to enjoy here, but... you REALLY need to get through a lot of... questionable design choices and that god awful translation/AI generated writing to get the most out of it. Addendum, My advice to the devs; The greater focus on close range combat would have been GREAT for a Decision: Medieval 2, if they do decide to take another crack at it, lean into the RPG mechanics, go for a fantasy zombie apocalypse aesthetic and add magic as an option for ranged attacks to compensate for the lack of guns. Oh... and streamline the menus please...
Decision: Red Daze, developed by FlyAnvil and published by Nordcurrent Labs, is an ambitious blend of action RPG, survival management, and light strategy set in a bleak, disease-ravaged world. The game unfolds in the Dust Bowl, a harsh and desolate region overrun by infected creatures, where scattered groups of survivors struggle to rebuild some semblance of order. Rather than focusing on a tightly scripted narrative, the game leans heavily into systems-driven gameplay, placing the player in charge of a growing community and tasking them with expanding, defending, and sustaining it in the face of constant threats. It is a game that thrives on its mechanics, offering a layered experience that is both engaging and, at times, uneven. The central gameplay loop revolves around venturing out into dangerous territories, clearing infected zones, and turning them into functional outposts. Each reclaimed location contributes to the player’s overall infrastructure, generating resources, providing safe havens, and unlocking new opportunities for expansion. Survivors can be recruited from these areas and integrated into the player’s group, with each individual capable of being shaped into different roles depending on how they are equipped and utilized. This flexible approach to character management creates a sense of ownership over the community, as players gradually build a team tailored to their preferred playstyle. Combat plays out in real time from a top-down perspective, emphasizing quick decision-making and situational awareness. Players can switch between squad members on the fly, adapting to changing circumstances as they face off against hordes of enemies. The inclusion of stamina and resource limitations adds an extra layer of tension, forcing players to think carefully about how far they can push into hostile territory before needing to retreat. Alongside these excursions, base defense becomes an increasingly important element, as waves of enemies periodically threaten the settlements players have worked to establish. Preparing for these attacks—by reinforcing defenses, assigning survivors, and managing supplies—adds a strategic dimension that complements the action-oriented gameplay. One of the game’s more interesting strengths lies in its sense of progression. There is a constant feeling of forward momentum, as each successful expedition yields new materials, new recruits, or new areas to secure. The gradual expansion of the player’s influence across the map gives the experience a satisfying rhythm, where small victories accumulate into larger achievements. However, this same structure also exposes one of the game’s main weaknesses: repetition. The cycle of exploring, clearing, returning, and defending remains largely consistent throughout, and while it is initially compelling, it can begin to feel predictable over time. Without significant variation in objectives or encounters, the experience risks becoming more routine than exciting during extended play sessions. Narratively, Decision: Red Daze takes a minimalist approach. The world is established through environmental details and scattered bits of context rather than a deeply developed storyline or character arcs. While this allows players to focus on the gameplay systems, it also means that the emotional stakes remain relatively low. The survivors themselves, though mechanically useful, lack the depth needed to form strong attachments, which can make the broader struggle for survival feel somewhat detached. Players looking for a rich, story-driven experience may find this aspect lacking, as the game prioritizes functionality over narrative immersion. From a presentation standpoint, the game adopts a stylized visual approach that is clear and readable, though not particularly detailed. The environments effectively convey the desolation of the setting, but they do not evolve significantly over time, contributing to the sense of sameness that can emerge during longer sessions. The interface, while generally serviceable, can feel clunky in places, particularly when managing larger groups of survivors or navigating multiple systems at once. These rough edges do not break the experience, but they do add friction that becomes more noticeable as the game grows in complexity. Despite its shortcomings, Decision: Red Daze succeeds in creating a persistent sense of pressure and survival-driven urgency. The need to balance expansion with defense, to allocate limited resources wisely, and to maintain a functioning community in a hostile environment gives the game a steady tension that keeps players engaged. It may not reinvent the genre or deliver a deeply emotional narrative, but it offers a solid and often addictive loop for those who enjoy managing systems and watching their efforts gradually take shape. In the end, Decision: Red Daze is best appreciated as a mechanically focused survival experience that prioritizes progression and management over storytelling. Its combination of action, strategy, and base-building provides a strong foundation, even if it does not fully capitalize on its potential due to repetition and limited narrative depth. For players who enjoy building something out of chaos and are willing to accept a degree of monotony in exchange for steady progression, it offers a rewarding, if imperfect, journey. Rating: 7/10
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Where this game's players are, estimated from review languages.
Players also reviewed
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