
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 | 854reviews | 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
Getting this game was my... Decision...
I am a long-term fan of the entire Decision franchise. I have beaten Decision 1, 2, 3 as well as Decision: Medieval. I have also fully finished the main story and final experiment in Decision: Red Daze, and I love this series deeply. I have lots of optimization suggestions accumulated from dozens of hours of play, and I hope the dev team can consider them in future patches: ### Four Core Feature Requests 1. Add a New Game Plus mode. After finishing the storyline, players can only free‑roam. There is no way to replay the full campaign again. NG+ should allow us to keep survivors’ levels, skills, equipment and resources, so we can restart the whole story with our veteran squad. 2. Raise maximum workshop level to Level 5 and Level 6, and introduce equipment blueprint system (inspired by Galaxy on Fire 2). Right now the max‑level workshop becomes mostly useless in late‑game after upgrading. The best end‑game gear can only be obtained by gambling for random finished goods from travelling merchants, which results in a lot of tedious traveling and player frustration. My suggestion: Merchants should rarely sell finished top‑tier gear directly. Instead, they randomly sell blueprints for high‑end weapons and armors. These blueprints can only be crafted at Level 5 / Level 6 workshops and require large amounts of rare late‑game materials. Crafting may include a success‑rate mechanic. Merchants can still occasionally sell finished premium gear as an alternative bonus source. This keeps exploration and trading meaningful, while letting players produce gear at base once they obtain blueprints. It will give high‑tier workshops real long‑term purpose and reduce the anxiety of endlessly chasing merchants for loot. 3. Add an option to toggle wild enemy respawning. After clearing the red haze and finishing the main quest, zombies and mutants will no longer respawn once killed. After sweeping several areas, there are almost no enemies on the map while free‑roaming. Please add a setting option for players to choose: - Original rule: Enemies stop respawning after clearing red haze; - Continuous respawn mode: Wild monsters respawn periodically. Players can choose peaceful base‑building or continuous combat & loot farming according to preference. 4. Add optional respawn for the nine regional lair bosses. The two troll bosses can be fought repeatedly, which is excellent. However, the nine regional lair bosses disappear permanently after being defeated, and no monsters spawn inside their lairs afterward. I suggest adding an optional toggle: regional lair bosses can respawn after an in‑game cooldown, and their lairs will repopulate with guardian creatures. Keep permanent elimination as default original behavior. Players who want extra combat and loot can turn on boss respawn manually. ### Additional Suggestions #### 1. Core Game Mechanic Adjustments 1. Add training facilities in the shelter to actively boost stats and skills for player character and survivors Currently, both the player character and NPC survivors can only level up passively by fighting monsters out in the wild; there is no way to train or upgrade their skills actively. In the late game, mutants with powerful long-range attacks become the main threat. AI teammates cannot dodge attacks manually like the player, so they often die due to insufficient HP and damage resistance. Their low Strength and Agility also slow them down heavily when wearing heavy armor, making them easy to get surrounded and unable to keep up with the player’s movement. This imbalance makes players prefer temporary mutant mercenaries over investing in human survivors. I propose adding a training function within the shelter building (the same building that raises population cap). Players can spend resources to train the player character and all survivors to actively raise Strength, Agility, damage resistance and all combat skills. This will reduce the tedious grind and balance the power between human survivors and mutant mercenaries. #### 2. Quality of Life / Operation Convenience Improvements 1. Add sorting filters for the survivor list The survivor roster in the camp is disorganized with no sorting options. When you recruit many survivors, it takes a lot of time to manually check each one to find high-level units or specific professions. Please add sorting criteria such as profession, total level, or individual combat skill level, so players can quickly locate target survivors and streamline camp management. All these adjustments will greatly boost replayability and smooth out the gameplay experience. As a fan who has loved this series for years, I’m looking forward to seeing the game get polished. Thank you for all your hard work!
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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
I've been a fan of the decision games back when flash was popular. This brings back some memories I enjoyed it a lot, Red Daze in particular is quite different from the other older ones, this one requires more base management and all that which was more fun for me and with that, the survival aspect makes it even better like you're going out gathering stuff. Found a glitch in the family villa settlement. Max settlement defence goies to 75 but the last upgrade requires 82 defence or something like that. Also sometimes there's this glitch when I try to switch bw my squad members, 1 or 2 of the members are far away in an other settlement doing random stuff which gets pretty annoying sometimes. Other than these minor glitches the game's fun.
It's a nice product.
boring and tedious
Juego que mezcla gestión / mejora de bases, combate contra zombis, búsqueda de materiales por el mapa, comerciantes, bastante variedad de armas con distintos tipos de calidad y daño, ropa para mejorar tu blindaje, un mapa grande para moverte, una historia para darle más interés al juego... Bastante bien todo, muy entretenido, aunque es verdad que las etapas finales del juego se vuelve un tanto repetitivo y no es rejugable. Muy recomendable por lo que cuesta y por las horas que te da si lo quieres terminar.
It's different, and I really like it
Great game
好玩,算是补全的童年的遗憾,缺点就是切换人物BUG,明明刚刚还面对面的两人物一切换给我干到十万八千里外,同在一个小队的人也会这样
I've been playing this game since it was on the website. It's a part of my childhood.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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| — | 0 | — | — | |
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $430.7K | 2.8K | 77% | $7.49 | |
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