
Dread Protocol is a 3rd-person roguelite blending FTL-style events and navigation with brutal, punishing combat. Explore procedurally generated space stations, carve your path through destructible walls, and dismantle the Federation one station at a time.
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About

A 3rd-person action-roguelite space adventure that seamlessly blends text-based events with procedurally generated dungeons, offering hundreds of hours of replayability.
Aggressive, brutal combat that leaves no room for mercy - permadeath is a constant threat.
A plethora of guns, each leveled and uniquely seeded for countless combination possibilities.
Procedurally generated levels ensure that no two playthroughs are alike, with over 4 billion seeded runs.
Destructible environments allow you to carve your way through each space station, creating new flanking opportunities or launching enemies into space.
14 levels, each with its own set of enemies, environment, and distinctive feel.
Over 100 unique cybernetics and pieces of equipment to fuel your creativity.
A deep and rewarding Skill Tree.
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, Spanish - Latin America, Turkish*languages with full audio support
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
"Janky" doesn't even BEGIN to describe how this game plays at the moment. It is most definitely still in the early stages of development, but the groundwork is there, and what IS there is a very enjoyable experience. There's a lot of potential here and I can only hope that the developer delivers on that.
Very promising early access. A lot of different weapons, enemies and encounters. Game runs well, also on steam deck but I suck with controller aiming. I played the demo on the PC and can't wait to see the new levels and bosses which were added in EA.
Nice mix of third person shooting, upgrades, random loot, and FTL style story and overworld progression. At this stage in early access the vision and the framework is there. It's also fun and playable in its current state, but it's clear it's going to be so much more so as development goes on.
This roguelike is an incredibly promising mix of a shooting roguelike combined with the awesome events and stuff you might see in a space roguelike like FTL! Super super passionate dev as well. Can't wait to see what 1.0 is like! Might be biased because I'm a voice actor in the game :) https://youtu.be/dLpSk-VSh4E
Good fun in theory but still needs work to be that in practice. There's a good bit of station modules' variety, and wall destruction works as a fun offensive and traversal tool, but there is little elevation variety and the larger modules lose a lot of the danger of getting spaced by the virtue of having more safe zones away from the walls. Plus sometimes the maps generate a little silly and you get three doors on a single wall in succession. There's a good bunch of weapons for each ammo type, but most of the attachments are completely obscure in their effects, and the only thing that really matters in a weapon is its damage. You could be vomiting bullets, or taking heads, or spamming grenades apparently yet they don't really feel any different in combat. Plus the aiming reticle is just a little bit skewed and you have to aim to the side to hit. The event system has some setups for loot/skills/credits gain and sometimes station deployment modifiers, but you can also just draw a blank on a station node despite expecting to deploy since it had station modifiers like bonus credit drop and the like. Deployment effects like seizing your weapons or a timer felt a tad too rare, perhaps. Enemy bomber trait is straight up silly, too, and hilariously deadly. Enemy combat capability is categorized into either "wet pool noodle in the arms of a pensioner" or "heavies with a rocket launcher who will immediately blow up a wall near you to the cold vacuum". Stealth as an option seems like a major struggle to design for in a procgen environment, and it only ever clicked for me with a melee takedown augment and a deployment trait of less enemies but they're all elites. Boss battles were rather lackluster, wish there would be more to do with either their environment, their summons, or their attack patterns, since just about everything is dodgeablr by just strafing. The finale sequence is fun, though. Augments are a standard upgrade system with mostly some basic stat ups or QoL things but you get them at such a fast pace you almost always just end up with them all eventually. Some of them also feel esoteric in their bonus (like enemy detection ranges). The fuel system, for the time being, provides opportunities for extra dungeons with some interesting twists or other events but it does not otherwise threaten the run in any capacity that I've seen. You just go to the end, you aren't facing any nasty penalties for sticking around, really. Would overall like to see more work done with more focus, since there's already a lot of things in play but they mostly seem unfocused or not getting along with each other well. There's little adversity in the gameplay loop, it all feels rather low stakes. There's only so many procgen stations one would steamroll through until it all blends together.
Great Game. I cant wait to see future updates and content
Really fun when you have a full squad of marines and can start steam rolling stations! I keep forgetting that you can destroy walls in the game, so when it happens that's always satisfying. There's a lot of content here for an EA game and a lot of mechanics which I think now just need to be polished. If I can request one thing to be changed, try to remove some of the more boring cybernetics, I want each one to feel impactful. Looking forward to seeing the game grow.
It's like Selaco and Borderlands
I really love this game for many reasons. Give it a try and see for yourself. It'll be worth it
i really like it! it has a lot of cool ideas that are implemented really well its procedural core. i would suggest to make the weapons sounds and feeling more punchy and some map generation corrections. But over all i think it is a good game with a brilliant future :) Thanks Meat Lab for your work, im enjoying it a lot!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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