
A PVP tactical FPS about PLANNING & EXECUTION. Sound strategy and good teamwork are essential for victory because new PROCEDURALLY-GENERATED MAPS are delivered every week. You'll face a new tactical challenge every round.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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/day in the week to Aug 4 → 0/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

DUE PROCESS is a tactical FPS where tactics finally matter. Planning & teamwork are essential for victory because every map is procedurally generated. You'll be faced with a new challenge every time you play.
Fresh maps make Due Process great. Levels are built in-house via a procedurally assisted level generation process and are delivered periodically via steam update, which means you won't be playing on the same stale level. Our level designers edit each level before it goes out and are constantly trying new concepts.
Teamwork starts with a goal. Discuss your strategy over voice chat, and use the planning phase to draw up a plan of attack. Deploy your assets wisely over the course of three rounds, as anything fielded from your armory won't come back if destroyed or lost.
No plan survives first contact. The plan is a start, but you're going to have to think on your feet and coordinate with your team when things go awry. Getting your teammate to open fire to cover your footsteps just might secure you the element of surprise.

Play as two distinct factions with radically different playstyles and capabilities. Asymmetric warfare at its finest.
A corporate military force contracted with enforcing indefinite martial law. Armed with the best tactical gear and weapons for a CQB environment. Speed, surprise, and violence of action are the essential elements of good execution. Once a plan is made, move forward with purpose, either by systematically eliminating the opposition room by room, or by striking swiftly at the heart of the defense.
A rag-tag band of outlaws who oppose the corporations by any means necessary. Their weapons and gear are relics and rudimentary, but are not to be underestimated. Cunning is their strength. Anticipate what the enemy is planning, then set up the kill zone. Lay traps, coordinate crossfire with your team, and exploit breaks in the attack to flank the enemy and bring a decisive end to the fight.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 86 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
incredible strategic/tactical fps. Not abnoxiously difficult to be good, since you have to think clearly, not move just move the mouse correctly when the meta intends it to.
Le pasa el trapo a la mayoria de juegos actuales con millones en presupuesto. Una joya, lastima la gente no sale de los juegos de siempre y se pierden joyas como esta.
Fundamentally, being a good tactician doesn't mean memorizing an environment that you've revisited hundreds (if not thousands) of times, nor does it mean knowing exactly how fifty unique pieces of equipment interact with each other: Rather, it demands a good fundamental understanding of basic principles, a substantial degree of foresight, and strong unit-level cohesion as a volatile situation actively develops. Unlike every other quote-unquote "tactical" round-based shooter, the creative minds behind Due Process understood and sought to create an experience that transfers the skill ceiling away from the memorization of environments and equipment and raw weapon skill, and instead towards the simple (yet remarkably difficult) two tasks of planning and executing. The procedurally-generated map design, although not completely random, often requires players to quickly take in a completely new environment, which necessitates the development of a well thought-out plan in a short amount of time, and the consideration of strategic points of interest and a plethora of interactive map elements. Unfortunately, due to a lack of publisher support, the development team may not be able to release and rotate maps at a fast enough rate to ensure that maps are not seen multiple times, but nonetheless, the principle and foundations for fulfilling the developer vision are there, and I hold out hope for the remaining team of volunteers in their daunting task. I hope to one day contribute to the game as well. Besides the innovate approach to map design, the asymmetric style of play as an attacker versus defender also highlights the development team's dedication to incentivizing gameplay that, in many ways, mimics that of a real possible SWAT stand-off. Attackers are inherently advantaged when they are able to move quickly and dynamically in small groups, while defenders excel when they can maximize the amount of resources attackers need to expend to push through choke points. Because of this dichotomy between semi-aggressive attackers with strong utility for breaching standard rooms and guerrilla-esk defenders that must use their equipment properly to stall and put the attackers in pain-points, the resulting product is that attackers tend to maneuver dynamically in small teams while checking corners and prepping rooms, while defenders try and maintain space from the attackers and punish them for making any small tactical slip, such as a failure to consider rear security, check corners, or failing to use their handhelds to their greatest effect. Lastly, the game's (arguably) simplistic approach to movement, weapon damage, and health has the result of reducing the general effectiveness of any individual and reducing the importance on weapon skill that dominates other round-based competitive shooters, which further increases the importance on developing sound plans and executing them well in a team environment. Overall, I would consider Due Process to be one of the most rewarding multiplayer FPS games I have ever played, and I highly recommend any remotely interested players to pick up a copy when it is on sale.
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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**languages with full audio support
Hours played at review time, across 86 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I must say that it is by far the tactical game i a enjoyed the most in my life! First of all the overall ambiance ( which feel like you are in the Judge Dredd universe) at the same time it feels 80's as hell. Second , the rotation of the different map layout and the fact that it is picked as random means that you have to put together a strategy on the fly when it starts. Third , communication is key in this game and the planning phase at the start of the round is a blessing and works great + you have a limited number of each weapons and tools so you have to choose carefully. Its truly a shame that this game is very close to being dead , i had such a blast when there was players around! You just cannot go wrong being this gem for 1$ , hurry up and play ! Make this game great again
The guns are completely unsatisfying to use period. The guns that are actually fun you only get one to three of split across your entire team. The movement also feels super scuffed. Overall the game just isn't fun and kind of tedious to play.
I cannot recommend this game enough. Its definitely most fun I've ever had in a Co-op game. From the art style, the weapon designs, the character customization, to the map and player interactions this game oozes quality. Please give it a chance because it needs players badly! (Auto-shotty in the vault goes crazy style just try it)
It's been a few years but this game was fun from what I could remember. The problem is that it seems to be a bit dead, there are literally no servers.
Game is just dead. In the last 48 hours there has been only a spike of 15 players at the same time and right now there is 0 since more than 15 hours
This actually was a pretty awesome game for a while, and I had a good amount of fun, but sadly there is no playerbase anymore. And when I say no playerbase, I mean there have only been a max of 9 people on in the last 24 hours according to steamdb. A real shame.
as of me writing this review this game has 0 players the game is really fun but a complete lack of meaningful updates killed it maybe someday it will be remembered
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.
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