
IRR is a tactical PvE Co-Op extract shooter set in a de-stabilized and immersive modern-day Vietnam. As a PMC for a mysterious organization, deal with 3 factions that stand to gain from the chaos. Engage in ruthless combat, plan your deployment, and explore the world as your journey unfolds.
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): 3.57/day in the week to Sep 3 → 12/day in the week after.
About
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 1083 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] 策划和设计一定没玩过游戏 [/h3] [h3] 如果被视频忽悠来的,赶紧走,不值得购买 [/h3] ● 白天亮得和吃了闪光弹一样,晚上黑得伸手不见五指,玩一会儿就会感觉眼睛刺痛。 ● AI 人均透视自瞄,一枪警告,一枪颗秒,穿墙穿树穿草丛,无后座力扫射,无视野追踪,超远距离精准开枪。 ● 敌人毫无辨识度,全是吉利服不说,枪声和脚步声无法辨别方向,也没有受击方向指示,到死都不知道哪里在打。 ● 在玩家脚步声中混杂敌人的脚步声,由于声音毫无方位感,走两步就感觉旁边有人。 ● 逆天的枪械后坐力。 ● 你能想到的东西,全都需要解锁:回血针、改枪台、维修台等等,基础设施和装备全都不让用,还有铁索连环:解锁 A 需要解锁 B,解锁 B 需要解锁 C,解锁 C 需要解锁 D,......,逼你端着瞄具都没有的垃圾上去像狗一样被敌人一脚踢死。 ● 空气墙、不能爬的山到处都是,城镇里面用障碍物摆迷宫,上个二楼要把腿都绕断,体力耗得飞快,没体力连马路都过不去。 ● 仓库小、背包小,不让堆叠,有些物资体积更是逆天,还专门作为任务材料或者基地升级材料。 ● 那个终端任务更是神经病一般的设计思路,但凡是个人类都想不出来这么恶心的任务。 ● 主线支线包括单局任务,基本上都是为了恶心人或者强行拖时间,只有折磨没有任何乐趣和意义。 ● 枪械毫无手感不说,放下枪要拧保险,拿出枪要拧保险,动画还长,等你换出来枪早就被打成肉泥了,交战过程中更是换枪甚至没有换弹快。 ● 近战武器作用不如一根牙签,没有切换手感,切刀也不加移速,攻击距离超短,伤害巨低,无法暗杀,无环境交互,无特殊功能。 ● 谜一样的换弹逻辑,换弹偶尔会把弹夹卡没,战术部位有空间时偶尔也会直接把弹夹扔地上。 ● 自己身上的枪不能更换配件,放在敌人尸体上就可以,敌人的枪配件会出现怎么都拆不下来的情况。 ● 钢筋、水泥、石油等物资,交互判定离谱,非要走到指定位置图标才可以交互,而不是靠近就显示图标,摸个石油头都要塞油桶里面去了,摸钢筋要从一端挪到另一端。交互键提前按住还不能直接触发,要等图标亮了按下才能生效。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 4.86/day in the week to Jul 21 → 8.4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game makes me clench my butthole
说句实话,我挺看好这个游戏的,虽然现在还不完善优化还差,相比起我之前第一次玩这个游戏的时候,现在的优化真的不如那时候,不过可能是因为现在加了许多东西吧,我之前玩的时候还没有升级安全屋这个东西。虽然如此,但我还是希望官方能好好做,把游戏内容完善好,优化做好。虽然相比下来,塔科夫在这类游戏中可以说真的没竞品,毕竟人家也运营了十年了,但是塔科夫官方不当人,游戏不好好运营,非要搞些恶心人的操作,也从来不把PVE玩家当人看,真的是把我给恶心坏了,所以才决定退坑,换其他游戏玩了。目前希望官方汉化早点搞出来吧,要不然确实玩起来比较麻烦,毕竟安全屋升级这东西都已经做出来了,这游戏就已经有一定的耐玩性了,玩家可以长期玩了把安全屋升级,而且我看更新公告还有new boss,说明游戏还是有一定生命力的,不像以前就两张地图,没有任务,随便玩两把就无聊了。真的很看好这个游戏,尽早上中文吧。
My issues with Incursion: Red River have nothing to do with it being in Early Access. The core gameplay loop itself needs serious tweaks. The "SCAV" or Provided mode: Using the budget loadout mode allows you to complete mission tasks, but you get almost nothing else for your efforts. You cannot keep the gear or monetize your extracted haul. In theory you could get stuck in a loop where you have absolutely no gear. If the devs tweaked this to pay out roughly 25% to 50% of your total extracted loot value in cash, it would make budget runs a viable way to recover financially instead of feeling like wasted time. Other than the income tweak, adding more random loadouts would also be a fantastic move. EXTREMELY LIMITED BACKPACK SPACE: Died with your gear? Good luck getting a new backpack because you cannot bring new ones back. If they do not want the Russian nesting doll phenomenon going on that is completely fine, but generally the backpacks do not seem to fit much. There is a ton of potential in this game, coming from someone who played a lot of SPT for fun and Tarkov as well. I do not believe they want to be the next Tarkov, and the devs are focusing on a fairly unique experience. It is just going to be about time and execution.
AI is the best
Solid bones. Still a bit crusty, and the maps are a little empty. But there's not a lot else out in there in terms of single-player Tarkov-likes, so I'm happy to see it. Seems like the team is actively working on the game, which is great. Looking forward to more content, polish, and additions to the progression systems. Would recommend at least keeping an eye on this game for the future if not now.
Finally a decent extraction shooter where you don't have to worry about griefers. Needs some love in the gunsmithing department but otherwise a solid game.
It's fun but it still needs a lot of work.
This is THE extraction shooter for all my fellow solo players. I hate extraction shooters in general but this is the only game that made me change my mind. Obviously it's rough around the edges but the experience is enjoyable. In addition the devs actually keep the updates rolling. I hope Incursion Red River won't share the same fate with Six Days In Fallujah.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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