
Iron Danger is a tactical combat puzzler with a unique time manipulation mechanic. A never before seen combination that blends the tactical depth of turn-based games with the exciting action of real-time games.
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/day in the week to Aug 30 → 0/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Epic 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 | 1Kreviews | 72% | — | $288.6K |
| $1.99−90% | 64ratings | 70% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ughh. I dont get the positive reviews. The dialog and writing are awful - total AI garbage. the characters therefore seem pretty paper thin and kind of silly. Can't save in mission, game runs VERY poorly, even at the lowest settings and you only get LOW MED HIGH for graphics settings nothing else. The time mechanic is pretty poor too. for expample in the tutorial you have to dodge once you die, but the dodge skill requires a cooldown - Sooo you push the wait button 3 times before you move again. You'll only figure this out after a few trial and errors. at $1.99 its not worth it... at $19.99 pfft. no way.
Overall I quite enjoyed this game. I liked the time rewind mechanic quite a bit, and the game didn't overstay it's welcome. Pros: - Very well voice acted - Characters had personality, interactions with them and between them were interesting - The time rewind mechanic worked well IMO - Most of the abilities were pretty great Cons: - Pathing could use polish in some areas. - While parts of the story were good, the majority of it was just 'go collect these 5 things'. The worst part was the ending. There wasn't one. [spoiler]I was curious what the resolution would be, but there wasn't one. There was an implied plan that I don't think would work and that doesn't answer the question, but that's it.[/spoiler]. It was deeply unsatisfying. - A few of the abilities could use some work. There were a handful I found mostly useless, though it may have been my play style. - One bug right at the end of a level that required the level to be restarted. The developer is aware but never patched it. Thankfully it wasn't one of the longer levels. Verdict: 8/10
Media

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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): 94.8/day in the week to Jul 16 → 0.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Simplified Chinese, French, German, Korean, Russian, Japanese, Polish, Traditional Chinese, Turkish*languages with full audio support
| $19.99 |
| 52ratings |
| 62% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Iron Danger, developed by Action Squad Studios and published by Daedalic Entertainment, is an inventive and visually rich tactical action game that dares to blend real-time combat with time manipulation in a way few titles have attempted. Set in a steampunk-inspired world rooted in Finnish mythology, it tells the story of Kipuna, a young woman whose life changes forever when she comes into contact with a mysterious crystal shard that grants her the power to rewind time. This newfound ability thrusts her into the heart of a conflict between the industrial city-state of Kalevala and the dark armies of the witch queen Lowhee. What begins as a small, personal story about survival quickly expands into an epic tale of destiny, ancient power, and the heavy consequences of wielding something beyond human comprehension. The narrative, though simple on the surface, provides just enough depth to complement the game’s main attraction—its extraordinary combat system. The most defining feature of Iron Danger is its hybrid approach to gameplay. Rather than adhering strictly to either real-time action or turn-based strategy, the game fuses both through a “time rewind” mechanic that effectively allows players to experiment endlessly within battle scenarios. Every encounter becomes a puzzle to solve rather than a straightforward fight. Players control a small party—usually Kipuna and one companion—and can pause or rewind time up to five seconds to adjust tactics, dodge attacks, or change the sequence of actions. This creates a fascinating sense of control and experimentation: you can watch a spear flying toward your hero, rewind a moment, and sidestep it perfectly; or ignite an oil spill just as an enemy steps into it for maximum effect. Instead of relying on sheer reflexes, Iron Danger emphasizes foresight, creativity, and adaptability. Success depends less on grinding or leveling up and more on mastering the rhythm and logic of each encounter. What makes the time manipulation system particularly satisfying is how seamlessly it integrates into the flow of combat. Every decision feels deliberate because each second counts. Even small choices—when to block, when to cast a spell, when to trigger an environmental hazard—can have dramatic consequences. The system encourages experimentation without punishment, turning failure into an opportunity for refinement rather than frustration. It’s a deeply engaging design that rewards careful observation and strategic thinking while still delivering the thrill of real-time action. The ability to rewind time also removes much of the frustration often found in tactical games; you can make daring plays, test risky ideas, and then simply rewind if things go wrong. This freedom to improvise transforms combat into something both cerebral and cinematic. Beyond its mechanics, Iron Danger shines in its world-building and presentation. The setting—a fusion of Nordic mythology and steampunk fantasy—is distinctive and atmospheric. Lush forests, frozen tundras, and intricate industrial cities are all rendered with a painterly aesthetic that gives the world a tactile, almost storybook quality. The environments feel alive, filled with dynamic lighting, moving machinery, and the occasional magical shimmer that hints at the world’s deeper mysteries. The character designs complement this style, blending rugged medieval textures with metallic and mechanical details that reinforce the game’s mythic-industrial tone. The voice acting is solid and expressive, while the orchestral score underlines both the wonder of discovery and the tension of battle. Altogether, these elements create a cohesive atmosphere that immerses you in the folklore-inspired world without overwhelming the senses. However, for all its innovation, Iron Danger is not without flaws. The story, while intriguing at first, sometimes struggles to match the creativity of the combat system. Kipuna’s journey feels rushed in places, with certain characters introduced and resolved too quickly. The ending, in particular, has been criticized for feeling abrupt, leaving several narrative threads unresolved. Some players might also find the pacing uneven—the game’s emphasis on tightly designed combat encounters means there is little downtime or exploration outside of missions, which can make the structure feel repetitive over time. The user interface, though functional, occasionally feels cumbersome, especially during fast-paced sequences when managing multiple characters. The learning curve for the time manipulation mechanic can also be steep initially, and while it becomes intuitive after a few hours, the early game can be daunting for players unfamiliar with tactical systems. Despite these shortcomings, the brilliance of Iron Danger lies in its focus and confidence. It doesn’t try to be a sprawling RPG filled with endless loot, quests, or crafting. Instead, it commits fully to its central mechanic, polishing it to near perfection. Each encounter feels handcrafted, designed to challenge players to think differently rather than simply react. The balance between action and strategy is delicately maintained throughout, ensuring that every victory feels earned. The game’s shorter length works to its advantage, preventing the mechanics from overstaying their welcome. For those who appreciate precision and experimentation over grinding and randomness, Iron Danger’s approach is refreshing. Ultimately, Iron Danger stands as one of the most distinctive tactical experiences of its generation. Its marriage of cinematic real-time combat and meticulous turn-based strategy, anchored by the ingenious rewind mechanic, elevates it far beyond a typical RPG or action title. It’s a game that asks you not just to fight but to think—to treat every battle as a dynamic puzzle and every mistake as a lesson. While its story and progression systems might not reach the same heights as its core design, the experience as a whole is cohesive, daring, and rewarding. Iron Danger is a bold experiment that succeeds where many others hesitate to tread, offering players something rare in modern gaming: a truly new way to play. Rating: 7/10
The idea before the beginning of development might have been great, but the execution is not. The stench of DEI was also undeniable from the first moment and it got worse by the second. There are plenty of titles where the janky-ness is part of their charm, this is not one of them. It is the time mechanics timing that unravels the whole thing, which is bad, when that is the core mechanic of the game. Even before finishing the tutorial itself you can already tell how unoptimized and not dialed in it is and its only downhill from there with every subsequent fight.
I have a mild opinion of this gamen so I would still say yes but don't buy it if you have anything else to play. Considering not even 50% of the player got past the prologue (based on the steam achievement their might be more in reality but 80% didn't get to the second source of power which is pretty early on and easy to get), it's quite surprising how many reviews it got. Most of the time, the game is ok. I think I'm quite fair with it while saying that. But it never goes beyond being ok and can easily goes through tedious and long moment. Attack spells are ok, support one are a mixed jam. Some work others doesn't (I'm looking at you rage spell) You move and mangage the camera with your mouse which is fine when it's well done, it's not the case here. The camera is locked on the character you use so most of the time you're trying to angle it so you can see what is attacking you from a distance which is 1/3 of the ennemies you'll encounter. You can't rebind any control, a bit hard on 2020 games. I didn't see any bug so far and I think I am way closer to the end than to the beginning of the game. The only mecanics that works great is the rewinding time one, hopefully so. When it comes to the story, well, for short, don't come for the story. It's already seen I would say. But I would have liked if the main character didn't get mood swing cause it makes the whole story kinda strange. I mean she doesn't want to do what she is told then a second later she's like let's go ??? Why ? What happened during the 2 seconds between the 2 quotes for you to change your mind ? It's not the most beautful games of 2020 but it's not ugly though ppl said that they have trouble running it.
This is a hidden tactics gem.
This game is pure healing for my save scumming addiction. Especially on a sale!
it has a time rewind mechanic that made gameplay very satisfyingly. you can basically get hit by something, then try different moves to just avoid, dodge, or interrupt the damage. that's basically what i did on normal difficulty until I unlocked the heal power after which I let myself start eating minor hits to speed up the fights. you can't save in the middle of a mission, but they only last like 15, maybe 30 minutes on the longer ones. worth picking up on sale in not just paying 20 dollars for.
I think this game would be good without the time manipulation. I didn't make it far enough into the game to maybe see it play out but it just seemed like a dumb curveball. it's like, lets have you fall down a hole and die, then go back and avoid the spot with the hole....why not just not do that and move forward with the game?
While the time manipulation mechanic is unique for a strategy game, I don't think it's implemented very well. Basically how it works is that you pause time to plan out your actions, then resume to see how they go or rewind when you make a mistake. Each action takes up a certain number of time units called "heartbeats." Since their duration is always discrete (e.g. an action can't take half a heartbeat), your characters can only move in 1 metre increments which makes melee combat quite awkward; enemies are often either slightly too far, or your character is inside them (yikes). Enemies may also change who or when they attack according to your actions which causes even more rewinding. It gets pretty tedious. Everything else about the game suffers from a lack of polish or depth, except the voice acting. A major gripe I have is that whenever dialogue plays, time completely stops. Very annoying given how much filler there is. Why can't I run around the level while my guys talk? If you think the gameplay looks interesting, I would suggest checking out Phantom Brigade. Despite being made by a different studio, that title takes every point of criticism and improves upon all of them. It ended up being one of my favourites. Unfortunately for Iron Danger, I can't say I was ever amazed by it.
Players by region
Where this game's players are, estimated from review languages.
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