
RAD is a 3D action rogue-like set in a post-post-apocalyptic world, where humanity has faced armageddon not once, but twice.
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 Sep 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−75% | 970reviews | 74% | — | $84.3K |
| $4.99−75% | 550ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b][h1]RAD[/h1][/b]Most of my time in RAD was spent grinding, despite this I didn't hate the core gameplay, there just isn't enough here for a fun roguelite experience, it gets very repetitive, very quickly. It does have some cool ideas, just not enough to make you want to play beyond a few wins. [b][h2]Gameplay[/h2][/b]Winning a run in RAD is a gradual process, playing, learning, dying, repeating, slowly making your way through the worlds. The worlds are procedurally generated but with a limited batch of presets, so most areas are pretty rinse and repeat. You mutate by killing enemies gaining and upgrading abilities, from ranged and AOE attacks to better movement. These only offer a small amount of build variety to the point where by the time you win your first run you'll have likely seen every build the game has to offer. There are other mutations that buff you or give you immunities that you gather throughout a run, but there really aren't that many, every run essentially feels and plays the same. The only goal is to win 8 times as to find all story endings, but there's nothing to keep you wanting to play, no interesting build combo's or upgrades that stack together to improve your build, it's just flat abilities and slight damage upgrades every run. [b][h2]Achievements (37/37)[/h2][/b]I do not recommend achievement hunting RAD, it has some of the grindiest, most rng reliant achievements of any game I have played. Finding every single item and completing every npc task takes running through the stages just to be met with disappointment over and over. I am glad I am done. [b][h2]Music/sound[/h2][/b]The game has a good amount of voice acting, endings are fully narrated, as well as random lore tidbits you are fed throughout runs. [b][h2]Settings/Accessibility/Misc[/h2][/b]Game has a variety of assist features that make the game easier. Daily challenges and leaderboards. Various challenge run modifiers. Keyboard and gamepad support with rebinding available. 9 languages supported but only English VA. [b][h2]TL;DR[/h2][/b]Repetitive action-roguelite with little build variety. Flat upgrades system. Most runs play the same, not replayable. Story-driven endings. Extremely Grindy achievements. [quote][url=https://store.steampowered.com/curator/39729435-JHG-Reviews/?appid=2218750]Check out my Curator page[/url][/quote]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Spanish - Latin America*languages with full audio support
| $19.99 |
| 273ratings |
| 80% |
| — |
| 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 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is fundamentally boring. You repeat the same first levels every time you die, without a clear sense of progressing your character, instead relying on finding the same pickups again to make your run feel like you're getting somewhere. After each run, I'm supposedly unlocking things, but I can't find them anywhere, and they don't affect my following runs whatsoever.
Right, so here's the thing about RAD - or whatever roguelike you've cornered me into reviewing this week - I'm mixed on it. Not because it's bad. It's genuinely not bad. It just doesn't grab me by the collar and scream "ONE MORE RUN" at two in the morning, which, let's be honest, is the entire point of the genre. That's the whole con. That's the magic trick. And I'm a picky sod when it comes to roguelikes and roguelites, so forgive me for having standards. Now, before the developers start sharpening their pitchforks, let me be clear about what this game gets gloriously right. The mutations are brilliant. Properly brilliant. There's one that turns your head into a flaming skull, a FLAMING SKULL, which you can then chuck across the room and detonate by tapping R2 again, or by letting it introduce itself to an enemy's face. And it gets better, because you can upgrade the thing to home in on targets. So now you're a decapitated fireball with a personality. That's the kind of nonsense I signed up for. The combat's got range too. A charge-up spin attack, a lunging slash, a three-hit combo, and more besides, every one of them actually useful, which is rarer than it sounds. It reminded me of Link's toolkit in Zelda, and I don't hand that comparison out to just anybody. Progression's smart. Unlocking new items and mutations keeps the whole die-and-restart carousel spinning, and banking your tapes, the in-game currency, RADs, for future runs gives you that satisfying sense of forward motion without turning you into an unkillable god by run three. Nicely judged. Where it could sharpen up: the enemies could stand to be more varied, with a wider spread of movesets, though fair's fair, I've only clawed my way to the second level so I haven't met the whole rogues' gallery yet. And the performance dips now and again; I lose a few frames here and there. That's genuinely all I've got. So there it is. I even tried squinting at it like an arcade game, pure pick-up-and-play dopamine, and no. Still doesn't hold me. Sale price, lovely people. That's my verdict. Wait for the sale.
Rigoberto Patapocha se parte la pierna y se le quea toa pocha, recomienda este juego
RAD is a colorful action roguelike with a strong “Saturday morning cartoon meets nuclear wasteland” vibe. You play a teenager exploring a shattered world, diving into randomly generated zones to reach the next stage and, ideally, come back stronger. The premise is simple, but the tone is what makes it stand out: it’s weird, playful, and proudly committed to its retro apocalypse aesthetic. Combat is fast and fairly straightforward, with a light/heavy melee focus that rewards staying mobile and picking your moments. It’s satisfying when you get into a rhythm—dash in, land a few hits, back out before you get surrounded. At the same time, some encounters can feel more chaotic than tactical, especially when the screen fills up with hazards and enemies you can’t easily read at a glance. The big hook is mutations, and they’re easily the best part of the game. As you progress, you grow new abilities that can completely change how you approach fights—extra limbs, elemental attacks, strange mobility tools, and other oddball powers. The randomness makes each run feel distinct, and it’s genuinely fun to discover a new combination that suddenly turns a tough run into a power fantasy. Progression sits in that familiar roguelike space where you learn through repetition. Runs are short enough to encourage “one more try,” and you steadily get better at navigating levels, managing resources, and understanding which risks are worth taking. That said, the balance can swing hard depending on what mutations you roll, so some runs feel blessed and others feel like you’re fighting the game as much as the enemies. Visually, RAD is charming in a messy, neon-soaked way. The environments look like a toy box of post-apocalyptic junk, and the character designs lean into goofy body-horror without ever becoming grim. The downside is clarity: the same bold style that makes the game memorable can also make it harder to parse threats quickly during busy fights. Audio fits the theme well, with a soundtrack that supports the retro mood and keeps things moving. Sound cues generally do the job, but in hectic moments the mix can blur together, which doesn’t help when you’re trying to react under pressure. Still, the overall presentation feels cohesive and confident. Overall, RAD is an enjoyable roguelike if you’re here for weird builds, quick runs, and a distinctive style. It’s not the deepest or most polished action roguelike on Steam, and the randomness can be both a highlight and a frustration depending on your tolerance for swingy runs. If you like experimenting with bizarre powers and don’t mind occasional rough edges, it’s a solid pick—especially on sale.
5 or 6/10 *Will recommend only by acknowledging others' different tastes.* For me it's boring, with just there NPCs, a repelling word and body mechanics, fixed angle iso view ... Underwhelming for a game made by Double Fine. -- Disclosure : 70 y.o. use C.E. in all my games. For other old gamers that may need it: Hearts, 4 Bytes Exact, 3 full hearts = 6, 2 and a half hearts = 5, 2 hearts = 4, etc. Freeze value. Money and floppy keys: both 4 Bytes Exact, input 9999 (will show a max of 999 and 99 respectively but accept input ok)
[b]RAD delivers a stylish and atmospheric roguelite experience set in a wonderfully strange post-apocalyptic world. Its colorful visuals, bizarre characters, and retro-inspired presentation create a setting that feels both dangerous and mysterious. The mutation system is easily one of the game's coolest ideas. Discovering new mutations and watching your character gradually transform gives each run a fun sense of unpredictability. The visual changes are also a great touch, making your character feel increasingly bizarre as the run progresses. Unfortunately, the underlying gameplay is considerably more simplistic than the presentation suggests. Combat and exploration are straightforward, and after the initial novelty wears off, there aren't enough layers to the core gameplay loop to make every run feel meaningfully different. This is especially noticeable when compared with roguelites that offer deeper synergies between weapons, abilities, and upgrades. RAD gives you interesting toys to play with, but not always enough ways to combine them into radically (hehe) different playstyles. The result is a game where the idea of build variety is stronger than the actual build variety. Despite these shortcomings, RAD remains memorable thanks to its fantastic atmosphere, striking art direction, and excellent soundtrack. The mutation system is a genuinely fun addition and fits the game's theme perfectly, but the simplistic gameplay and limited depth behind those mutations prevent the experience from becoming a truly standout roguelite.[/b] [hr][/hr] [h2]🎮 Gameplay[/h2] 🔲 Excellent 🔲 Good ✅ Average 🔲 Poor 🔲 Staring at Walls is better [h2]🌄 Graphics[/h2] ✅ Beautiful 🔲 Good 🔲 Decent 🔲 Bad 🔲 Paint.exe [h2]🎵 Audio[/h2] 🔲 Eargasm ✅ Amazing 🔲 Good 🔲 Not too Bad 🔲 Bad [h2]📖 Story[/h2] 🔲 It will replace your life 🔲 Good 🔲 Average ✅ Text or Audio Floating Around 🔲 No story [h2]🛡️ Difficulty[/h2] 🔲 Difficult 🔲 Easy to Learn / Hard to Master ✅ Average 🔲 Easy 🔲 Just press "A" [h2]🔁 Replay-ability[/h2] 🔲 Infinitely replay-able 🔲 Many Times ✅ A few times 🔲 Maybe Once 🔲 No replay value [h2]⏳ Length[/h2] 🔲 To infinity and beyond 🔲 Very Long (50 to 150 hr) 🔲 Long (25 to 50 hr) 🔲 Average (10 to 25 hr) ✅ Short (4 to 10 hr) [h2]🖥️ Hardware Requirement (1440p / 75+ FPS)[/h2] 🔲 Ask NASA if they have a spare computer 🔲 Fast (RTX 4080 equivalent) 🔲 Decent (RTX 2080 equivalent) ✅ Potato (GTX 980 equivalent) 🔲 Check if you can run paint [h2]🪲 Bugs[/h2] ✅ Never heard of 🔲 Minor bugs 🔲 Can get annoying 🔲 Game-breaking bugs 🔲 The game itself is a big terrarium for bugs [h2]💸 Value for price[/h2] 🔲 It’s free! 🔲 Worth the price 🔲 Minor sale (<30%) ✅ Major sale (>70%) 🔲 You could also just burn your money [h2]📝 Rating[/h2] 🔲 10 🔲 9 🔲 8 🔲 7 ✅ 6 🔲 5 🔲 4 🔲 3 🔲 2 🔲 1 [h3]👍 What works:[/h3] [list] [*]Excellent post-apocalyptic atmosphere and distinctive visual style. [*]Fantastic soundtrack that perfectly complements the radioactive wasteland. [*]Creative mutation system that gives every run a unique visual identity. [*]Fun and memorable presentation filled with personality. [/list] [h3]⚠️ What to know:[/h3] [list] [*]Core gameplay is relatively simplistic compared to deeper roguelites. [*]Mutations provide variety, but don't always combine into truly distinct builds. [/list] [h3]👎 Weak Points:[/h3] [list] [*]Limited gameplay depth makes repeated runs feel increasingly familiar. [*]Lack of meaningful synergies keeps build variety relatively shallow. [/list] [h2]TL;DR:[/h2] [u][b]RAD is a stylish and atmospheric rogue-lite with a fantastic soundtrack and a wonderfully creative mutation system, but its simplistic gameplay and lack of meaningful build variety prevent those excellent ideas from reaching their full potential.[/b][/u]
[b]RAD[/b] to dobry, klasycznie uformowany tytuł z gatunku gier akcji z odczuwalnym pazurem roguelike, przenoszący gracza do post-apokaliptycznego świata który pechowym zrządzeniem losu, dwukrotnie doświadczył niszczycielskiego upadku. Waszym zadaniem będzie próba uratowania tego co z niego pozostało, wyprawiając się na radioaktywne pustkowia, mające mutagenny wpływ na organizm waszej grywalnej postaci która będzie przedzierała się przez niebezpieczne zakątki walcząc z zagrożeniem tam czyhającym. Popełnicie poważny błąd i zaczynacie grę od samego początku. Nie jest to tytuł dla każdego to pewne, biorąc pod uwagę specyficzną strukturę rozgrywki która w dużym stopniu jest dedykowana bardziej doświadczonym i wyczynowym graczom na tym polu, lubiących eksploracyjne wyzwania pompujących stale adrenalinę do waszych żył, której tu walcząc z wszechobecnym wrogiem nie zabraknie. Rozgrywka delikatnie, stopniowo rozwija swoje skrzydła, po czym daje wam solidny wycisk. Poszczególne obszary w grze (lokalizacje), jak i wasze mutujące moce które nabywacie z czasem (eliminując wroga, zdobywając mutagenną substancję/doświadczenie) są generowane losowo, dlatego też jedynie odpowiednie ich wykorzystanie połączone z racjonalnymi działaniami dadzą wam szansę przetrwania w tym szalonym i zarazem niebezpiecznym świecie. Co do kwestii technicznych, oprawa audiowizualna jest dobra, otulona rewelacyjnym klimatem rodem z lat 80-tych tworzący świetną atmosferę rozgrywki. Sterowanie banalnie proste, interfejs prosty i przejrzysty w którym występuje polska lokalizacja (napisy). Polecam! [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
Suprisingly good! One of the better, more polished and content-complete Double Fine games. It starts kinda slow (for some reason I kept getting the same mutations over and over again in the first 2-3 hours, maybe there's a hidden unlocking mechanic?) but once it starts rolling, the variety is very much there, and the random builds can be very fun to play, and look great. If I had two gripes, it would be that I wish there was more to the meta-progression layer, and that there was a bit more biome and enemy variety. But it kept me coming back for more, and that's what I'm looking for in a roguelike.
[h1][b]RAD[/b] - Недооценённая игра[/h1] Игра на самом деле очень интересная. Геймплей, сюжет, разнообразие всего арсенала (не учитывая [i]биты[/i]), сама задумка игры и её реализация - очень круто вышли. [h2]Разнообразие и "жирность" игры[/h2] На счёт бит я промолчу, так как их ну реально мало и по сути они бесполезны в прохождении игры. Пригодится она только в начале игры, далее будут тащить всю игру [u]мутации[/u]. [h3]Артефакты[/h3] Артефактов много. Одни могут быть грубо говоря, бесполезными, а другие - могут спасти жизнь. Стоят они по-разному и в зависимости от того где и когда вы их покупаете. Повезёт, если вы просто найдете его в ящике. [h3]Мутации[/h3] Мутаций, как и [b]артефактов[/b], в игре предостаточно. Но здесь в основном играет роль ваша [u]удача[/u]. В начале игры, примерно до мира 2.1, вы сможете вживлять в себя положительные мутации, но уже дальше нужно думать, стоит ли вам в очередной раз вживлять ту или иную мутацию в себя. По прохождению игры, вы заметите разницу в "головах" Корректоров. [b]Разбитая голова[/b] - большой шанс [u]никчёмной мутации[/u]. [h3]Бзики и облики[/h3] [b]Бзики[/b] и [b]облики[/b] вы будете получать просто проходя игру. Вы зарабатываете опыт и по окончании игры, вам возможно, будет открыт новый облик или же новый бзик. Так же, возможно, откроются новые предметы для покупки в магазине. [h1]Итог[/h1] Игра стоит вашего внимания и прохождения. [b]RAD[/b] - игра нелёгкая и поражений будет много, столько же и потраченных нервов будет. Но она того стоит, рекомендую к прохождению и её изучению. Необычная игра, может затянуть вас.
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Players by region
Where this game's players are, estimated from review languages.
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