
Welcome to Streets of Red: Devil's Dare Deluxe, the permadeath multiplayer horror beat'em up that bestows players with the skills of retro gaming heroes in a fight against a legion of undead monstrosities. The chills, thrills, bills, and opportunity to learn new skills won't stop until every street runs red with blood!
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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, Portuguese - Portugal, Japanese, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Я не понял прикола, Сначало я сказал пиратку с торрента,игра работает!!!! мне зашло... потом я купил ее в стиме НЕ РАБОТАЕТ!!! че за нах????? Закинул пиратку в стим,,,сразу пошло!!!! А так по самой игре нет претензий,чисто скот пилигрим в зомбарями и кинозлодеями
Gameplay simples (do jeito que eu gosto) e com um estilo de Art muito bom alem de varias referencias a outros jogos o sistema de dificuldade e horrivel simplesmente e o jogo ficar jogando cada vez mais inimigos que são chatos de enfrentar na sua tela ate o final do jogo eu realmente ja tava ficando de saco deles quando terminei o jogo sinto que o jogo seria melhor se retrabalhassem o sistema de dificuldade dele
Streets of Red: Devil’s Dare Deluxe is a retro-inspired side-scrolling beat ‘em up developed by Secret Base and Ratloop Asia, and published by Secret Base. Drawing heavy inspiration from classic arcade brawlers, the game combines old-school action with roguelite progression and horror-themed imagery to create an experience that feels both nostalgic and surprisingly modern. Instead of simply recreating familiar gameplay, it introduces mechanics that encourage risk-taking, strategic decision-making, and repeated playthroughs, giving the genre a fresh twist while preserving its arcade roots. The game places players in a bizarre scenario where a gaming convention suddenly becomes overrun by supernatural horrors. Ordinary attendees transformed into unlikely heroes must battle waves of zombies, monsters, and nightmarish creatures inspired by classic horror films and gaming culture. This unusual premise allows the game to blend comedy, horror, and video game nostalgia into a single package. The result is a world filled with references, humorous character designs, and entertaining enemy encounters that constantly celebrate retro pop culture. Combat is fast, responsive, and designed around crowd control as much as direct offense. Players can punch, kick, launch enemies into the air, perform special attacks, and unleash powerful abilities while navigating increasingly dangerous stages. Each playable character offers a distinct fighting style and unique upgrade opportunities, making experimentation worthwhile. Some fighters excel at close-range damage while others focus on mobility or special abilities, ensuring that players can find a character that suits their preferred approach. One of the most distinctive features is the game's arcade-inspired economy. Defeated enemies drop money that can be spent on permanent improvements, temporary enhancements, or reviving fallen characters. This creates an interesting balance between investing in power and saving resources for emergencies. Every purchase feels meaningful because poor financial decisions can make later encounters significantly harder. The mechanic successfully recreates the tension of classic arcade cabinets where survival often depended on whether players had enough coins left for another continue. Replay value is a major focus throughout the experience. Branching paths, randomized elements, unlockable content, multiple playable characters, hidden secrets, and diverse bosses encourage players to return for additional runs. The roguelite structure ensures that failure is part of the learning process rather than a complete setback. As players become familiar with enemy patterns and level layouts, they gradually discover more efficient strategies and uncover content they may have missed during previous attempts. The cooperative multiplayer mode adds another layer of enjoyment. Supporting up to four players locally, the game transforms into a hectic and entertaining group experience. Cooperation becomes essential as teams manage resources, revive teammates, and tackle increasingly difficult encounters. The scaling difficulty prevents multiplayer sessions from becoming too easy, ensuring that teamwork remains important from beginning to end. Playing with friends often creates the most memorable moments, particularly during intense boss fights or desperate attempts to keep the entire group alive. Visually, Streets of Red embraces a vibrant pixel-art presentation that pays tribute to classic gaming while maintaining its own identity. Character sprites are detailed and expressive, enemy designs are imaginative, and environments are packed with references that fans of retro gaming and horror cinema will appreciate. The exaggerated violence and cartoonish gore fit the game's playful tone, creating a style that feels energetic rather than grim. The animation work is smooth enough to keep combat readable even when the screen becomes crowded with enemies and effects. The soundtrack complements the action effectively, delivering energetic tracks that maintain momentum during battles and boss encounters. Sound effects provide satisfying feedback for attacks and special abilities, helping every punch and finishing move feel impactful. While the audio may not be the most groundbreaking aspect of the package, it consistently supports the game's atmosphere and reinforces its retro arcade identity. The game is not without its drawbacks. Its emphasis on challenge and resource management can occasionally feel unforgiving, particularly for newcomers unfamiliar with arcade-style difficulty. Losing progress due to poor spending decisions or repeated mistakes may frustrate players who prefer a more forgiving progression system. Additionally, the story serves primarily as a framework for the action rather than a deeply developed narrative. Those seeking rich storytelling may find the focus overwhelmingly centered on gameplay and replayability. Despite these limitations, Streets of Red: Devil’s Dare Deluxe succeeds because it understands exactly what it wants to be. It captures the excitement of classic arcade brawlers while incorporating modern design ideas that add depth and longevity. The combination of satisfying combat, horror-inspired aesthetics, meaningful progression systems, and excellent cooperative play makes it a standout title within the indie beat ‘em up genre. Fans of retro action games, roguelites, and local multiplayer experiences will find plenty of reasons to keep returning for one more run. Rating: 7/10
TLDR: Small yet ambitious beat'em up with a mash up of references. I paused a play through of Double Dragon Gaiden when I remembered that I have Streets of Red--a similar looking game and for good reason as it's the same developer. I'm glad I switched course, as Streets of Red feels like an earlier version of the same gameplay found in Gaiden and is probably best experienced first--if you intend to play them both that is. The gameplay interestingly encourages using specials as finishing moves on enemies. The nice thing about that here, as in Double Dragon Gaiden, is that special energy isn't a rare commodity and doesn't shave off your health like other beat'em ups. It's intended to be more engaging akin to Doom Eternal's combat resource loop. The downside is that it locks you into a favored way to fight. Beat'em up's typically feel restricted and limited as is, with simple controls and move sets, so while this is an addition to combat, it's a mixed bag on how that feels. There's more than one special available. I found some of the attack animations to take way too long and leave me vulnerable to enemies that really need you to use a particular special in order to land any hits. Honestly, what did sucker me in and felt engaging for combat was picking up all the little coins after beating up baddies. Currency plays a big role in the game as it's designed as a bit of a roguelite. You have to pay to revive and you can buy upgrades at the end of each level. I don't mind this. The levels are a mixed bag. Ambitious in the sense that there's a branching level design. You get to choose which level to play and more sections are added on to levels the later you pick them. That's cool because it encourages multiple playthroughs. Not cool because you don't get to experience all of the game on one play through. My primary disappointment with levels is how some of them are a single screen that never goes anywhere. It's like a wave arena battle. For example, The train level (Props for making it look like the phantom train from FFVI!) stays in one car the whole time. Beat'em ups are repetitive by nature and you need to be going somewhere to keep it from feeling too repetitive. On the other hand, if you pick a level towards the end game, you get more sections related to what you picked. Which is cool but doesn't mean you don't still end up with some single section levels that start to feel like a drag as the enemies keep coming and the later waves predictably contain more difficult enemies. Earlier criticisms aside, the combat does feel good. Combos feel good. Dodging feels good. Combat looks good because the animation looks good. The overall design and animation is fantastic. I'm not really a fan of the washed out colors, though. Cutscene animations are few but fantastic. And level design includes some fun references. I mentioned the Phantom Train earlier. I also spotted a not-Sabin in a level! The references in the game are fun but there's something a little off about it. I think it's that the game is lacking a core identity and relies on being a mash up of things the dev enjoyed growing up. Fortunately, I enjoyed the same things when it comes to video games and horror movies! I did my first run as the not-Terra Branford in Magitek armor and that was cool. Overall, my feelings are mixed but definitely lean positive because it's clearly a labor of love that gamers with similar tastes will appreciate. If you have others you're going to play it with, it's no doubt well worth it. I could see a co-op experience lessening the feeling of repetition from long single screen levels, bringing more fun to catching all the references, and making it more engaging to do multiple runs with the branching/expanding level selection.
ノーマル難易度ソロで裏ボス討伐まで約1.5時間ほどでいけました。 他の方が仰ってるように被弾時の硬直時間は正直長く最後の方は爽快感よりも不快感が勝っていました。(これはボスのせい) しかし、この硬直時間の長さは恐らく反撃技(特殊技ゲージ2つで発動)を生かすための仕様だと思うので 私のプレイングが単に下手である可能性もあります。それを加味するとボス戦ではむやみやたらと殴りに行くのではなく コンボを稼ぎながら特殊技ゲージを管理する戦略性もあるのではないかと考えています。 キャラは5人+1人(解放条件わかりません)いてそれぞれ固有の技を持っていて面白いです。 おすすめは投げ技が使えるスコップおじさんと技の汎用性が高すぎるリンクもどきの少年です。 ストーリー以外にもエンドレスモードがありますがスコアアタック要素です。 フレンドとわいわいやるには持って来いの単発ゲームだと思うので是非プレイしてみてください。
...
A really cool first effort by the guy that wound up making the amazing Double Dragon Gaiden. I love the setup; you choose from a variety of cosplayers who have become the sole survivors at a comic con that's been besieged by zombies. A strange imp appears out of nowhere and gives everyone powers according to their cosplays. It leads to everyone feeling distinct; the tank character is a reference to both shovel knight and ghosts n goblins, and he has a great move set. While there are ultimately only six characters, each one feels completely different from the others. The variety in characters couples with the game's unique progression system. There are four worlds you can tackle in any order, but the amount you have to play through increases as you go. There are ultimately four full levels in each world, which can only be seen by replaying the game and selecting different worlds for the final go. It's a great touch, because each world has neat, distinct themes. The combat emphasizes finishing enemies off with special moves. Killing at least three with one will get you recovery items, and increased kills will increased better healing. It's an easy system to understand, and each character's moveset complements itself in different ways. The enemies vary by level, and are mostly references to classic horror. For instance, if you've ever wanted to fight a swarm of those spider heads from The Thing, well, this game will let you live that dream. The way the game pauses a moment when you get a group kill is gratifying and lets you appreciate the simple but well executed pixel art in all of its gory glory. Things are squishy here. I will say the final fight can feel a bit cheap, but that's pretty par for the course for beat em ups. This is a really excellent low budget title, one that the developer expanded into something even better in Double Dragon Gaiden. But the amount of inventiveness in the progression and the creativity in its characters and aesthetic is impressive and fun to take in. More than worth a look.
Si te gustan los beat 'em up y estás buscando un jueguito para pasar unos pequeños ratos de diversión, aquí es. Con un manejo estético retro, vas avazándo por unas calles repletas de zombies y muchas referencias de videojuegos y pelis clásicas, si bien es el proyecto anterior al Double Dragon Gaiden: Rise Of The Dragons que salió en el 2023, la jugabilidad se siente muy bien, precisa, los dash respoden de inmediato. Eso si, debes tener cuidado de no morir, pues para continuar debes pagar un valor (con moneda del juego obvio) y si se te acaba el dinero o unas fichas de resurrección, te dan gameover y se borra esa partida, lo cual le da un valor agregado, también tiene un pequeño factor roguelike, ya que cada que avanzas por los niveles tienes la oportunidad de comprar mejoras aleatorias para tu personaje. Cada personaje del juego se siente muy diferente entre si y con la posibilidad de ir adquiriendo mejoras, da mucho juego para rejugar un buen par de horas. ¡Denle una oportunidad! ¡Praise the Dragon!
Jogo de porradaria muito bom. Desbloquear as conquistas é super difícil mas chegar ao final do jogo nem tanto. Muitos personagens e umas 12 fases para se divertir. Há muitas referências a outros games. Gostei tanto do jogo que salvei ele com todos personagens.
蠻好玩的,跟"雙截龍:雙龍出海"同一間廠商開發,遊戲也大同小異 建議一開始手柄先設定習慣的配置,否則方向鍵不會動,預設按鈕也不順手 遊戲中有時候怪會跑到邊緣打不到,甚至跑出畫面外過一下子才回到畫面中 除此之外沒有什麼問題,難度不會很高,打折便宜的價格,可以爽玩一陣子
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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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