
TAKEDOWN is a thinking-person’s shooter; brutal, hardcore and deadly - like the real thing. Not for the faint hearted, Takedown requires you to bring your 'A' game - FPS fans looking for an ultra hardcore experience only need apply!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
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**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Is the first "tactical" shooter I had gotten into ever when I was like 11 or 12, I am still completely weak for the genre till this day, It is not a good game by technical, visual, gameplay or by a whole lot of standards. But it was a huge jumpstart for me and for that I will remember it very fondly.
Боже я прошел эту кучу г, лютое изнасилование моей жопы в течении 17 часов, 17 часов борьбы с нереально продвинутым (одним из худших) ИИ у ботов. Это как симулятор "голова-глаза" только хуже, из серии высынул голову - получил в голову, высунул жопу - получил в голову, бот стоит спиной к тебе - получил от него в голову. В своем роде это не игра, а испытание которое нужно раз и навсегда завершить если ты начал в это играть....
Hands down the best tactical shooter on the market. Completly and utterly immersive. This game features blisteringly fast gunfights and brutal realism. Get ready to takedown that red sabre.
Отвратительный клон SWAT. Ставлю лайк. Настолько плохо, что даже хорошо
10/10 top gioco da comprare assolutamente consiglio state attenti ai tango e se il vostro amico vi dice che ne ha ammazzato uno non dite che ce n'è un altro potrebbe essere il vostro amico si consiglia di non spararlo tanto nel caso ci muori lo stesso
Very poor.
this is not a game
this game is overpriced even when free. i still don't know how i got it
Takedown: Red Sabre, developed by Serellan LLC and published by 505 Games, positions itself as a spiritual successor to the classic era of tactical shooters—a genre defined by patience, planning, and punishing realism. It clearly draws inspiration from titles that prioritized calculated movement and coordinated team execution over spectacle, and from the moment you step into its missions, it’s evident that the game is trying to recreate that grounded, high-risk atmosphere. Every encounter is meant to feel dangerous, every room potentially lethal, and every decision something that carries weight. The intent is admirable, especially in a gaming landscape dominated by fast-paced, arcade-style shooters. The core gameplay revolves around methodical clearing of environments, often tight indoor spaces that demand careful positioning and awareness. Movement is deliberately slow, weapons feel heavy, and survival hinges on understanding sightlines and reacting cautiously rather than aggressively. In theory, this creates a tense rhythm where players must think several steps ahead, coordinating entry points and anticipating threats. There’s a certain appeal in this structure, particularly for players who miss the unforgiving nature of older tactical shooters. When everything aligns, the game can briefly capture that satisfying feeling of executing a clean, well-planned approach. Unfortunately, those moments are inconsistent, largely due to the game’s underlying systems failing to support its own ambitions. Enemy AI is one of the most significant weak points, often behaving in ways that feel erratic or underdeveloped. Opponents may react too slowly, fail to respond to obvious threats, or act unpredictably in ways that break immersion. Instead of reinforcing tension, these inconsistencies create frustration, as outcomes feel less tied to player skill and more to the game’s uneven behavior. The result is a tactical experience that lacks the reliability necessary for players to truly engage with its mechanics. The single-player component further highlights these issues. Unlike the genre’s best examples, where squad-based coordination is central, Takedown: Red Sabre offers little in the way of effective team dynamics. Without competent AI teammates or robust command systems, missions often feel like solitary exercises rather than coordinated operations. This absence diminishes the strategic depth the game is aiming for, leaving players to navigate scenarios that feel incomplete. Difficulty becomes uneven—not because of clever design, but because of inconsistent systems that can abruptly turn a manageable situation into a failed attempt. Multiplayer, which could have been the game’s saving grace, struggles to deliver on its promise as well. While the idea of cooperative tactical play is compelling, the execution is hindered by technical instability and a lack of refinement. Matches can feel clunky, and the overall experience lacks the smoothness needed for precise teamwork. Given how essential communication and coordination are to this type of gameplay, these shortcomings significantly impact the game’s ability to maintain engagement over time. Visually and atmospherically, the game leans toward a stripped-down presentation, but it often crosses the line into feeling unfinished. Environments are functional but lack detail, animations feel rigid, and there is little in the way of immersive world-building. The absence of strong audio-visual cues further reduces the sense of tension that the gameplay is trying to create. Instead of feeling like part of a high-stakes tactical operation, players may find themselves disconnected from the experience. What ultimately defines Takedown: Red Sabre is the gap between its vision and its execution. The developers clearly aimed to revive a niche style of shooter that demands patience and precision, and there are glimpses of that potential scattered throughout the game. However, those glimpses are overshadowed by technical issues, inconsistent AI, and a lack of polish across nearly every aspect of the experience. It’s a game that seems to understand what makes the genre compelling but struggles to translate that understanding into a cohesive and reliable product. For players deeply invested in tactical shooters, there may be a certain curiosity in exploring what the game attempts to achieve. Yet for most, the frustrations outweigh the strengths, making it difficult to recommend beyond niche interest. It remains an example of how strong ideas alone are not enough without the execution to support them. Rating: 3/10
wery good game i can only write positiwe try it out you won't regert it great game tactical but hard do not excpect call of dute but different tactiacal geameplay sorry for my write if is bad i had stroke
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Related
| The Troop | $913.6K | 808 | 83% | $39.99 |
| WW2 Rebuilder | $913.5K | 1.6K | 85% | $19.99 |
| The Political Process | $915.3K | 2.1K | 95% | $14.99 |
| KAISERPUNK | $913.1K | 854 | 72% | $29.99 |
| S4U: CITYPUNK 2011 AND LOVE PUNCH | $912K | 2.6K | 91% | $9.79 |
| Road Redemption | $917.5K | 10.8K | 83% | $2.99 |