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Decision: Red Daze on Steam - User reviews, Price & Information

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Decision: Red Daze is an action RPG with a unique mix of survival and tower defense mechanics. Explore an apocalyptic wasteland, build a safe haven, and lead your team of specialists in a hopeless world, searching for a cure for the infectious disease that turns people into monsters.

Decision: Red Daze is a survival, action and zombies game developed by FlyAnvil and published by Nordcurrent Labs.
Released on May 19th 2022 is available only on Windows in 7 languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian and Simplified Chinese.

It has received 793 reviews of which 582 were positive and 211 were negative resulting in a rating of 7.0 out of 10. 😊

The game is currently priced at 19.99€ on Steam.


The Steam community has classified Decision: Red Daze into these genres:

Media & Screenshots

Get an in-depth look at Decision: Red Daze through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 or newer
  • Processor: 1.8GHz single core
  • Memory: 4 GB RAM
  • Graphics: Geforce GTX 750 / Radeon HD 7870
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: DirectX compatible sound card

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

72 hours played
June 2026
# Updated Review I'm going to keep this review brief and start with the negatives—things I encountered that were either issues or areas where the game needs improvement. ## 1. Add a Gym System The game needs a gym that allows players to train their party members. For example, you could pay 20–30 food to train a stat of your choice. To keep it balanced, each stat could only be trained five times before you have to head back into the wasteland and improve it naturally through combat, looting, searching, healing, crafting, breaking items down, and other activities. This would remove the gym cap and encourage active gameplay. ## 2. Weapons Sound Bland This might just be me being picky, but the weapons in this game sound far less exciting than the ones from the original Decision games. Many of them should have their sound effects adjusted to make them feel like they have more punch. ## 3. Zombie Armor Is Just Scrap Honestly, you spent time creating armor icons and even gave them stats, yet we can't actually wear them. They end up being sold or scrapped. Why put all that effort into designing the armor and its stats if players can't equip it? ## 4. Oversight/Bug – Explosive Barrels Explosive barrels don't trigger chain reactions when placed next to each other. That feels like a major oversight, especially in a game where blowing things up is part of the fun. ## 5. Armor Slots Feel Too Limiting I like the armor system, but it feels restrictive. Eye protection and mouth protection are combined into the same category, which reduces equipment variety. It would be better if armor were split into separate Head, Eyes, Mouth, and Body slots. ## 6. We Need an Additional Weapon Slot Instead of only two weapon slots, there should be three: * One for melee weapons * One for pistols * One for heavy weapons Right now, the game limits you to two. The AI also has a nasty habit of rearranging your manually equipped weapons whenever a new day begins. A control scheme like this would work well: * **1, 2, 3** = Weapon switching * **R** = Reload * **C** = Self-heal * **V** = Eat food ## 7. Stability Issues The game generally seems stable, but there are noticeable technical issues. I've seen purple texture flickering on defensive towers, map pop-in while returning to base, and even instances where I clipped into the desert mountains as if I'd broken the game's boundaries. I also experienced a few crashes. ## 8. Companion AI Is Unpredictable Companion AI can be frustrating. Sometimes companions perform well, but most of the time they seem to exist more for appearances than effectiveness—unless you buy a lot of mercenaries to take the bullets for them. This is where I would love to see a gym system similar to the one in Decision 3. You could gather the resources needed to turn a low-level citizen into a sturdy warrior—or at least a reliable meat shield. In this game, however, all the stat grinding is left to the player. That means if you want a capable team, prepare to put in some effort. It felt less like fun and more like a job. # Positives With all the negatives out of the way, what about the positives? The game now has a mouse-based charge attack. I actually like it, but some weapons might not work well with this style of combat. A minigun, for example, feels more like a spray-and-pray weapon than something designed for precise targeting. The base construction system isn't bad, but I do think it was toned down compared to Decision 3. Instead of upgrading each part of the base individually—such as walls, gates, and maybe even land mines—the system has been simplified. Now, progression largely depends on how much you've upgraded your guard towers. No more gates, which is a bit of a bummer. Wall upgrades are also tied to tower levels. Generally, if you upgrade your towers to a high level, you'll see noticeable changes, just not to the same extent as in Decision 3. The game does offer some variety in the locations you capture, but many of them feel copy-and-pasted, with the main difference being the size of the area. Still, it's better than nothing. Trading has some use. It's not amazing, but it exists. I just wish there were a system that notified players when a trader was offering discounted supplies. For example, it would be nice to know that a trader is currently selling goods 15%, 20%, 30%, or even 40% cheaper than other traders. Right now, you just pick one and think, "I guess this one will work." You can set up a trade, but there aren't really any trade deals or market opportunities tied to it, which feels like a missed opportunity. Overall, I think the game has what it takes, but it could use some more work. It's not great, but it's not bad either. It just needs some tweaking and a few additional features to really reach its potential.
37 hours played
March 2026
It’s a good game, the reboot turned out really well, it’s worth the price and it’s pretty long.
28 hours played
Jan. 2026
Overall Impression If you don't mind the graphics it is really cool and interesting engaging game. I liked the story. I liked the gameplay. If we consider the fact my complains are just stupid rants I liked the game a lot and I can recommend it 100% to people to try it. It was great fun. Gameplay & Mechanics Capturing bases/cities/outposts. protecting them, upgrading buildings. Looking for survivors, for loot. Really good system and mechanics. I wish there was more games like these. Teams and menus were janky but fun. Story & Missions Missions and the story was interesting. IF you don't like it its up to you, I enjoyed it. Controls & Technical Notes Controls were a bit weird but I got really quickly over it. Found only 1 bug which was my own fault and resolved it. Achievements & Complaints I liked the game and did it near completion. I am missing 2 achievements because 1 I don't wanna waste time staying AFK in a tower forever. I can trigger an attack to force the achievement but I am lazy. The second unobtainable achievement is the best rocket launcher is a scam. I explored the whole map took me few hours and couple of in-game days and i gave up. I have all traders and none of them sell the best rocket launcher. I looked online and it was not helpful.
79 hours played
Nov. 2025
Simple yet addictive gameplay but I have some issues with it; Hardest aspect is UI, having all bases and 100-ish survivors is a micromanagement hell, I’d love an option to update any building from the radio and some “auto-equip” options for any survivor that gets into a settlement. Also, there is an annoying pathfinding bug on Broken Hills where survivors randomly decide to wander on the wasteland.
14 hours played
Aug. 2025
Very good game! But it would be much better if you consider fixing these bugs: [*]When a territory is about to get attacked (Tomorrow), if you sleep in another territory, the attack doesn't start [*]Sometimes when switching squad members using Tab, whole squad replace to a random place, sometimes it switch to someone of another squad, sometimes the character (after switch) gets occupied by a turret from a far place and travels to it.. preventing me from controlling or anything (probably from out-date of which territory each character is placed in) [*]Getting out of Carnegie Family Villa while fighting enemies in a provoke/attack, keeps getting popup of insufficient skills because of characters getting in & out of the territory Suggestions: [*]Let fast switch between squad leaders in People Management tab, like favorite characters that are used most of the time [*]Let ability to move items between inventory and warehouse faster, for example having 17 knifes needs much time to move them all, let a key to move everything at once [*]Let new skill of Trader! which the costs of buying/selling depends on Despite.. very good job, thanks for reading!

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Frequently Asked Questions

Decision: Red Daze is currently priced at 19.99€ on Steam.

No, Decision: Red Daze is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Decision: Red Daze received 582 positive votes out of a total of 793 achieving a rating of 7.03.
😊

Decision: Red Daze was developed by FlyAnvil and published by Nordcurrent Labs.

Yes, Decision: Red Daze is playable and fully supported on Windows.

No, Decision: Red Daze is not playable on MacOS.

No, Decision: Red Daze is not playable on Linux.

Decision: Red Daze is a single-player game.

Yes, there is a DLC available for Decision: Red Daze. Explore additional content available for Decision: Red Daze on Steam.

No, Decision: Red Daze does not support mods via Steam Workshop.

No, Decision: Red Daze does not support Steam Remote Play.

Yes, Decision: Red Daze is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Decision: Red Daze.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 23 July 2026 21:14 UTC
SteamSpy data 22 July 2026 19:33 UTC
Steam price 28 July 2026 18:47 UTC
Steam reviews 26 July 2026 08:03 UTC

If you'd like to dive deeper into the details about Decision: Red Daze, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Decision: Red Daze
  • SteamCharts - Analysis of Decision: Red Daze concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Decision: Red Daze compatibility
Decision: Red Daze
Rating
7.0
582
211
Game modes
Features
Online players
3
Developer
FlyAnvil
Publisher
Nordcurrent Labs
Release 19 May 2022
Platforms