Compara los precios de Red Ronin en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Wired Dreams Studio. Publicado por Wired Dreams Studio. Lanzado el 17/3/2021. Disponible en PC, Xbox. Géneros: Action, Indie, Strategy. Puntuación Metacritic: 70/100.

If your tolerance for puzzle games evaporated the moment Zelda's ice-block rooms showed up, Red Ronin will test that threshold hard, and probably win you over anyway.

I went into Red Ronin expecting a tactics game and came out having played one of the sharpest sliding-puzzle designs in recent indie memory. The label 'turn-based action' is technically accurate but strategically misleading: what you actually have is a grid-based puzzle game where the protagonist, a betrayed samurai named Red and her companion bot ISAAC, slides wall-to-wall in straight lines, cutting through any enemy caught in the path. Think of those ice-block puzzles from classic top-down adventure games, then skin them with pixel-gore and a cyberpunk 2040 dystopia backdrop. That framing alone should tell you whether you are the target audience. The core rule set is genuinely elegant. Red moves in one of four directions, travels the full length of the corridor, and one-shots anything in the way. Enemies occupy fixed positions, also moving on their turn, and the moment you do not account for their advance you take a fatal hit. Early rooms feel almost too clean, the geometry clicking into place in seconds. Then the game introduces the Time-Freeze power-up, which halts all enemies for one turn, and the Direction-Change arrow, which lets you redirect Red mid-slide. Suddenly rooms that looked trivial require four-move chains with power-up timing baked in, and the difficulty curve spikes in a way that feels earned rather than arbitrary. The developer confirmed the design intent was to offer multiple solutions per room via the item combinations, and in practice that holds up for most of the run. The weakest segment is the third boss, and community reception makes clear this is the game's most contested moment. The fight introduces real-time elements while Red remains locked to turn-based movement, which feels like a different game briefly took over. It is survivable, and the logic of the fight can be parsed with patience, but it is a legitimate tonal rupture in an otherwise consistent mechanical language. Reviewers across the board flagged it, and for a sub-five-dollar game with a four-to-six hour runtime, a single frustrating boss carries proportionally more weight than it would in a sixty-hour release. Production values sit exactly where you would predict for a mostly solo Brazilian indie project. The pixel art is clean and leans into visceral gore without becoming gratuitous. The soundtrack, nominated at the BIG Festival, does real heavy lifting: it pushes the pace and makes turn-by-turn movement feel kinetic. The story is functional revenge plotting with some grammar roughness in localisation, nothing that breaks the experience but nothing that carries it either. What carries it is the level design, which critics consistently praised for the way it layers new enemy types and spike-trap hazards at a rhythm that keeps the five-to-six hour campaign from overstaying its welcome. For strategy-oriented buyers, the honest caveat is that Red Ronin is a puzzle game wearing action-strategy clothing, not a tactics sandbox with build variety or deep AI interaction. There is no meta-progression, no branching load-out, no mod ecosystem. What it offers instead is precise, handcrafted challenge with a scoring system that rewards kill-streak chaining and fast clears, which is its own kind of optimisation loop. If you already know Into the Breach or Hotline Miami and want something that strips both down to their sharpest edges and makes it turn-based, the entry cost is low enough that the argument for buying it is almost automatic. The argument against is length and replay value: once the campaign is done, it is done. Diego, Scout Team

Red Ronin

Red Ronin

17 mar 2021Wired Dreams Studio
GamerScout opina

If your tolerance for puzzle games evaporated the moment Zelda's ice-block rooms showed up, Red Ronin will test that threshold hard, and probably win you over anyway.

PCXbox
ProtonDB Platinum
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I went into Red Ronin expecting a tactics game and came out having played one of the sharpest sliding-puzzle designs in recent indie memory. The label 'turn-based action' is technically accurate but strategically misleading: what you actually have is a grid-based puzzle game where the protagonist, a betrayed samurai named Red and her companion bot ISAAC, slides wall-to-wall in straight lines, cutting through any enemy caught in the path. Think of those ice-block puzzles from classic top-down adventure games, then skin them with pixel-gore and a cyberpunk 2040 dystopia backdrop. That framing alone should tell you whether you are the target audience. The core rule set is genuinely elegant. Red moves in one of four directions, travels the full length of the corridor, and one-shots anything in the way. Enemies occupy fixed positions, also moving on their turn, and the moment you do not account for their advance you take a fatal hit. Early rooms feel almost too clean, the geometry clicking into place in seconds. Then the game introduces the Time-Freeze power-up, which halts all enemies for one turn, and the Direction-Change arrow, which lets you redirect Red mid-slide. Suddenly rooms that looked trivial require four-move chains with power-up timing baked in, and the difficulty curve spikes in a way that feels earned rather than arbitrary. The developer confirmed the design intent was to offer multiple solutions per room via the item combinations, and in practice that holds up for most of the run. The weakest segment is the third boss, and community reception makes clear this is the game's most contested moment. The fight introduces real-time elements while Red remains locked to turn-based movement, which feels like a different game briefly took over. It is survivable, and the logic of the fight can be parsed with patience, but it is a legitimate tonal rupture in an otherwise consistent mechanical language. Reviewers across the board flagged it, and for a sub-five-dollar game with a four-to-six hour runtime, a single frustrating boss carries proportionally more weight than it would in a sixty-hour release. Production values sit exactly where you would predict for a mostly solo Brazilian indie project. The pixel art is clean and leans into visceral gore without becoming gratuitous. The soundtrack, nominated at the BIG Festival, does real heavy lifting: it pushes the pace and makes turn-by-turn movement feel kinetic. The story is functional revenge plotting with some grammar roughness in localisation, nothing that breaks the experience but nothing that carries it either. What carries it is the level design, which critics consistently praised for the way it layers new enemy types and spike-trap hazards at a rhythm that keeps the five-to-six hour campaign from overstaying its welcome. For strategy-oriented buyers, the honest caveat is that Red Ronin is a puzzle game wearing action-strategy clothing, not a tactics sandbox with build variety or deep AI interaction. There is no meta-progression, no branching load-out, no mod ecosystem. What it offers instead is precise, handcrafted challenge with a scoring system that rewards kill-streak chaining and fast clears, which is its own kind of optimisation loop. If you already know Into the Breach or Hotline Miami and want something that strips both down to their sharpest edges and makes it turn-based, the entry cost is low enough that the argument for buying it is almost automatic. The argument against is length and replay value: once the campaign is done, it is done.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Grid-Based PuzzleIce-Slide MechanicsScore AttackKill-ChainCyberpunk SettingHandcrafted LevelsReal-Time Hybrid BossSolo Dev

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0
Storage
300 MB available space
Graphics
Intel HD Graphics or equivalent
Processor
Dual Core

Recomendados

OS
Windows 10
DirectX
Version 11
Storage
300 MB available space
Graphics
2GB Dedicated Graphics
Processor
Quad Core

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
Wired Dreams Studio
Distribuidora
Wired Dreams Studio
Fecha de lanzamiento
17 mar 2021

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¿En qué plataformas está disponible Red Ronin?

Red Ronin está disponible en PC, Xbox.

¿Cuándo se lanzó Red Ronin?

Red Ronin se lanzó el 17 de marzo de 2021.

¿Quién desarrolló Red Ronin?

Red Ronin fue desarrollado por Wired Dreams Studio.

¿Merece la pena comprar Red Ronin?

Red Ronin tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.