Compare Decision: Red Daze prices across trusted key stores and find the best deal. Developed by FlyAnvil. Published by Nordcurrent Labs. Released on 5/19/2022. Available on PC, Xbox. Genres: Action, Indie, RPG, Strategy.

A rough, unhelpful first hour hides a genuinely sharp scavenge-or-defend squeeze. Come for the resource triage, not the RPG tag, because the survivors are stat blocks with names.

The first hour of Decision: Red Daze nearly lost me, and I am usually the person who forgives a bad tutorial because I want to see where the story goes. You get dropped into a post-apocalyptic map with a handful of survivors, a base that is mostly rubble, several overlapping resource meters, and almost no explanation of which of those things is about to kill you. My first run ended because I sent everyone out scavenging on the same turn a wave hit an undefended wall. That is not the game being deep. That is the game being bad at explaining itself. Push past it anyway, because somewhere around hour three the whole thing quietly clicks. What clicks is the triage. Every cycle is a small budget problem: you have bodies, you have time, and you have walls that are not finished. Send a squad out to scavenge and you come back with materials and maybe a new survivor, but you have thinned the roster that has to hold the line when the horde arrives. Build up defenses instead and you stall out, because the resources to keep building are sitting in the ruins you did not visit. The tower defense half is not especially fancy. Place your turrets and barricades, funnel the dead into a corridor, watch the line hold or break. What makes it interesting is that you are never fully ready, and the game is honest about that. Losing ground is a setback you plan around rather than a prompt to reload. Here is where I have to be the RPG person in the room. The store page carries an RPG tag and I would not lean on it. Your survivors are stat blocks with names. They gain a little competence, they fill a role, and they die without the game asking you to feel much of anything. There are no dialogue trees, no branching allegiances, nothing that rewards a second read. The narrative is set dressing: enough world to explain why the dead are walking and why your base matters, not enough that I could quote a line of it back at you a week later. If you arrived after something like Darkest Dungeon hoping the roster would grow personalities under pressure, adjust early. These are units. Good units, with real consequences attached, but units. The other honest warning is repetition. The moment-to-moment decisions stay sharp, but the shape of a session stops surprising you somewhere in the back half. Scavenge, upgrade, hold, expand, repeat, with the numbers scaling up rather than the problems genuinely changing. That is a fine rhythm in forty minute sittings and a slog in four hour ones, which tells you exactly how the game wants to be played. The interface also stays clumsier than it should, and you will be clicking through submenus to check things that belong on a single screen. A few of the later upgrades read as padding, the kind of incremental percentage bump that exists to stretch a run instead of giving you a new way to play. None of this is broken. It is a small team's game and it shows in the seams. So who should actually install it? Anyone who likes the squeeze of a resource economy and does not need a story to justify the squeezing. It is built for short sessions and it respects your time in a way that bigger survival builders often do not, and squad management here means real tradeoffs rather than a spreadsheet you fill out once and forget. Roughly three in four Steam players landing on the positive side feels about right to me. This is not a landmark, and it is not the character-driven thing its genre listing hints at, but it is a good idea executed with more care than its opening hour suggests. Go in for the triage, not the drama, and give it those three hours before you decide. Monika, Scout Team

Decision: Red Daze

Decision: Red Daze

May 19, 2022FlyAnvilNordcurrent Labs
GamerScout Says

A rough, unhelpful first hour hides a genuinely sharp scavenge-or-defend squeeze. Come for the resource triage, not the RPG tag, because the survivors are stat blocks with names.

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Lowest tracked: €5.99
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GamerScout Verdict

Worth three hours of patience if you want tight scavenge-and-defend triage; skip it if you need characters worth caring about.

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Price History

Lowest tracked
€5.9929 Aug 2026
Current best
€5.99
Lowest since we started tracking
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€5.51€5.83€6.15€6.4729 Aug30 Aug31 Aug1 Sept
Tracking prices since 29 Aug 2026
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About Decision: Red Daze

The first hour of Decision: Red Daze nearly lost me, and I am usually the person who forgives a bad tutorial because I want to see where the story goes. You get dropped into a post-apocalyptic map with a handful of survivors, a base that is mostly rubble, several overlapping resource meters, and almost no explanation of which of those things is about to kill you. My first run ended because I sent everyone out scavenging on the same turn a wave hit an undefended wall. That is not the game being deep. That is the game being bad at explaining itself. Push past it anyway, because somewhere around hour three the whole thing quietly clicks. What clicks is the triage. Every cycle is a small budget problem: you have bodies, you have time, and you have walls that are not finished. Send a squad out to scavenge and you come back with materials and maybe a new survivor, but you have thinned the roster that has to hold the line when the horde arrives. Build up defenses instead and you stall out, because the resources to keep building are sitting in the ruins you did not visit. The tower defense half is not especially fancy. Place your turrets and barricades, funnel the dead into a corridor, watch the line hold or break. What makes it interesting is that you are never fully ready, and the game is honest about that. Losing ground is a setback you plan around rather than a prompt to reload. Here is where I have to be the RPG person in the room. The store page carries an RPG tag and I would not lean on it. Your survivors are stat blocks with names. They gain a little competence, they fill a role, and they die without the game asking you to feel much of anything. There are no dialogue trees, no branching allegiances, nothing that rewards a second read. The narrative is set dressing: enough world to explain why the dead are walking and why your base matters, not enough that I could quote a line of it back at you a week later. If you arrived after something like Darkest Dungeon hoping the roster would grow personalities under pressure, adjust early. These are units. Good units, with real consequences attached, but units. The other honest warning is repetition. The moment-to-moment decisions stay sharp, but the shape of a session stops surprising you somewhere in the back half. Scavenge, upgrade, hold, expand, repeat, with the numbers scaling up rather than the problems genuinely changing. That is a fine rhythm in forty minute sittings and a slog in four hour ones, which tells you exactly how the game wants to be played. The interface also stays clumsier than it should, and you will be clicking through submenus to check things that belong on a single screen. A few of the later upgrades read as padding, the kind of incremental percentage bump that exists to stretch a run instead of giving you a new way to play. None of this is broken. It is a small team's game and it shows in the seams. So who should actually install it? Anyone who likes the squeeze of a resource economy and does not need a story to justify the squeezing. It is built for short sessions and it respects your time in a way that bigger survival builders often do not, and squad management here means real tradeoffs rather than a spreadsheet you fill out once and forget. Roughly three in four Steam players landing on the positive side feels about right to me. This is not a landmark, and it is not the character-driven thing its genre listing hints at, but it is a good idea executed with more care than its opening hour suggests. Go in for the triage, not the drama, and give it those three hours before you decide.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedTower DefenseBase BuildingPost-ApocalypticResource ManagementSquad ManagementScavengingWave DefenseZombie SurvivalShort SessionsLight NarrativeSteep OnboardingAttrition ManagementTurret PlacementSystems Over StorySurvivor RecruitmentColony Sim LiteSolo OnlyRepetitive Late Game

System Requirements

Minimum

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 C…

Recommended

OS
Windows 10
Processor
Intel Core i5-4670K (4 * 3400) or equivalent; AMD FX-8350 (8 * 4700) or equivalent
Memory
8 GB RAM
Graphics
GeForce GTX 1050…

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Reviews & Ratings

Steam
74%(900)

Game Info

Developer
FlyAnvil
Publisher
Nordcurrent Labs
Release Date
May 19, 2022

Features

Single-playerSteam AchievementsSteam CloudFamily Sharing

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Frequently asked questions about Decision: Red Daze

How much does Decision: Red Daze cost?

As of 31 August 2026, the cheapest in-stock offer for Decision: Red Daze is €5.99 at Steam, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Decision: Red Daze cheapest?

The lowest in-stock price we track for Decision: Red Daze is €5.99 at Steam (31 August 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Decision: Red Daze available on?

Decision: Red Daze is available on PC, Xbox.

When was Decision: Red Daze released?

Decision: Red Daze was released on 19 May 2022.

Who developed Decision: Red Daze?

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