Compare Takedown: Red Sabre prices across trusted key stores and find the best deal. Developed by Serellan LLC. Published by 505 Games. Released on 2/10/2014. Available on PC. Genres: Action, Simulation, Strategy. Metacritic score: 34/100.

Every number on this game's scorecard is red: a 34 Metacritic, mostly-negative Steam reviews, broken AI, and a dead multiplayer lobby. Even hardcore tactical-shooter fans deserve better than this.

My spreadsheet instincts kicked in before I even finished the tutorial: five playable maps, two training levels that reviewers charitably called identical, squad commands reduced to 'stay here' and 'come with me', and an enemy AI whose difficulty setting appears to be a dice roll. That is the full tactical toolbox Serellan shipped. For someone who color-codes Paradox patch notes, the numbers here are genuinely painful to read. The pitch had real bones. Serellan positioned the game as a spiritual successor to the original Rainbow Six and SWAT series, built around one-shot lethality, no regenerating health, pre-mission gear selection with loadouts covering weapons, armor, and breach charges, and nonlinear maps that randomize enemy placement every run. On paper those are the right levers. No respawn pressure, meaningful loadout choices, and randomized threat positions should create exactly the kind of slow, information-starved tension I want from a tactical sim. There are brief moments, especially in co-op, where creeping through a cargo ship or office block with three voice-commed teammates produces genuine friction. That much is true. The execution, however, failed that vision at almost every layer. Enemy AI alternates between unerring one-shot headshots from across the map and standing motionless with its back to your entire squad. Leaning around a corner to peek does not mean your barrel clears the wall, so shots fire into geometry. Sound design is similarly broken: weapon reports appear to come from every direction at once, removing the directional audio that any tactical shooter needs as a core feedback loop. The multiplayer server browser was reportedly non-functional at launch, and the online population today is effectively zero, which matters because singleplayer partner AI is, by consensus across every major review, essentially absent as a tactical asset. Squad mates in solo play function only as extra lives, not as units you can direct. The controller support advertised on the store page did not extend to breach charges or squad commands at launch, and menus communicated only in keyboard bindings. The UI gave no map, no planning phase, and no team differentiation in versus modes, making Team Deathmatch rounds a guessing game about which silhouette to shoot. Co-op does offer three modes (Mission, Tango Hunt, Bomb Disarm) and versus adds Attack/Defend and a Bomb Disarm variant, so the mode count is reasonable for the scope of the project. The problem is that a dead server population in 2024 makes all of it academic. I will always defend a small studio swinging at a genre that AAA abandoned. The creative director came from Ghost Recon, SOCOM, and SWAT pedigree, and the intent to revive deliberate, communication-first squad play is something I genuinely respect. But intent does not substitute for functional AI, a working server browser, or enough content to justify the asking price. With a Metacritic of 34 and Steam sitting at mostly negative across nearly two thousand reviews, the data is not ambiguous. Skip it and put that time toward Ready or Not or Insurgency: Sandstorm, which actually delivered the genre this game promised. Diego, Scout Team

Takedown: Red Sabre

Takedown: Red Sabre

Feb 10, 2014Serellan LLC505 Games
GamerScout Says

Every number on this game's scorecard is red: a 34 Metacritic, mostly-negative Steam reviews, broken AI, and a dead multiplayer lobby. Even hardcore tactical-shooter fans deserve better than this.

PC
ProtonDB Platinum
Best Price Available
€3.99
at Eneba
Lowest tracked: €3.58
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GamerScout Verdict

A broken tactical shooter with dead servers, unreliable AI, and five maps - pass and play Ready or Not instead.

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€3.99
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StandardGlobalSteam KeyKey
€4.65-7%
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StandardEurope (EU)Steam KeyKey
€4.99
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StandardGlobalSteam KeyKey
€5.22
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StandardTurkeySteam KeyGift copy
€5.65-19%
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StandardGlobalSteam KeyKey
€6.23-18%
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Price History

Lowest tracked
€3.5826 Jul 2026
Current best
€3.99
Keyshops
€3.53€3.70€3.87€4.048 Jun1 Jul24 Jul15 Aug7 Sept
8 Jun — 7 Sept
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Screenshots & Media

About Takedown: Red Sabre

My spreadsheet instincts kicked in before I even finished the tutorial: five playable maps, two training levels that reviewers charitably called identical, squad commands reduced to 'stay here' and 'come with me', and an enemy AI whose difficulty setting appears to be a dice roll. That is the full tactical toolbox Serellan shipped. For someone who color-codes Paradox patch notes, the numbers here are genuinely painful to read. The pitch had real bones. Serellan positioned the game as a spiritual successor to the original Rainbow Six and SWAT series, built around one-shot lethality, no regenerating health, pre-mission gear selection with loadouts covering weapons, armor, and breach charges, and nonlinear maps that randomize enemy placement every run. On paper those are the right levers. No respawn pressure, meaningful loadout choices, and randomized threat positions should create exactly the kind of slow, information-starved tension I want from a tactical sim. There are brief moments, especially in co-op, where creeping through a cargo ship or office block with three voice-commed teammates produces genuine friction. That much is true. The execution, however, failed that vision at almost every layer. Enemy AI alternates between unerring one-shot headshots from across the map and standing motionless with its back to your entire squad. Leaning around a corner to peek does not mean your barrel clears the wall, so shots fire into geometry. Sound design is similarly broken: weapon reports appear to come from every direction at once, removing the directional audio that any tactical shooter needs as a core feedback loop. The multiplayer server browser was reportedly non-functional at launch, and the online population today is effectively zero, which matters because singleplayer partner AI is, by consensus across every major review, essentially absent as a tactical asset. Squad mates in solo play function only as extra lives, not as units you can direct. The controller support advertised on the store page did not extend to breach charges or squad commands at launch, and menus communicated only in keyboard bindings. The UI gave no map, no planning phase, and no team differentiation in versus modes, making Team Deathmatch rounds a guessing game about which silhouette to shoot. Co-op does offer three modes (Mission, Tango Hunt, Bomb Disarm) and versus adds Attack/Defend and a Bomb Disarm variant, so the mode count is reasonable for the scope of the project. The problem is that a dead server population in 2024 makes all of it academic. I will always defend a small studio swinging at a genre that AAA abandoned. The creative director came from Ghost Recon, SOCOM, and SWAT pedigree, and the intent to revive deliberate, communication-first squad play is something I genuinely respect. But intent does not substitute for functional AI, a working server browser, or enough content to justify the asking price. With a Metacritic of 34 and Steam sitting at mostly negative across nearly two thousand reviews, the data is not ambiguous. Skip it and put that time toward Ready or Not or Insurgency: Sandstorm, which actually delivered the genre this game promised.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayermultiplayercoopcontroller-supporttrading-cardstier:sub-5Tactical ShooterSquad-BasedNo RespawnClose-Quarters CombatRandomized Enemy PlacementBreach MechanicsOne-Shot LethalityDead MultiplayerLoadout CustomizationKickstarter

System Requirements

Minimum

OS
Windows XP SP3 (32-bit only)
Memory
2 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
A graphics card with Shader Model 3.0 support
Processor
2GHz or better CPU

Recommended

OS
Windows 7 64-bit
Memory
4 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
nVidia GeForce 8800 (768 MB GDDR3)
Processor
Intel Core2Extreme Quad Core Processor - Q6800 - 2.93 GHz

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Reviews & Ratings

Metacritic
34

Game Info

Developer
Serellan LLC
Publisher
505 Games
Release Date
Feb 10, 2014

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Frequently asked questions about Takedown: Red Sabre

How much does Takedown: Red Sabre cost?

As of 7 September 2026, the cheapest in-stock offer for Takedown: Red Sabre is €3.99 at Eneba, out of 6 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Takedown: Red Sabre cheapest?

The lowest in-stock price we track for Takedown: Red Sabre is €3.99 at Eneba (7 September 2026). We compare 6 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Takedown: Red Sabre available on?

Takedown: Red Sabre is available on PC.

When was Takedown: Red Sabre released?

Takedown: Red Sabre was released on 10 February 2014.

Who developed Takedown: Red Sabre?

Takedown: Red Sabre was developed by Serellan LLC and published by 505 Games.

Is Takedown: Red Sabre worth buying?

Takedown: Red Sabre holds a Metacritic score of 34/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.