We’re thrilled to share some exciting news – Decision: Red Daze has officially made its way to consoles!🎮🤩
This marks an important milestone for the game, bringing our intense action RPG and survival experience to even more players around the world. Whether you’re fortifying your base, leading your squad through the Red Daze, or fighting off endless mutant hordes, now even more survivors can join the fight!😎
Thank you for your continued support – this wouldn’t have been possible without our amazing community. 💪
Stay safe out there, survivors, – and grab your copy on consoles now!
Visit the unforgiving world of the Decision Series, where survival isn’t guaranteed, and every decision counts. The Decision Legacy Collection brings together all four iconic entries in the classic franchise for the first time on Steam. Experience the series that defined action-strategy and city defense in the Flash era, now available for a new generation of players.
In Decision, the city has fallen to the undead, and it's up to you to reclaim it block by block. Navigate treacherous streets crawling with zombies, uncover hidden resources, and fortify key locations. With every district you liberate, the stakes rise, forcing you to balance brute force and careful planning. This is survival at its most intense. Are you ready to face the zombie horde?
Decision 2: New City turns things up a notch, expanding the fight to a larger map with deadlier threats. New enemies, advanced weaponry, and an evolved challenge await as you battle to secure a sprawling urban battlefield. Defend against increasingly aggressive zombie hordes while managing resources and militia to hold the line. With deeper gameplay and relentless action, this sequel puts your tactical skills to the test.
In Decision 3, humanity’s survival rests on more than just firepower. Build alliances, recruit and train soldiers, and restore society from the ashes of the apocalypse. With larger maps, human allies, and an evolving zombie threat, this installment pushes you to think beyond the battlefield. It’s not just about survival anymore. It’s about rebuilding the world.
Finally, Decision Medieval takes the franchise in a new direction, swapping firearms for swordplay. Defend a kingdom overrun by mythical monsters, storm enemy fortresses, and master medieval combat in a brutal, fantasy-driven twist on the series. With siege weapons, castle defense, and a rich dark-fantasy setting, this game offers a fresh take on the series’ signature survival mechanics.
The Decision Legacy Collection preserves the original gameplay of these cult classics, giving fans both old and new the chance to experience the series in its purest form. Whether you're reliving the thrill, or discovering the franchise for the first time, prepare for a journey into the heart of survival, strategy, and relentless action.
Game Steam URL:
https://store.steampowered.com/app/3015510/Decision_Legacy_Collection/
Welcome, Survivors!
We're back with another thrilling update to keep you on your toes in the treacherous world of the Dust Bowl. It includes the improvements from the last experimental updates and a lot of new changes. Check them out below!
– Fixed a bug that caused extra settlers to become stuck and repeatedly try to enter the tower in a loop.
– Fixed a bug that caused enemies to respawn in the wasteland during the day.
– Removed the desire for allies to attack enemies in the red zone.
– Health regeneration rate for bosses was significantly reduced.
– Optimization has been improved, and the game now produces more stable frames per second (FPS).
– The progress bar now accurately reflects stats from level one to level two.
– Gun hotkey in turrets fixed for easy exit (default hotkey ).
– Corrected occasional incorrect turns towards objects during interactions.
– Improved shooter behavior in large towers, ensuring frequent shooting and not being idle during sieges.
– Removed the lying animation when using the overnight window for faster actions.
– Fixed the squad cell count depending on the leader's charisma (requires 83 charisma for six squad cells).
– Items with negative effects now properly reduce player stats if the usage condition is not met.
– Reload speed slightly increased for the flamethrower "Dragonfly," machine gun "Vulcan," and turret gun "Bagel-B."
– Damage increased for turret guns "Ronnie-M," "Bagel-B," "Caesar-G," and "Kate-T."
– Reduced health and damage for all enemies on high difficulty levels.
– Adjusted enemy respawn rates on higher difficulty levels.
– Mercenaries are now almost never tired or in need of sleep.
– Bosses' attack areas are fixed for more frequent hits on enemies.
– Prevented the early acquisition of high-level equipment during replays.
– Adjusted the amount and quality of rewards dropped by bosses.
– Firepower is reduced for arrows, flamethrowers, and Molotov cocktails.
– Optimized effects of Molotov cocktail explosions and flamethrower visuals.
– Fixed screen shake amplitude during player damage for smoother experience.
– Animation glitches with two-handed weapons are corrected.
– Reduced screen shrinkage during explosions and player damage.
– Autoequip mechanic is improved to prevent ammo pickup without a ranged weapon.
– Unit collision is removed for smoother movement and combat interactions.
– Small Repeller at the merchant base now always functions reliably.
– Weapon cells now close on the main screen when selecting another weapon.
– The control prompts panel remains visible until the completion of control tasks at the beginning of the game.
– Bug fixed where a "The enemy squad has been destroyed" message appeared after exiting to the Main menu.
– Hidden HUD elements are now inactive and inaccessible to the cursor.
– Fixed the display of skill changes when changing the hat in the Inventory window.
– The number of enemies in the zone is fixed when capturing settlements.
– The squad splits into different settlements after the loading game is fixed.
– Allies' behavior when running away from a crowd of enemies improved for better terrain navigation.
– Fixed the incorrect character experience boost on levels 5 to 7.
– Fixed loot restoration in ATMs after overnighting or loading the game.
– The efficiency of loot extraction improved when using Search Party in a shelter.
– Added ability to craft these in the workshop: "Commoner" shoulder pad, "Officer" flak jacket, and "Private" armor vest.
– Improved performance when a large number of enemies appear.
– Physics settings are optimized for better performance.
– The real-time loading performance of the environment and other game elements are improved.
– Fog is removed on medium graphics settings for enhanced performance.
– Models of all units are optimized for improved performance.
– The way the bodies of killed enemies are displayed is optimized for better performance.
– Increased number of simultaneously loaded objects at high FPS.
– Unsightly transitions between some character animations are fixed.
– Night lights on city streets now switch on after capturing settlement.
– The white dots on the minimap on the bodies of enemies with loot are fixed.
– Arrow behavior when shooting near environment objects is improved to reduce collision.
– Other various small improvements, changes, and optimizations.
Enjoy the update and have a great time exploring the dangers of the Dust Bowl!
—The Decision: Red Daze Team
Greetings, Survivors of the Dust Bowl!
A new EXPERIMENTAL update is already here, and these are the key improvements:
Resolved save slot clearing bug.
Stabilized NPC positioning during peacetime.
Addressed mercenaries' erratic behavior.
Fixed excessive enemy and survivor respawning.
Mercenaries are immune to friendly mines.
Prevented enemies from vanishing during a capture mission if the player was far away from the mission area.
Restored original enemy count.
Reduced loot drop frequency accordingly.
Rectified gear and weapon loot bug.
Increased the maximum workshop level to 3 in the Miriden city.
Optimized game performance and eliminated lags.
Improved performance at low graphics settings.
Fixed slideshow and video intro issues.
Corrected item rotation in explosion effects and enemy shouting bugs.
Implemented some other small improvements and changes.
To access the Experimental branch, follow these steps:
Open Steam.
Right-click on Decision: Red Daze in your library.
Select Properties.
Go to BETAS tab.
Choose “experimental” from the drop-down list.
Wait for the game to update the files.
Launch the game.
Enjoy this new update and have an amazing day everyone!
— The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/3c2f754276397b64217f55c269e6c204c056173b.png
Greetings, Survivors of the Dust Bowl!
We've just released a new Experimental patch, and here are the key improvements:
All possible names from the pool are now available in the customization window at the game's start.
Resolution information in the config window updates immediately.
Fixed stashes updating after day change; the loot does not respawn anymore.
Improved the appearance algorithm for powerful items, reducing early-game chances.
Fixed squad members automatically taking gear from shared inventory after restocking.
Weapon skill growth system is now balanced across different weapon categories.
Increased damage for the "Sledge" hammer & for the "Hawk" pistol.
Balanced damage for turret weapons.
Reduced reload times for turret guns "Caesar-G" and "Kate-T."
Settlers using ranged weapons no longer run too close to the enemy.
Adjusted jump distance for werewolves and dogs for more realistic jumps.
Halved the number of enemies while increasing their health for better balance.
Increased loot chance on enemies to compensate for their reduced numbers without losing resource balance.
Mercenaries and mentors have an infinite supply of first aid kits and food.
Redesigned NPC behavior system for improved game optimization.
Squad size is now capped at 7 members as intended.
Fixed flickering objects on the screen when loading the environment.
Excluded some buildings from navigation calculation for game optimization.
Improved turret gunner animation for correct weapon holding.
Improved lighting for daytime explosions.
Reduced smoke show time after explosion effects.
Reworked and optimized fog effect in the red zone.
Added the ability to change weapons while reloading or shooting.
Fixed loading screen freeze when switching characters with large squads.
Option to create a squad is always displayed in the dialog.
Fixed displaying extra "sleep required" message after switching characters.
Fast travel now works correctly for all members of a player's party.
Added a check to ally behavior to disable the desire to enter the red zone.
Improved conversation behavior to reduce interruptions.
Increased debuff for item parameters when lacking required skills.
Overall performance improvement.
Various small bug fixes.
To access the Experimental branch, follow these steps:
Open Steam.
Right-click on Decision: Red Daze in your library.
Select Properties.
Go to BETAS tab.
Choose “experimental” from the drop-down list.
Wait for the game to update the files.
Launch the game.
Enjoy this Experimental update and have an amazing week everyone!
— The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/3c2f754276397b64217f55c269e6c204c056173b.png
Greetings, Survivors!
Happy New Year! Celebrate with our latest update—it includes the improvements from the last experimental update and some new changes. Check out the list below!
UX/UI:
– Added resolution selection window after language selection.
– Config settings saved separately for easy access.
– Added animated hourglass on the loading screen.
– Fixed the bug that made the Hero achievement not count.
Behavior:
–Resolved save bug related to boss red zones: Now, if the boss has no red zone around them, they will have no red zone after the game loads.
– Addressed sudden teammate teleportation during combat.
– Introduced heavy walking animation for fat zombies and mutants.
– Improved behavior of units to prevent them from walking into walls.
– The Find Materials task now correctly registers gathered materials.
– Allies will now not fire at a wall if the enemy is behind it.
Balance:
– Reduced scream time for bosses: Now, they start using their next attack faster.
– Improved accuracy of heavy object throws by bosses: The target of the throw is now determined at the end of the throw animation, making it harder for the player to dodge.
– Fixed loot stashes.
– Reduced chance of the "Phantom" bow appearing.
– Increased rate of fire for the "Karel-V" machine gun.
– Refined and improved firing effects for firearms.
Level design:
– Added a small passageway near Broken Hills in Sector K-10.
– Created small passages near Carnegie Farm in Sectors D-7 and F-7.
– Introduced a passage in the Sector G-6 trader camp.
– Increased enemy presence on valley outskirts.
– Reduced enemies near Woodbury trail.
Visuals:
–Smoothed camera movement for improved visuals.
– Improved firing effects for all firearms.
– Smoothed transition from calm to combat animations.
Other various small improvements, changes, and optimizations.
Enjoy the updates and have a great time exploring the Dust Bowl!
—The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/3c2f754276397b64217f55c269e6c204c056173b.png
Greetings, Dust Bowl and nasty bugs Survivors!
A bug fix update for the last Experimental patch was just rolled out, here is the list of the main things improved:
Resolved a bug causing survivors to experience low agility.
Fixed the issue where the "Waiting for the Assault" quest would automatically complete if the settlement's boss had already been defeated through other means.
Added the option number to the vertical synchronization settings bar, making it easier to select the desired setting.
Addressed a bug where characters would mysteriously fly into a blue mist when using powerful melee attacks.
Implemented additional fixes to prevent interruptions in character interactions, ensuring smoother processes such as recruitment.
Reduces the dispersion of fire from firearms and completely disables the effects of running on dispersion.
Additional checks were introduced for situations where some structures and walls in cities did not appear on time.
To access the Experimental branch, follow these steps:
Open Steam.
Right-click on Decision: Red Daze in your library.
Select Properties.
Go to BETAS tab.
Choose “experimental” from the drop-down list.
Wait for the game to update the files.
Launch the game.
Wishing everyone a fantastic week!
— The Decision: Red Daze Team
Greetings, Dust Bowl Survivors!
We've just launched an experimental build for Decision: Red Daze, packed with fixes and improvements based on the community feedback. To give it a spin, hop onto the EXPERIMENTAL branch on Steam.
Changes in this build include:
Fixed a loot collection issue where a filled resource circle would not activate on the first click to grab.
Introduced a "Control Basics" task at the game start to familiarize players with controls, displaying main buttons with icons on the HUD.
Added a circular menu for a seamless selection of game windows (config, inventory, team, map, tasks, achievements) via gamepad.
In the Key Bindings options, added the ability to set a hotkey for the Tasks and Achievements window. The default keyboard hotkeys are and
.
Slightly adjusted mouse-controlled camera rotation speed.
Increased the speed of moving through lists with the gamepad.
Fixed the reaction to the first mouse click when moving items to the warehouse.
Enhanced smoothness in the movement of mercenaries and dog dots on the minimap.
Added visual gamepad control hints when hovering over the Key Bindings option in the config.
Added a "New Game" button in the config.
A personal icon has been added to the Key Bindings window for all actions.
Fixed character getting stuck in a destroyed turret.
Fixed glitches in the animation of climbing up and down from the turret.
Fixed werewolves jumping without moving.
Fixed enemy generation to prevent unrealistic crowds of zombies and mutants near settlements.
Rectified issues with merchants disappearing upon entering the red zone.
Removed the ability for survivors near the city to leave the settlement at the end of the day.
Fixed character movement issues causing interruptions in dialogues or the recruitment process.
Eliminated the chance of generating medium and heavy weapons in Frank's inventory.
Shotguns have received a slight damage increase and a decrease in dispersion. The more powerful the shotgun, the less shot dispersion.
The melee weapon's jump kick has become more targeted and accurate.
Sniper Rifle "Murphy" now increases the Firearms skill instead of the Heavy Weapon skill when firing.
Prevented the accidental appearance of a cheater gun in boss drops.
Increased the priority of units' self-healing in battle.
Fixed a bug causing lying enemy bodies to make screaming noises after death.
Other small bugs have been fixed.
We plan to release this build officially once we complete thorough testing on our end. Enjoy the updates and have a great time exploring Dust Bowl!
– The Decision: Red Daze Team
https://clan.akamai.steamstatic.com/images/40608936/3125a55cbb71958acb82666ddc6c3dd2912cf3a4.png
Greetings, Survivors!
Whether you're a new survivor or an old-time veteran, right now is the best time to jump into the Dust Bowl. Why's that, you ask? Well, we have a new update for you, and it's a BIG one!
This update features:
Turret Repair
– Players can now repair and restore destroyed turrets to their previous level in one go.
User Interface Enhancements
– Added a Clear button to the Key Bindings window to empty hotkeys.
– Added icons for all keyboard control buttons.
– Hotkey icons are now displayed below the squad list to switch members quickly.
– Camera rotation option hotkeys can now be assigned with the keyboard.
– Added a grid to the map for easy orientation.
Balance, Gameplay, and QOL
– Survivors now equip melee weapons when they run out of ammo in any formation.
– Bosses consistently turn to the character when attacking or taking a hit.
– Almost completely removed self-healing from regular enemies.
– Boss self-healing speed reduced by two times.
– Increased health regeneration for some dogs.
– Guards won't leave the team outside settlement boundaries.
– Melee weapons, explosions, and fire now do damage to lying units.
– Addressed a missing button issue when breaking items in the workshop. Workshop item-breaking button is now placed at the bottom of the window and assigned a designated hotkey.
– Optimized unit loading for reduced delays during long-distance runs.
Visual Quality Improvements
– Improved the quality of achievement icons in the achievement window.
–Various small visual quality improvements.
Balance Changes:
Survivor Skills and Abilities
– Increased the Medic skill requirement for research in the lab.
– Increased the Worker skill requirement for food production on the farm.
– High-level zombies and mutants now have a chance to drop mines and grenades.
Economy and Crafting
– Increased farm food production by 20%.
– Reduced loot weight by 30%.
Weapons and Items
– Removed the power bar from the "Rambo" bow.
– Increased damage for the new top melee weapon.
– Adjusted the drop probability for new bows.
Audio
– Reduced the volume of mutant and zombie boss shouts.
Bug Fixes
– Fixed a control bug that appeared after changing characters in the team window.
– Fixed the camera behavior on the first launch and when using a gamepad.
– Fixed a bug that sometimes caused the interface not to display squad members.
– Fixed some key-binding bugs.
The camera is now fixed on the character when using a gamepad.
– Gamepad users can again switch between squad members with the button.
– Various small fixes.
These changes were made based on player feedback with the aim of enhancing the overall gameplay experience and addressing reported issues. Thank you for your continued support!
We hope you enjoy the changes and your time exploring the Dust Bowl!
—The Decision: Red Daze Team
https://clan.akamai.steamstatic.com/images/40608936/4045650f7f1699381d75b814b0a5b4ac6fdbffd5.jpg
Hi Survivors!
We have released an experimental build for Decision: Red Daze, that fixes some issues from community suggestions, as well as some that we found ourselves during development.
To access it, please opt-in to the EXPERIMENTAL branch on Steam.
Changes:
Melee weapons, explosions and fire are fixed to properly damage knocked down enemies.
Fixed a visual bug in the Key Rebind menu after re-assigning keys.
Fixed a bug that prevents assigning of Shift, Ctrl and Alt keys to alternate controls.
Fixed a bug that removes functionality of breaking items in the workshop.
Fixed the bug forcing bows Phantom and Rambo to have very low drop chances.
The damage of the newly added top melee weapon has been increased.
Price for selling items and resources has been reduced to better reflect balance of the game.
Breaking items for resources and loot has been reduced to better reflect balance of the game.
The weight of loot has been reduced by 30%.
The amount of mutant and zombie boss shouts has been reduced.
Other small bugs have been fixed.
We will fully release this build once we are able to thoroughly test it on our end.
We hope you enjoy the changes, and your time exploring the Dust Bowl!
–The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/7206c5fa62d508a7333b602846a02d09b678d1e7.jpg
Greetings, Dust Bowl and nasty bugs Survivors!
A bug fix update was just released, here is the list of the main things improved:
Added an additional check for the player character being thrown to the other side of the map during melee battle.
Fixed the distance of flamethrower damage. Now the damage is inflicted at the same distance as the visual fire effect.
Fixed an old bug where the game would freeze after clicking on the FlyAnvil logo in the main menu.
Added an additional check that will probably solve the immortal zombies problem. Enemies should now not have immortals.
The enemy lists in the "Kill 'Em All (Zombies)" and "Kill 'Em All (Mutants)" achievements have been changed so that all names are displayed at once.
Fixed an old bug where the game would freeze after clicking on the FlyAnvil logo in the main menu.
Performance when working with lists has been improved. Working with lists has become faster.
Fixed missing mouse cursor when launching the game with gamepad or after disabling Playstation gamepad.
In the list of save slots, the number of game days has been added to the slot name. Now in the list you can see at a glance which game day is in each save slot.
Fixed an important bug that caused the gamepad to be undetected after starting the game. Now you can always use the gamepad to skip the splash screen and start the game.
Added the ability to close the map window and team window with the same hotkey that is used to open these windows. Now it is possible to close the map window with the key, and the team window with the key by default.
Fixed some minor issues regarding item ordering by quality in the inventory
Added a text message to notify you when an input device is unsupported or not working properly.
Fixed a bug that caused additional squad cells to appear when a player repeatedly crossed the Repeller's area of effect with the Charisma buff.
Fixed a bug related to teleporting members of another squad along with the player's squad to settlements.
Added interruption of the recruitment process when shooting. Now recruitment is cancelled if the player starts shooting.
Fixed a bug related to incorrect leader identification when forming the first squad. This fixes some hidden bugs related to squads.
Fixed a bug related to adding survivors to a squad where squad members could be highlighted with the wrong outline and incorrectly teleported with the player.
Added a running speed limit when using food or first-aid kits. Now a character cannot run at maximum speed while eating or healing himself.
Slightly increased enemy health on high difficulty levels.
Slightly changed the knockback power of each weapon and unit that hits the target to accurately represent the weapon.
Fixed the model and texture display of one mutant boss - "Leader William".
Fixed the yellow task arrow. The yellow helper arrow now does not point to missing buttons at the bottom of the window.
Reduced the rate of sleep status reduction by 30%. Survivors now have more time before they want to sleep.
Fixed the physics model of large turrets, which caused them to sometimes hit themselves at a specific angle. Now heavy turret guns do not hit themselves when shooting.
The durability of all turrets has been increased by 40%. Turrets are now harder to break.
The quality of the mouse cursor image has been improved.
The visual effect of exploding Molotov cocktails has been slightly reworked.
Also some other minor bugs were fixed.
Have a great week, everyone!
— The Decision: Red Daze Team
Greetings, Survivors!
We're thrilled to announce that the newest update, Update #2, is now available for download and ready to enhance your post-apocalyptic gaming experience in the Wastelands of Decision: Red Daze!
This patch brings a bunch of new improvements. Check out the list below.
Squad Formation Management: Strategically deploy your squad for a tactical advantage in battles.
Autoequip Option: Gear up effortlessly.
Controller Support: Enjoy a smooth gaming experience.
Save Slots: Diversify your gameplay and safeguard your progress with multiple save slots.
Supporting Arrows on Hidden Buildings during Recon: Uncover hidden objects more efficiently during recon missions.
GUI Improvements: Experience a more intuitive and visually pleasing interface for seamless interactions.
Molotov Cocktails "Pramen," "Daniel," "Whikka": Unleash fiery havoc with three new Molotov cocktails that give new tactical possibilities.
Bow "Phantom" with Flaming Arrows: Ignite the battlefield!
Bow "Rambo" with Exploding Arrows: Rain explosive chaos!
New Melee Weapons: Blade "Lancelot" and Hammer "Sledge": Engage in close combat with mighty weapons.
Physical Burn Effect: Feel the scorching impact of fire attacks with the new burn effect.
Unit Balance: Engage in battles with newly balanced units for strategic satisfaction.
Game Difficulty Levels: A long-awaited feature is finally here! Whether you're seeking a casual adventure or a challenging test of skill, we've got you covered.
Fixing a Few Known Major Bugs: We've diligently addressed major bugs to ensure smoother gameplay and a more enjoyable experience for all Survivors.
Some Improvements and Changes: From minor tweaks to game-altering adjustments, we've worked tirelessly to refine various aspects of the game to deliver an even more immersive and captivating adventure in our post-apocalyptic world.
Which one do you like the most? Tell us in the comments!
We hope you enjoy this new update to Decision: Red Daze, and see you out in the wastes!
— The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/7206c5fa62d508a7333b602846a02d09b678d1e7.jpg
Greetings, Survivors!
We are happy to let you know that our biggest update to Decision Red Daze, Update 1, is available to download today!
The patch includes the following changes:
Controls:
1. Added a functionality to change keyboard bindings.
2. Added hotkeys for all gameplay-related actions and buttons.
New Weapons:
Mines!
Shields!
Squad:
1. Shared Squad Inventory - added an option to access a list of all items and resources currently in every squad members' inventory in the same, convenient place!
2. Quick Resource Distribution - added options to place resources in the Shared Squad Inventory, distributing them evenly across all squad members, and an ability to quickly stash loot from every squad member's inventory into the warehouse.
Settlements:
1. Building upgrades now require a specific amount of settlers to unlock, to make sure that every building has at least one working settler.
2. Improvements to the Guard Towers - guards will now be visually available in the tower and will physically perform security functions.
GUI:
1. Player's actions in the inventory will no longer change the order of items on the list.
2. Fixed the display of the fist icon at the used item in the inventory. Now the icon correctly displays the item in use.
3. Improved visibility of information about the possibility of a contract with the merchant guild. Previously, this information was available only after talking with a merchant in the wasteland.
4. Exit button moved to the bottom of the window with the hotkeys in the options window.
5. The ability to open/hide tabbed sections has been added to the lists.
Team list: the tabs are settlements.
Inventory: tabs are types of items.
8. Improved display of changes in the number of resources in the results window of the day after sleep.
8. Added a block of information about the consumption of resources in the sleep window. Now before sleeping you can find out if you have enough resources for production.
10. Added animations of the city selection element on the map.
11. Other small GUI improvements.
Balance Fixes:
1. The progress of a turret now depends on all its options. 100% of a turret's progress is the maximum level of defense it creates.
2. Additional radio stations have appeared in larger cities. Now you don't have to run to the other end of cities to get to a radio station.
3. Added a window with information about the new balance of settlements for players who already have progress in the game. The window is only shown once after an update.
4. Fixed settler skill requirements for building improvements. The requirements now take into account the new settler requirement system.
5. Improved the balance of production and consumption of resources in all buildings. Now with a competent game there should not be an oversaturation of any resource.
6. The number of days of factory upgrades has been reduced. Each new factory level now requires only 1 day to build.
7. Added a level 4 factory to Broken Hills. Previously there was a maximum level 3 factory here.
8. Level 4 of the Shelter Survivor Search now adds 5 new settlers instead of 4.
9. Reduced the force of the unit's throwback after a werewolf jump.
10. The number of enemies in defense missions now directly scales with the level of defense of the settlement. The more defense, the more enemies!
11. Slightly increased the number of enemies in the later stages of the game.
12. Increased monetary reward for killing bosses and trolls.
13. Added drafts for modification to bosses and trolls loot.
14. Edited list of resources and items dropped from the bosses and trolls.
15. Slightly increased life parameters of heavy bosses and trolls.
16. Weapon requirements have been increased. Now it is more difficult to find a suitable weapon for the settlers.
17. Corrected running speed limits for light and heavy weapons. With heavy two-handed weapons in hand a character can not run with acceleration.
18. Improve the balance of increasing all skills in the process of appropriate actions.
19. Reduced the number of added skills when levelling up. Now at a new level each skill is increased by 3 instead of 4.
20. Merchants can no longer sell their armor.
21. Corrected the list of items sold by merchants. Added new items and corrected the number of all items.
22. The cost of all quality items has been increased. Powerful items now cost much more.
Small traders in the wasteland have their amount of money reduced to an acceptable level.
Bug fixes, Improvements and Changes:
1. Improved the troll's falling animation
2. Reduced the frequency of falls and remove tossing while fighting the trolls
3. Improved behavior of units
4. Improved the behavior of mercenaries. Now they follow only the nearest leader (player) and will not run to another city if the player changes character.
5. Improved the lighting of shots in the daytime. This will improve the visual quality of the daytime flamethrower shots and make it less over-lit.
6. Fixed the healing process when a character is killed, it should not lead to an instant revival.
7. Fixed incorrect generation of mutants attacking the K-15 factory.
8. Improved scrolling of lists using the mouse scroll wheel.
9. Improved the opening of the dialog with survivors. Do not allow the window to close automatically or the options list to be empty.
10. Fixed Dr. Listov's behavior. He will no longer disappear from the lab and always be available on the radio.
11. Fixed the loose window. Don't hide the interface after pressing Escape.
12. Fixed the display of icons of wearing items in inventory lists. Remove the display of wearing from items that are not in use.
14. Fixed the freeze while interacting with the bed at the moment of hiring.
15. Seriously wounded squad members no longer teleport with the player.
16. Fixed an unnecessary overload warning when transferring 0 resources to a warehouse.
17. Fixed slow running of the character at the beginning of the day. Now the character can run at once with the correct speed.
18. Some elements of the game received improved performance and optimization
19. Added selection sound for settlements in the map window list.
20. Added some obstacles to the global map. Now there is no shortcut between some entrances to out-of-town settlements.
21. Added new game hints in the dialogue with Frank regarding the newest additions.
22. Improved settler behavior.
23. All face masks are set to item type - Accessories.
Other small improvements and changes.
We hope you enjoy the update to Decision: Red Daze, and hope to see you out in the wastes!
--The Decision: Red Daze Team
{STEAM_CLAN_IMAGE}/40608936/b34fce9444fb31db52239ac31ad968e5472e3450.png
Greetings, Survivors!
We hope you had a great time roaming the Dust Bowl. Between all of the shooting, looting and scouring the wastes for the cure for the Red Daze, there's a lot of ground to cover.
And we're here to bring some exciting news: we're making that ground-covering a lot more rewarding in our ! 2 NEW UPDATES !
Here are just some of the additions you'll be able to enjoy in the updates:
Update 1:
Keyboard Bindings
Squad inventory upgrades - Common Squad Inventory and Squad Supply Management
Improvements of the Towers in the settlement
New weapons - Mines and Riot Shield!
Item upgrade system!
Bug fixes and QOL improvements across the board
Update 2:
Controller Support!
Whole new squad control management systems!
New Fire weapons - Molotov Coctail and Fire Bow!
Many other surprises!
We are beyond excited to be bringing these updates your way! We'll share more about the upcoming updates nearer to their release date, to keep up to date with all Decision: Red Daze news, consider joining our social media circles:
Nordcurrent Labs (Publisher) Discord
FlyAnvil (Developer) Discord
We hope to see you there, and we cannot wait to see you out in the wastes!
-The FlyAnvil Team
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Greetings, Survivors!
How has the heat and danger of the Dust Bowl been treating ya?
We hope you have been having a great time making the wasteland safe by clearing off the dangerous hordes of zombies, mutants, and other pests terrorizing your fellow survivors.
To celebrate the successful release of Update 2, and just because we love the world of Decision, as well as hope you do too, we have scoured our own wastes (THE ARCHIVES), collected the prettiest and shiniest gems of our collection of development snippets, precious gameplay takes and out-takes, wallpapers, animated profile icons, banners, and many, many more other thingies!
All of these windows into the game, must-haves for any Decision fan, are available NOW, for the low low price of 1.99$/1.59€ !
We hope you enjoy this collection we've collected for you, and we can't wait for you to share your experiences out there in the wastes!
It's time for another update!
In this one we once again balance some weapons, fix the bugs we found while out in the wastes, and most importantly, addressed the feedback left by YOU in the Community Hub and our social media, namely the Publisher and Developer Twitter accounts, and Publisher and Developer Discord servers.
So here are the PATCHHH NOTESSS:
AI:
Overall improvements to settler AI
Balance:
Increased starting capacity of small warehouses
Increased the limit of resource production x10
Slightly reduced damage of Sniper Rifles
Slightly increased damage of all explosive weapons
Balanced dealt while unarmed
Restored Broken Hills factory for resource production
Reduced the frequency and distance of werewolf JUMP ability
Increased the MELEE skill growth rate
All survivors following the player character (not just squad members) can now teleport if they stray too far
You may now go to sleep in a besieged settlement if the assault is more than 60% complete
You can now use the radio station to access any building in settlements remotely
Added new game hints and improved their display in the dialogue with Frank
Simplified the looting of resources. If there are only resources in the stash, they will be looted automatically, without opening the inventory
Removed the restriction on filling the inventory after exceeding the capacity limit. Now you can carry any weight, but exceeding the capacity restricts your movement speed
Added arrows to the remaining enemies you need to destroy to complete missions to defend or capture the settlement. This will help you find the remaining enemies in the Assault
Reduced chance and duration of the knock-out effect
Reducing the frequency of attacks on settlements by enemy groups during peacetime
The Power Bar for rapid-fire weapons has been brought back
GUI:
Added the K hotkey to hide/show the HUD
Added a description of some additional hotkeys: Esc - config, I - inventory, M - map, T - team, K - HUD
Added the ability to return the camera to default position by compass-clicking
The map window now has an indicator of the number of game days
Added support for Ultrawide resolution
Visuals:
Added effect of unit burning after death by flamethrower
Fixed the animation of the accelerated walking after rolling
Bugs:
Now the game progress is displayed correctly and can reach 100%.
The turret gun becomes first level after destruction. Previously it was at the same level as before destruction.
Improved the behavior of the turret shooter at the moment of switching by using Tab between members of the squad.
Grenades now properly increase the heavy weapons skill.
Fixed hand animation when tired running with a grenade.
Fixed a bug that caused duplicate money on restart.
Fixed stamina bugs after a fast travel.
Fixed a rare bug with an invisible dog.
Fixed a bug with unit behavior when enemies shoot from a rocket launcher off-screen.
Fixed a rare character freeze after loading the game.
Fixed the error of resetting turret options after a warehouse overflow. Now there will not be such a downgrade.
Fixed a bug that sometimes made it impossible to open a small warehouse.
Many other small fixes and improvements.
As always, we are always on the prowl for any suggestions or bugs that you share with us, and are ready to address them at a moments' notice!
Thank you for all of your support <3
-The FlyAnvil Team
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Greetings, Survivors!
We hope you are having a great time out in the Dust Bowl, and with the summer starting up you would think we are about to sit back and relax, but you would be VERY wrong!
We are continuing our efforts to collect as much of your feedback as possible and use it towards making Decision: Red Daze an even more comfortable experience for every player out there!
A new update is in the works, and we are preparing to release it in the upcoming weeks. Here's what you can expect it to address:
Improvements of the AI of survivors in settlement defense scenarios.
Balance changes, including warehouse capacity adjustments, weapon damage balancing, skill growth speed increases, and more!
Very many QOL changes, among them the ability to craft WAYY more materials at once, the ability to access all buildings' menus from a central location, and a way to make looting much faster and less tedious, among many, many other things!
A lot of bug fixes, including the fix of the dreaded few steps after rolling ;)
ULTRAWIIIIIDEEEEE
The full list of patch notes will be available on the update launch, we hope that these changes make for a more enjoyable gaming experience! :)
As always, please don't hesitate to share your feedback and ideas, each one helps us make Decision: Red Daze just that tiny bit better! :)
-The FlyAnvil Team
Welcome to the First Update of Decision: Red Daze!
During this time after the launch of the game, we gathered all of the bugs, suggestions, and other useful notes you offered us in the Community Hub, social media, and both Discord channels for both the Developer and Publisher servers.
And we worked our butts off to deliver this update with various fixes and improvements. So here we go!
The patch notes for Update 1:
Balance
We received a ton of feedback regarding the Sleep and Stamina and their effect on gameplay, and made some balancing changes accordingly:
Sleep and Stamina depletion rates have been reduced;
Reduced Roll and Attack Charge stamina cost;
Completely suspended Stamina and Sleep depletion in Settlements;
We also took a look into settlement defense and ammo:
Adjusted maximum values of all Settlements' defense;
Increased the number of generated ammo in loot;
And made some overall balance improvements:
Tweaks to charisma growth rates.
Reduced enemy firing range;
Reduced probability of getting knocked down when a Werewolf lands on the ground after jumping;
Quality-Of-Life Improvements
Changed hotkeys for using first aid kits and food. Now the and buttons are responsible for this. Now you don't need the long fingers of a pianist to eat quickly and regain your stamina;
Accelerated the weapon removal animation to speed up access to the loot;
The player will no longer stop when changing weapons using hotkeys while running;
Putting an item into a survivors' inventory will automatically equip that item;
We improved the image quality of all characters and window icons;
Resource management was also improved;
We added a control tips screen at the beginning of the game;
AI Enhancements
We improved the AI of Survivors in battles;
Fixed zombie behavior when changing squad leaders in some situations;
Bug fixes
Fixed the count of enemies killed by a high-level turret for the "Tower Defense" achievement;
Fixed merchant's behavior when interacting with the player in some non-standard situations;
Fixed the generation of high-level mutants. You can now get the "Kill 'Em All (Mutants)" achievement;
Fixed interruption of weapon reloading when starting other actions. Now, if you start another action, the reload is canceled;
Fixed the bug of walking through walls and at different heights by shooters leaving or climbing on the turret when switching characters;
Fixed a bug with not being able to use and during video clips at the beginning of the game in some non-standard situations;
Fixed black screen and freezing after loading the game due to problems with the weapon in the hands of the current character;
Fixed Dr. Listov's behavior. Now he will not follow the player until the lab has been taken over and the quest has been started;
Fixed an issue where you could loot seriously wounded team members instead of healing them.
Fixed the absence of zone names in the description of some tasks;
Fixed the generation of the Shotgun "Urban". Now it can be bought only from the chief merchants.
The large merchant Expedition backpack "Shire" is no longer available for sale. It is only used by merchants to store anything you are willing to sell them;
Fixed the ability to get the "Employer" achievement after completing the game. Now you can find mercenaries even after cleansing the Dust Bowl;
Fixed the game progress indicator in the menu window after you restart the game or start over;
The double-click icon in the inventory tooltip line has been restored. Double-click gives you information about the item;
Fixed the ability to move a character when the inventory screen is opened;
Fixed an issue where you could loot seriously wounded team members instead of healing them;
Fixed an issue that sometimes caused settlers to vanish from settlements;
Other minor fixes;
We hope you have fun playing the game with the latest patch, and please do keep sending us your impressions, suggestions, and any bugs you notice! We are continuing to improve the game with more updates based on your feedback, along with further improvements to AI, balancing, and more to come in the future <3
The FlyAnvil Team
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Happy Friday survivors!
It hasn’t even been a week since the release of Decision: Red Daze, and we already received a great deal of constructive reviews, suggestions and we want to make it clear we are paying attention to all of them, and are working on an update to address the major bugs and suggested improvements to overall enhance the gameplay experience you’ll have out in the Dust Bowl!
Here’s what you can expect in the upcoming update to the game:
Improvements of the AI of survivors in desert and city battles.
Decreases of the roll distance and reduced stamina cost.
Decreases of the stamina drop rate.
Decreases of drop rate of Sleep (daytime fatigue).
Increases of the number of generated ammo in loot.
Acceleration of the weapon removal animation to speed up access to the loot.
The player will not stop when changing weapons using hotkeys while running.
Addition of a window at the beginning of the game with control tips.
Fixes of other bugs based on gathered feedback
Alongside all of this, we will continue to review and address your feedback, and help you out with any potential issues you might encounter! For the quickest support, feel free to join Discord channels for both the Publisher and the Developer of Decision: Red Daze, or leave your feedback in the Community Hub. All of your input helps us make Decision: Red Daze better! <3
-The FlyAnvil Team
Greetings Survivors!
Can you believe Decision: Red Daze is out today?! We certainly can't.
All of the hard work the team has put in over the years, which sometimes felt like decades, is finally in your hands, and we could not be more excited.
We hope you enjoy mowing down hordes of zombies, building your own little safe havens, and making the Dust Bowl safe again <3
- The FlyAnvil Team.
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Welcome back, survivors! Time to expand on our weapons, some of which we already talked about in a previous devlog:
https://store.steampowered.com/news/app/1621760/view/3146323379896888486
This time we’ll be talking about some of the more high-end tools of destruction out there in the Wasteland, the challenges we faced while implementing them, and more!
Starting off with something SPICY!
https://i.imgur.com/RunvdMf.png
When developing the flamethrower, we were obviously concerned with its functionality, but we also had its visual effects in mind. Our main challenge was a programming one: the flamethrower does damage gradually, unlike every other weapon. In addition, all flamethrower animations include fire effects. Other major questions we needed to address were the damage particles that would be emitted by the weapon, their rate of fire and cone of damage, and even how much damage the flamethrower should do. In the early stages of the game, our main approach was to showcase it as a heavily modified version of an assault rifle with custom animations, balancing nuances and models. But for this one weapon, we decided to create a whole new framework as a starting point for models of different versions of the flamethrower. We are also working on improving the animations and particles of the flame, so it looks etter and stronger by the time the game reaches your hands!
Since flamethrowers deal damage to everyone, no matter your allegiance, we also created models of incendiary knapsacks to help you distinguish all your flamethrower-wielding teammates!
https://i.imgur.com/R2SqEMk.gif
We managed to solve this puzzle, but some of the other puzzles ahead of us are more difficult and will take way more time to crack.
For example, the rapid-fire machine guns and assault rifles required us to pay attention to the game’s performance and frame rate. The first few tests we ran showed us all the weaknesses that we had to fix, some of which were EXTREMELY delicate. One of the most memorable bugs we encountered when working on weapons was that fire rates of most automatic weapons were tied to FPS. This bug is not that uncommon. You’ll notice it in many games that have been launched recently, and it’s clear that this issue can very easily break the game for most players if not dealt with promptly. It took us a while, but we managed to resolve this issue by making some major tweaks to the game code. So by the time the game launches, you shouldn’t notice this bug. HOPEFULLY.
As for machine guns…
https://i.imgur.com/qDGHsgq.png
The machine gun charge bar also has its own features. While you hold the charge bar to increase the power of the shot for single-shot weapons, machine guns get more powerful as you fire them. This required us to make some changes to the mechanics of the machine gun charge bar. We solved this problem by increasing the power of the shots for as long as the attack button is held. This is perfect for machine guns because now their effectiveness scales properly. The more you fire, the more damage your enemies take, but we’ve compensated for this by increasing ammo and stamina consumption as well.
https://i.imgur.com/tnlKTTZ.png
https://i.imgur.com/ATJrGcX.gif
While guns are undeniably fun, explosions are WAAYY more cool and satisfying, while helping get rid of WAVES of monsters instead of forcing you to deal individually with every little critter that jumps at you.
The Deacon grenade is the best grenade you’ll find in the Dust Bowl, and its explosions are HUGE. This thing can raze any patch of land you deem unworthy, but we balanced this out by making every grenade use up a bunch of ammunition material when thrown. These high-power explosives are great for dealing with oncoming Mutants and will turn most Zombies into wet paste or a bloody smear. A bullet might have your name on it, but grenades are addressed “to whom it may concern”. Check this out!
https://i.imgur.com/ogg4ZFT.gif
If you haven’t trained your throwing abilities in a while, a rocket launcher may be more your speed. The Buzz rocket launcher is essentially a tube with a faster and more deadly rocket projectile in it, and it’s awesome. Using an anti-tank rocket launcher on a Zombie, Mutant, or Human is something you don’t really see talked about much, but it’s a little insane, and well worth your time and money! We picked a simple one to showcase here. It’s the most basic rocket launcher in the game, but as you’re about to see, its power is unquestionable. Observe!
https://i.imgur.com/85ShrIW.gif
Plans for the future
Now on to the ideas board. This is where we theorize about some of the weapons we’d like to implement in the future, plus ones we’re already working on. Since most of these are in the planning or early development stages, we’d love to hear your ideas on them, what else you’d like to see, etc.
The first one, which we’re working on right now, is the shield. Seems simple enough, right? But we have some new mechanics that might make our shields a tactical mechanism instead of a throwaway loadout choice. Shields will, of course, increase the wearer’s defense. Simple, and you’d think that was it. But we’re not done. We want the shield to attract the attention of enemies, so that anyone with a shield acts as a tank in the player’s squad, giving you a bit of extra depth and strategy in squad planning, as well as in the actual gameplay. We’ll need to keep in mind that this tank can also deal some damage to enemies, so we’re planning to put a gun in their free hand, but who knows how the development will go? :)
Another weapon on our minds is the mine. Given the structure of the game, mines would make a great addition, add an extra layer of strategy, and spice up any battle (especially settlement defense missions) with a little tactical thinking. Players would be able to plant a few mines before the enemies approach and leave a big, deadly surprise for them! This one is also in the very early stages of planning. We hope to have it in the launch, but knowing how complex coding these weapons will be, it remains to be seen how the development will shape the path we take.
That’s it for the latest devlog. A lot of cool new mechanics are being worked on all the time, and we really want to add even more awesome things before the launch. What would you like to see? Perhaps, a spaceship? No wrong answers here. Your suggestions will help us make the game the best it can possibly be, so please do let us know your thoughts and ideas!
Thank you so much for reading,
The Decision: Red Daze team
Greetings, survivors! Welcome to our latest Development Log.
One of the essential elements of Decision games has always been a variety of weapons for destroying hordes of enemies. Some might even say it’s the most essential element, but we cannot confirm that as our “unarmed” players might quit the game, and we won’t have that. You know we love you, even though you’re crazy.
When designing weapons, we had to consider that the game is viewed top-down (close to isometric, but in a three-dimensional, modern perspective). For some weapons, this was very important because their use depended directly on the distance to the target.
For example, Sniper Rifles and their unique ability to aim at long distances. Since this particular mechanic has to work waaay more differently in our top-down game, we had to engineer the entire mechanic from scratch. Now, when aiming, you’ll get a reticle that, while reminding you of the regular sniper scope you’re used to from other shooter games, will also feel new, fresh, and incredibly difficult to explain. Good thing we have a visual aid, or this devlog would feel awfully dull. OBSERVE!
https://i.imgur.com/65yGFLN.gif
If, however, you prefer a little bit of an older spin on warfare, the BOW might be more to your liking. As fans of the series know, the Bow has been prominently featured in another one of our games, Decision: Medieval. While we meant to create three different bow styles, each one with different looks and play styles, we just, uhh… . But who knows, maybe they’ll still make it to the game once it’s been released? ;)
To work the bows, you’ll have to hold and charge them. The longer you charge the arrow, the further it’ll fly and the more damage it’ll deal to your enemies. We tried to keep the bow as simple and as fun as possible, so there aren’t many complex mechanics to contend with while using it, just a lot of fun. The bow is good to use in the game’s early stages, as it has a longer range than other starter weapons if you’re too chicken to take on the monsters head-on.
https://i.imgur.com/uwrrMlb.gif
Finally, we come around to the guns a real soldier (one who’s not afraid of a little Alpha Zombie) would use — SHOTGUNS! A true classic, there’s not much to improve on here, but we still like to mention them as much as possible, just because.
https://i.imgur.com/r9YZX74.png
With great stopping power comes great responsibility, and our responsibility was to balance these bad boys so that they wouldn’t just become sniper rifles that you simply aim in the general direction of an enemy and watch them turn to dust.
To achieve that perfect “oomph”, we created several small projectiles with different trajectories, which created an area damage effect. There were uhm… difficulties in adjusting this. We had to consider the parameters of each shell and its probability of hitting the target, as well as the impact the range would have on their damage. Having stayed up a few nights with a spreadsheet and all kinds of simulations open, we got the effect down nicely, and the shotgun is now powerful as all hell, but not so powerful that it’ll play the whole game for you.
https://i.imgur.com/fa8mt3Z.gif
Now, you may be asking: “CAN I USE ALL THE WEAPONS RIGHT NOW? BECAUSE I REALLY WANNA GET A MINIGUN ON THE FIRST NIGHT!11!!1!1”
And the answer is… uh… kind of?
You have to know how to use them in order to, you know, use them.
For context: weapons are divided into three main classes: Melee, Firearms, and Heavy weapons. To utilize the full potential of any weapon, your survivors must have the appropriate skills at the necessary level. If your skill for, let’s say, firearms is coming up short a few points of the required amount for your shotgun to be effective, it will not be as powerful. This will not prevent your survivors from using these weapons, mind you, but it will massively reduce their effectiveness.
https://i.imgur.com/iMP1boM.png
Your weapon skill increases as you use a weapon, but you can also improve your weapon skill with the appropriate equipment. For example, a combat helmet will increase your skill in heavy weapons.
Each weapon requires a different skill value, with more powerful weapons requiring a higher skill level.
So there you go. No miniguns at level 1.
There are more than 30 weapons in our game. We tried hard to balance this many different weapons, and we knew that balancing so many just by eye wouldn’t work, and we couldn’t adjust them by experience either. We had to create a massive table with all the parameters and formulas to help us distribute the values for the different weapons. For example, we considered parameters such as damage, rate of fire, reload time, impact radius, range, ammo consumption, etc. All of this was taken into account when calculating the effectiveness of each weapon. When adjusting efficiency, we carefully changed all parameters to evenly distribute the weapons from the weakest knife to the most powerful rocket launcher!
https://i.imgur.com/nl3avPq.gif
Each weapon has to be useful at different stages of the game, and each weapon also has to have compelling and exciting mechanics. To that end, we worked hard to create each weapon, sometimes facing difficulties when developing more sophisticated weapons such as the flamethrower, which you’ll get to read more about in a later devlog!
Since we simply cannot cram all of the exciting weapons into one Development Log, we’ll have to end this one here, and in the next devlog, we’ll talk more about the less conventional Dust Bowl weapons, like the Flamethrower, Grenades, and even a sneak peek into some weapons that we plan on adding to the game later on in its development cycle! ;)
Thank you for reading, we hope to see you in the next one!
Decision: The Red Daze team
https://i.imgur.com/tFnypfX.png
Howdy!
Halloween may be over, but who said the spookies have to end? We've been thinking long and hard about that very question for a while now, and have decided that the spookies stay. And what is more spooky than zombies, you may ask? Umm… Mega Zombies, of course!
https://i.imgur.com/243MIvF.gif
That being said, welcome to our newest Development Log, where Big™ things are the order of the day. Big™ Zombies, Big™ Mutants, Big™ Trolls… you get it. Here we go.
If you played any of the previous Decision games, you know that there were no bosses in any of them, but they all featured (and still do feature) large-scale horde attacks on your settlements. These levels were a relatively small part of the games, but we and most of our players really enjoyed them. They reminded us of the Tower Defense minigames, although less nuanced and more involved: you were the one doing the shooting and the defending on your own, like a real soldier, instead of staying back, upgrading buildings and giving instructions about where to place them (we're not babies here).
https://i.imgur.com/dnoCaGn.png
They were good mindless fun and played great on Flash, but as our technology improves, so must our game. Hence the improvements to the Assault system, Bosses, and Red Daze.
Around most of the settlements you’ll come across in the Dust Bowl, there are Hideout camps. DO NOT GO CHARGING INTO THEM HEAD ON! These locations are incredibly dangerous, and inhabited by Leaders and Bosses of various hostile races: in the northwestern part of the map, the land is ruled by Zombie Bosses, while Mutant Leaders roam the southeast. Their skill sets and appearances differ. While they may look like a nice little challenge, trust me, they WILL take you down if you're not well prepared.
https://i.imgur.com/IbOaNfp.png
That said, the bosses are not meant to be ignored entirely. They're responsible for every attack your settlements suffer. As a boss's army grows, the Red Daze and the area of influence widens, restricting players’ movements in this area and making a larger zone around the settlement unsafe for survivors. The longer you let a boss summon forces, the larger the area becomes and the greater the threat of getting attacked. With each passing day, bosses attract more and more wild monsters to their side. They bide their time and gather their strength before unleashing all of their might upon the settlement nearest to them.
That’s where the aforementioned settlement defense kicks in, and you’re thrust into the madness that is making sure a HUGE horde of monsters does not get through your defenses and wreak havoc throughout your settlement.
https://i.imgur.com/8tmrJBY.png
Successfully defending your settlement and taking out the boss's army will leave him weakened, and gives you a window of opportunity to strike back before they gather their strength AGAIN. If you miss your chance to take down the boss, they’ll keep regrowing their army and hitting your settlements until you learn your lesson and go over there to finish him off.
Now, killing bosses is no easy task, and you’ll need more info on them if you want to have even a CHANCE of taking them down. So here goes.
Although bosses can't use long-range weapons like some regular enemies, they are good with melee weapons, which are designed specifically for them. You might end up facing a pipe wrench, the back axle of a car, or other heavy things.
In addition to regular hits with these things, bosses can make a series of hits that are unstoppable. These are called Combo Hits. There are also Heavy Area Strikes, which are even more dangerous because everyone nearby will almost certainly be knocked down or seriously wounded and require medical care. Sometimes bosses will strike after taking quick and dangerous leaps toward your squad. This is perilous because you don't know at what point the boss will make that deadly Charge. Bosses are also capable of throwing heavy objects at your squad, such as barrels, tires, or wooden cases. With all these features, you'll have to keep your guard up: you won't get bored, even if you keep the boss at a distance and use firearms. And don't forget that the boss still has the rest of his loyal army.
https://i.imgur.com/pizxP0i.gif
Since the bosses are the most ferocious and like the Red Daze the most, it's also easy to distinguish them visually from regular enemies thanks to their enormous size and the vibrant blood red color of their skin and equipment.
Bosses are what we call the antagonists that pose the greatest threat to the Dust Bowl's inhabitants. As developers, we are really glad to have found a good, simple way of explaining things to players who are agonizing over the mystery of all of these periodic attacks on their territory. And the guys from the screenwriting team came up with great unique names and backstories for each boss, taking into account the sprawling history of the Decision world. We hope all our players enjoy battling bosses and bringing order to the Dust Bowl!
https://i.imgur.com/tFnypfX.png
Woooooo, It’s another Development Log time! This devlog is going to be a big one — today we’re talking about SETTLEMENTS!
Ah, settlements. The staple of any great survival game. You’re running around the wastes, shootin’ and lootin’ all over the place, and just when you start seeing that you’re running out of food, water, or other supplies, you see it. A shimmer in the distance, a faint sound of ‘life’ just ahead of you. You wander in further, and get greeted by other survivors, inviting you to trade for food, offering you lodging, giving you quests and asking you to find their lost grandma or whatever. If only survival in the wasteland was so easy.
https://i.imgur.com/syCWAkz.gif
Stonedale Camp - the start of your struggle
In Decision: Red Daze, only one settlement is safe. Or, I guess, relatively safe.
Welcome to Stonedale Camp, the first settlement of the game, and the starting point in your journey to rid the Dust Bowl of dangerous monsters and the ever-looming threat of the Red Daze. This is where your mentor, Frank, initially resides, and a tiny safe haven for you to sleep in between exploring, gathering survival supplies and recruiting more survivors to aid you in your cause. There is not much here, besides a bed, a place to stash your loot in for safekeeping, and a lone turret to help you defend against the first-ever hordes of zombies you’ll experience in the Dust Bowl.
https://i.imgur.com/lHWEeNB.gif
Capturing settlements
After Stonedale, every other settlement, camp or city, you’ll want to enter will be taken over by either ravenous zombies, or merciless mutants, and it will be up to you to stock up well, take your best pals and your most powerful skullcrushers or boomsticks, and… uh… make them realise they would be better off somewhere else.
Sometimes though, some of these pests will not want to leave peacefully, and will have a Boss watching their backs. Even though they carry some great loot, they will put up a fight. And they will hurt you. Bad. Some of you may even die. Okay, most of you will probably die, but don’t let that discourage you. You go champ!
Clearing the settlements and turning on the Repeller will allow you to take residence there, bring any survivors you find out in the wastes, set up production facilities and defenses. Speaking of defenses…
https://i.imgur.com/25Vja8a.png
Settlement defense
Defending a settlement comes in two ways — boots on the ground with a gun or a melee weapon in your hands, and turrets — powerful defense mechanisms with great firing power and the safety of being above your enemy. As well as helping you fight your enemies directly, the turret also increases your settlements’ defense rating, which is important in order to upgrade other buildings in that particular settlement.
Arming the turrets with the most powerful weapons we can imagine - from machineguns to flamethrowers, we made sure that defending your settlement is as fun and satisfying as possible, while maintaining the action and intensity of struggling to survive against increasingly larger amounts of zombies, mutants, and other enemies we have in store for you.
https://i.imgur.com/6fkfMW3.gif
Production facilities
Supplies in the wasteland are tight, with survivors having to fight monsters way larger than them to get their hands on even on a few days of food. With struggle for supplies as tense as is, a sustainable way to produce food and building materials would be a game-changer, wouldn’t it? ;)
That’s where production facilities come in. Found in several large cities, these buildings will provide you with all the ammunition, medicine and building materials one can dream of. How it works is very simple — out in the wasteland, you’ll come across ‘Loot’ — you’ll find it everywhere — from random boxes out in the street, to corpses of the monsters you kill. When you gather enough, take it to a production facility that builds the supplies you want, and watch the magic unfold!
However, if you find yourself lacking in Loot, try to upgrade a Warehouse in some of the larger cities. With an upgraded Warehouse, you’ll get the ability to send out Rangers out to the wasteland. These squads will gather enough material to bury you, but these expeditions are costly, so you better be prepared to open up your wallet.
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Shelter
While at the start of the game you don’t need that many survivors to watch your back and protect your settlement, the mid-game is where things are changed up a bit. Enemies are stronger (duh), and settlements you’ll come across are wayy larger in scope, and will require more manpower to defend. And getting dozens of survivors to come with you to your settlement is no mean feat. That’s where Shelters come in!
You can choose to look at Shelters as a type of production facilities that you can set up, upgrade, and maintain, in order to get as much of a precious resource ( in this case, Survivors ), as possible. You’ll use your gathered materials to send out scouting parties to find, rescue, and bring back the Survivors, and in return, they will help out in your settlement, and even go along with you out in the wasteland and kick some puny zombie ass! Also yes, the survivors you recruit this way are playable the same way any recruits you yourself will stumble across are.
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...Aaand that is it for todays’ Development Log! We hope this piece sheds some light on some burning questions you might have had, but if there’s still some left, don’t hesitate to type them up in the comments section!
Thank you for your support, we have much more content for you, so stay tuned for our upcoming DevLogs ;)
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Welcome, one and all, to another Decision: Red Daze Development log!
This time we are shining the light on the map, and delving a little bit into the development process that went into making the biggest zombie-blastin’ playground ever seen in the Decision series!
The map is one of the most important aspects of any game - be it a narrative experience, a role playing game, or a first person shooter - the locations you visit and the surrounding ambience set the mood for the entire duration of the game. Knowing that, we spent a long, lonnnngggg time on the idea generation process long before we even started developing the game map, and feel this is our best one yet.
So welcome… to the Dust Bowl!
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The first iteration of the game’s map was completely different from what you’d see now. The play area was originally four times bigger than the one we have now, with the amount of settlements being similar in structure but having less functionality.
We spent some time working on it before we realized it was wayy too large, and poorly affected the dynamics and flow of the game. In theory, an average session should have been enough for you to comfortably set up your squad of survivors, explore the surrounding area and scavenge for some loot, then stumble upon a new settlement and capture it. At that time in development, this was the element that took the most effort from the team, and even then, took the greatest amount of time. We had to completely redesign the map, and now the Dust Bowl feels wayyyyyy more comfortable!
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We placed everything you see in the game manually, with great care to how you guys would enjoy our game. The game's loot, survivors and regular enemies aren't attached to specific locations, and instead they're scattered relatively evenly across the map, scaled to the player's progress across the Dust Bowl. Since the development team consists of only two people, not counting the screenwriters and actors, this distribution of survivors, loot and ordinary enemies keeps the development process more streamlined, and helps us create the game we want to make, and tell the stories we want to tell!
And stories are what we’re all about.
Every location you see in the wasteland has a unique and enthralling backstory behind it, and we simply CANNOT wait to tell you about them any longer.
So, starting today, we start telling the story of the Dust Bowl: each week, we will take a location from the Decision: Red Daze wasteland, tell you more about the backstory of the place, or maybe its’ use in fighting against the menacing monster army!
Thank you so much for your support, and we hope to bring you much more content like this in the near future!
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Survivors!
Steam's Next Fest is finally upon us, and we decided it would be a great time for you to start your training and get prepared to survive the apocalypse and clear the world of the monsters and Red Daze once and for all!
With that in mind, we want YOU to pull up your chair, put on your gamer pants, and turn on our 90 minute demo on , where you'll get the honor of desperately clinging to life with no supplies, food or weapons in the harsh conditions of an unforgiving wasteland, or become the ultimate survivor, lead your squad of very cool specialists, and wield some of the most powerful weapons in the wasteland to mow down your foes in a blaze of glory!
EMOTIONAL MANIPULATION TIME
If you do not WISHLIST the game after playing the demo, I will not show you any cute pictures of a doggo that may or may not be in the final build of the game >:(
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This is Patrick from the FlyAnvil Screenwriting Team, here with a development update! This time we'll be talking all about the various inhabitants of the Dust Bowl.
As the Red Daze set in, the people of the Dust Bowl panicked. The ensuing chaos proved just as destructive as the effects of the red mist itself. Those who survived through the initial dangers decided to band together, realizing that resource hoarding and power struggles were not to be tolerated if humanity was to endure this menace. The group had to come before the individual. With that in mind, survivors established trade relationships with the most unlikely allies to ensure the future of the human race. Thanks to the efforts of those pioneers, you can rest assured someone will always have your back.
Most humans divide up their time between guarding settlements, exploring and scavenging the wastes, and boast some of the most impressive firepower necessary to protect themselves and their fellow man.
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The stable Merchants of the Dust Bowl hire Guards and Mercenaries to keep themselves protected. Each of them has its own stories, actions, and inventories. Their inventory updates almost daily, so check them out when you're passing by; you might find some of the best items in the game. They also all have a certain doggo with them, so keep an eye out for him as well.
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Whereas Merchants technically appeared in previous entries in the form of menus for purchasing upgrades, Mercenaries are an entirely new class, especially the big, yellow variants. You'll find Mercenaries exploring the wasteland in search of work where the Red Daze has lifted and in Merchant camps after their contracts have expired. As for the allied Yellow Mutant Mercenaries, they can be found in their own settlements. They will make your squad much stronger than would be possible otherwise.
Within the Dust Bowl, Mercenaries symbolically represent tragedy and absurdity. Many of them are for hire not only by you but also by your enemies. Mercenaries often have stories to tell, as you'd expect in their line of work.
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The most common enemies - Zombie and Zombie Dog - patrol together with their eyes mostly empty, but with an insatiable craving of flesh - Human and Mutant alike. A substantial amount of new Zombie types appear in this entry in the series, and all Zombie Dogs are entirely new. Many of the newer types are based around folklore both from the world of Decision and from our own cultures. Of course, sometimes we choose names just because they sound cool. Zombie Dogs are now capable of leaping across long distances to chomp on you, so watch out! My personal favorite of the new entries is the Zombie Gangster. They have a classic look mixed with an old western farmer. It oozes the style of the Dust Bowl, and the time it's set in before the infection. You aren't likely to find any Zombies with large firearms as their bodies are too decrepit to handle the recoil. You'll have to hunt bigger prey for that!
Each Zombie can be found performing patrols, and hiding from them won't be easy. The infected have a much better sense of smell compared to the Survivors. Though they appear to be falling apart, the infection sustains them and makes them harder to kill than you might expect. Take a look at their awesome designs!
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Mutants and Werewolves are nothing new to the series, but we have expanded their lore and use. Many of the Dust Bowl's Mutants are actually much older than they seem. They'll use guerrilla tactics against you and have a great understanding of their surroundings. If you take a closer look at their actions, you'll see that they take on similar roles to Human Survivors. Mutants are much closer to people than their monstrous appearance implies. They don't exactly fit into the meathead stereotype that is so common, but they are certainly capable of massive destruction in close combat. They're the only kind of enemy you'll see using big weapons, so seeking them out to collect their arsenal would be a very smart, if dangerous, choice.
Werewolves have gotten an entire overhaul from a lore perspective. They now operate off of a religious, caste-based system centered around the in-game Old Church. With little left, after them turning, they found themselves becoming loyal to Mutants. As a fun fact from the lore, Werewolves have canonically only existed for around 500 to 600 years! Fans of our flash games might know their origins, but we'll save that for another dev blog.
Werewolves are the most basic type of Wolf-man Mutant and have several different tiers now, though not as many as the Mutants they are loyal to. They can leap great distances to take down their prey. Often, they stun with an initial attack and follow it up with a bunch of swift strikes to rip you apart. If that doesn't work, they might try a stealthier approach. Believe it or not, Werewolves can speak! They just don't like talking it up around their enemies. They certainly don’t want you knowing where they come from, but some well-studied survivors might spill some secrets if you are persuasive enough.
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The biggest new additions to this game are the Alphas and Leaders! As their names imply, they lead each of their respective factions. Their leadership is divided between several areas, and thus there are several types of Alphas and Leaders. Each one is more formidable than the next. Most Alpha Zombies are ancient entities revived by the Red Daze. It seems to have a miraculous effect on them, bringing forth a power beyond what they had before!
Since Mutant Society is based on strength as well as words, those that were most benefited by the effects of the Red Daze quickly soared to leadership positions, quite literally dwarfing their competitors. Zombie Alphas adopt a feral and animalistic nature in their society. In contrast, Mutant Leaders are quite civil - at least among their own kind.
All of the Alphas and Leaders are only naturally occurring in regions with the Red Daze, but they have been leaking out into the world. Keep an eye out for them in future entries that might take place outside of a Red Daze infested area.
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But the most exciting and recent addition is the Troll. Trolls are absolutely massive - over two times the size of a Survivor. It might not come as a surprise, but they don't use standard weapons. They prefer their arms, legs, and heavy scraps they can find laying around.
Trolls migrated to the Dust Bowl en masse after finding out that the Red Daze had regenerative effects on the infected. Unfortunately, this turned Mutant Trolls into ticking time bombs of berserk rage, with most of them unable to tell friend from foe. They are a unique and dangerous entity leaking out into the world. Essentially rabid, what remains of these titans is something to be feared. I personally recommend avoiding close combat. You might end up buried in the ground up to your head or ragdolling across the wastes. You never know! The Red Daze has certainly made them a lot stronger, and their regular-sized counterparts were already among the top of the food chain.
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That’s it for today! We’re having a lot of fun writing these, so please, let us know what you’d like to read about next!
Greetings, wasteland survivors! Today, we would like to share a little bit about the combat mechanics in our series of top-down zombie shooters.
It all had to start somewhere, and so our journey began with a wacky insect shooter, Insectonator, where players became not-so-professional exterminators, and used any means necessary, mainly guns, to rid of insects that piled up at their feet. The mechanics were relatively simple, and back in those days, it was challenging to come up with any more interesting features besides moving the cursor and clicking the mouse, causing the insects to fly apart and turn to a pulp. It was fun and satisfying, yet very simple and easy to pick up on. Then, in the process of chasing new and exciting ideas, we decided to replace the insects with terrifying zombies and added a regular-sized main character. What came of it is now known as a classic top-down zombie shooter, Decision, the first entry of the series that would continually evolve for years to come.
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The mechanics were standard for their time – you moved the character using with your right hand using the keyboard, while simultaneously aiming and shooting with your left using the mouse. The challenge was very clear – we had to make these simple mechanics that players had to use for the entire duration of the game enjoyable, and most of all, feel like the player was the strongest and bravest warrior in the world. Effects, sounds, camera shaking, blood splatters — all these things added to the special pleasure of destroying hordes of soulless enemies. In the beginning, there was no melee combat present. Instead, the hero automatically hit or kicked nearby enemies, creating the self-defense effect of a kung-fu master. While the player did not have any influence over that, it still felt very natural, yet extremely satisfying. For the sake of variety in the game, some tower defense mechanics were also introduced, but that is a story for another time.
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For the second entry in the series, the player was taken to a new locale, where they continued their quest to take down massive hordes of enemies. We felt comfortable using the same combat mechanics from the previous game, instead of focusing on adding other features that would bring our players new and exciting experiences and emotions. We also got an incredible amount of positive and constructive feedback, which we used to give gamers a multitude of ways to satisfy their thirst for blood.
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After the smashing success of Decision 2, we have decided to shift our attention to a different setting, in which people could wreak havoc. We had our hearts set on the Medieval Ages because we just loved everything about the Medieval Ages since we were kids. The simplicity of life, stone castles, knights in armor, and bladed weapons caught our attention even before the release of the first installment of Gothic, which was always near and dear to our hearts. We wanted to make a medieval game that would primarily be enjoyed by the fans of the Decision series. That’s why for our next game, we traveled back in time over 500 years, to the era of knights and castles.
And so, Decision: Medieval came to be. In order to preserve the game’s lore, we decided not to add magic, which was used in most PC games set in that era. This meant that using splash hits at nearby enemies would no longer work as it had in previous games. In order to stay within the boundaries of a top-down zombie shooter, we had to change the game mechanics, because bows and crossbows alone would not be enough to keep the fighting dynamics and enjoyment of battles without magic. Thus, a new era of melee combat mechanics was born. We were able to make melee combat as fun and exciting as shooting firearms, and the feedback we received made us incredibly happy.
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But this presented a challenge. We really wanted to preserve the dynamics of our previous games, where there were a lot of long-range weapons, and the player could easily point the cursor at different parts of the screen and shoot oncoming enemies. This was the mechanic we desperately wanted to keep. To preserve this feature, we added a Jump or Charge — the ability to run up to an enemy almost instantly from a certain distance and strike immediately. Once we added this feature, we realized that we were going in the right direction because combat evolved into something very deep, yet intuitive and anyone could learn to do it after a few minutes of playing. Moving between enemies became a separate, interesting mini-game. You could choose a target and attack it without wasting time dealing with the enemies that were standing between you and the target. What mattered to us most was making the process as realistic as possible, so we integrated some special effects and sounds that would make the experience more believable. And that was our first step in mastering the proper melee mechanics for the game.
The second issue was jump length and hit strength. We wanted to reward players who used the charge mechanic strategically, by making it stronger the more you wait before activating it. That’s how the Power Bar or Stacking Effect came about. It was an idea that came up while working on the mechanics of the bow — the harder you draw the bowstring, the farther an arrow will fly, and the more damage it will be able to do. In this instance, the player character is both the bowstring and the arrow at once. Once you start charging up the attack, the power meter would fill up, and once it was full, it would unleash a devastating blow on the target. Most often, the attack would prove fatal, resulting in a glorious explosion of blood and body parts, with the screen shake and epic sound effects making each strike epic and worthy of an action movie trailer.
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Combined, these two relatively simple mechanics allowed us to achieve amazingly satisfying effects in melee combat, with each swing of the weapon feeling more hefty and powerful than the next.
Our newest entry to the series, Decision: Red Daze, brings us back full circle, taking us back to modern times, where conventional firearms are survivors’ stock and trade, and yet we took the extra mile to make sure that the melee combat all the way from the Middle Ages stayed with us in the post-apocalyptic world, and we’re thrilled with the results.
But we just wouldn’t be ourselves if we did not strive to improve every facet of our game, and so for this new game, our sights got set on the gunplay. The Power Bar has evolved, and now it has taken shape in the form of charged-up shots! Pocket pistol, shotgun, rocket launcher, you name it – everything has the potential to obliterate even the most terrifying foes with one shot! All you have to do is start charging up the shot, take a breath, and prepare your eyes for the most beautiful gory explosion you have ever seen.
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But wait, there’s more!
Shooting well means being skilled at it, and if you’re REALLY skilled, you can even aim better before shooting! So, level up your character, and specialize for your gun. The more skillful you are with your weapon, the more you can charge it up, the more damage you will do!
Oh yeah, there are stats you can improve for each character in this game, I guess the cat’s out of the bag, but it’s a story for another time, and it will be worth your time 😉
That’s all for now, survivors, thank you for taking your time to read this not-so-brief story of our games and the evolution of our combat mechanics! We have oh so much more in store for you, so keep your eyes peeled for more of this type of content!
Greetings, inhabitants of the Dust Bowl, and welcome to Decision: Red Daze!
We’re inaugurating the Steam page with this blog, so first of all, we want to welcome you to our community and thank you for supporting our game. Decision: Red Daze has its own history — it is the fourth entry of a franchise that started as a Flash game, and which very soon became a cult game with a sizable community behind it. But for many of you it’s probably a brand new game, so a bit of an introduction is due — however, don’t worry, you don’t need to play the previous Decision games to enjoy Red Daze!
Decision: Red Daze is an action-RPG game where you play the role of the leader of a group of survivors of a horrific disease that turns people into monsters. You all are trying to survive in the Dust Bowl, a desertic region where extreme heat and sand storms have turned this illness of unknown origins into an airborne disease — the Red Daze. There is no cure known, and it’s now expanding quickly, so human society is on the brink of collapse. As a militiaman turned leader of a group of refugees, you are putting your tactical knowledge and battle skills to the service of your community, leading expeditions into the wastelands to rescue other survivors and hopefully find a way to escape or even cure the Red Daze. You will have to manage your group of survivors to make the most out of their skills and strengths, as well as build defenses to fend off the infected, popularly known as zombies and mutants.
In the coming months, we’ll tell you more details about the world, characters and story of Decision: Red Daze, as well as reveal more elements of its gameplay and key features. But today’s being the “inaugural blog”, we want to give you a taste of what the game looks and feels like. In today’s gameplay video, the developers of the game (indie studio FlyAnvil) showcase and explain the thrilling gameplay of Decision: Red Daze. We invite you to watch it with us and leave your questions in the chat, or later on here in the comments. Good luck in the Dust Bowl, survivors, you’re going to need it!
If you missed the broadcast, here is the link to watch it: https://youtu.be/HEpoPlWr59M
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Steam news for Decision: Red Daze
This page aggregates Steam news feeds, patch notes, and developer announcements for Decision: Red Daze, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Decision: Red Daze statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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This page lists official Steam announcements for Decision: Red Daze, including the latest post "Decision: Red Daze is expanding its horizons!". Each entry links to the full changelog on Steam.
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Decision: Red Daze currently shows 8 concurrent Steam players on SteamScope. Player counts refresh on a rolling schedule — typically about every 30 minutes for high-priority titles.
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