
Welcome to Dreadlands! A perilous landscape brimming with potential in the form of Glow. Command one of 3 unique factions in this turn-based tactical RPG and play through their campaigns, be it solo or Co-Op, or battle it out in PvP. So far no one has tamed the Dreadlands. Will you be the first?
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 26 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dreadlands is a simple, turn-based tactics game. The learning curve is a mere speed bump, and the game-play loop is one that should very feel familiar if you've X-COM or any other games in this genre. It doesn't attempted to bring anything new the genre, and that's OK as long as you have the expectation going into the game. The art style is pleasing to the eye and fits the overarching story being told the Deadlands. Seeking of the story, both it and the dialogue are lacking some nuance, but I am assuming the average player wont be seeking out this game for the story. Your gang is just out there doing gang stuff. Based on in-game prompts, I think Blackfox Studios released this game expected it to have a longer shelf life, and there were opportunities for Co-op and pvp play. I say that in the past tense as the community is dead. Maybe that will change, but I wouldn't hold your breath. The game lacks some polish, and suffers from some optimisation issues, but id give it a buy if your interested in turn-based tactics games.
within 30mins of playing ive encountered a bug which crashes the game, if you have overwatch , and the enemy unit gets close enough to meelee attack but then the OW triggers , the game simply crashes cuz when youre "melee" locked you cant shoot , so its own mechanic kinda jsut ♥♥♥♥♥♥ its self over, along with the movemnt imo feeling a tad ,, weird to say the least.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Much better than mixed reviews suggest, Dreadlands is innovative designed for tactical focused gameplay : - Simple and fast inventory and upgrades to focus on tactics not mind numbing item management. - Limited ammo yet you don't have to buy ammo/meds/nades as all consumables regenerate per combat and you don't need much anyway. - Ranged is fine and have clear % hit chance, numbers are simple and enemy has the same limits, i.e you can force it to run out of ammo. - Melee locking, overwatch limits etc make for fun gameplay as you rush an enemy with an axe instead of mind numbing using just snipers in other games. - Pace is fine however I'd liked more variety and harder bosses/AI as the game is easy if you put a little thinking into it. - Animations, graphics, sound etc are all great and as the mechanics, are really in tune with the POST APOCALYPTIC settings. - Better than Wastelands 3 , you are missing out on this hidden gem +++.
FIGHTING OVER SCRAPS. That is what this game is about. Which makes it a PRIME GRIND GAME. Now look it must be said this game is not for everyone as it must be said I only ever play this game on legal drugs every once in a while. And for that purpose the game is good. Not much changes fast enough to throw me off and there is not alot of story to remember anyways. Your a gang and well you fight other gangs and well that's it. Difficulty is by level so you can constantly choose what your in the mood for based on how well your equipped and to be well equipped takes time because you ARE FIGHTING OVER SCRAPS. And I believe that is the point of the game is that there is no abundance of resources and everyone IS fighting over the scraps that do appear. Obtaining enough to do anything is a real pain and I like it because then basic stuff has a real value compared to other games. Like I said thou not for everyone and like I said I play it every once in a while, while legally stoned and it just works "for me". Play the demo and decided if you can stomach the "scrap fight grind".
Dreadlands, developed by Blackfox Studios and published by Fatshark, is a vibrant and gritty turn-based strategy game that fuses post-apocalyptic scavenging with tactical squad combat. Set in a world shattered by catastrophe and consumed by tribal warfare, it invites players to command small gangs of survivors in a struggle for control over a mysterious resource known as “Glow.” The game takes familiar tactical mechanics—cover systems, action points, overwatch—and infuses them with a sense of improvisation and personality. Rather than aiming for grim realism, Dreadlands adopts a colorful comic-book aesthetic that softens its brutality without losing its edge. Beneath the stylized visuals and humor lies a challenging, methodical experience that rewards strategy, adaptability, and a touch of calculated risk-taking. The structure of Dreadlands alternates between two layers: overworld exploration and turn-based skirmishes. On the world map, you guide your chosen faction through the wasteland, visiting towns, scavenging resources, recruiting new fighters, and tackling a range of missions. These missions can be story-driven objectives, side contracts, or random encounters with other gangs. When conflict arises, the game transitions seamlessly into its tactical combat layer, where positioning, line of sight, and ability timing determine victory. Unlike many strategy games that confine movement and attacks to rigid phases, Dreadlands allows more fluidity—you can move, shoot, and reposition freely within your action points, which keeps the pacing dynamic and unpredictable. Each fight becomes a mix of planning and improvisation, where bold aggression can be just as viable as cautious patience if executed well. The game distinguishes itself through its morale and card-based systems, which add strategic depth and unpredictability to every engagement. Each gang has a morale meter that fluctuates depending on casualties, injuries, and battlefield dominance. Rather than focusing purely on eliminating enemies, you can pressure their morale to break them psychologically, forcing retreats or disarray without total annihilation. On top of that, every combatant has access to tactic cards that introduce randomized buffs, debuffs, traps, or movement options. These cards inject a welcome sense of chaos, ensuring that even well-planned battles can take surprising turns. The result is a balance between control and uncertainty—a system that keeps players on their toes while encouraging experimentation. Mastering both mechanical precision and adaptability is essential, especially as battles grow more complex and enemies more cunning. Faction identity is one of Dreadlands’ strongest qualities. The game offers three distinct groups: the Skarbacks, a brutal and disciplined militarized gang; the Tribe-Kin, spiritual scavengers with animalistic instincts; and the Scrappers, ingenious tinkerers who rely on technology and explosives. Each faction feels mechanically and thematically unique, not only in combat style but also in their narrative flavor. The Scrappers rely heavily on ranged traps and resource manipulation, while the Tribe-Kin prefer mobility and melee aggression. Switching between factions dramatically changes the way you approach battles and resource management, adding a layer of replayability that encourages trying different playstyles. The writing, while not deep or emotionally charged, has a wry, self-aware tone that fits the world’s chaotic charm. Characters speak in slang and dark humor, giving the setting a sense of life and authenticity amid the wasteland’s absurdity. Visually, Dreadlands is a breath of fresh air in a genre often dominated by drab, militaristic tones. The art style embraces bold outlines, exaggerated proportions, and saturated colors that evoke a post-apocalyptic comic book brought to life. The environments—junkyards, derelict factories, irradiated swamps—are richly detailed without clutter, creating clear, readable battlefields that balance form and function. The animation and sound design complement the visuals well: gunfire and explosions have satisfying impact, and the soundtrack hums with percussive energy and industrial rhythms that keep the adrenaline high. Each encounter feels like part of a chaotic frontier, a place where technology and savagery coexist in uneasy harmony. This aesthetic choice gives Dreadlands a distinct identity, standing apart from its more somber tactical peers like XCOM or Mutant Year Zero. However, despite its style and ambition, Dreadlands struggles with pacing and repetition. While the combat is solid and engaging, the game’s mission structure tends to recycle objectives—rescue operations, elimination missions, and escort quests recur frequently, with only slight variations. The overworld, though functional, can feel sparse after extended play, offering limited incentives for exploration beyond mission hubs. Similarly, enemy variety plateaus after a while, with familiar units and patterns reappearing across multiple zones. The developers introduced a card system to keep encounters fresh, but even this mechanic loses some novelty once players learn to exploit optimal combinations. The story, though serviceable, rarely rises above its role as background flavor. It’s clear that the game’s focus lies in tactical encounters rather than narrative depth, and for players seeking a strong campaign or world-building, this imbalance might be disappointing. The multiplayer and co-op options show promise but never fully realize their potential. While the ability to fight against or alongside other players in the wasteland sounds appealing, the matchmaking can feel uneven, and the rewards for multiplayer victories lack long-term incentive. The progression system is also fairly modest—recruiting units, upgrading equipment, and improving stats form a satisfying loop, but the lack of significant branching choices or advanced customization means it can feel linear over time. Still, for those who enjoy fine-tuning tactics rather than micromanaging endless systems, this restraint can be refreshing. The simplicity allows battles to remain the focus, and the steady increase in enemy difficulty ensures that even veteran players stay challenged. Dreadlands succeeds most when it embraces its core strengths: fast-paced tactical combat, creative faction diversity, and bold presentation. It doesn’t aspire to rival the depth or polish of the giants of its genre, but it carves out its own niche as an accessible, personality-driven alternative. Its imperfections—repetition, light narrative, and modest progression—don’t erase its charm; rather, they define its scope. It’s a game that understands what it wants to be: a colorful, chaotic sandbox of strategy and survival in a world teetering between decay and anarchy. For players who crave turn-based combat with flair and attitude, Dreadlands delivers a satisfying and distinct experience that rewards both cunning and audacity. It may not redefine the genre, but it stands as a confident and enjoyable entry in the lineage of tactical wasteland adventures. Rating: 6/10
All things considered, a solid and well made squad-based turn-based tactics game. Not a fan of the meta progression and reliance on multiplayer. Like the base is decent but they didn't do anything special with it. Art is also alright... It's nothing to write home about imo.
Get it when it is -95% off. It was pretty smooth. I didn't do a whole round yet, but if you like turn based board game style this one is for you!
TL;DR: recommended for fans of turn-based tactics games who enjoy grinding. Dreadlands is vaguely XCOM-like, but with a vibe somewhere between Mad Max and Borderlands. It has an open-world-style map that you move around in real time, and small-map battles where all enemies and terrain features are immediately visible. The combat is okay, following the common system with 2 AP for moving or attacking and high/low cover. They altered the basic XCOM playbook by putting an emphasis on melee combat, which is fairly vicious. When you move next to an enemy unit, both units are locked into melee. Ranged attacks can't be made by or against melee-locked units, so if something jumps on you, you have to either back off (granting a free attack) or pile on. Missed attacks cause a counter-attack (once per turn). When units reach 0 HP, they "bleed out" over 3 turns unless revived, but you can short-circuit that with a melee execution. Ammo for ranged weapons is limited, usually to 3 or 4 shots per battle. Your units will generally come with one reload opportunity, though more can be purchased. Firing a ranged weapon twice in the same turn is very likely to cause the weapon to jam, requiring the use of a specific item to un-jam it during combat. On the other hand, hitting something with a ranged attack removes 1 AP from the target (can be resisted), making overwatch a very effective way to keep most units from charging you. Everybody loves deck-builders these days, so at the start of combat you get 4 "tactics cards", chosen at random from your deck. These apply various buffs and debuffs, such as minor healing or AP penalties. Your enemies get these too, which can be annoying: if you knock an isolated enemy out of action, you'd like to be able to ignore that unit, but if they have a rejuvenation card they can revive it, potentially leaving you flanked unexpectedly. There are a few different types of missions, but somehow they all feel the same. The tactical maps within a general region of the world are very similar. Your units have ability trees, but most abilities are shared across all types of units, so the various classes feel very similar. Generally there's a lot of same-ness, which could be perfectly fine if that's what you're in the mood for. Your squad and your base are improved by spending resources, which are not supplied in large quantities. You need to poke around the map, looking for level-appropriate encounters, or just make do with what you have. This makes it feel a little grindy. The game allows only one save file, but the consequences of units dying - or even squad-wiping - are fairly minor. There are some minor bugs, or perhaps just things I didn't understand. There'a an "energy drain" ability that requires LOS within 16 tiles, but sometimes it wouldn't trigger even though I could target the enemy with a short-range pistol. There's a "scavenge" encounter, where you grab stuff and run for the exit, which seems to end after a set number of turns, but there's no indication of that on screen. It's not a bad game, and the combat system feels different from most others in the genre, so it's worth a look at the right price.
12+hrs of playing (had no internet for the 1st 12hrs so my time wasn't tracked!) i got to fame 5 with the scappers, and the next main mission was, "go get this thing, and fight this other gang to get it"... the same as every other "contract". the faction quests were also basically the same too...and you can for some reason only have 1 of those at a time! also the combat was quite samey and a bit easy too, i'd not lost a single match and almost every match was won when the opponents were at broken morale state. also 100% of the starting "fighters" where male that i could tell, not that the pics are that detailed, i got a female later, but at the fame 5 mark i think 5/6 of my fighters were male. the walking around settlements/outposts etc was really jerky. there was no hotkey/keybind possible for "end turn", and also the "go to next fighter automatically" didn't work if a fighter was pinned (they were injured last turn so have 1 action instead of 2), you have to manually select them, so a few times i ended my turn accidentally cause i didn't notice that one of them hadn't gone, when i didn't want one of my others to use all their actions. the movement on the world map was weirdly janky too, you can't move the camera around to tell your gang to go to some far off place you'd been before, but had to click near the edge of the screen to get em to go in the right direction many times or click & hold to get em to continuously move. if you were in a settlement and there was a tree branch in the way but you can see an npc clearly through it, you can't click that npc to go talk to em, you have to instead move the camera around to where there's no obstruction before you can select them at all. seems like there's lots and lots more "content" left i could have played, but it seemed like it'd just be the same again and again...another thing, the weapon stats were weird, there's so far that i've seen basic weapon, then blue version then purple version, that are each a bit better, but i also found when i left the initial area, that there was other basic weapons that were just better than the blue versions of weapons that i bought in the 1st area, no item lvl or indicator that that'd be the case, just gotta look at stuff carefully and you notice that they're just plain better, more dmg etc, for some reason, no indication of why...
Gra może i by była do ogrania gdyby nie masa błędów np jednostki wejdą na dwie miny jednocześnie wywala do pulpitu, szarżujesz gościem wejdziesz w zasięg overwatch strzał zostaje oddany i wywala do pulpitu
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