
TAKEDOWN is a thinking-person’s shooter; brutal, hardcore and deadly - like the real thing. Not for the faint hearted, Takedown requires you to bring your 'A' game - FPS fans looking for an ultra hardcore experience only need apply!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
11 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
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 Sep 10 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Отвратительный клон SWAT. Ставлю лайк. Настолько плохо, что даже хорошо
wasn't worth what I paid
10/10 top gioco da comprare assolutamente consiglio state attenti ai tango e se il vostro amico vi dice che ne ha ammazzato uno non dite che ce n'è un altro potrebbe essere il vostro amico si consiglia di non spararlo tanto nel caso ci muori lo stesso
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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11 on sale4 answered “not sold”0 we did not ask
The 4 “not sold” markets are read from the Steam price pass of Sep 10: that day the store answered for this game elsewhere and gave no price in those. The 11 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain**languages with full audio support
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра шикарна, с самого начала дает понять что надо стрелять во все что движется
Takedown: Red Sabre, developed by Serellan LLC and published by 505 Games, positions itself as a spiritual successor to the classic era of tactical shooters—a genre defined by patience, planning, and punishing realism. It clearly draws inspiration from titles that prioritized calculated movement and coordinated team execution over spectacle, and from the moment you step into its missions, it’s evident that the game is trying to recreate that grounded, high-risk atmosphere. Every encounter is meant to feel dangerous, every room potentially lethal, and every decision something that carries weight. The intent is admirable, especially in a gaming landscape dominated by fast-paced, arcade-style shooters. The core gameplay revolves around methodical clearing of environments, often tight indoor spaces that demand careful positioning and awareness. Movement is deliberately slow, weapons feel heavy, and survival hinges on understanding sightlines and reacting cautiously rather than aggressively. In theory, this creates a tense rhythm where players must think several steps ahead, coordinating entry points and anticipating threats. There’s a certain appeal in this structure, particularly for players who miss the unforgiving nature of older tactical shooters. When everything aligns, the game can briefly capture that satisfying feeling of executing a clean, well-planned approach. Unfortunately, those moments are inconsistent, largely due to the game’s underlying systems failing to support its own ambitions. Enemy AI is one of the most significant weak points, often behaving in ways that feel erratic or underdeveloped. Opponents may react too slowly, fail to respond to obvious threats, or act unpredictably in ways that break immersion. Instead of reinforcing tension, these inconsistencies create frustration, as outcomes feel less tied to player skill and more to the game’s uneven behavior. The result is a tactical experience that lacks the reliability necessary for players to truly engage with its mechanics. The single-player component further highlights these issues. Unlike the genre’s best examples, where squad-based coordination is central, Takedown: Red Sabre offers little in the way of effective team dynamics. Without competent AI teammates or robust command systems, missions often feel like solitary exercises rather than coordinated operations. This absence diminishes the strategic depth the game is aiming for, leaving players to navigate scenarios that feel incomplete. Difficulty becomes uneven—not because of clever design, but because of inconsistent systems that can abruptly turn a manageable situation into a failed attempt. Multiplayer, which could have been the game’s saving grace, struggles to deliver on its promise as well. While the idea of cooperative tactical play is compelling, the execution is hindered by technical instability and a lack of refinement. Matches can feel clunky, and the overall experience lacks the smoothness needed for precise teamwork. Given how essential communication and coordination are to this type of gameplay, these shortcomings significantly impact the game’s ability to maintain engagement over time. Visually and atmospherically, the game leans toward a stripped-down presentation, but it often crosses the line into feeling unfinished. Environments are functional but lack detail, animations feel rigid, and there is little in the way of immersive world-building. The absence of strong audio-visual cues further reduces the sense of tension that the gameplay is trying to create. Instead of feeling like part of a high-stakes tactical operation, players may find themselves disconnected from the experience. What ultimately defines Takedown: Red Sabre is the gap between its vision and its execution. The developers clearly aimed to revive a niche style of shooter that demands patience and precision, and there are glimpses of that potential scattered throughout the game. However, those glimpses are overshadowed by technical issues, inconsistent AI, and a lack of polish across nearly every aspect of the experience. It’s a game that seems to understand what makes the genre compelling but struggles to translate that understanding into a cohesive and reliable product. For players deeply invested in tactical shooters, there may be a certain curiosity in exploring what the game attempts to achieve. Yet for most, the frustrations outweigh the strengths, making it difficult to recommend beyond niche interest. It remains an example of how strong ideas alone are not enough without the execution to support them. Rating: 3/10
Very poor.
いや面白すぎる。ただの低予算タクティカルシューターが調整ミスだけでここまでバカゲーになるというのが凄い。移動・戦闘・銃撃・死亡・救出全ての要素が本当に笑える。 ゲームとしては...99円返してほしい。
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wery good game i can only write positiwe try it out you won't regert it great game tactical but hard do not excpect call of dute but different tactiacal geameplay sorry for my write if is bad i had stroke
this is not a game
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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