Redie
X
Forgot password? Recovery Link
New to site? Create an Account
Already have an account? Login
Back to Login
0
5.00
Edit
Redie is a challenging singleplayer 3D top-down shooter. Fight an army of well-trained terrorists and soldiers in action-packed close quarters combat. Prepare to (re)die.Features
- Challenging – Enemies with unforgiving aim and inhuman reactions!
- No story – Unfiltered action-packed gameplay!
- Deadly weapons – 13 unique weapons, that can all kill with one shot.
- Tons of action – Over 25 detailed levels with optional mastery challenges keep you busy.
- Physics – Destructible objects, particles, ragdolls and powerful explosions.
- Optimized – Tight controls and high frame rates, even on low-end computers, using a self-made engine.
Steam User 0
games look:
the game has a really nice "minimalistic" look to it, paired w/ the DOPAMINE it gives off makes it reallly fun
games feel:
the game feels really nice when doing anything, from simply walking to shooting a gun at an enemy, both feel awsome
games replay-ablility:
levels CAN be replayed if you wanna speedrun or something, but as far as i know there isnt much point.
NPC's:
the NPC's are crazy, theyve got basic walk cycles and stuff but the second you get in their line of sight they will chase you down until you have died (the melee ones are scary tbh)
games difficulty:
the game does NOT hand-hold you in any parts (exept for 1st 2 levels, cuz they are the tutorial) other than that its basically hardcore mode through-out
overall: 9.5/10
the ONLY reason why its not 10/10 is because of the stupid menu that pops up before actually getting to the main menu. devs just put it in the settings menu.
(note: yes i know ive only played 0.2 hrs of this game (as of making this review), but that just shows how PEAK this game is)
ALSO THIS NEEDS A MULTIPLAYER MODE COME ON DEVS PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE
Steam User 0
Игра "Redie" (возможно, имеется в виду "Red Dead Redemption") предлагает атмосферный вестерн-геймплей с открытым миром, живыми персонажами и глубоким сюжетом. Графика выразительна, а боевая система динамична, но требует времени на освоение. Минусы: частые технические сбои и сложность в управлении лошадью. Для фанатов жанра — достойный выбор, но новичкам может показаться сложным.
Steam User 0
Redie is a tightly focused top-down shooter that builds almost its entire identity around speed, precision, and repeated failure followed by gradual mastery. Instead of surrounding the action with elaborate storytelling or complicated progression systems, it sends the player directly into close-quarters battles against heavily armed soldiers and terrorists. Developed and published by Rückert Broductions, the game understands exactly what kind of experience it wants to provide: short, dangerous encounters where positioning and reaction time are more important than character statistics. Its deliberate absence of a conventional story keeps the pacing exceptionally direct, although players who need narrative motivation may find the overall experience somewhat sparse.
Combat is defined by extreme lethality. There are 13 distinct weapons, and each is capable of killing with a single successful shot. This makes virtually every confrontation dangerous regardless of what equipment the player is carrying. Enemies are similarly threatening, possessing excellent accuracy and extremely quick reactions. Running blindly through a doorway can therefore result in an immediate death, while carefully judging angles, anticipating enemy positions, and firing accurately can transform the same encounter into an impressively efficient sequence of eliminations. The balance creates tension because neither the player nor the opposition behaves like a conventional damage sponge.
Death is consequently an expected part of learning rather than an unusual setback. Early attempts at a level can feel chaotic as enemies eliminate the player before there is enough time to understand what happened. Repetition gradually reveals the logic behind each encounter. Enemy positions become familiar, dangerous approaches become obvious, and effective routes through rooms begin to emerge. Eventually, a difficult section that initially caused repeated deaths can be completed in seconds. This transformation from uncertainty to controlled execution provides much of the game's satisfaction, although its trial-and-error philosophy can become frustrating for players who dislike repeating encounters.
The campaign contains more than 25 detailed levels, providing enough variation for the core shooting mechanics to develop beyond a simple arcade experiment. Optional mastery challenges encourage players to revisit completed stages rather than treating survival as the only objective. These challenges complement the game's design particularly well because improving efficiency is already a natural part of learning each environment. Steam achievements, statistics, and leaderboards provide additional incentives for players interested in completing challenges or comparing their performance.
Physics give the otherwise straightforward presentation considerably more personality. Destructible objects, particles, explosions, and ragdoll reactions make firefights feel appropriately violent and energetic. Rooms can rapidly change from orderly spaces into chaotic scenes filled with debris after an explosive encounter. The frequent gore also emphasizes the brutality of the one-shot combat system. These effects are more than superficial decoration because they help communicate the force behind weapons and prevent repeated encounters from looking completely static.
The decision to exclude a substantial narrative is simultaneously one of the game's greatest strengths and most obvious limitations. There are no lengthy interruptions constantly separating the player from the action. The emphasis remains firmly on entering a level, reading the environment, eliminating enemies, dying when something goes wrong, and immediately trying to perform better. That purity gives the experience an appealing arcade quality. On the other hand, there is little emotional attachment to characters or events, meaning long-term motivation depends almost entirely on whether the player enjoys mastering the combat.
Responsiveness is particularly important in such an unforgiving game, and the custom-built engine was designed around tight controls and strong performance. Movement and aiming need to feel immediate when enemies can punish hesitation almost instantly, and the streamlined presentation supports that philosophy. The relatively uncomplicated visual design also makes threats easier to identify during hectic encounters instead of burying important information beneath excessive environmental detail.
Steam Deck compatibility deserves some qualification. The Steam store page does not currently present a clear Deck Verified or Playable classification for the game, so it should not be treated as officially Steam Deck Verified. However, the game has native Linux support and its lightweight nature makes it a potentially suitable handheld experience from a performance perspective. Control configuration is the larger consideration because top-down aiming and rapid precision are central to successful play. Players may need to experiment with controller layouts, trackpads, or Steam Input to find a comfortable setup. Its short, replayable stages are conceptually well suited to portable sessions, but Deck owners should approach it as a title without a clearly documented official compatibility guarantee.
The difficulty is ultimately what determines whether the experience becomes addictive or aggravating. Enemies can react brutally quickly, and a seemingly excellent attempt can collapse because of one inaccurate shot or poorly judged movement. Yet these harsh rules are applied consistently enough that improvement feels meaningful. There is a noticeable difference between simply surviving through luck and reaching the point where a level can be cleared through deliberate, practiced execution. Players who enjoy mastering demanding action games will probably appreciate this uncompromising approach far more than those seeking a relaxed shooter.
What makes the package memorable is its refusal to dilute its central concept. The weapons, enemy behavior, environmental destruction, mastery objectives, and rapid restart mentality all support the same gameplay loop. There is little unnecessary complexity and almost no narrative padding. Its limited scope prevents it from offering the variety or depth of a larger action production, but that same restraint keeps the experience concentrated around mechanical skill.
Overall, this is an effective example of a small action game benefiting from knowing precisely what it wants to accomplish. The one-shot weapon philosophy makes every room dangerous, the aggressive enemies demand concentration, and repeated attempts create a satisfying progression from failure toward mastery. Its lack of storytelling and deliberately punishing difficulty narrow its audience, while the uncertain official Steam Deck status means handheld players may need additional configuration. For anyone who enjoys fast top-down shooting, instant consequences, replayable challenges, and the satisfaction of gradually perfecting difficult encounters, it remains a distinctive and rewarding experience.
Rating: 8/10
Steam User 0
Redie is a really fast top down shooter that is basically built around one thing, surviving fights where almost everything can kill me in one shot. I am dropped into small combat areas filled with heavily armed enemies, and I have to move quickly, pick my shots and make use of whatever weapons I can find. There is no story getting in the way and no complicated progression system to learn. It is just me, a gun and a room full of people who are very good at killing me. I like that direct approach because I always know exactly what I am supposed to be doing.
The shooting feels good because the controls are responsive and the weapons have enough differences between them to make picking them up worthwhile. There are 13 weapons, and every one of them can kill in a single shot, which means fights can turn around instantly. I can use pistols, shotguns, rifles and other weapons depending on what I find, but I cannot afford to stand still and spray at everything. I have to move around corners, watch enemy positions and make sure I am not giving someone an easy shot. When I clear a room after barely surviving, it feels earned because I know one mistake could have ended the whole attempt.
The level design gives me a good reason to keep replaying areas. There are more than 25 levels and optional mastery challenges that push me to do more than simply reach the exit. I can try to complete levels faster, improve my performance and work towards the different mastery goals. That is where the game gets most of its replay value for me. Once I know the layout, I can start thinking less about simply surviving and more about how quickly and cleanly I can get through it. There are also 23 achievements, which gives me some extra targets to work towards.
The physics and destruction are another nice touch. Objects can be destroyed, explosions throw things around and the ragdolls make the combat feel much more physical than I expected from a small top down game. I like being able to use the environment while fighting because it makes the arenas feel less static. The visual effects also hold up pretty well for a game from 2016. It is not trying to be a huge realistic shooter, but the lighting, shadows and explosions give the small arenas plenty of atmosphere.
The biggest problem for me is the difficulty. Redie is extremely unforgiving, and the enemies react very quickly. That can be satisfying when I finally get through a difficult section, but it can also become frustrating when I keep dying in the same place. There are no different difficulty settings to make things easier, so I have to accept the challenge as it is. I also think the lack of a story means there is not much here to break up the shooting. The entire game depends on whether I enjoy repeating levels and trying to improve, which is not going to work for me if I want a more varied single player experience.
I also notice that the basic formula can start feeling familiar after a while. I am still entering an area, killing enemies, grabbing weapons and trying not to get shot, so there is only so much variation the game can create from that structure. The mastery challenges help, but they do not completely change how I play. I think this is one of those games where the quality of the core mechanics matters much more than the amount of content, and thankfully I think the shooting is strong enough to carry it for quite a while.
Overall, Redie is a very solid little action game that knows exactly what it wants to be. I like the fast combat, responsive controls, one shot weapons, destructible environments and mastery challenges, and the fact that it is free makes the package even easier for me to appreciate. The brutal difficulty and limited variety keep it from reaching the highest ratings I give to games, but I think the challenge works when I am in the right mood for it. It rewards me for paying attention, learning enemy behaviour and getting better at the levels instead of simply giving me stronger equipment. For me, it is a simple idea executed well, and that is enough to make it worth playing.
Rating: 7.8/10
Steam User 0
free hotline miami but its 3d and not pixel art
Steam User 0
Add a level editor.
Steam User 0
RE:ZERO plotpoint game