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Decurion

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Decurion

whatislore · Published by whatislore

Last updated 28 Sept 2026

Decurion is a top-down shooter about scoring under a one-shot, one-kill rule.

Free to PlayComing SoonDJCTQ 6Co-op

Free

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Action, Indie · 2026 · More free games

Embark on a strategic shooter journey where every move counts as you navigate the battlefield for supremacy. Decurion challenges players to master quick decisions in this intense top-down action game from whatislore.

About this game

Decurion is a top-down score attack shooter with short and focused levels where everything dies in one hit. The main goal is to clear every level and get the best score. The game is fast paced and is primarily about skill.

Combos

The biggest source of score is a combo chain. Every action you do can be linked into it. The longer and more varied it gets, the bigger the bonus. You also get points for kill streaks, completing the level fast, and not dying during the level.

Level

Every level is a fixed-size, maze-like environment that is fully destructible. You use it to flank or gank enemies. The secondary goal of the level is to protect the base. Enemies will actively try to reach it, and if it's hit, the level is over. So you have to balance offense and defense.

Score

Score earned during a level is your currency. It's spendable on upgrades between levels. It also earns you a place on the scoreboard.

Anomalies

These are events that may occur during the level and impact the map and everything on it in some way.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows Vista/Windows 7/Windows 8/Windows 10
  • Memory: 2 GB RAM
  • Graphics: Radeon HD5450 or better; 256 MB or higher
  • DirectX: Version 10

Supported Languages

English, Simplified Chinese, Japanese, Korean, Polish, Russian, Ukrainian

Latest news

  • Patch NotesOfficial

    Dev Update: Combo System Added

    The main idea of this system is to recognize skilled gameplay and to give extra points for that.When main actions are performed within a short timeframe it's considered a combo. The timeframe is 3 seconds - after an action you get 3 seconds to do the next one. Every action resets the timer, so the combo can continue as long as you keep acting within the timeframe of the last action. If no action is performed in that timeframe, the combo is concluded. A combo needs a minimum of 2 actions. Here is an example of combos that are performed during a level:Vertical lines are combos, so the first one is M(melee) -> R(ranged kill) -> M(melee) -> C(close call). The total value of that specific combo is 577. The total value of all combos during this round is 9790.How combo is calculated?Every action has its base score value and 1 extra (bonus) value called Switch bonus. Both are fixed per action type:Ranged kill: 50 points, 10% switch bonusMelee: 70 points, 20% switch bonusSniped: 70 points, 20% switch bonusClose call: 100 points, 50% switch bonusDeflect: 100 points, 50% switch bonusSwitch bonus is extra value that's added starting from 3rd action. It only gets added if the last action is different from this one. So for example combo 3 (C -> C -> C -> C) don't have any switch bonus because there was no different actions in this combo.When bonus is calculated for the combo it also adds 10% to total score starting from action 3, and that happens before the switch bonus - so switch bonus is calculated on top of the value that already includes the 10%. So for this first combo its calculated as M(70) + R(120) + M(190 + 10% = 209, +20% switch = 250) + C(250+100=350, +10% = 385, +50% switch = 577).So the longer the combo chain is and the more variative it is the bigger the total bonus. Also high risk action such as Close call or Deflect gives biggers Switch Bonus as well.The're are also some smaller bonuses that are indicated like thisThis one gives you some small bonus for neighbour...
    Read full article on Community Announcements (ika)
  • Patch NotesOfficial

    Beta update 5.0.4

    Added:Tutorial has now 2 extra steps. One to show around about Energy gathering system and one about alternative fire mode.Fixed:Game over menu soft locks the game in some edge cases.Navigation buttons (Retry, To main menu, Next) can be pressed repeatedly on slower machines causing scene to be reloaded multiple times.Power up particles not cleaned after scene reload.Transition from one inactive state to another is no longer possible (can't be stunned when using pilot ability for example).HUD being visible in pause menu.Evolve also adds energy (issue with energy resetting every time).Polished:Game over screen reworked. Loading indicator and screen fade.UI messages now look different. Much more visible.HUD indicators are now interactive. Picking/using/recharging has now visual feedback.Danger zones are now prompted to the player (Notify when in danger).Info tooltip added on + button hover.When player has more than 1 pilot ability use it's prompted.Mark's dash is not dependent on framerate.Anomaly gets +10% spawn chance if not spawned in the last round.Deluminator anomaly animation is simplified.Remaze anomaly stuns everyone not in motion.Deflect shield radius increased by 15%.Nozomi ghost speed increased by 50%.Next:Started working on leaderboards.Starting yet another playtest round.
    Read full article on Community Announcements (ika)
  • Patch NotesOfficial

    Beta update 0.5.3

    What`s added:When you’re destroyed, a tiny ghost pops up at the same spot. The ghost stays visible for 30 seconds before it disappears. If you can return and grab the ghost during that time, you’ll get one of two rewards:100 Energy (60% chance) refills your power meter. +1 Life (40% chance) gives you an extra life. The amount of ghosts is unlimited. When played coop the second player can also pick up "your" ghost. This system gives a way to recover a bit.What`s polished:Klaus is a bit faster. Shotgun spread tweaked. It also destroys a walls faster when bumped into it.Visuals tweaked a bit. Mechs are more visible.Energy is now also gathered from power ups/downs. Particles are "sticky".What`s next:Leaderboards system (Competitive ranking). Starting a next playtest round.
    Read full article on Community Announcements (ika)
  • Patch NotesOfficial

    Beta update

    Controller support & UI cleanupFull controller navigation for all UI screens (main menu + sub‑menus).Support for two gamepads in couch co‑op.Audio cues added to every controller selection and click action.Resolved “controller not visible” bug after Windows startup or USB port change.Fixed layout glitches: quit‑confirmation focus, 2P continue button enable/disable, UI handling in Level 0 & language screen.Added bullet icon to indicate usable shots for the alternative fire mode.GameplayEnemy hit feedback reworked - lights dim on kills. Destroy particles tweaked.Small time delays added to melee kicks and dash kills for clearer feedback.Laser‑beam ability fixed. Now shoots from player to a single marked point (much quicker, usable).Airstrike capped at 2 shots even in mech’s third form.Power‑up appearance redesigned. No more hexagons.Blue power‑ups to differentiate +1 AP / Life boosts.Brief description appears after a power‑up is collected (+1 Life / Pilot AP / Mech AP).Power‑ups now break down obstacles they collide with.Nozomi ghost timer increased.Klaus mech ability duration extended.Pilot ability spawn time decreased. Much snappier now.
    Read full article on Community Announcements (ika)
  • Patch NotesOfficial

    Playtest Update

    Here’s what’s added in this version:LevelsAdded levels 6 through 10, each with proper anomalies and balance.Here’s how the levels look:Level6Level 7Level 8Level 9 Level 10 Player gets a free save after beating Level 3.Power-ups/downsPower downs: Displace base and disable player weapon added. The first one changes the player base position. The second one disables the player weapon for 10 seconds.. Player can still do melee or use mech/pilot abilities.Power up: Base mega shield added. Replaces the normal shield with one that can absorb 3 hits.Obstacles & EnvironmentRigged obstacles added and optimized.Improved wall destruction logic (prevents getting stuck, better particles, thresholds).Nozomi ghost can now walk through obstacles.HUD, UI & SoundsCleaned up HUD (removed shake/scale animations, fixed layouts).Added new sounds: power-ups/downs, enemy shooting, melee, footsteps, mech abilities, and button presses.Added current and best run score.Fixes & TweaksFixed multiple bugs: holo shield issues, restart after game over, weapon switching while invisible, tutorial teleport bug.Melee made snappier, laser beam no longer uses physics, anomalies adjusted (removed one per round).Performance optimization.Fixed Klaus alternative shooting. Now feels like a proper shotgun.Changes are now in the playtest branch. Check them out and let me know what you think!
    Read full article on Community Announcements (ika)

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