Silica
Dive into Silica, an immersive blend of first-person shooter and real-time strategy, each true to its respective genre. The game allows you freedom of choice without forcing you to play as either.
Intense Shooter and Classic Strategy
If you prefer sand-filled boots, bullets whizzing overhead, and menacing alien jaws closing in, the infantry role is for you. Not limited to merely foot-based soldiers, you can also take control of any available vehicles, including the colossal Harvester, the speedy Light Quad, or the insidious Siege Tank, just to name a few.
Or, if chewing metal is your niche, then the hive-mind, insect-like aliens are your faction of choice. Shift your consciousness between creatures such as the stealthy Crab, the nimble Hunter, or the armored Goliath.
For those who’d rather command their forces from a distance, the esteemed role of Commander awaits you in the relative safety of orbit. Deploy Harvesters to silica crystal fields, hiding the valuable resources you’re after. Construct and place immense structures to produce and dispatch units that will dominate the battlefield.
Key Features
- First/third-person shooter – control any character, creature, or vehicle. You can leave the commanding to the AI.
- Choose from 6 unique locations to play on.
- Immerse yourself in 3 engaging game modes.
- Singleplayer and multiplayer options – play alone or with up to 12 people in Strategy mode and 32 in Arena mode.
- As a human, produce and select from 5 infantry classes and 11 distinct vehicles.
- As an alien, spawn and shift between 8 different creatures.
Steam User 31
It needs better optimization and stronger communication with its fans and community. Otherwise, it’s a great game with incredible potential to make it big. However, if the developers don’t focus on optimization and raising awareness, it could struggle to reach the audience it deserves.
Everyone I talk to or even those I’ve gotten the game for has never heard of Silica. I want this game to succeed so badly, but I’m honestly not sure what the future holds. Things aren’t looking great right now, but if I were part of the team working with these amazing people, I know I could help make a real difference.
Steam User 28
game is high concept; futuristic; heartfelt; made with love; the developer is Solo. Needs a lot of support and more collaboration! However this is exactly the type of game that could go on to DESTROY the Battle Royale hierarchy like Helldivers if it had many many more thousands of work hours in development. The Art is there. The gameplay is there. The RTS features excel. It just needs love and care. Better map development emphasizing what RTS games have learned from the 30 years of creation: simplicity is best. If this was Game Development Tycoon, this game scores all B+ across the board at the time of writing this (7/24/25). Definitely buy it and go play it!
Steam User 18
2026.4.7
I really love this game, which is exactly why I want to point out its issues and share what I hope to see in future updates. Some features are urgently needed, some are easy to implement (just a few hours), and others can come later.
My feedback covers three areas: Overall, RTS, and FPS.
【Overall】
1. Maps
① More environments: jungles/mountains for infantry advantage, oceans for aircraft, interconnected islands for chokepoints, giant spaceports with space views, intact cities with civilians – urban warfare matters. Expand lore to other planets, but gameplay first.
② Colors/lighting/scenery: current maps still feel empty and monotonous. Take inspiration from Battlefield – add massive structures as decoration. Sunlight is too harsh (helmet should have anti-glare). Many maps are dark, overly green/red, with poor visibility.
③ Weather/events: like BF2042 – sudden meteor showers, lava eruptions, sandstorms. Adds fun.
2. Modes
① Siege mode: bug – cannot select infantry when playing alone.
② Add Breakthrough mode: long map, 4-5 capture points. No mining – fixed income for RTS, FPS kills add funds.
③ Add Domination mode: fight over fixed points; tie broken by total score.
3. Sound effects
① Unit response sounds: missing. Use placeholder sounds (engine for vehicles, bolt-pull for infantry).
② Building response sounds: even SC1 had them. Placeholders fine.
③ Alert sounds: "Harvester under attack", "Base under attack", match start, defeat encouragement, kill streak callouts, vehicle confirmation, "Roger" for infantry joining.
4. Kill feed – clear display in FPS when you kill an enemy. Encourages engagement.
5. Localization – need Chinese and other languages. Use AI/machine translation for a temp version. Accuracy不重要, having it does.
6. Skin system – paid skins for revenue. Cosmetic only, no backlash.
7. Virtual rocks / vehicle jumping – tiny rocks block vehicles. Make small rocks non-collidable, or give vehicles a jump boost with long cooldown.
8. AI difficulty – current RTS AI is too weak. Add Easy/Normal/Hard/Insane. Higher AI gets more supply and income, builds more defenses. Many RTS players prefer PvE.
9. Space warships – one per faction at a time. Ideally appears when main base is destroyed for a final fight, then lands to become new base. Or just a late-game super unit.
【RTS】
1. Human harvester issues – three years and they still get stuck. Let them clip through each other. Gameplay > realism.
2. Unit clumping – multiple units crowd together. Simple solution: like RA3 – hold both mouse buttons to drag a formation (scouts, lights, tanks, infantry, aircraft in rows).
3. Unit commands – attack, force attack, hold position, attack-move, cease fire, abilities, patrol, burrow, altitude toggle, exclude unit from F2.
4. Selecting multiple buildings – bind multiple barracks to one group; building hotkey produces units across them; rally point applies to all. Very important for RTS players.
5. Building placement restrictions – often can't place even with open space. If vehicles can't exit, teleport them outside. Gameplay first.
6. Auto-repair – tedious to click each building. Add auto-repair toggle, or allow repair on multiple selected buildings.
7. Scoreboard – RTS commander contributions not shown (unfair). If stats tracking hurts performance, understandable. But post-match scoreboard is needed – shows what everyone did, saves stats. Currently just prompts next match – no sense of achievement.
8. Faction abilities – like RA2 paratroopers, spy plane, superweapons. Add orbital drop pod etc.
9. Infantry transport – select transports, press "load" – nearby infantry automatically enter. Press "unload" – all deploy. Big tactical impact.
【FPS】
1. Skill point system – start with 10 points to upgrade infantry/ground/air: health, speed, accuracy, range, damage reduction/increase. Very important! Currently FPS players aren't much stronger than NPCs. Players should be hero units.
2. Class system – Heavy: auto-repairs vehicle. Scout: better vision, detects stealth/burrowed. Sniper: temporary invisibility. Commander: marked targets take extra damage or are focused by NPCs.
3. Equipment shop – energy shields, grenades, AoE heal, incendiary, mines, demo charges, one-use AA/AT rockets, jetpack, riot shield + pistol, bayonet, detector.
4. Revive system – like Battlefield: downed state, can be revived. Current infantry experience isn't satisfying; guns are inaccurate.
5. Reduce tracer brightness – or make them glow only after flying some distance. On dark maps, tracers cause light pollution.
6. Slide – movement mechanic.
7. Melee attack / weapon / blocking – needed for indoor infantry combat.
8. Vision brightness – poor visibility in infantry and vehicles. Night vision is bad (alien one tolerable). Aircraft need headlights, searchlights, marker lights. Having the feature matters; using it is player's choice.
9. Reload animations – two types: keep magazine if not empty, discard if empty. Belt-fed: belt should move; reload animation missing the belt feed action. Please complete.
These are my thoughts. I hope this game gets better and more people love playing it!
加油吧!
Steam User 9
Really fun, review earlier was a little delusional. PLEASE ADD A BUTTON TO MAKE UNITS MOVE IN SPEED WITH THE SLOWEST UNIT THAT WOULD BE REALLY HELPFUL THANK YOU.
Steam User 5
First off, the good: The graphics look incredible. The few planets I've played matches on have dynamic temporal environments, as in, the day/night cycle plays out with the sun rising and setting, followed by the orbit of the moon or other celestial bodies. A super cool touch and really makes you feel like you're on another planet. The game runs pretty well on my system at a range of 100-150 fps or so (9800x3d, 64GB DDR5-6000, RTX 3080ti) but has used north of 30GB of RAM at some points (might be a memory leak in the game?)
The Combat is a lot of fun - explosions feel authentic and units feel like they belong in each class they are assigned to (e.g., large tanks drive and shoot like large tanks).
The cons: Does feel like an early access title in that there are some bugs (notably around the harvester AI and then some of your units will get stuck trying to navigate basic obstacles).
Overall: This game has a TON of potential and I really hope the devs take it all the way to full release. I would recommend to anyone who's a fan of RTS and/or RTS/FPS combos.
Steam User 5
Great game, needs a bit of polish.
AI is pretty bad, way too easy too.
Performance becomes horrific after a bit (using 14GB of my 32GB of RAM!)
I wish there were points on the map to capture that allows for certain tech to be unlocked.
Steam User 10
RTS + FPS in a perfect setting for it. Def has its issues with unit pathing and key RTS components such as formations, unit splitting, etc. The dev team has announced they're aware and are actively working towards it.