
Silica blends FPS and RTS in epic, photorealistic battles. Choose to fight on the ground or command from above as humans or aliens. Dive into thrilling multiplayer combat or master strategic command. Are you ready to survive and conquer?
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.
Every market we collect.
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): 1/day in the week to Aug 27 → 2/day in the week after.
About
Silica is a crossover of FPS and RTS, where you take part in epic photorealistic battles either as humans or aliens. Lead as the commander, or join the assault from the ground - the choice is yours!
Take Part in Epic Combined Arms Warfare
Immerse yourself in epic battles where humans and aliens fight for ultimate domination.
Dominate Land and Sky
Take control of both land and air vehicles to assert power over the sandy dunes of planet Baltarus
Lead as RTS Commander!
Take charge as RTS commander over battles of epic scale. Use your tactical prowess to dominate the battlefield, coordinating complex operations from a top-down perspective.
Experience Realistic Unit Scale
Witness the impressive scale of units, from small infantry squads to colossal harvesters and massive buildings. Each unit type is meticulously designed to reflect its size, providing an immersive and realistic experience on the battlefield.
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 139 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
什么时候换虚幻V
I like this game, but it is missing "depth" on both the RTS and the FPS sides of the story. Let me list the pros and cons and some suggestions to the small dev team. Pros: - Graphics are very pretty and the fights can look epic! - Music and sounds are decent - Sense of scale is off the charts! the maps are massive. - Lots of content for such a small team! 3 full factions with their unique units - The concept is great and I want to see this game grow. Cons: - Performance is terrible, typical UE5 stuff. - Lacking in depth as I said at the start, this is my biggest gripe with the game. see more in the next section. - Sense of scale is all over the place; in FPS mode, it is massive. But in RTS mode it feels almost small, the buildings are too large to fit comfortably in the immediate vecinity of the HQ. made much worse in maps with uneven terrain. - While buildings are unique, they are diffícult to distinguish just by look, regardless if in FPS or RTS modes. - FPS mode is needlessly slow to spawn and get back to the action and the shooting mechanisim on most vehicles is not satisfying. - Does the radar station do anything? I never noticed it Suggestions: Now on to my suggestions for the dev team. I know they want to include a feedback button in the next update and I see them replying to some comments, so here is hoping I can help a bit: RTS: The commander does not have too much to do except pump out units at this stage. I would do the following: 1. Add requirements to upgrade to the next tech tier: ex. build 2 buildings from the previous tier before progressing (ala Age of empires 2). you can skip this for the AI commanders so that it does not complicate things, but it will give human commanders some much needed complexity. 2. Add energy resources (ex. solar, wind and fusion reactors) that needs balancing with base defenses and production buildings, while reducing the current over reliance on spamming the harvesters and refinaries. 3. Add formations and strategies like a fall back button, when commanding units. 4. The radar station should have a scan feature that can be triggered periodically to temporarily reveal the fog of war on a small part of the map. this way it is actually useful. 5. Make buildings 70% of their current size and give them a unique color or banner at the top, so that it is immediatly visible, what each building does. 6. Add unit upgrades in the research center: ex. composite steel upgrade for 10% more armor for tanks or something. it will make the building more useful past just clicking one button. 7. Add off map call outs: ex. rocket barrage or teleport a light mechanised squad into the battlefield ..etc. 8. Add an option for the AI commander to temporarily take over when the human commander is engaged in FPS mode for more than 3 minutes. 9. The repair rig: I know this is not yet released, but in its current state it seems a but OP as you can just spam them. I would limit the range severely and give it a cooldown, or just increase their building cost. Also I thought one could repair units by sending them back to the factory, but this does not seem to work. definetly needs adding. FPS: 1. Spawining after death should be either in HQ, Barracks, or inside of any already active unit on the field, similar to how the commander can jump around active units. 2. Request a certain unit to be built by the commander if you require it. mainly useful for the AI commander. 3. Vehicles should have a first person view. it does not need a fancy cockpit, just an internal camera view so you can focus on the shooting without the tank or aircraft obstructing half the view. 4. The shooting with vehicles needs a major rework. there is sometimes not a clear feedback when your next shell is ready to fire (looking especially at you railgun tank), and there is a distinct lack of uncertainty about where the shell is about to hit. please get rid of the convoluted cursor system in favor of a more clear one. this last point in particular is very frustrating. Just handle it the same way you handle the heavy infintry. the rocket launchers all have excellent feedback and aiming mechanisims, why are tanks any different? 5. For aircrafts, it would be nice to have manual control of the pitch and yaw (for human players) and let skilled player do more crazy manuvers. for a good example, see the basic fighter of SOL; It looks a lot like the mosquito from Planet side 2, but flys nothing like it. This is especially important for the crafts that launch unguided rockets as those point in the direction of the nose and currently not easily controllable 6. Aircrafts are way too weak against machine gun fire. they need to be buffed to be more aggressive and fun when flown by a human. 7. Rockets and machine gun spread is fine when viewed from an RTS perspective, but very bad when used in FPS mode. these need to be balanced. It would even be fine to just change them for the human player 8. Pyro tank: maybe I need to invest more time, but it seems to me there is no way to accurately predict the flame trajactory cause the whole screen is just flame when you shoot, so you can't see what you're aiming at if it is far. 9. Infintry should at least have a pistol and a granade. weapon swithcing is expected in FPS games. I really hope this game keeps growing! I love the concept and would love to continue playing it into the future as well.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 25 → 2.71/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 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 139 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you played halo wars 1 or 2 then this is a must have!!!!!!!
bok gibi optimizasyon var 240 fps den 10 a kadar düştü önermem boş beleş kapışıyorsunuz ne campaing var adam gibi ne düzgün birşey.
:D
I think the game is fun I think the fps for the humans are a bit too simple they just use one gun and can't do melee they should like have a different second attack like the aliens other things like some maps feel a bit oversize for some game modes and have more optimization to run better on weaker pcs and laptops
very good big battles and very cenamatic
Хорошие заставки, но нет графики и нет игры. И это не стратегия, но и не шутер. Мне было ужасно скучно. ПВЕ практически нет. ПВП не стал пробовать, хотя бы потому, что сама концепция стратегии и ПВП шутера не совместима!! Потому, либо ты управляешь войсками, либо ты играешь в шутер с ботами. Иначе тебя просто переспамят юнитами. Исходя из этого, полноценно доступно может быть только ПВЕ. Что касается игры, то в игре от первого лица все выглядит эпически, исполинский харвестр, огромные здания, интересная техника. Но все это исчезает в стратегии и вам остается только смотреть на веселые картинки, точнее пиктограммы, которые отражают ваши войска на поле. Зрелище слабое, потому, мои рекомендации к этой игре уходят в минус. Не рекомендую!
please do not buy this game unless you want a broken game. idk why i keep paying for early access games. also dont even try it. the tutorial and one match will run you over 2 hours and will void your chances for a refund
I don't have alot of hours because with so few factions and maps there is very limited replayability Unless you have friends who play. Which I don't. Wonderful game though, even from the beginning and it has only gotten better and slowly fulllfilling my expectations. Excited for the day we have 30+ map options
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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