
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
very good, support the devs
crabs
great game don't know why its not popular
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
This should not be laggier than helldivers 2 to play. I really really want to like the concept but oh my god I can't actually play this game. On top of that, the rts side (which is what I'm most interested in) seems really undercooked. I click on a unit and I get a health bar but no actual health value, no stats, no weapon loadout description, nothing. And on top of that the font used in the tooltips is godawful. I'd love to love this but in no way could I possibly recommend this to anyone as I have just experienced it.
peak
das spiel ist wirklich nice, es hat coole features und das für nen solo dev ,es gibt zwei sachen die ich wünschen würde ,1. wenn es steam workshop für silica erscheint bitte die möglichkeit den leuten geben andere maps, fraktionen und einheiten anderen zur verfügung zu stellen und 2. bitte mehr rießige maps insbesondere rießige city maps natürlich sollte man sich zeit lassen und das spiel läuft wirklich perfekt ,es macht spaß und ich freue mich auf den release viel glück noch
I don’t usually write reviews, but I genuinely enjoy Silica, and that’s exactly why I’m writing this and have taken time to edit my original review for more clarity and easier understanding. "thank you devs for reading my review" I have nearly 120 hours in the game, and while there are definitely things I’d like to see improved, I want to start by saying that Silica has something very few games manage to capture. The immersion is phenomenal. Some of my favorite memories are fighting through the desert maps at night with a friend. Watching tracers fly across the battlefield, hearing vehicles and infantry exchanging fire in the darkness, and having battles that last multiple in-game days creates an atmosphere that’s incredibly unique. Those long, hard-fought matches are where Silica shines, and they’re the reason I’ve continued playing. My biggest concern is unit balance, specifically the dominance of Super Tanks and, to a lesser extent, Gunships. One or two Super Tanks on the battlefield feel exciting—they should be powerful. The problem is that many matches eventually reach a point where there are dozens of them. At that stage, much of the unit roster feels irrelevant, and the game shifts away from combined-arms strategy into “who can field more Super Tanks.” One of Silica’s biggest strengths is its scale. Infantry, APCs, tanks, aircraft, artillery, and real players all fighting together is what makes the game special. When one unit becomes the obvious answer to almost every situation, that variety starts to disappear. I don’t necessarily think Super Tanks should be removed. I think they simply need to be balanced so they’re an important part of an army—not the army itself. Whether that’s through stricter limits, higher costs, longer production times, or balance adjustments, I think preserving strategic variety would greatly improve the game. My second concern is early HQ sniping. Because manually controlled units have advantages over AI-controlled ones—better positioning, greater effective range, and the ability to exploit terrain—a single skilled player can spend the early game repeatedly attacking the enemy HQ. This often forces the commander to stop managing the economy, production, and overall strategy just to personally deal with one player. Meanwhile, the opposing commander can continue supporting that player with additional units, keeping the pressure going. It’s certainly a valid strategy, but I’m not convinced it creates the best gameplay. Some of my most memorable matches lasted multiple in-game days because both teams had time to build armies, adapt, and fight across the map. By comparison, HQ rushes that end the game in ten minutes often bypass everything that makes Silica unique. I’m not sure what the best solution is, but I think it would be worth exploring mechanics that make early HQ eliminations more difficult without removing them entirely. Giving commanders enough breathing room to establish their economy and strategy would likely create longer, more interesting battles. At its best, Silica is one of the most immersive large-scale strategy/FPS hybrids I’ve played. That’s why I’m leaving this review. I genuinely want the game to succeed, and if these gameplay concerns are addressed, I’d be happy to change my review to positive.
this game is neat, wished it was easier to use troop transport, wished there was an ai difficulty slider and it would be nice if there was troop formations like age of empires. Other than that this game is really cool and very cinematic.
Good game can you a bit more optimization
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $76.8K | 96 | 73% | $19.99 | |
| $12.4K | 20 | 40% | $19.99 | |
| $2K | 4 | 75% | $17.99 | |
| $0 | 414 | 92% | Free | |
| — | 0 | — | — | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.9M | 2.3K | 90% | $19.99 | |
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| $3M | 7K | 83% | $19.99 | |
| $2.9M | 2.6K | 95% | $49.99 | |
| $3M | 3.7K | 41% | $39.99 | |
| $2.9M | 7.4K | 86% | $19.99 |