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ADACA on Steam - User reviews, Price & Information

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A Sci-fi FPS set on the mysterious planet ADACA. - Use your GRAVITY-MANIPULATING arm to HURL objects at your foes or even RIP weapons directly from their hands! - EXPLORE and manipulate the environment in this EERIE and HOSTILE world!

ADACA is a fps, old school and atmospheric game developed and published by Siris Pendrake.
Released on July 25th 2022 is available in English only on Windows.

It has received 778 reviews of which 713 were positive and 65 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 20.99€ on Steam.


The Steam community has classified ADACA into these genres:

Media & Screenshots

Get an in-depth look at ADACA through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7-10 (64 bit)
  • Processor: 2.3 GHz (or faster) Quad-core CPU
  • Memory: 4 GB RAM
  • Graphics: Dedicated graphics card, with at least 2gb of V-ram.
  • DirectX: Version 11
  • Storage: 7 GB available space
  • Sound Card: Not Required

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

29 hours played
April 2026
An engaging and fun action game combining mostly the DNA of Half-Life and, strangely enough, S.T.A.L.K.E.R. The game comes bundled with two game modes: a linear campaign, and an open world mission-based exploration campaign. Surprisingly enough to me, the more familiar Half-Lifelike linear campaign was actually not my favorite of the two campaigns. The linear campaign leans more into action set pieces broken up with exploratory downtime, while the open world campaign has more exploratory downtime investigating what you should do broken up by occasional action set pieces and moments of cosmic weirdness. While the narrative side of both campaigns are nothing to write home about, they are sufficient for their purposes. If you are familiar with Half-Life, the gameplay of this game will be more or less what you'd expect. Adaca will play like a more modern-grade Half-Life 2 fused with a bit of Halo. However, unlike Half-Life 2 or the episodes, the set pieces of Adaca will never take you too far away from the base gameplay which may make it feel more flat than the original games by Valve. Adaca is worth checking out if you are a fan of sci-fi shooters like Half-Life or Halo, or a fan of S.T.A.L.K.E.R.-likes.
13 hours played
Jan. 2026
One of my favorite single player games in years. Fun combat paired with a compelling story in a world that surprised me and looked beautiful in it's own beautiful way. The guns are fun and you quickly get used to discarding them along the way and change your play style to what you have in your arsenal. There are some puzzle elements but all easy and help constrain you to an area to you finish them. Highly recommended if you want to just jump in and have fun.
38 hours played
Oct. 2025
ADACA Visuals: 8/10 Audio: 7/10 Polish: 7/10 Jank (Positive): 10/10 ADACA is essentially two games in one. The first game is a fairly standard FPS campaign more than a little inspired by Half Life 2, down to aping the gravity gun and refining it further as the core gimmick. The second game is a heavily STALKER-inspired psuedo open world quest-based FPS, where you drop into a massive Exclusion Zone consisting of entirely new maps and expanded, repurposed maps from the campaign. I think it's best to tackle each game separately, but first to go over the shared elements because there's a lot. The core gameplay of ADACA is that of a fairly standard old-school FPS. Run and shoot with extremely accurate guns that you hipfire, aim for the head, all that basic goodness. Movement is fast and responsive and you have pretty good air control, but I wouldn't say this qualifies as a movement shooter at all. There's a massive assortment of guns in the game, many of which are only available as random spawns from hidden crates or in the second game mode. You have access to a gravity glove (I forget what the game calls it) at all times, which can be used to pick up and throw objects, steal guns from staggered enemies to disarm them, and also serves as your emergency melee attack. You can carry two primary weapons and a sidearm, as well as a metric asston of grenades (3 each of four types). There's also a variety of passive upgrades that increase your base abilities, but these are largely only available in the second mode. They pop up near the very end of the campaign so you can have a Go ♥♥♥♥♥♥♥♥ moment. Graphically speaking, the game is simplistic. It's low resolution cartoony textures with fairly simple models and animations. It works though, everything feels very coherent (I was actually really surprised to see how many store assets the game uses when I hit end credits, the dev did a great job of making everything blend together well). UE4's lighting capabilities are put to good use and elevate the simpler assets a lot. Game runs great on my PC, to the point I need to use VSync so it doesn't run too fast. As far as audio goes, it's pretty function-oriented. Sounds are crunchy and distinct so you can tell what you're being shot at from where easily. Even as someone with half my hearing missing, the audio was quite competent and I could always tell where stuff was (for the most part). In sequences where the game gets a little less heavy on the shooter elements, audio is used well for tension and atmosphere. Music is pretty basic and also sparse, I can't say any of the tracks stood out to me. With the shared elements gone over, each of the modes next. Campaign Gameplay: 7/10 Story/Writing/Humor/etc: 6/10 The campaign mode is a level-based shooter focusing primarily on gunfights at a mix of ranges with small environmental puzzles mixed in. It follows Jessy Thorn, a conscript that wakes up out of a cryopod on an unfamiliar planet, decades after the company they were conscripted for has gone bankrupt. The campaign mode is extremely inspired by a mix of HL2 and Halo, with some slight bits of STALKER thrown in mostly as a thematic thing. The level design is mostly solid, enemies are fun to fight, the difficulty selection actually makes a huge difference and each difficulty level I tried felt good (I ended up settling on Hardened), and the shooting is very responsive. Gunfights are mostly a mix of close and midrange. It's good stuff. I don't rate the campaign higher because it is pretty derivative in some ways, and it doesn't really do anything spectacularly standout. It is consistently good but never amazing, and the writing is incredibly basic. There's a lot of weird secret stuff that I did not figure out at all that I think just gives you background lore and teasers for stuff in the second mode. It is a perfectly fine FPS campaign, though I think it's a bit lean for the asking price. Fortunately, there's a second half to the game. Zone Patrol Gameplay: 9/10 Story/Writing/etc.: 8/10 Zone Patrol is a pseudo-open-world exploration and puzzle solving mode. It follows Lexi Abrams, a conscript of a different company, who has been deployed to the Calico Valley Exclusion Zone under orders of an unknown shadow client to uncover lost secrets unearthed in the wake of the Campaign. This mode is heavily inspired by STALKER, and reminds me a lot of The Witness. You spend most of your time exploring the large maps, avoiding dangerous anomalies and getting into mid-long range gunfights while trying to stay alive. Every zone is full of secrets, Artifacts that you can collect to trade for permanent gun unlocks and passive upgrades, and puzzles to solve. Your end goal is not given to you until very late in this mode, and you're left to figure it out yourself. You have a journal you can write in, a map that will mark specific points of high interest, codex entries with lore and hints, and tons of terminals you have to find and read. I would recommend taking lots of screenshots of important things. There are also a handful of more linear missions that you unlock after completing quests in the Zone, and those are done by returning to your ship. This is without a doubt the stronger of the two modes, and it's really clear why the dev's next game is much more along the lines of this mode. I enjoyed almost every element of this mode immensely, with my only negative experiences being when the game suddenly decided to spawn an anomaly directly on top of me or threw a squad of elite enemies at me out of thin air. The puzzles are just the right amount of difficulty and a good mix of skills being tested. The maps are small enough to not be annoying to traverse yet large enough that you're not accidentally stumbling into solutions. Signposting is excellent and everything is laid out for you to be able to easily navigate once you get your bearings. Every area feels very distinct and offers unique challenges. The background story and mysteries of the Zone are compelling and kept me intrigued. The game is absolutely worth getting for this mode alone, but the campaign is a nice bonus and gives a lot of context for what happens in this mode.
13 hours played
Sept. 2025
Got kinda mixed feelings on the game, now that I've finally gotten around to beating it. It's kind of a 'greatest hits' of FPS games. You got your Half Life gravity gun and atmosphere. Weapon influences from Halo. Enemies and encounters evocative of STALKER (as well as a sandbox mode that also more closely hearkens to STALKER). Underground encounters that bring to mind the haunted train tunnels of Metro, it goes on. I initially bought the game for the zone exploration, which I will admit did not keep me entertained (personally) with my time spent on it. I was looking at Project Silverfish and thought if I were to buy it I'd have to actually beat this game first to see if I like it just so I'm not wasting money like I tend to do. I did, enjoy it, for the most part. What I liked: The minute-to-minute gameplay is quite good for the most part. I played on the second-highest difficulty, and found that to be quite the good spot until around Episode 3. Guns and movement feel good, and having a quick-access gravity gun makes you feel powerful and comes with plenty of slapstick potential. As a fan of a lot of the (assumed) influences for this game, a lot of encounters/setpieces/etc resonated well with me. The game is not the most 'innovative', but as a "greatest hits" like I said, I think it serves competently and manages to avoid doing a disservice to its inspirations. The music is quite good. It's quite Half-Life in how reserved it is, but in the same vein when the music does come in it tends to be atmospheric in quite a gratifying way. Lots of environmental variety. You go to a good number of spaces that are generally distinct from each other. What I did not like: Most of Episode 3 feels like a slog. Combat encounters are frequent and oppressive. Enemies go from 'occasional armored foes' to 'almost exclusively armored foes'. The dropships are oppressive and irritating in how frequently they do their drive-by's, and if you're out of position ( i.e. any time you're not loading from a checkpoint, probably) when they show up, they stand a decent chance to get a lot of damage in 'for free'. Even if you have a good position, you tend to be screwed by the fact you can't really assault the enemies it drops until it's gone, which at some points means that they're effectively in your face for free depending on how things shake out. With all of their armor, you're unlikely to kill them without them blowing you away. As a whole I think the enemies were well made and effective, except: The Snork-likes that leap at you are very jankily animated. They will slide around, leap backwards at you, stand and slide, etc. Thankfully they're used pretty sparingly, but unfortunately every time they ARE used they pretty much make it impossible to take seriously. Also the fellas that run at you and attack you (not the zombie-like guys but the ones that sprint and strafe) are incredibly stressful to deal with... until you get used to them just being janky. Something about how they run doesn't really 'jive' correctly. Not in like an uncanny way, but in a very artificial way. I think they're mostly effective though, so whatever. Oh. I did not like the robot guys in the bunker in episode 3. They were sturdy and prone to just walk at you and blow you away, while being quite sturdy, precise, and fast. Thankfully I think they're entirely sequestered in that area. Enemies need more aimpunch. I can recall only once (outside of the occasional explosion) where me actively firing upon and hitting an enemy hindered their aim. You can be unloading with the HMG on a guy point blank and he will not stagger or miss, and instead just pumps you full of lead, which is egregious in the latter parts of the game when there's so many better-defended enemies that take a lot to kill. I think your guns get taken too frequently, especially when in some cases you NEVER see that gun again (the tac shotgun/tac rifle from episode 2, or the HEV pistol, to name two) or see incredibly sparingly (I think there are 2 encounters where the bolt gun can be found. Once in episode 1, again in the penultimate fights in episode 3). The story exists. It felt a lot more present in episodes 1 and 2, but was very sparse in episode 3. I think if I waited for the ending as an early adopter I would've been awfully disappointed. There's a "choice" at the end, but it isn't complimented by any kind of epilogue (as far as I can tell) that indicates anything that you did ultimately mattered in any fashion? There are terminals you can find to read more text, but while I didn't read them all (Some require you to find a hard drive and take it to a computer, which I tended to find one but not the other), I'm not certain I feel like I missed out much. most of the ones I read were short 'fluff', nothing that really fleshed out the barebones (imo) story that made them feel worth going out of my way for. Also, while I don't think it'd be fair to whine about a lack of voice acting for the principal story characters, I will say the method of delivering dialogue can sometimes be kinda insufficient. For example, partway through Act 2 you go into a room and are ambushed, your partner goes "it's an ambush!" and you have to press E to continue the dialogue, despite the fact you're running away from maniacs and explosives. It's a small thing, but it makes it hard to feel like i'm 'digesting' the story correctly when I either have to risk getting mauled to read what my partner's saying, or just read it AFTER the fight's done and it's no longer relevant. Lastly; I don't really like LOOKING at the game. I think the weapon models are pretty good, and the enemies are servicable, but by golly I'm not personally very fond of the world primarily being composed of flat-color geometry. I don't know the term for it. It lacks grit. Things aren't like... 'gritty' or 'shiny' or have 'texture'. I mean, there ARE textures, but as I said I don't know how to word my gripe with it. It's a visual style I'm not particularly fond of. Okay, the list of cons is kinda long, looking at it now. But it's hard to compliment the things I like about the game, because it's mostly just competently made in many ways and does a good job of evoking its inspirations in gameplay, world design, and setpieces. If you like any of the things I said at the top, or just want a competently made FPS romp to chew through in a sitting or two, I heartily recommend it. Doubly so if you think you might enjoy the zone exploration mode, which sadly did not resonate with me like I had hoped.
29 hours played
Aug. 2025
This is basically two games in one. A fairly lengthy (for an indie game anyways,) linear campaign Inspired mainly by Half-Life 2 and an open world game inspired by S.T.A.L.K.E.R. The campaign took me 7.3 hours. Very Half-Life 2 inspired for good and bad. Plenty of influence from Halo too, and I also spotted a bit of Far Cry 1 inspiration in some environments in the final chapter and there's one character that I'm pretty sure is inspired by one from Remedy's Control. I... didn't like it much. A big amount of the playtime is taken up by fights and the fights are often way too long with enemy reinforcements arriving over and over and over. A lot of the enemies are quite spongy even when you use high tier weapons which I suppose is to get you to use your gravity glove more to throw objects, but the objects hovering in front of you often cover too much of the screen, hovering right on your crosshair, making aiming more difficult than it should be. Oh yeah, and the game feature my favorite thing in story based FPS games, it keeps taking away your guns and equipment so you have to start with a basic pistol again and again and again... yay... I spent another 22.1 hours with the open world Zone Patrol. WHICH I LOVED! You could probably beat it faster by rushing but I love to explore every nook and cranny in games like this. You could probably also have it take longer since some stuff is pretty cryptic and I could see some people itching to look up answers to problems online. I only looked up a few things right at the end, one which made me go "Oh how did I miss that" and two that made me go "How would I ever discover this without insane luck?" Siris Pendrake is a master of open world level design (also see their newer game Project Silverfish,) so except for a few tiny spots where I was able to parkour myself out of bounds the environments are pretty much 10/10. The world building is almost completely relegated to this mode and except for one or two cringey allusions to modern day politics in the way some factions are described it's pretty damn great and feels very cohesive and thoroughly thought out. The world feels very much alive with multiple factions that all hate each other, as well as some more mysterious monsters and entities populating the various environments. You'd think that the sponginess of the enemies would remain a problem in the open world mode, but not really, this mode allows you much better access to both guns and armor once you've played for a little bit, not to mention that you can actually sneak up on the enemies when they're not all constantly looking for you. On the map screen you can write down notes, do so and do it often, you can always remove them later but this game does not put many markers on the map and quests often just tell you things like the name of a building rather than what area of the world its in and at least for me, I was not always memorising such seemingly insignificant things. Also wow! An Unreal Engine game that never once crashed in almost 30 hours, there's a first for everything I guess =P

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Frequently Asked Questions

ADACA is currently priced at 20.99€ on Steam.

No, ADACA is currently not on sale. You can purchase it for 20.99€ on Steam.

Yes, ADACA received 713 positive votes out of a total of 778 achieving a rating of 8.60.
😎

ADACA was developed and published by Siris Pendrake.

Yes, ADACA is playable and fully supported on Windows.

No, ADACA is not playable on MacOS.

No, ADACA is not playable on Linux.

ADACA is a single-player game.

No, ADACA does not currently offer any DLC.

No, ADACA does not support mods via Steam Workshop.

No, ADACA does not support Steam Remote Play.

Yes, ADACA is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for ADACA.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 July 2026 04:33 UTC
SteamSpy data 25 July 2026 01:19 UTC
Steam price 28 July 2026 18:23 UTC
Steam reviews 26 July 2026 20:01 UTC

If you'd like to dive deeper into the details about ADACA, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about ADACA
  • SteamCharts - Analysis of ADACA concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck ADACA compatibility
ADACA
Rating
8.6
713
65
Game modes
Features
Online players
2
Developer
Siris Pendrake
Publisher
Siris Pendrake
Release 25 Jul 2022
Platforms