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

User reviews & Ratings

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

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.
Expand the review
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
Expand the review
July 2025
An overlooked indie FPS gem. ADACA is a refreshingly different indie FPS compared to the piles of boomer shooters we normally get. Most indie FPS take their inspiration from Doom or Quake (Don't get me wrong I love indie boomer shooters but there's a lot of them now) while ADACA's influence is mostly Half-Life 2 and STALKER. Don't let the asset looking visuals fool you this is a well put together game especially for a solo project. It makes the most use of its visuals and creates a great atmosphere with complimentary (and also great) music. ADACA's campaign is the best not-Half-Life 2 or Half-Life 2 mod Half-Life 2 experience I've had. It doesn't surpass Half-Life 2 but honestly very few linear FPS campaigns do so the fact it's this good and by one developer is astounding. Zone Patrol is a fantastic non-linear open world where you get to piece together the story without much guidance making exploring/discovering the mysteries of the Zone so rewarding. It's not as hardcore as STALKER but Zone Patrol definitely scratches a similar itch. I've had ADACA in my library for awhile but only recently got around to playing it thanks to the hype of Siris Pendrake's new early access title Project Silverfish. I'm kicking myself for not playing ADACA sooner. The Half-Life series and the STALKER series are some of my favorite game series making ADACA a match made in heaven for me. For now it's my favorite indie FPS. Can't wait to play Project Silverfish.
Expand the review
June 2025
ADACA is at first glance going to make you think it's a low-poly, low-fi "asset-flip" half-life 2/STALKER ripoff in the Unreal engine. I mean, it DOES have premade assets and such in it, and it IS Lowpoly and low-fi deliberately, but it's done in such a way that nothing looks out of place or like it doesn't belong. Care has been taken to adjust models, textures (lack thereof really) and colourschemes to make a consistent art style. Furthermore whilst, yes, it very much has a gravity gun expy, and even hits some of the very same story beats in the campaign to the point you almost know what's coming up sometimes, it does its own thing as well. Here's the thing tho. Siris Pendrake actually understood the assignment. It's not the gravity gun that made HL2 a great game. It's not its story, or its gun play, or its "realistic" artstyle. It was the ATMOSPHERE. Siris GETS this, and by god ADACA absolutely is DRIPPING with Atmosphere. From the excellent use of lighting both natural and artificial, the use of sound and enemy design, the frankly excellent gunplay, with a limited amount of weapons you can hold (1 sidearm, two main guns, your gravity gun thing is its own hotkey and is always available), and the ability to yoink weaponry out of staggered enemies hands for your own usage if needs be, the weird anomalous stuff that's going on around you at all times (told you it had STALKER influences too!)... everything comes together perfectly to make a main campaign that is engaging as it is fun to play. However, despite the 3 episode structure of the main campaign, that's not the only game in here. Oh no, see, there's an entirely secondary storymode, called ZONE PATROL, where you play a different character with the same mechanics, directly following on from the Main Campaign story, revisiting many of the same locations you already travelled through, but now with a far more non-linear and open, undirected way. Random weather events, random enemy incursions, extra weaponry availability, secrets, additional lore and explainations, and such, all with the same spine chilling atmosphere of the main campaign. Basically what i'm saying here is that ADACA is really, REALLY good for its price. It's an excellent little gem, and a lot of love and care has gone into this, to the point I'm excited to see what comes next with Project Silverfish. There are some downsides however; due to the non-linear nature of the Zone Patrol mode, and how hands-off the game is about telling you where to go, it can be VERY easy to have no clue where you are meant to be going or doing, leading to a lot of randomly wandering across the maps, or looking up a guide. Perhaps a little more guidance would be helpful, but if you're observant, using all the tools at your disposal, patient and don't mind experimenting, you could conceivably come across everything you need to completel this mode. If I might give a tip though, if you find little portable radios, absolutely give them a listen, and WRITE DOWN what they say verbatim. Veeery useful info. (Zone Patrol mode also lets you make custom notes in the Journal btw, very useful) Also can I mention that the soundtrack absolutely rocks. The main theme "The Rust" is just... perfection. It nails the feel of the game, it perfectly punctuates its apocalyptic, otherworldly and unsettling vibes. A+ work, Siris Pendrake. You absolutely hit the nail on the head. I'm like 99% sure that if you give this game a fair chance, despite misgivings, you will find it a fun, engaging and enthralling experience. Been playing it nonstop for about a week now, and now I have to find something new to play given I've completed it and the Playground extra feature e-e;
Expand the review
Jan. 2025
9/10 -- Buy immediately! Support indie passion projects whenever you can. [url=https://ko-fi.com/siristhedragon]Check out their Ko-Fi! Adaca is like two games in one package. You have the Campaign , which is like Halo meets Half-Life , and then you have Zone Patrol , a semi-roguelike gamemode reminiscent of STALKER . For the best experience, play through Zone Patrol for five or more hours, and then slowly go through the campaign missions. You can play both modes at once, and they complement each other nicely. The gameplay is solid and immediately gives you fun tools and says 'Go have fun.' Movement is fast and slick. There are also a LOT of guns, most feel unique or situational, and you'll find a favourite in no time. Finding a flashy new gun and discovering that it shoots lasers is such a good feeling. Only a few guns have ADS, while others have none or instead have special abilities. The big thing about the gameplay is the gravity arm, which functions exactly like the gravity gun from Half-Life, but better. Manipulating the environment and flinging projectiles never gets old, and you feel so smart when you line up enemies to fling a box through and use it to overcome puzzles. You also feel like a badass when you get into the groove, though I wish the writing acknowledged that more. Enemy variety mainly consists of other guys with guns, though there are a few animals and some spooky guys that will definitely give you a fright. The level design and environments are all good, though when they're bad, they're really bad. You'll find yourself rushing the bad Some graphics, sound effects and animations are royalty-free, but they're used in a way you won't notice. I didn't even realise they were royalty-free until I found a QR code on one of the wall decals, though I did suspect the talking animations were free. Regardless, they all fit well and give plenty of character. The story is lacklustre , mostly cobbled together from other media. Nothing is really explained or discussed in depth. The characters are also very forgettable and generally poorly written, with some spelling and grammar errors, too. It's all very same-y, wherein each character talks the same, and each codex reads the same. Though one moment with a certain character appearing in the Campaign surprised me, it was awesome! The writing doesn't matter much because the gameplay and environment are so damn good and immersive that you end up making your own story up, or at least I did. Environmental story-telling is really Adaca's strong suit , fitting much better than anything written. The music is very atmospheric and used nicely, there are cool little music riffs that can really wow you. Though, I don't find myself listening to the soundtrack when not playing. Don't let the graphics fool you. This game is quite demanding in terms of performance , though that's more of an Unreal Engine quirk than a fault with the game. You shouldn't notice the performance in most scenarios, but your system will be growling. To be expected of a small indie game, there's not much of a community. There's a semi-active discord, some youtube videos, and that's about it. Be warned, the game is also very hard. It's hard but fair. Use your environment and pick your weapons wisely. For the best hardcore experience, I recommend the hardest difficulty and the Rush, Frag Happy and Glass Jaw modifiers. It makes it very rewarding, though it gets busted in some parts. Thankfully, you can change modifiers and difficulty at any point without a loading screen. Oh, also, be sure to explore everywhere! There are many secrets in the Campaign and Zone Patrol. OVERALL: I loved it. I found the game by watching TomatoGaming, and I needed something to scratch that STALKER itch, so Adaca gave me the whole massage instead. I loved Zone Patrol and it's definitely the stronger gamemode. The Campaign is great, too, especially Act 1 and 2! The bugs, some animations, writing, Act 3 and lack of Inventory, Saving and quests in Zone Patrol hold it back from a 10/10. But for an indie game mostly developed by one person, it's just such an incredible feat, I can overlook the bad. I'm excited for Project Silverfish ! If you've got this far in the review, please consider rating it a thumbs up and an award. Comment as well if you want to ask questions or share your experiences.
Expand the review

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Frequently Asked Questions

ADACA is currently priced at 20.99€ on Steam.

ADACA is currently not on sale. You can purchase it for 20.99€ on Steam.

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.

ADACA is playable and fully supported on Windows.

ADACA is not playable on MacOS.

ADACA is not playable on Linux.

ADACA is a single-player game.

ADACA does not currently offer any DLC.

ADACA does not support mods via Steam Workshop.

ADACA does not support Steam Remote Play.

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 20 October 2025 19:30
SteamSpy data 15 October 2025 10:13
Steam price 20 October 2025 20:24
Steam reviews 20 October 2025 10:03

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
4
Developer
Siris Pendrake
Publisher
Siris Pendrake
Release 25 Jul 2022
Platforms