
Soda Crisis
Short, sharp, and genuinely funny about its own premise, Soda Crisis packs a surprisingly complete run-and-gun into a four-to-five hour campaign that rewards aggressive play far more than it punishes patience.
GamerScout Verdict
Best for run-and-gun fans who want a tight four-hour action package with enough loadout depth to justify a second pass.
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About Soda Crisis
My first reaction to Soda Crisis was mild skepticism: a game where aliens steal Earth's cola supply, published by a Chinese video platform, developed by a tiny team out of Shanghai. Then I watched the opening tutorial level play out, and the skepticism evaporated pretty fast. The movement toolkit alone is dense enough to carry the whole thing: eight-directional shooting with no reload, wall-sliding, wall-running, a grappling hook for crossing gaps and poles, a dodge that opens a "counter time" window for burst damage, and a melee branch that plays completely differently from the ranged route. That is a lot of verbs for a side-scroller, and unlike plenty of games that front-load mechanics and forget them, Soda Crisis actually builds levels around the full set. The loadout system is where the game quietly earns its replay consideration. You unlock guns and gear incrementally, and everything draws from a shared energy pool that expands when you find batteries in the levels. Fully automatic spray-and-pray is an option; so is a timing-heavy burst damage build, a melee-first approach, or a hybrid that leans on Doomie, a robot companion who triggers special abilities off perfect dodges. The game never forces you deep into any one branch to finish the campaign, which keeps the difficulty from spiking badly, but experimenting with weirder builds in the post-game speedrun mode is where the mechanical depth really shows. Checkpoints let you swap loadouts mid-run, so there is room to pivot if an approach stops working against a boss. Bosses deserve a specific mention because they are a genuine high point. They hit hard and have genuine staying power without tipping into bullet-sponge territory, and several of them introduce stage mechanics that flip the normal pace: one stretch forces pure melee play across shifting terrain and is the best thing in the game. Some reviewers and critics noted that the move list has no in-game glossary, which is a real design omission for counter time mechanics that are not explained well after the tutorial. Less charitable observers flagged controller input lag and some performance variance on lower-end hardware, though Steam user reviews sit firmly in Very Positive territory from a large pool, which suggests most players clear the technical bar without issue. The presentation is a strong selling point. The art style goes 3D-rendered-for-a-2D-plane, keeping backgrounds readable under chaos by using neutral tones while characters and projectiles pop in reds, yellows, and blues. The electronic soundtrack locks into the action cadence rather than sitting underneath it. The story is thin and tongue-in-cheek by design, the aliens-stole-our-cola premise is never played straight, and the occasional untranslated Chinese text in background props is a minor rough edge that has no impact on actually playing the game. At somewhere between four and five hours for a first campaign run, Soda Crisis is short enough to finish in an afternoon but dense enough that a second pass chasing secrets or a clean speedrun time still has pull. If your benchmark is Metal Slug or the kinetic precision of Katana Zero, you might find Soda Crisis slightly less rigorous than those references in terms of pure design cohesion. The pacing occasionally stalls in stages that want you to slow down and read enemy positions when the game's best moments are pure forward momentum. But on its own terms, as an affordable, tightly built run-and-gun with a genuine movement system and boss fights that matter, it does its job more than adequately. Genre newcomers benefit from the accessible difficulty ramp and the easy mode option; veterans will find enough build variety and a speedrun ceiling to keep them busy.

Catch-all
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 20 GB available space
- Graphics
- Nvidia GeForce GTX 770
- Processor
- i5 4460
Recommended
Requires a 64-bit processor and operating system
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Game Info
- Developer
- Team Soda
- Publisher
- bilibili
- Release Date
- May 23, 2022

