Compare Soda Crisis prices across trusted key stores and find the best deal. Developed by Team Soda. Published by bilibili. Released on 5/23/2022. Available on PC. Genres: Action. Metacritic score: 78/100.

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.

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. Alex, Scout Team

Soda Crisis

Soda Crisis

May 23, 2022Team Sodabilibili
GamerScout Says

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.

PC
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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.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayerachievementscontroller-supportworkshopcloud-savestier:sub-5Run-and-GunWall-RunningGrappling HookCounter MechanicLoadout BuilderSpeedrun ModeBoss FightsBite-Sized Campaign3D Side-Scroller

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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Reviews & Ratings

Metacritic
78

Game Info

Developer
Team Soda
Publisher
bilibili
Release Date
May 23, 2022

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Frequently asked questions about Soda Crisis

How much does Soda Crisis cost?

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What platforms is Soda Crisis available on?

Soda Crisis is available on PC.

When was Soda Crisis released?

Soda Crisis was released on 23 May 2022.

Who developed Soda Crisis?

Soda Crisis was developed by Team Soda and published by bilibili.

Is Soda Crisis worth buying?

Soda Crisis holds a Metacritic score of 78/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.