Compare Solstice Chronicles: MIA prices across 50+ stores and find the best deal. Developed by Ironward. Published by Ironward. Released on 7/26/2017. Available on PC. Genres: Action. Metacritic score: 68/100.

A tactical twin-stick shooter with a genuinely clever threat-management hook, let down by sluggish movement and a solo experience that runs dry fast. Best when there's a second player in the room.

I came into Solstice Chronicles: MIA expecting another corridor-horde shooter to chew through in an afternoon, and for the first hour that's exactly what it looked like. Then the Threat system clicked, and I understood what Ironward was actually building here. The core loop is this: your drone companion Saffron carries four abilities - Scout, Bomb, Block, and Taunt - and every time you use one, the ambient Threat level shifts. Call a scout run to hoover up supplies from across the map and the Threat meter climbs, dumping harder and more numerous mutant waves on you. Pop a Taunt to deliberately spike the spawns, survive the surge, and the meter drops back down. It's threat as a resource you actively spend and earn rather than something that just escalates on a timer, and that single design decision elevates what would otherwise be a rote sci-fi horde shooter into something that rewards situational thinking. The four playable classes - Assault, Demolition, Hellfire, and Terminator - each carry their own skill tree and perks, and the fourth class unlocks only after clearing the campaign once, so there is a reason to replay the 20-level campaign. Weapon variety runs from sensible assault loadouts to miniguns, autocannons, and flamethrowers that Saffron can drop when you send her scouting. Two weapons at a time, stamina-gated sprinting and melee, precision aim via right-click laser sight: the systems are all there. The problem is that the marine moves like he's wearing boots filled with wet concrete. Sprint stamina runs out embarrassingly fast, and several critics and players flagged this directly - the character is slow to a fault, which makes the game feel more passive than a shooter of this type should. When a drone bomb goes off and you can't outrun your own explosion radius, that's a tuning problem, not a skill check. The co-op side is strictly local, which is the biggest frustration from a purely practical standpoint. No online matchmaking means you need a second body on the couch or at a split keyboard to access the game's best version of itself. Reviewers were consistent on this point: the solo campaign drags and starts to feel monotonous around the midpoint, while local co-op smooths out those rough edges considerably. Maps are also linear to a fault - dark, straightforward corridors with telegraphed enemy patterns and no in-game map (which you won't miss because getting lost is basically impossible). Boss encounters don't add much variety either. The story is thin, set in a post-STROL-virus Mars colony, and the drone banter is hit-or-miss at best. The campaign runs roughly five hours, after which survival mode - which does have some structure beyond pure wave repetition, letting you bank upgrades between evacuation windows - extends the legs somewhat. On the technical side, mouse and keyboard is workable for a genre that usually lives on sticks, but controller is the intended experience. A gamepad requires manual selection in the menu to activate properly, which is a small but telling example of the polish gaps scattered through the game. Frame rate can also dip in heavy-spawn scenarios. The Metacritic sits at 68, OpenCritic has it rated 'Weak' across 22 critics, and Steam users land at roughly 70% positive across a modest review count - a consensus that says "decent if conditions are right" rather than anything stronger. Solstice Chronicles: MIA is a game that had one genuinely good idea and didn't quite build a full experience around it. The Threat mechanic is worth your attention if you like top-down shooters. The slow movement, absent online co-op, and thin campaign mean the conditions for that good idea to shine are narrower than they should be. Go in with a local co-op partner and managed expectations and you'll likely have a decent run. Go in solo expecting tight moment-to-moment play and you'll be watching that Threat meter tick up while wondering why your marine can't jog properly. Fred, Scout Team

Solstice Chronicles: MIA
Action

Solstice Chronicles: MIA

Jul 26, 2017Ironward
GamerScout Says

A tactical twin-stick shooter with a genuinely clever threat-management hook, let down by sluggish movement and a solo experience that runs dry fast. Best when there's a second player in the room.

PC
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Solstice Chronicles: MIA

I came into Solstice Chronicles: MIA expecting another corridor-horde shooter to chew through in an afternoon, and for the first hour that's exactly what it looked like. Then the Threat system clicked, and I understood what Ironward was actually building here. The core loop is this: your drone companion Saffron carries four abilities - Scout, Bomb, Block, and Taunt - and every time you use one, the ambient Threat level shifts. Call a scout run to hoover up supplies from across the map and the Threat meter climbs, dumping harder and more numerous mutant waves on you. Pop a Taunt to deliberately spike the spawns, survive the surge, and the meter drops back down. It's threat as a resource you actively spend and earn rather than something that just escalates on a timer, and that single design decision elevates what would otherwise be a rote sci-fi horde shooter into something that rewards situational thinking. The four playable classes - Assault, Demolition, Hellfire, and Terminator - each carry their own skill tree and perks, and the fourth class unlocks only after clearing the campaign once, so there is a reason to replay the 20-level campaign. Weapon variety runs from sensible assault loadouts to miniguns, autocannons, and flamethrowers that Saffron can drop when you send her scouting. Two weapons at a time, stamina-gated sprinting and melee, precision aim via right-click laser sight: the systems are all there. The problem is that the marine moves like he's wearing boots filled with wet concrete. Sprint stamina runs out embarrassingly fast, and several critics and players flagged this directly - the character is slow to a fault, which makes the game feel more passive than a shooter of this type should. When a drone bomb goes off and you can't outrun your own explosion radius, that's a tuning problem, not a skill check. The co-op side is strictly local, which is the biggest frustration from a purely practical standpoint. No online matchmaking means you need a second body on the couch or at a split keyboard to access the game's best version of itself. Reviewers were consistent on this point: the solo campaign drags and starts to feel monotonous around the midpoint, while local co-op smooths out those rough edges considerably. Maps are also linear to a fault - dark, straightforward corridors with telegraphed enemy patterns and no in-game map (which you won't miss because getting lost is basically impossible). Boss encounters don't add much variety either. The story is thin, set in a post-STROL-virus Mars colony, and the drone banter is hit-or-miss at best. The campaign runs roughly five hours, after which survival mode - which does have some structure beyond pure wave repetition, letting you bank upgrades between evacuation windows - extends the legs somewhat. On the technical side, mouse and keyboard is workable for a genre that usually lives on sticks, but controller is the intended experience. A gamepad requires manual selection in the menu to activate properly, which is a small but telling example of the polish gaps scattered through the game. Frame rate can also dip in heavy-spawn scenarios. The Metacritic sits at 68, OpenCritic has it rated 'Weak' across 22 critics, and Steam users land at roughly 70% positive across a modest review count - a consensus that says "decent if conditions are right" rather than anything stronger. Solstice Chronicles: MIA is a game that had one genuinely good idea and didn't quite build a full experience around it. The Threat mechanic is worth your attention if you like top-down shooters. The slow movement, absent online co-op, and thin campaign mean the conditions for that good idea to shine are narrower than they should be. Go in with a local co-op partner and managed expectations and you'll likely have a decent run. Go in solo expecting tight moment-to-moment play and you'll be watching that Threat meter tick up while wondering why your marine can't jog properly. Fred, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementstrading-cardscloud-savestier:sub-5Threat ManagementClass Skill TreesDrone CompanionHorde SurvivalGamepad Recommended5-Hour CampaignSurvival Mode

System Requirements

Minimum

OS
Win 7, Win 8.1, Windows 10
Memory
4000 MB RAM
Storage
15 GB available space
Graphics
GeForce GTX 750 Ti
Processor
Intel® Core™ i5
Sound Card
Any

Recommended

OS
Windows 10
Memory
4000 MB RAM
Storage
15 GB available space
Graphics
GeForce GTX 960
Processor
Intel® Core™ i5
Sound Card
Any

Reviews & Ratings

Metacritic
68

Game Info

Developer
Ironward
Publisher
Ironward
Release Date
Jul 26, 2017

Price Alert

Get notified when the price drops below your target!

Create Alert

More from Ironward