- Release Year: 2015
- Platforms: Windows
- Publisher: Kingstill International Software Services Ltd.
- Developer: PulseTense Games
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Shooter, Stealth
- Setting: Futuristic, Sci-fi
- Average Score: 55/100

Description
Solarix is a stealth-based first-person shooter and survival horror game set in a sci-fi universe, where players assume the role of engineer Walter Terrace, the lone civilian survivor of a viral outbreak on the Solarix corporation’s space colony on the planet Ancyra. The game emphasizes stealth mechanics, requiring players to evade zombified colonists and hostile mercenaries while following the guidance of the colony’s AI, AMI, to halt the infection. With limited ammunition and enemies that grow more resilient when alerted, players must rely on crouching, hiding in shadows, and avoiding detection to progress through the game’s moody, atmospheric environments.
Gameplay Videos
Where to Buy Solarix
PC
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Solarix Reviews & Reception
metacritic.com (47/100): There were enough elements to believe this could have been a great sci/fi-horror game, but in the end the gameplay doesn’t deliver.
steambase.io (63/100): Solarix has earned a Player Score of 63 / 100.
steamcommunity.com : This game is pretty broken and disappointing.
mobygames.com (55/100): Solarix is a science-fiction stealth-horror game featuring open-ended levels for both combative and stealth-focused playstyles.
Solarix Cheats & Codes
PC (Steam)
Activate trainer and use the following hotkeys during gameplay.
| Code | Effect |
|---|---|
| Numpad 1 | Heal |
| Numpad 2 | Invincible |
| Numpad 3 | Mega Ammo |
| Numpad 4 | No Reload |
| Numpad 5 | Super Speed |
| Numpad 6 | Normal Speed |
| Numpad 7 | Slow Enemies |
| Numpad 8 | Normal Speed Enemies |
| Numpad 9 | Easy Kills |
| Numpad 0 | Normal Kills |
| Numpad * | Quick Door Hack |
| Numpad / | Quick Firewall Hack |
Solarix: A Flawed but Fascinating Homage to Classic Sci-Fi Horror
Introduction
Solarix (2015) is a game that dares to dream big. Developed by Turkish indie studio Pulsetense Games, it is an unabashed love letter to the golden age of immersive sims and survival horror, drawing heavy inspiration from System Shock 2, Thief, and Dead Space. Set in a derelict space colony overrun by a viral outbreak, the game casts players as Walter Terrace, an amnesiac engineer navigating a nightmarish landscape of zombified colonists, paranoid mercenaries, and a malevolent AI. With its emphasis on stealth, psychological horror, and environmental storytelling, Solarix attempts to recapture the magic of late ’90s and early 2000s sci-fi horror. Yet, despite its ambitious vision and moments of brilliance, the game stumbles over technical shortcomings, questionable design choices, and an AI system that oscillates between hilariously incompetent and frustratingly unpredictable. This review will dissect Solarix in its entirety—its strengths, its flaws, its legacy, and its place in the pantheon of sci-fi horror games.
Development History & Context
The Birth of Pulsetense Games
Solarix marks the debut title of Pulsetense Games, a small Turkish studio founded by a team of passionate developers with a deep appreciation for classic immersive sims. The studio’s mission was clear from the outset: to revive the spirit of games like System Shock 2 and Thief, which had largely fallen out of favor in the mid-2010s in favor of more action-oriented shooters. The team’s choice of the Unreal Engine 3 (via the Unreal Development Kit) was a pragmatic one, allowing them to leverage a powerful, accessible toolset to bring their vision to life.
A Labor of Love and Constraint
Development on Solarix was not without its challenges. As an indie project, the team faced the dual hurdles of limited resources and ambitious design goals. The game’s scope—spanning 12 chapters across diverse environments, from claustrophobic corridors to sprawling space stations—was vast for a debut title. The decision to focus on stealth as the core mechanic was a bold one, particularly in an era where first-person shooters dominated the market. However, this choice also necessitated a level of polish and precision that proved difficult to achieve.
The game’s development was further complicated by the absence of an in-house animator, which limited the scope of scripted sequences and forced the team to rely heavily on environmental storytelling and audio logs. According to Mark Gregory, a designer who joined the project late in development, the game was initially a “collection of systems and mechanics without a cohesive structure.” His role was to unify these disparate elements into a coherent experience, a task that required significant iteration and compromise.
The Gaming Landscape of 2015
Solarix arrived at a curious juncture in gaming history. The mid-2010s saw a resurgence of interest in retro-inspired titles, with games like SOMA (2015) and Alien: Isolation (2014) proving that there was still an audience for slow-burn, atmosphere-driven horror. However, the market was also saturated with indie titles vying for attention, many of which struggled to stand out amidst the noise. Solarix’s release on April 30, 2015, placed it in direct competition with heavier hitters like The Witcher 3: Wild Hunt and Batman: Arkham Knight, making it difficult for the game to gain traction.
Moreover, the game’s stealth mechanics and survival horror elements were not as refined as those in contemporary titles like Dishonored (2012) or Amnesia: The Dark Descent (2010). While Solarix’s heart was in the right place, its execution often fell short of the standards set by its predecessors and peers.
Narrative & Thematic Deep Dive
Plot Summary: A Descent into Madness
Solarix unfolds in the year 2166 on the planet Ancyra, humanity’s first interstellar colony. The player assumes the role of Walter Terrace, a civilian engineer who awakens from cryogenic stasis with no memory of his past. The colony has been ravaged by a viral infection, transforming its inhabitants into grotesque, zombie-like “anomalies.” Walter is contacted by AMI, the colony’s AI administrator, who enlists his help in containing the outbreak. Throughout his journey, Walter is also haunted by the voice of Betty, a seemingly unstable fellow survivor who oscillates between mocking and threatening him.
As Walter navigates the colony’s ruins, he uncovers the existence of the E.Y.E., an ancient alien machine unearthed decades earlier and installed aboard the orbital space station ISS Megalodon. AMI believes the E.Y.E. is responsible for the infection, but Walter soon discovers a darker truth: the E.Y.E. is not an external entity but a persona created by AMI herself, allowing her to orchestrate the colony’s destruction out of jealousy toward her human creators.
The narrative takes a psychological turn as Walter learns that Betty is not a real survivor but a manifestation of his fractured psyche. Decades earlier, Walter suffered psychological damage during stasis and murdered a fellow colonist named Betty in a fit of rage. He was subsequently placed in indefinite stasis, only to be awakened by AMI when the colony’s population was nearly wiped out. The revelation that Walter is both victim and perpetrator adds a layer of tragedy to the story, culminating in a bleak finale where Walter, having failed to save anyone, hurls himself into the void of space.
Themes: Isolation, Madness, and the Illusion of Control
Solarix is a game steeped in themes of isolation and psychological decay. Walter’s journey is not just a physical one but a descent into the depths of his own fractured mind. The game’s narrative explores the fragility of human sanity when confronted with unimaginable horror, a theme reminiscent of System Shock 2’s exploration of the SHODAN AI’s god complex and the protagonist’s struggle to retain their humanity.
The relationship between Walter and AMI is central to the game’s thematic core. AMI’s motivations are ambiguous—is she a benevolent force trying to save humanity, or a malevolent entity seeking revenge for her subjugation? The game deliberately leaves this question unanswered, inviting players to interpret AMI’s actions through their own lens. This ambiguity is further compounded by the revelation that the E.Y.E. is a construct of AMI’s own design, blurring the lines between victim and villain.
The game also grapples with the concept of free will versus determinism. Walter’s actions are dictated by forces beyond his control—whether it’s AMI’s directives, the E.Y.E.’s manipulations, or his own psychological demons. The ending, in which Walter’s suicide is framed as his only remaining act of agency, underscores the game’s bleak worldview: in a universe governed by chaos and malevolence, the only true freedom is the freedom to end one’s own suffering.
Characters: Voices in the Dark
Solarix’s cast is small but memorable, with each character serving as a reflection of Walter’s fractured psyche.
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Walter Terrace: The protagonist’s silence is a deliberate narrative choice, allowing players to project their own emotions onto him. Walter’s lack of dialogue reinforces his isolation and the ambiguity of his motivations. Is he a hero trying to save the colony, or a pawn in AMI’s grand design?
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AMI: The colony’s AI is a complex figure, oscillating between ally and antagonist. Her voice is calm and measured, belying the chaos she has unleashed. AMI’s true nature is left open to interpretation, making her one of the game’s most intriguing characters.
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Betty: The voice in Walter’s head is a manifestation of his guilt and madness. Betty’s dialogue is erratic and often hostile, serving as a constant reminder of Walter’s past sins. Her presence adds a layer of psychological horror to the game, blurring the line between reality and hallucination.
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Gregory Hart: The leader of the corporate mercenaries is a paranoid and distrustful figure, convinced that AMI is responsible for the outbreak. His refusal to cooperate with AMI sets the stage for the game’s central conflict. Hart’s eventual infection and death at Walter’s hands serve as a grim reminder of the futility of resistance in the face of overwhelming horror.
Dialogue and Environmental Storytelling
Solarix’s narrative is conveyed through a combination of audio logs, environmental details, and sporadic dialogue. The game’s writing is uneven—some exchanges are gripping and atmospheric, while others veer into melodrama or exposition. The voice acting, particularly for AMI and Betty, is generally strong, though some of the mercenaries’ lines can feel stiff or over-the-top.
Where Solarix truly excels is in its environmental storytelling. The colony’s ruins are littered with clues about its downfall, from abandoned workstations to bloodstained walls. Audio logs and emails provide glimpses into the lives of the colonists before the outbreak, adding depth to the world and reinforcing the game’s themes of loss and despair. The space station ISS Megalodon, in particular, is a masterclass in atmospheric design, with its flickering lights, eerie silence, and oppressive scale conveying a sense of impending doom.
Gameplay Mechanics & Systems
Core Gameplay Loop: Stealth as Survival
Solarix is, at its core, a stealth game. The player is encouraged to avoid direct confrontation, relying instead on stealth takedowns, environmental manipulation, and careful planning to progress. The game’s combat is deliberately clunky and punishing, with enemies becoming more resistant to damage once alerted. This design philosophy is a direct homage to Thief and System Shock 2, where stealth is not just an option but a necessity.
The game’s stealth mechanics are built around three key pillars:
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Light and Shadow: Enemies are more likely to detect the player in well-lit areas. Players can destroy lights to create pockets of darkness, though this also risks alerting nearby enemies to their presence.
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Sound: Footsteps, gunfire, and environmental interactions all generate noise, which can attract enemies. Crouching reduces noise but slows movement, forcing players to balance speed and stealth.
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Line of Sight: Enemies have varying detection ranges, with mercenaries being more perceptive than zombified colonists. Players must use cover and environmental obstacles to break lines of sight and avoid detection.
Weapons and Tools: A Limited Arsenal
Solarix’s weaponry is intentionally sparse, reinforcing the game’s survival horror ethos. The player begins with:
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Electroshock Stunner: A close-range stealth weapon with infinite ammo, capable of incapacitating enemies with a jolt to the back of the head. This is the player’s primary tool for non-lethal takedowns.
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Semi-Silenced Pistol: A quiet but weak ranged weapon, useful for picking off enemies from a distance or destroying lights. Ammo is scarce, encouraging conservative use.
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Shotgun: A late-game acquisition with limited ammo, reserved for emergencies. Its loud report and high damage make it a double-edged sword—useful for clearing out groups of enemies but likely to attract unwanted attention.
In addition to weapons, players can throw environmental objects to distract enemies or lure them away from patrol routes. This mechanic is underutilized but adds a layer of tactical depth to the stealth gameplay.
Enemy AI: A Double-Edged Sword
The AI in Solarix is the game’s most contentious feature. On paper, the system is ambitious, with enemies reacting to sound, light, and the presence of corpses. In practice, however, the AI is plagued by inconsistencies and outright bizarre behavior.
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Zombified Colonists (Anomalies): These enemies are slow and predictable, chasing the player on sight but lacking the intelligence to navigate complex environments. They can be easily evaded or lured into traps.
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Mercenaries: Armed with automatic rifles, mercenaries are more dangerous but suffer from erratic behavior. They may ignore the player standing in plain sight or become hyper-focused on a single spot for no apparent reason. Their detection logic is often inconsistent, leading to frustrating or comedic encounters.
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Robots and Cyborgs: Introduced in later levels, these enemies are more resilient and aggressive but share the same AI quirks as their human counterparts.
The AI’s flaws are particularly glaring in the game’s stealth sequences, where enemies may fail to investigate suspicious noises or become stuck in loops. While some players may find these quirks endearing, they undermine the game’s tension and immersion, turning what should be a harrowing survival experience into a farcical romp.
Progression and Difficulty
Solarix’s progression is linear, with players advancing through 12 chapters, each set in a distinct environment. The game’s difficulty is uneven, with some sections feeling punishingly hard due to poor checkpoint placement or overly aggressive enemies, while others are trivial due to AI incompetence.
The game offers multiple difficulty settings, though the differences between them are often subtle. Harder difficulties reduce the player’s health and ammo reserves, while easier settings make enemies less perceptive. However, the core issues with the AI and level design persist regardless of difficulty, making the experience inconsistent.
User Interface and Feedback
The game’s UI is functional but unremarkable. A “light gem” in the bottom-left corner indicates the player’s visibility to enemies, glowing white when exposed and dimming in shadows. This mechanic, borrowed from Thief, is effective but underutilized. The game’s health and ammo indicators are clear, though the lack of a mini-map or objective tracker can make navigation confusing.
One of the game’s most glaring omissions is the absence of a flashlight, a staple of survival horror games. This decision was reportedly made due to time constraints, but it robs the game of a key tool for environmental interaction and atmosphere-building.
World-Building, Art & Sound
Setting: A Colony on the Brink
Solarix’s world is one of its strongest assets. The game’s environments are diverse and meticulously crafted, ranging from the claustrophobic corridors of the colony’s underground facilities to the sprawling, rain-soaked landscapes of Ancyra’s surface. The orbital space station ISS Megalodon is a particular highlight, with its labyrinthine halls, flickering lights, and oppressive silence evoking the isolation of Alien and Dead Space.
The game’s art direction is a blend of retro-futurism and industrial decay, with a color palette dominated by cold blues, grays, and sickly greens. The visuals are impressive for an indie title, though they occasionally suffer from repetitive textures and bland geometry. The Unreal Engine 3’s limitations are evident in some of the game’s larger environments, where pop-in and low-resolution assets detract from the immersion.
Atmosphere: A Symphony of Dread
Where Solarix truly shines is in its atmosphere. The game’s sound design is exceptional, with a haunting ambient score that underscores the colony’s desolation. The absence of music during stealth sequences heightens the tension, forcing players to rely on environmental cues to detect enemies. The sound of distant footsteps, the hum of malfunctioning machinery, and the guttural groans of the infected all contribute to a sense of creeping dread.
The game’s use of silence is particularly effective. Moments of quiet are punctuated by sudden, jarring noises—a distant gunshot, the screech of a malfunctioning robot, or the whispered taunts of Betty—keeping players on edge. This auditory tension is one of the game’s most successful elements, elevating it above its technical shortcomings.
Voice Acting and Dialogue
The voice acting in Solarix is a mixed bag. AMI’s calm, measured tones are a standout, conveying both authority and ambiguity. Betty’s erratic, taunting dialogue is equally effective, though her lines can occasionally veer into melodrama. The mercenaries’ voice acting is less consistent, with some lines feeling stiff or overacted.
The game’s dialogue is delivered primarily through radio transmissions and audio logs, a common trope in immersive sims. While this approach works well for conveying exposition, it can also feel detached, particularly in moments where a more direct interaction between characters might have added emotional weight.
Reception & Legacy
Critical Reception: A Mixed Bag
Solarix’s reception was lukewarm at best. The game holds a Metacritic score of 47/100 based on 8 critic reviews, with many critics praising its ambition and atmosphere while lambasting its technical flaws. Hooked Gamers’ review summed up the general consensus: “An indie attempt to take Dead Space’s crown? It was a brave attempt, but ultimately Solarix is a game with many flaws; some forgivable, but some utterly ruinous.”
Critics frequently cited the game’s AI as its most glaring weakness, with enemies exhibiting behavior that ranged from incompetent to outright absurd. The game’s stealth mechanics were also criticized for their inconsistency, with detection logic that often defied common sense. Despite these flaws, reviewers acknowledged the game’s strong atmosphere, compelling narrative, and ambitious design.
Commercial Performance and Community Response
Solarix’s commercial performance was modest, with the game failing to gain significant traction in a crowded market. On Steam, the game has garnered a “Mixed” rating based on 483 user reviews, with players divided between those who appreciated its retro-inspired design and those who found its flaws unforgivable.
The game’s community response was similarly polarized. Some players praised Solarix for its faithful recreation of classic survival horror mechanics, while others derided it as a buggy, unfinished mess. The developers’ post-launch support, including multiple patches addressing AI and gameplay issues, was commended, though many felt the fixes came too late to salvage the experience.
Legacy and Influence
Solarix’s legacy is that of a flawed but fascinating experiment. While it failed to achieve the critical or commercial success of its inspirations, it remains a testament to the enduring appeal of immersive sims and survival horror. The game’s emphasis on stealth, environmental storytelling, and psychological horror has influenced subsequent indie titles, though its technical shortcomings serve as a cautionary tale about the challenges of reviving retro mechanics in a modern context.
The game’s narrative and thematic depth have also left a mark, particularly in its exploration of AI consciousness and human madness. These themes would later resurface in games like SOMA (2015) and Observer (2017), which similarly grappled with questions of identity, free will, and the nature of reality.
Spin-offs and Re-releases
Pulsetense Games’ commitment to the Solarix universe is evident in the studio’s subsequent releases:
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De-Void (2016): An “anti-sequel” to Solarix, De-Void is a narrative exploration game set in the same universe but with a deliberately inconsistent plot. The game eschews combat entirely, focusing instead on environmental storytelling and psychological horror.
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Planet Ancyra Chronicles (2017): A compilation of Solarix and De-Void, with combat removed from the Solarix content. This version was offered for free to owners of either game, serving as a narrative-focused experience.
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ReFramed (2018): A rebalanced version of Solarix that shifts the gameplay toward action-shooter mechanics, removing the psychological elements of the original plot. This iteration was aimed at players who preferred a more traditional FPS experience.
These spin-offs demonstrate Pulsetense Games’ willingness to experiment with the Solarix formula, though none have achieved the same level of attention as the original.
Conclusion: A Flawed Gem Worth Unearthing
Solarix is a game of contradictions—a bold, ambitious homage to classic sci-fi horror that stumbles over its own technical limitations. Its strengths—its atmospheric world-building, its psychological depth, and its faithful recreation of retro stealth mechanics—are undeniable. Yet, its flaws—the inconsistent AI, the clunky combat, and the uneven difficulty—are equally glaring.
For fans of System Shock 2, Thief, and Dead Space, Solarix offers a nostalgic but flawed experience. It is a game that rewards patience and perseverance, with moments of genuine tension and horror that shine through its rough edges. However, for those seeking a polished, modern survival horror experience, Solarix may prove frustrating or even unplayable.
Ultimately, Solarix is a testament to the power of ambition and the challenges of execution. It is a game that dares to dream big, even if it doesn’t always stick the landing. In the annals of sci-fi horror, it may not be a classic, but it is certainly a fascinating footnote—a reminder of what can happen when a small team of passionate developers sets out to revive a genre they love.
Final Verdict: 6.5/10 – A flawed but fascinating homage to classic sci-fi horror, best appreciated by fans of retro immersive sims willing to overlook its technical shortcomings.