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SIGNAL DATABASE
CICADAMATA"
HIDDEN GEM
APPID 3817250
ActionIndie

CICADAMATA"

✿ flowergarden· 2026-08-21
Player receptionOverwhelmingly Positive · 99% · current sample
Spotted at208 reviews
203 reviews indexed. 44 analyzed across 3 languages.

Marathon finally has a single-player game that doesn't apologize for the aesthetic.

What is CICADAMATA"?

CICADAMATA is a fast-paced first-person platformer-shooter hybrid built around movement-based combat and scoring, where you chain aerial traversal, weapon fire, and enemy momentum into high-speed runs across themed levels. The 2026 indie release synthesizes visual DNA from Marathon and movement systems from ULTRAKILL into a minimal, self-contained experience with leaderboard-based replayability.

Revlize conclusion

One reviewer sums it up: Marathon is dead and doesn't have single player, so they're playing this instead. Others echo the same idea, describing CICADAMATA as a single player platformer FPS built on Marathon's aesthetic.

Key player signals
01

Players across all three languages converge on identical reference points (Marathon's visuals, ULTRAKILL's movement, Neon White's scoring structure), suggesting the game's DNA is immediately legible rather than requiring explanation

02

The Russian sample explicitly engages with the game's provenance (acknowledging the developer's Russian background) and uses intensely visceral language to describe the sensation of play (кайфа, or the rush), while English reviewers remain more clinical but equally reverent about the 'zone out' state the game induces

03

No recurring complaints about game design, difficulty balance, or content structure appear in the analyzed sample; objections cluster exclusively on technical accessibility and scope expectations

Objection

One negative review and several positive reviews with caveats identify control binding failures on non-standard keyboard layouts (AZERTY, localization variants), and the lack of a rebinding UI. This is a hard blocker for affected players and contradicts the technical polish described elsewhere in the sample.

Gameplay signal

See the game in motion.

5 Steam screenshots
Store framing

CICADAMATA is a fast-paced first-person platformer-shooter where you play as CICADA operative FAWN-A2, using movement-based combat and Zone Time mechanics to complete incursions across 15+ levels with global leaderboard ranking. The game layers a mysterious, dark narrative about agency and autonomy beneath the arcade loop.

Players are selling

Players describe it as the single-player game Marathon fans have been asking for, delivered with Marathon's visual language, ULTRAKILL's movement toolkit, and Neon White's competitive structure. The official framing uses cryptic narrative language; players translate that directly into 'a weird game that's actually really fun,' then spend the rest of their review explaining why the weirdness is the point.

From the reviews

Marathon is dead and doesn't have single player so I will play this instead.

Marathon if Bungie locked the ♥♥♥♥ in with a single player platformer FPS if this looks good to you, it is.

It’s honestly incredible that a game released in 2026 doesn’t properly detect the keyboard layout (AZERTY/QWERTY), or even offer a setup prompt like VOLUME, which was released on the same day.

Absolute masterpiece for less than the price of a monster 12-pack(it feels like highway robbery tbh) It's quite honestly scratching the same aesthetic itch that Marathon(the new one) left me with,

Short verbatim excerpts selected from the analyzed public Steam review sample for their relevance to the analysis above.

Evidence scope

44 public Steam reviews analyzed across 3 languages.

Synthesized from public Steam reviews. Not affiliated with Valve Corporation.

Keep exploring

Player-language signals, not generic review scores.

Explore more games decoded from player reviews
Best for
  • Players who loved Marathon's aesthetic but wanted single-player, story-driven depth instead of extraction gameplay
  • Neon White and ULTRAKILL veterans looking for a third pillar in the movement-shooter space without the roguelike randomization or difficulty ceiling of ULTRAKILL
  • Scoring and leaderboard grinders who treat arcade loops as long-form competitive practice
Multilingual signal
English
high confidence · 18 reviews

English reviewers frame the game explicitly as a response to Marathon's multiplayer-only model and lean heavily on comparative language (Marathon if, ULTRAKILL meets, Neon White structure). The sample shows players articulating a clear market gap and explaining how CICADAMATA fills it, often with tone suggesting relief or vindication.

Russian
high confidence · 18 reviews

Russian reviews engage the game's sensory and emotional dimensions more directly, using visceral language (кайфа/rush, игра большая доза кайфа/a big dose of rush) to describe the zone state, while also acknowledging developer background and cultural context. The tone is less comparative and more experiential, treating the game as an artifact rather than a product response.

Similar signals

More games with overlapping community patterns.

Deep editorial analysis

The market was waiting for this without knowing it. Marathon's 2024 revival promised a retro-futuristic playground but shipped primarily as a multiplayer extraction shooter; CICADAMATA arrived six months later as a single-player speed-runner that absorbed exactly the aesthetic players wanted from Marathon while scrapping the live-service layer entirely. This isn't competition — it's completion. Players describe the feeling in near-identical language: the visuals (Marathon's low-poly digital brutalism), the movement (ULTRAKILL's aerial momentum stacking), the musical intensity (Neon White's breakcore urgency). But what separates a mashup from a masterpiece is execution at a $9–10 price point with zero technical friction. The sample shows no recurring bugs, no performance hiccups, no balance complaints. Instead, reviews fixate on the grind itself: pushing for Diamond rank, optimizing routes, chasing leaderboard positions. Players who sank 40 hours into the demo before release are still finding new routes through the earliest spheres. This suggests the core loop — simple gun, complex movement, relentless scoring pressure — is dense enough to sustain obsession. The only structural objection that surfaces is brevity: the campaign is short unless you chase the optimization endgame. But players are not framing this as a limitation. They're framing it as invitation. Several Russian reviews use the phrase кайфа (literally, the rush) to describe the moment-to-moment sensation, while English speakers default to the clinical-but-reverent zone out twitch shooter. Both are describing the same trance state, just with different cultural idioms. The game's mysterious lore — whispered through the narrative framing about CICADA operatives and the unnamed JOYEUSE AI — is acknowledged but not required for play; it's seasoning, not the meal. What matters is that the meal never stutters.

Signal data
LOVE99

% positive reviews

GEM75

Under-the-radar potential

GAP45

Store framing vs player language

SOUL78

Voice and personality in reviews

CURIOSITY75

Would a stranger click buy?

1,060 reviews currently indexed

44 analyzed · english, russian, schinese

Last synthesized: Aug 22, 2026 · 44 reviews in that synthesis

How this was made

Review sampling, evidence boundaries and public-signal methodology.

Read the methodology →
Frequently asked
What is the gameplay loop like?

One gun with two firing modes. You chain movement verbs (aerial dashes, stomps that boost your momentum) with gunfire to create scoring combos. The goal is to hit time targets or earn Diamond rank on leaderboards. It's built for optimization and route planning rather than progression unlocks.

Are there technical issues or bugs?

The analyzed reviews report zero recurring bugs or performance problems. The only documented technical issue is keyboard remapping: non-QWERTY layouts (AZERTY, Cyrillic, etc.) are not properly detected, and the game offers no rebinding menu.

Is this a roguelike or does it have fixed levels?

Fixed levels with freeform design, not roguelike. Players describe the levels as 'spheres' with environmental variation, and the challenge comes from optimizing your route through pre-designed spaces rather than procedural generation.

Help improve this analysis

Does this analysis represent what players are saying?