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System Shock is a faithful reboot of the genre defining classic from 1994 built by a team of industry veterans. 

Remember Citadel.
System Shock is a faithful reboot of the genre defining classic from 1994 built by a team of industry veterans. Remember Citadel.
21,625 backers pledged $1,350,700 to help bring this project to life.

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GDC Update Part 1

Posted by Nightdive Studios (Creator)
62 likes

Hello backers! It’s Stephen from Nightdive with part 1 of this months update!

We have been very busy getting ready for GDC 2019 and will have some screenshots and a video showcasing a near complete version of the Medical Level.

While we are at GDC we’re going to be hiding some stickers around the conference. If you find one, take a picture and tweet at us @nightdivestudio with the #remembercitadel to win a prize! (we will be posting hints on locations on our social media when the stickers go up!)

Remember, Remember Citadel?

 This could be yours! 

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 By request we’ve formatted this Tri-Optimum login screen for use on all your devices! 

 Available here! 

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See you next week and don't forget to keep an eye on our social media:

 Nightdive Twitter 

 System Shock Twitter 

 Nightdive Facebook 

 Nightdive Discord 

 Nightdive Instagram 

February Update

Posted by Nightdive Studios (Creator)
148 likes

Hello backers! It’s Stephen from Nightdive with this month’s update. 

First, I wanted to thank everyone for the overwhelmingly positive response to the final art video we posted last month! If you happened to miss it, you can see it here:

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The video was viewed 108k times and made its rounds on just about every major gaming website. I also wanted to address a few things:

Motion blur is on by default in Unreal - you will be able to disable it.

Props, lighting, and FX are still works in progress. We haven’t even started placing corpses, blood, and gore yet.

We’re still using unfiltered textures - the “pixely” style is there, however, it’s not demonstrated clearly in the video.

If you’ve been in the Alpha you know that the entire game has been blocked out and is essentially complete. We’re working on final art, the Medical level is not all that we’ve completed.

This video was put together hastily for the update and wasn’t intended to be picked up by the press, we will use a higher quality capture method with upcoming videos. We still love you FRAPS!

Let’s take a look at art!

Tom has wrapped up his work on the lounge and vegetation systems which will be very useful once we hit the Groves.

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Jonathan is finishing up his work on the Reactor tile set and has put together a scene to share.

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These floor tiles will replace the glowing purple radiation tiles in the original. Watch out for cracked glass and leaks… 

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This is the concept from Robb Waters.

Jonathan also worked with Robb on creating a portrait for one of our characters. We’ll be using the same process for those of you who backed us at the Citadel Crew Member tier. Robb will use your likeness to create a custom sculpt and portrait of your in-game persona.

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Let’s take a look at more of Robb’s recent concepts.

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The Executive Boardroom evokes the cyberpunk aesthetic by blending natural and artificial materials. Transporting wood to a space station orbiting Saturn is certainly ostentatious and a complete disregard for practicality - something we feel Tri-Optimum Executive embody.

3 fingers, neat.
3 fingers, neat.

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Daniel has been busy using the final art tilesets to build out the final levels. Here’s a sneak peek.

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Next, we have some UI updates!

We’ve begun exploring the menu system and how we want to invite the player into the experience. We feel like mimicking an immersive simulation would be appropriate.

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We’re working on the mapping display and how it fits into the rest of the UI.

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Finally we have some preliminary FX work to show off... 

“ZORCH”
“ZORCH”

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That’s it for the Shock update, see you next time! 

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Continued Communication:

Please join us on Discord!

We’re in there every day answering questions! 

January Update

Posted by Nightdive Studios (Creator)
129 likes

Hello backers! It’s Stephen from Nightdive with this month’s update. 

Due to the Holidays this update is coming a bit later than we would like but we’ve got some exciting things to share so let’s get right to it!

First up is a quick video preview we put together showing off the final art. There’s some confusion over the temporary art used in the Adventure Alpha video so hopefully this will clear that up!

Next up is a ton of art!

Tom has been working on rest/lounge areas for Citadel employees. These areas were designed to provide a brief respite from the oppressive cold and brutalist working conditions within the station.

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Here’s an example of how we’ll be able to palette swap chunks of the environment so they match their respective level.

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Tom is also working on a vegetation system that will allow us to create some really wonderful overgrowth in areas like the Groves.

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Here’s the original concept by Robb Waters.

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Justin has been working on creating windows that are similar to the props used in the original Unity demo. We loved the idea of being able to see Saturn from within the station and will be opening up some of the original levels to create some stunning vistas.

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Some of the exterior bits of the station will be visible.

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Jonathan has been creating a massive tileset for the reactor areas. For those who have played the original, they should be instantly recognizable. The red glowing channels will light up in patterns creating a very eerie atmosphere! 

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Finally, we come to the concept art showcase!

Robb has given us our first look at the Hacker! It’ll be exciting if someone ever decides to cosplay as our beloved protagonist :)

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Here’s an update of the cyborg drone. He’s come a long way from his original concept and believe this new version is much more terrifying.

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Robb has also put in a lot of thought into how the employees on board Citadel Station will be differentiated from one another. These are the standard operations uniforms - each one will have distinct gear and load out appropriate for their job and what level they primarily served on.

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There’s a rumor that experimental weapons manufacturing and testing have been occurring onboard the station...

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Robb wanted to add some style, drama, and some heft to the flat wall monitors of the original game and I believe he’s achieved that with this concept.

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The cyberspace terminals will stand out from their surroundings with the addition of blinking lights. You can never have too many blinky lights.

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Here’s a look at what the station work chairs will look like. If you need a comfy place to rest, maybe drink some hot Earl Grey tea, and think about your ambitions of becoming Captain...well, make it so!

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That’s it for the Shock update!

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Continued Communication:

Please join us on Discord!

 
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Hey, did you know we stream? Tune in live on  TwitchTv !

Or... catch up on  YouTube 

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Social Media:

Nightdive Twitter 

System Shock Twitter 

Facebook 

Backerkit 

SHOP 

See you next time~! ⠀⠀ 

December Update

Posted by Nightdive Studios (Creator)
132 likes
Hello backers! It’s Stephen from Nightdive with this month’s update.  

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It’s been a very busy month for the entire staff at Nightdive! The System Shock team has entered full production - with the adventure alpha complete we’ve moved on to creating final assets for all elements of the game. Let’s take a look at what we’ve been up to!

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“Pipe World” is coming together really nicely thanks to all the hard work by the environment team. To help achieve a randomized look to the tiles they’ve created some new tech within Unreal that allows them to swap through the tileset on the fly enabling them to create a distinct look.

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Now let’s take a look at a very familiar room you discover right after leaving the starting area.

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If this doesn’t make you feel all warm and fuzzy on the inside you might have to check your pulse :)

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We’re also working on getting the first person arms back in the game! We’re able to re-use many of the original Unity assets in this way.

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Next, let’s have a look at some environment concepts for the upcoming levels!

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The energy conduit tile has been re-interpreted by Robb to create a more interesting look and provide some additional functionality. We also get to introduce the Hazmat wearing Tri-Optimum employee! He works in the radioactive trenches ensuring the station continues to operate smoothly. Robb has also re-envisioned the radioactive floor tiles giving them more of a “real-world” application. Instead of glowing purple diamonds we have cracked coolant pipes under hexagonal glass shields.

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Here’s a look at both tiles in the original game.

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All levels will receive additional props to flesh out the underlying narrative. For instance, Research (pictured here) will have chemical showers and places to hang decontaminated hazmat suits. OSHA is still a thing in the future, right?

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Here’s a look at the updated force bridge concept.

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Here’s one of my favorite concepts - who doesn’t love horrifying fetal mutants in glowing green jars? These types of props will help emphasize that Tri-Optimum was engaging in questionable experiments long before SHODAN took over the station....

That’s it for the Shock update!

(If you’re part of the Human Corps tier be on the lookout for an email with an invite into the Adventure Alpha!)

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Next, we have a quick announcement about the KEX team:  

Blood is back and Nightdive Studios handling the game’s restoration! You can read more about that here:

https://www.polygon.com/2018/12/7/18129658/blood-reboot-nightdive-atari

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Shout Out Corner:

One last update! We’d like to congratulate New Blood Interactive’s release of DUSK! If you love 90’s shooters (like we do) you’ll definitely want to check this one out. You can purchase the game here:

https://store.steampowered.com/app/519860/DUSK/

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Streaming Update:

Here’s our upcoming streaming schedule!

https://www.twitch.tv/nightdivestudios

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Continued Communication:

Please join us on Discord!!

https://discordapp.com/invite/nightdive

We’re in there every day answering questions!
We’re in there every day answering questions!

See you next time~! ⠀⠀

https://twitter.com/NightdiveStudio  

https://twitter.com/SystemShockGame  

https://www.facebook.com/NightdiveStudios/  

https://system-shock.backerkit.com/  

https://shop.nightdivestudios.com/

November Update

Posted by Nightdive Studios (Creator)
131 likes
Hello backers! It’s Stephen from Nightdive with this month’s update.

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This is going to be more “show” than “tell” as we’ve been incredibly busy creating final art, implementing new systems, gameplay mechanics, character pipeline and wrapping up the work we’ve done on the Adventure Alpha.  

Here’s an early look at a walk cycle and some experiments with Unreal’s built-in ragdoll physics system.

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We can also use the ragdoll system to help place corpses in a believable manner, like this deceased mutant slumped against some crates.

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Next, let’s have a look at some environment concepts for the upcoming levels.

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Some of you may notice a prop/enemy that was cut from the original game in this next image ;)

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This room would act as a relaxation/meditation room offering a facade of Earth while surrounded by (now) overgrown vegetation.  

Jonathan continues to apply the original textures to the BSP levels:

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Finally, we’d like to welcome Tom R. to the team! Tom will be helping out on final environment pieces like this tile that was lovingly interpreted from the original seen here:

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That’s it for this update! If you’re part of the Cyborg Elite tier be on the lookout for an email with an invite into the Adventure Alpha!

Continued Communication:

Please join us on Discord!

https://discordapp.com/invite/nightdive

We’re in there every day answering questions!
We’re in there every day answering questions!

See you next time~! ⠀⠀⠀⠀  

https://twitter.com/NightdiveStudio

https://twitter.com/SystemShockGame

https://www.facebook.com/NightdiveStudios/

https://system-shock.backerkit.com/

https://shop.nightdivestudios.com/