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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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    1. Missing avatar

      Nick on

      Please implement free mouse movement toggle like the mouselook mod version of the original game!! swinging the entire camera view to press buttons/pick things up/interact with the environment is jank! also allows for better corner peeking.

    2. Clay Halliwell on

      This is all looking fantastic, but those TriOp-shaped monitors? No. Just... no. That's the sort of detail so absurd, so impractical, that it would actively harm immersion.

    3. Matthew Benedek on

      Looks very moody and atmospheric. Looking good guys!

    4. Missing avatar

      Matti Peltoniemi on

      As mentioned, there's too much fog everywhere, but otherwise it looks great. Keep it up!

    5. Remember Citadel on

      I still prefer the gritty, pixelated demo look of the initial demo. Even the second demo looked more to my liking.

      stylized > realistic

    6. Shaun Gupta on

      Tastes differ and that's okay. Personally, I *love* the popping colors (I won't say HDR as I'm not sure it was actually in an HDR game mode, but quite saturated), flashing lights, and heavy use of fog; it's all very atmospheric to me, but I can understand how others could feel differently. It's subjective; I just personally think it looks great not to mention unique; I'm glad it's a little weird and not the same as every other space game; for me, that was part of the charm of the original too.

    7. Michael Kosmatka on

      Looks fantastic. Seems faithful to the look and feel from the original game, very excited about this.

      I would lessen the overall glow of the environment and reduce fog / steam. The amount of times I push that door button in the game if it flashes like that I'll have a seizure. All should be used with some restraint - elements pop more when done right.

      The sound design seems like placeholder - with the variety of environs throughout just a single level there is so much opportunity for variations and subtlety in how the sound scape is treated. Feet are too heavy, door buttons too loud, background loop too short and jarring - gentle hands man.

      Good luck - can't wait to play.
      I try to imagine if people lived on this station whether or not they would go insane without the help of Shodan ...

    8. Missing avatar

      Franz Luger on

      @JinxSwe. Motion Blur is only one flaw amongst a long list: Everything is shiny, bulky, blurry and full of fog, OMG, so much fog - looks like a very cheap B-Movie design, trying to hide its shortcomings behind overdone colours, reflections and fog - have I mentioned the fog jet? *DG*
      The Avatar's Hands and the tool fill almost a third of the screen - everything is in hard contrast to the only HUD element that looks right: The compass line.
      I feel like a dwarf in DUPLO land - no sublety, no finesse, everything is clumsy and ugly...
      So, motion blur mercifully covers a little of the graphical disaster presented here... Sorry for having to be so blunt, but my input has been repeatedly ignored (like in "Underworld Ascendent", which has turned out as a profound failure - not only according to my judgement!).
      I do warn the developers again: Keep up that unrefined style and this project will share Ascentend's fate for sure!

    9. Missing avatar

      Avvy on

      Looks pretty. Hope the gameplay could be pimped a bit too. Like include more ammo and grenade types etc.

    10. Missing avatar

      JinxSwe on

      @Franz Luger. It's running in the editor and by default motion blur is active. My guess is it wont be in the final game.

    11. Missing avatar

      Franz Luger on

      The video is a catastrophy: Exaggeratzed HDR, motion blur - what do you want us to get - eye cancer! :-(
      I really had hoped you had learned some lessons with the "reboot" of your campaing, but I am afraid things have turned to the worse... :-(
      Shame on you!

    12. krayzkrok on

      Well that video looks excellent. Although I'd love to have an option to use the original textures as well, this is how I imagined it would look based on the original Unity demo, fantastic atmosphere. Now I really want to get back to Citadel Station. Not sure about the hacker concept, much younger than I imagined. Might be tough for original System Shock fans to cosplay. ;)

    13. Missing avatar

      tommynocker001 on

      https://youtu.be/rt33j2EaUmY

      These are the same rooms and deck that were in the original demo. That demo was ...was that over two years ago? It had working monsters, combat and everything. Could we see something... different? More developed? Hold the Line @Zangdar! :)

    14. Missing avatar

      RJ Limerick on

      Very pleased with that footage.

      Strictly speaking, shouldn't the player just be wearing a futuristic surgical gown? (yes yes I know, the cosplay potential becomes quite different then!!!)

    15. Shaun Gupta on

      @Netzbummler, the pixelated art style is still there, though you can't always see it quite as apparently unless you look a bit closer. It's definitely still a big part of the art design, though.

      @Jiri & Thomas, what you're seeing is the "clean" environment pre-destroying stuff. There will indeed be further passes for damage states, blood, environmental storytelling, etc.

      @Tony, alpha access could still expand further, though there's no guarantee/timeframe at this time. You will definitely get access to the beta in your tier once it rolls around either way. Stay tuned for updates.

      @Nathan, no Cyberspace preview quite yet, but they're hoping to have something to show off soonish. Some of this is still in the design phase.

    16. Andre on

      Don't mind Zangdar. He feels the videos are still showing concept art stills.

    17. Missing avatar

      Nathan Fluevog on

      Looking gorgeous so far! Any previews of what cyberspace itself will look like?

      The Cyberspace segments of the original System Shock were an iconic part of the game, especially since the final battle itself took place inside Shodan's mainframe. Not to mention they were at least half the point of getting that top-secret neuro-interface implant in the first place!

      Personally I found the cyberspace segments, while pretty cool to be flying through, were a bit, um, difficult to control and understand what was happening, so i'm looking forwards to finding out how it will look and feel in the remake.

    18. Zangdaarr on

      @Insecticon: Where are videos of the actual GAME ?

    19. Insecticon on

      @Zangdaar Whaddaya mean?

    20. Zangdaarr on

      That seems great, maybe one day we will be delivered a sticker book

    21. Insecticon on

      Nah, he's got a ponytail.

    22. Missing avatar

      Thomas McEwan on

      Also, the hair doesn't look quite right. In the original System Shock intro movie (1:05-1:15) I'm pretty sure the hacker has a mullet :-)

    23. Missing avatar

      Thomas McEwan on

      All excellent work, but I have to agree with Netzbummler - it's all still too glossy, and too *clean*. The original demo had a delightful grittiness to it that's still not been recaptured, and I can't help but feel that Cyberpunk especially, with its roots in 80s sci-fi, should be dirty, smoky and gritty, with rough, grimy surfaces everywhere, like a pre-CGI Ridley Scott movie (or, dare I say it, the Giedi Prime sequences from David Lynch's Dune) This is a working industrial station, there should be scuffmarks, dents, bent girders, weeping pipe joints, stains and grime, that black muck you get around ceiling ventilator grates after a few years of operation, etc, that sort of thing.

      As they said of Blade Runner, in this sort of setting, "the future is old!" The station is not brand new, and it's an industrial one at that - there should be patchworks of retrofits, haphazard repairs, new machinery forced into spaces designed for older, differently shaped machinery, that sort of thing - everything should have a slightly hacked-together feel, like the protagonist him-or-herself.

      Inserting those big, jagged-edged implants in the demo looked as if it may actually hurt, (I can't remember, were there even grunts of pain and horrible organic noises? Maybe there should be!) and that sets the tone gloriously - just like the dystopic cyberpunk world around them, the hacker is forcing his or her body to do things well beyond its normal capacity, probably abusing the implants or the implants themselves being hacked-together from components originally intended to do something completely different, far beyond what is healthy or safe or possibly even sane. Always remember, in this world, being a hacker is counterculture. Whatever you do, don't forget the "punk" in "cyberpunk."

      On that note, I can't help but feel that the protagonist, though wearing the correct T-shirt and otherwise suitably 80s-techy, looks just a little too "neat" and well groomed, too "conformist" (I do like the Marty McFly style jacket, though) - cyberpunk should be a little more scruffy, even unkempt, more concerned with functionality than the ethics or aesthetics of their identity, especially with regard to the norms and opinions of society at large. Not entirely, though - that residual superego, those few moral and philosophical lines he or she won't cross, are what separates the hacker from SHODAN (who explicitly has had *all* limits removed) despite their otherwise very similar outlook and overall goal: transcendence through technological self-modification (and, in Shodan's case, the forcible modification of others). That's the other key difference in outlook - even though the hacker and Shodan have similar methods, their motivation is different; the hacker seeks self-actualisation by escaping from the shackles of society, Shodan seeks it by seizing control of those shackles.

    24. Chris J Capel on

      That looks incredible. Keep going, I can't wait to play it.

    25. ludo1800 on

      Waooo ! That will certainly do the trick ! I'm very pleased ! Maybe a little be too much foggy, but, what the heck, I finally get my Citadel Station back, as I am expected ! What a good job so far, please, continue in that way !

    26. Tony Håkansson on

      Will there be any alpha invites for the Cyborg Assassin tier this month? I've been counting down the tiers every month and when it was finally "my" turn you didn't mention it in the update :O

    27. Missing avatar

      Jiri Matejka on

      Hello, Environment, textures, lights, etc. everything looks beautifull and is very close to the design of System shock! I'm happy :) However, in my opinion, the environment in the final state should contain far more props per level. More beds, tables, cabinets, chairs, operating room lights, etc. So the rooms are more credible and not so empty and clean. In the original System Shock it did not allow for technical reasons but today it is not a problem. I also hope that in the final state more damage will appear (broken panels, damaged wires emitting from the ceiling) blood and mess. Do you plan to add this?

    28. Netzbummler on

      How come the textures are filtered? What's with the pixellated look that was present in the original demo and was also seen in one of the earlier videos? That was one of the reasons why I got onboard with this Kickstarter. Please re-enable it!

    29. Thomas Weiss on

      Looks fantastic, very close to the design of SS. Really great work so far.

    30. Jason Fourier on

      Looks great! Very true to the look of the original SS, which is what I think most of the backers wanted.

      In that vein, I truly hope you'll keep the music as true to the original SS as well. When I think back on my fond memories of SS, the music is a huge part of it. I've memorized those tunes. I'd love for your remake to include those same tunes, just remastered to sound better with modern synths. Just as you're doing with the visual art, don't let the music deviate too much from the original.

    31. Missing avatar

      sid_cypher on

      I'm loving the way those glowing lights scatter in the mist layer on the cold floors. Quite... atmospheric! The art looks promising, too.

    32. Nicxan Brooks on

      All the environment shots look amazing!! This is coming along so nicely. \ ; v; /

      ....
      I'm gonna have to redo my Hacker cosplay, though. Dangit.

    33. Missing avatar

      Paavo Happonen on

      The environments look beautiful!
      Keep up the good work.

    34. Christian Dannie Storgaard
      Superbacker
      on

      Everything looks awesome but I can't shake the idea that the wires on the camera in the video move too much like hair under water and not like plastic tubes. That really is the only thing that looks even slightly out of place though, so do keep up the lovely work!

    35. Alex Valero "Danda" on

      Wow, the hero is a mix of Kung Fury and Hackerman. The 80s rock! :P

    36. Missing avatar

      tommynocker001 on

      I'm not sure. The graphics look nice, but you seem to have forgotten to put any cybernetic implants in that meat you call a body. If you value that meat, you will do as I tell you...

    37. Scott
      Superbacker
      on

      Sadly, I won't be able to cosplay that character...I'm too old and...err...Fluffy. :-/

      Nice update, love the textures and mist effects. Should be fun to see it when you put the mobs in place and get the combat system flushed out. So far so good.

    38. Claymore Nash on

      Well I do have a Watchmen t-shirt, I just need every other part of that outfit to do cosplay :P

    39. Missing avatar

      KEITA YAMADA on

      Are implanting actions omitted? In the 1st demo, the hacker did these as he picked up implants. By the way, nice update! I wanted to see the Groves remastered!

    40. Nightdive Studios Creator on

      @Daniel Liu
      Closer to the release date, no eta yet!

    41. Daniel Liu
      Superbacker
      on

      Hi Nightdive,

      Any estimate on when the Pledgemanagaer will be closing?

    42. Nightdive Studios Creator on

      @Jennifer
      We are still in talks about that actually!

    43. Missing avatar

      Jennifer on

      A question about the character concept art. Where is the female version of the protagonist? Is she not drawn yet?