System Shock

Created by Nightdive Studios

System Shock is a complete remake of the genre defining classic from 1994 built by a team of industry veterans. Remember Citadel.

Latest Updates from Our Project:

May Update
5 days ago – Thu, May 16, 2019 at 01:22:56 AM

Hey there Hackers, Karlee here with this month’s update!

Now last week we showed some concepts of a few weapons by Robb Waters, including some grenades of various types. Now wouldn’t it be cool to shoot them instead of lobbing them out by hand?

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Are you ready for the Hacker to up his arsenal?

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Let’s look at a few more concepts before moving on, but this time, an enemy! Here is Robb’s concept of the Cyborg Assassin, aka “Former Tri-Op Special Forces”. 

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Now, what is under that shroud?

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As you can tell, a lot goes into the creation of any character from concept to 3D model. Remember the Cyborg Drone concept? Check out his model progress.

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Finally, can you figure out what tileset Jonathan is working on?


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Blood: Fresh Supply Out Now

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Brought to you by Nightdive's Samuel Villarreal and the KEX engine team. Originally released in 1997, Blood is a First-Person Shooter that helped redefine the genre and introduced many elements now accepted as commonplace. In the original and the updated Blood: Fresh Supply, players jump into the boots of undead gunslinger Caleb as he seeks revenge against the dark god Chernobog. Caleb’s arsenal features a mix of standard and occult weaponry, which he uses to devastating and gore-filled effect. In the game, players visit a terrifying world populated by hordes of bloodthirsty fiends – including cultists, gargoyles, zombies, hellhounds, and an unholy host of other terrors.  

Atari is an interactive entertainment production company. As an iconic brand that transcends generations and audiences, the company is globally recognized for its multi-platform, interactive entertainment and licensed products. Atari owns and/or manages a portfolio of more than 200 games and franchises, including world-renowned brands like Asteroids®, Centipede®, Missile Command®, Pong®, and RollerCoaster Tycoon®. Atari has offices in New York and Paris. Visit online at www.atari.com.   

Now with Nightdive's KEX engine to achieve the following:  

  • Vulkan, DirectX 11 and OpenGL 3.2 support, play with unlocked frame rates! 
  • Antialiasing, Ambient Occlusion, V-sync and Interpolation support 
  • Support for high resolutions including 4K monitors 
  • Fully customizable keyboard and controller pad support 
  • Extended modding support, including support for already existing mods 
  • Completely rewritten netcode supports up to 8 players: 
  • Play online in co-operative mode, kill each other in “Bloodbath” or split the difference in classic 4v4 team-based “Capture The Flag” mayhem 
  • Battle it out in local split-screen action 
  • Roll your own soundtrack with full CD and MIDI music support
  • Look fully up and down with a new 3D view, or stick with the classic BUILD-engine style!
     

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Pick this title up on:

Steam

GOG

Humble Bundle



See you next time!

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April Update
about 1 month ago – Sat, Apr 20, 2019 at 01:27:53 AM

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

This month has just flown by and after GDC was over we got right back to work! Our goal is to bring Medical to a level of final polish we can use as a benchmark for the remaining levels. This includes implementing the weapons, enemies and mechanics that are missing and adjusting the lighting/fx.

Let’s take a look at weapons!

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The hi-poly models for the mini-pistol and the magnum are just about complete. With the help of the community we’ve condensed the original weapons list down to a smaller, more manageable amount and combined some of the omitted weapons’ firing modes and functions into the weapons we’ve decided to keep. 

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We also made sure that weapons will share parts like grips and receivers. This will help ground the design with the game world. Tri-Optimum would be manufacturing these weapons and would have the goal to not only save money and production time, but to ensure the parts could be easily swapped in the event of malfunction. 

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We’ve stayed true to the original game by incorporating the initials of the developers into the weapon names. The SK-27 Shotgun has quickly become my favorite weapon ;) 

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Robb has been instrumental in documenting the behavior of the weapons - how they will be reloaded, fired, and what those functions will look like when animated. 

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You can see in this example the Magpulse will share the grip of the pistols but the functionality will be completely different, requiring the user to load a clip, then pump the front hand grip to chamber the charge. 

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Anyone know someone at NERF? We need to get these guns produced into non-lethal, kid friendly versions :) 

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Here we can see 3 of the grenade types. We are going to implement a secondary priming mechanism so they don’t blow up in your pockets :) 

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Justin is working on a redesign of the conversion chambers that will fit within our modular tile system. 

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Jonathan is working on finishing up some additional props and he’s started the tile set for the Research level which we’ll be looking at next month! 

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Finally, let’s take a look at what the Groves are going to look like. Robb is envisioning some wide open areas with brutalist concrete planters full of overgrown vegetation and large clear domes offering unobstructed views of the depths of space. 


Next month we’ll be looking at more character art and combat!

See you next time!

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GDC Update Part 2
about 2 months ago – Tue, Mar 26, 2019 at 01:48:24 AM

Hello backers! It’s Stephen from Nightdive with part 2 of this months update!

Wow, what a week - as you know the Nightdive team traveled to San Francisco for the annual Game Developers Conference to show off the latest build of System Shock, BLOOD, and our first Switch title, Turok, which launched on the first day of the show.

It was a non-stop ride of interviews, meetings, and of course parties!

If you haven’t checked it out, we released a 20 minute gameplay video showcasing the entire first level of System Shock. You can view that here:  https://youtu.be/JdiaIRkjpI0 

Keep in mind we’re still in Alpha and not every mechanic, item, enemy, or weapon has been implemented. There’s missing elements but I think you’d agree that it’s coming along nicely! Share your thoughts with us in the Feedback & Questions section on Discord!

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Our first interview/demo was with PCGamer who were delighted with our progress. We received some great feedback which you can check out here:

https://www.pcgamer.com/the-system-shock-remake-is-looking-damn-good/ 

Next, we did a video interview with Danny O’Dwyer from the Noclip documentary series. It’s not list quite yet, but keep an eye out on their youtube page:

https://www.youtube.com/channel/UC0fDG3byEcMtbOqPMymDNbw 

We met with Rock Paper Shotgun and let them demo the build. You can read their thoughts here:

https://www.rockpapershotgun.com/2019/03/19/system-shock-remake-looks-authentically-neon-in-new-video/ 

Here’s a few of the screenshots we sent to the press:

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Robb was busy while we were at GDC and has some new concepts to share!

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We had an amazing time and to top everything off we got to meet Daniel for the first time! Yes, the same Daniel who has been part of the Nightdive family for over 5 years - we finally got to meet face to face.

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We’d also like to thank everyone who has subscribed to us on YouTube! We hit 10,000 subscribers today and that’s a wonderful milestone to have achieved.

https://www.youtube.com/user/nightdivestudios 

See you next month! 

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GDC Update Part 1
2 months ago – Sat, Mar 16, 2019 at 01:06:07 AM

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 

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 Nightdive Discord 

 Nightdive Instagram 

February Update
3 months ago – Sat, Feb 09, 2019 at 12:58:16 AM

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!