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:

July Update
13 days ago – Tue, Jul 09, 2019 at 02:01:08 AM

Happy July backers, ready for this beefy update!?

Last month we showed you a bit of a peek in to the Research level of Citadel, so let's dive deeper and see some old vs new comparison shots.

Stairs? On Citadel? Can you believe it?!

I would say the station is looking good enough to bloody up soon... So moving on to some enemies being modeled, starting with the Cyborg Assassin. 

Robb Waters' modernized version of Trioptimum's elite cybernetic soldiers, a favorite enemy of the Nightdive team and the only enemy type from System Shock 1 that also appeared in System Shock 2. The prominent head-mounted scanner of the original has been reinterpreted as a surgically implanted visor that plugs directly into the optic nerve.

Conceived for the System Shock Remake, the Cyborg Surgeons are ambient, non-aggressive characters who process and maintain Shodan's minions, as well as perform menial data tasks around the station.

Male and Female variants of the Humanoid Mutant, crewmembers of Citadel Station warped by Shodan's biological experiments and implanted with cybernetic eyes. To add visual variation, Mutants will wear stretched, tattered, and bloody versions of the crew outfits they wore during their grotesque transformation, like the Standard Operations and Doctor outfits shown here.

The Virus Mutant, the horrific result of a human's exposure to Shodan's V-5 Mutagen Virus.  Some wormy visual cues in its skin point to the fact that it is a crude, early predecessor to the Hybrids of System Shock 2.

Lastly, before showing some concepts, we have a new element added to the environment. 

A bit eerie, isn't it?

For concept corner, here is a weapon we have yet to show!

As you may have noticed above, we have an exam table, but Robb has taken the concept to the next step.

Can you imagine this bot working on you while strapped down?

 Then to wrap things up, Maintenance level concept, look forward to an ingame viewing of this soon!

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 See you next time!

June Update
about 1 month ago – Tue, Jun 11, 2019 at 01:23:10 AM

Happy E3 and let's show some more System Shock!

Now I would like to start this update with showing a character from start to finish. Say hello to the Cyborg Drone!

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Examples of the lowres sprites of the cyborg drone from the original System Shock.

Robb Waters's modern update of his original design.  A guiding principle of the concepts for the remake is the idea that Shodan is repurposing already existing tech throughout the station for the creation of her cybernetic minions, giving them a brutal, improvised, function-over-form appearance.  In the case of the drones, security cameras have been unceremoniously grafted to the heads of Citadel's security detail.

To start the 3d process of creating the drone, a mannequin based on our generic male corpse body is brought into the clothing simulation software Marvelous Designer.  Here the character's clothing is roughed out and tailored to the body, creating a base for the folds and wrinkles of the drone's jumpsuit.

Inorganic and more tight-fitting elements of the drone are created using more traditional box-modeling techniques in 3d Studio Max.  Edges are chamfered and bevelled to help them retain their shape when subdivided into higher polygon counts.

All the elements of the character are brought together as different subtools within Zbrush, where the clothing and skin elements receive additional hand-sculpted details and tweaks.

The subtool elements of Zbrush are exported back into 3d studio max and traced over with new, lower poly topology to create a game-ready mesh.

The lowpoly mesh is quickly autorigged in Adobe Mixamo to get a sense of how it looks in motion and check for any obvious proportional issues.

The ingame mesh is UV-mapped in 3d Studio Max with a texel density of 256 pixels per meter.

The disparate parts of the hipoly and lowpoly meshes are brought into texture baking software Knald to generate the normal, AO, height, curvature, and transmission maps.

The mesh and projected textures are brought into Substance Painter to paint final physically based textures.

...and that is that! 

Now are you excited for the Cyborg Warrior?

Moving on to some new stuff!

Our artists have been working hard and have some stuff to show off, starting with the new and improved MedBed prop.

How do you feel about puzzles?

Bang bang, watch out we have a Mini Pistol on Citadel Station now.


Last but not least, we are starting to build out and populate Research level. Those who tuned in to the last dev stream got to see a sneak peak, but I have some more to share here.

Would you be interested in seeing more of this built on future streams?


Nightdive Studios General News

You may have heard this exciting E3 news already but... *drumroll* Turok and Turok 2 are getting a physical release on Switch with Limited Run Games!!!

Keep an eye out for future updates.


See you next time!

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May Update
2 months 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
3 months 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
4 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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