BackerKit

System Shock

Created by Nightdive Studios

System Shock
10f9b4bef79aefe1f0e82d0b56b39c2c original
21,625 backers pledged $1,350,700.17 on Kickstarter

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

Raised in Kickstarter
$1,350,700.17 / 21,625 backers
Raised in BackerKit
$30,450.33 / 10,314 backers

Learn About Our Project:

We've done it! With the help of our thousands of dedicated, passionate, and generous backers we've raised over $1.3 million dollars to bring System Shock back to life!

These last 30 days have been a wild ride but we've enjoyed every moment of it. From reading your comments, answering your questions, and interacting with you on Discord and Twitch it's been an experience we've enjoyed more than anything else. It's clear from the overwhelming outpouring of support that System Shock means so much to so many people and we're extremely honored that you've chosen us - and entrusted us with the monumental task of remaking one of, if not the greatest game of all time. No pressure!

From everyone here at Nightdive...Thank you, thank you, thank you!!! We couldn't have done it without you and look forward to having you join us as we embark on our return voyage to Citadel Station!

Again...from the bottom of my heart, THANK YOU!

Stephen Kick CEO - Nightdive Studios

Here are some crowdfunding options for anyone looking to support the game after Kickstarter. These donations will still help to accomplish our stretch goals. Click the button to find out more details.

 

 

 

 

[07.27.16] Update 18: 24 Hour Livestream and 1.2m Stretch Goal

[07.26.16] Update 17: New Stretch Goals for VR, Graphic Novel, and Modding Support

[07.25.16] Update 16: Original System Shock Devs on NDS Twitch Stream Tomorrow

[07.22.16] Update 15: System Shock Remix Album: Zardonic; Sound Design Livestream

[07.21.16] Update 14: $1.1m Stretch Goal Met and RPG Stuff

[07.20.16] Update 13: Giveaway #2: NVIDIA GeForce GTX 1080

[07.20.16] Update 12: PS4

[07.19.16] Update 11: For Backers Only (see updates page)

[07.19.16] Update 10: System Shock Remix Album: Celldweller & Blue Stahli; New Backer Missions

[07.18.16] Update 09: Dev Spotlight - Stephen Kick

[07.15.16] Update 08: Linux Demo and Achievements Update

[07.12.16] Update 07: Achievements & Pledge Addons

[07.09.16] Update 06: Thank you!

[07.07.16] Update 05: Patch #1 and Art Book Tier

[07.06.16] Update 04: Giveaway and Audio Update

[07.04.16] Update 03: Common Questions and Patch #1 Preview

[07.03.16] Update 02: Feedback Process // U.I. & HUD Concepts

[06.26.16] Update 01: You're Awesome! 

 

To help in the complete mission achievements, please follow us on the following platforms:

Nightdive Facebook
Nightdive Twitter
Nightdive Twitch
Nightdive Youtube

 

 

 

 System Shock is a complete remake of the genre defining classic from 1994, rebuilt from the ground up with the Unity Engine.

System Shock was one of the first 3D games that took a methodical approach to exploration while revealing a story driven narrative through audio logs and messages scattered throughout the game world. It was a revolutionary step forward for the medium in a time when developers first began experimenting with interactive story telling.

Players were trapped aboard Citadel Station as they fought to survive against the cyborgs and mutated crew members corrupted by a maniacal A.I. known as SHODAN, one of the most treacherous antagonists ever conceived. System Shock offered an unparalleled experience that would solidify it as one of the greatest games of all time.

System Shock - Big Box Collectors Edition
System Shock - Big Box Collectors Edition

 

 

We want to demonstrate our commitment and passion for System Shock by providing a fun and exciting experience to potential backers. This demo represents the look and feel that we want to achieve with the final version we'll deliver to you, our backers. Please be aware, this is a proof of concept; the PERFORMANCE, FEATURES, and VISUALS are subject to change. We hope you enjoy your time aboard Citadel Station! SHODAN eagerly awaits your arrival...

 

 

 

               

 

 

               

 

 

 

                                                                                                   

 

 

Caught during a risky break-in, you become indentured to a greedy TriOptimum executive. After six months in a healing coma, you awaken to discover the surgeons are missing, the station is in disrepair, and the once-prime corporate facility now teems with mindless cyborgs, robots, and mutated beings, all programmed to serve a ruthless A.I.: SHODAN. There's scarcely time to think before it unleashes the first terror...

Cortex Reaver Concept Art - by Robb Waters
Cortex Reaver Concept Art - by Robb Waters

To help shape and direct the existing narrative of System Shock, we've enlisted the help of Chris Avellone, who is best known for his work on a number of role-playing games, including; Fallout: New Vegas, Wasteland 2, Star Wars: Knights of the Old Republic II, Planescape: Torment, and Fallout 2. Chris will be working closely with Stephen Kick (our Creative Director) and Jason Fader (our Project Director and Senior Producer from Fallout: New Vegas) as well as several other key developers from Fallout: New Vegas to bring modern AAA quality into the world of System Shock.

Chris has been a long-time fan of the System Shock series, and we’re very eager to work with his design expertise to improve Citadel Station.

 

  • General Features
    → A modern take on System Shock, a faithful reboot; it’s not Citadel Station as it was, but as you remember it. Many improvements, overhauls and changes are being implemented to capture the spirit of what the original game was trying to convey, and bring it to contemporary gamers.
    → Re-imagined enemies, weapons, and locations by original concept artist Robb Waters.
    → Terri Brosius reprises her role as SHODAN, and new VO will be recorded.
    → Brand new musical score composed by Jonathan Peros.
    → The user interface, game mechanics, enemies, and puzzles will be updated to reflect modern aesthetics and sensibilities, while maintaining the feel of the original.
  • Scope Features
    → $900k Goal: Modern Inventory Management, Modern Controls, New Puzzles, Updated Faithful Levels, Game Difficulty Modes.
    → $1.7m Goal : Enemy limb dismemberment, More puzzles, Ammo types/weapon settings, Vending machines, Weapon upgrading, Hardcore mode (No respawning), Ironman mode (Only 1 savegame. If you die, the save is deleted)

 

 

We wanted the art of System Shock to be fresh and new while still remaining true to the aesthetics of the 1994 classic. We've maintained much of the original look, while accentuating it beautifully by an array of modern rendering features such as Physically Based Rendering (PBR), screen-space reflections, real-time global illumination, ambient occlusion (HBAO), volumetric particles, and dynamic lighting. It's the world you remember:

 Leading our conceptual efforts is Robb Waters, the original concept artist from System Shock, the BioShock series, Thief, and Freedom Force. He's been tasked with revisiting his work from 1994 and re-imagining it. It's been very exciting seeing his designs evolve through the process.

 

 

 

 

 

We want this game to be as chilling to players today as the original System Shock was when it was released in 1994. What is most important to us is taking the essence of the original game, and emphasizing that as we present it to gamers today. With the knowledge and technological improvements over the last 22 years since the original, we can communicate the story of Citadel Station more effectively than ever.

System Shock will have a dramatic and modern take on a musical score. Combining its root sci-fi elements with dynamic acoustic elements à la BioShock, we are striving to set System Shock apart from other more action-based shooters as an atmospheric and dark experience.

Prague's FILMharmonic Orchestra; Civilization V, Hostel, Halo Wars, et al. (see stretch goals)
Prague's FILMharmonic Orchestra; Civilization V, Hostel, Halo Wars, et al. (see stretch goals)

Though computer music software has improved exponentially in the last decade, there is no equivalent to the breathtaking and visceral sounds that real instruments can produce. We have been working with Videri String Quartet, and we are in talks with Prague's FILMharmonic Orchestra about recording the score for System Shock. They're a very professional orchestra, having recorded scores for Civilization V, Thief, Hostel, Dream Theater, and many more projects. If we can reach the stretch goal required to afford everything that it takes to record a full orchestra, the game's musical experience will be much more expressive and terrifying than would ever be possible without.

Though for a modern game like System Shock, a more restrained and dramatic approach is called for, we are also really excited to bring the old System Shock tunes back to life in an updated way! With a roster of world-class musicians, we have set a stretch goal to release a remixed version of the original soundtrack intact! Please help us to make this a reality so that we cannot only provide a strong modern gameplay experience, but also give the old tunes the love that they deserve!

Nightdive Studios - Composer and Sound Designer, Jonathan Peros (Working in the Studio)
Nightdive Studios - Composer and Sound Designer, Jonathan Peros (Working in the Studio)

 

 

Nightdive Studios is comprised of industry veterans passionate about developing a faithful reboot of one of our favorite games.

 We understand the risks and challenges there are when creating a compelling experience and with the help and guidance from the original Looking Glass/Irrational Team (as well as AAA RPG developers directly on the team) we are poised to deliver a worthy entry to the System Shock universe. Here are just a few of the games we've worked on:

 

 

The full release of System Shock will be initially available for Windows and Xbox One. The Windows version will be available on Steam, Humble, and GOG (DRM-free). OSX and Linux versions will be unlocked when our first stretch goal is reached. We’re open to other platforms in the future.

 

 

Nightdive Studios is a small team of passionate and talented developers and while we're able to operate on the revenue we earn from the sales of our classic games catalog, it's only enough to continue funding our core business. With our transition into full-time development, we'll need help from you, the fans and members of the crowdfunding community to get us off to a great start. We want to make this game with the fans, and it’s important to us to remain independent for that reason. Ultimately, this game is for you. We want to ensure your voice is heard and we deliver on what you want. We've done the math, and with $900,000 we're confident we can complete the project and deliver a game (and rewards!) that every Shock fan will love - but with additional funds, we're prepared to increase the scope of the game and include some great stretch goals that will enhance everyone's experience.

 

 

 

 

 

 

 

 

 

 

We are hoping to exceed our goal in order to bring you a more exciting experience. When our stretch goals are reached, prepare yourself for what is to come including cross-platform integration, new locations, challenges, and multilingual support. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Latest Updates from Our Project:

Feedback Responses and BackerKit
22 days ago – Tue, Mar 07, 2017 at 11:16:29 PM

More info on that video...

Hi everyone, Jason here. Last week, after seeing a lot of feedback regarding the video, I took to Discord and quickly wrote up a response to concerns I was seeing, and thanks to some loyal fans, it was reposted in various places. In case you missed it, here’s what I wrote: 

So, the engine change and visual change are unrelated. Things would pretty much look the same in either engine, but the big difference is performance. The visuals are still a work in progress and know that I'm listening. What you see in the video is a rough style we are experimenting with to push crisper visuals. Art direction was a lower priority for the engine change since we wanted to be sure the technology could do what we needed first. Now that we have the pipelines set for getting art into the engine, we'll be iterating on the style and mood.  

The other thing I heard was people were worried that the gameplay was becoming stripped down due to the simple combat shown in the video. Gameplay wasn't a priority for assessing the engine since, again, everything we've researched indicates Unreal can offer the same (if not better) foundation for the gameplay systems.  

We're only 20% through our vertical slice, and there's still a lot to do. The next steps are getting interesting creature and environment behaviors, while also iterating on the hacking puzzles, cyberspace, weapons, and items. This is a big game, so we're trying to tackle these components in order, starting with a solid tech foundation and an effective the process for getting art into the game. For now, we chose to bring art in we could finish quickly so we can get the other departments (like design) testing their stuff in engine. More elaborate and iconic art is coming, but remember, for this early stage of v slice, it's about establishing a solid foundation to build upon.  

Oh, another thing worth mentioning is that the UE4 video represents 1.5 months of direct content creation, whereas the unity demo had about 6 months. That was another reason for the switch, content took too long to get into unity. Not exactly the fault of Unity, but as you can see, it's easier for our team to create content in Unreal.

                                         

Questions/Feedback                           

Q: Why UE4 instead of Unity?
                                                                   

Jason: Unity is a great engine, as is Unreal. When we started researching engines, Unreal ultimately was the best fit for the content we wanted to make. The team found we were able to get the content into the engine with the visual fidelity and target performance more easily. Basically, for our team and project, Unreal will enable us to be more efficient and aligns better with our goals. Another big draw was its console performance… which I’ll talk about below.                                               

Q: Great, now you are making a console game with a PC port...  

Jason: Whoa there! We never said that, and even if we didn’t switch engines, the game would still come out on consoles. Personally, I’m a PC gamer through and through (mainly because I can’t aim well with a controller). System Shock is being made for PC gamers first. It would be a shame if only PC folk could appreciate our game, so we’ll be bringing it to console as well, but PC is the main target for everything we do.                                        

Q: What does “Faithful Reboot” mean? What are you changing from Shock 1?  

Jason: When we started working on this game, we had a few choices. Initially we were planning on doing a straight 1:1 remake, but we soon realized this would be our opportunity to introduce the Shock universe to a new generation of gamers that might have missed the opportunity to appreciate Shock. After having numerous meetings with the original Shock 1 devs about the story, levels, etc, it became clear there were a lot of things they would have done differently. 

Early in development, we started meeting with those former LGS guys and started asking the question “What would you do differently with today’s technology?” The answers were overwhelming. I think the funniest answer was “Less grenade types for sure”. At that point we realized this needed to be a reboot, but maintain the spirit of Shock 1. Whenever we look at the design, or art, or audio even, we ask ourselves “What would LGS do?”. The answer becomes clear after understanding LGS was about innovation, trying new things and bringing together concepts unheard of in games before them. We see ourselves as maintaining that tradition, and chat with the LGS guys to ensure what we’re doing holds up to their expectations. The mutant frozen shatter stuff is a good example of that. 

So what’s different? We’re changing very little of the story other than refining the dialogue and plugging plot holes. Gameplay will be different, but more of an evolution of the original to get combat feeling more reactive and systems with an expected level of depth. Again, a lot of these changes come down to understanding what LGS would do if they were making Shock 1 anew today. 

Levels will harken back to the original game thematically, but the layout will see a pretty big change to apply modern level design principles for pacing and exploration. We’re not going to dumb things down, but we also don’t want to ignore the last 20 years of progress level design has made. 

Oh, another thing that we’re a big proponent of is to assume the player is intelligent, and not hold their hand every step of the way. We’ll start the game off teaching you the basics, but then you’ll be on your own to figure things out. A big part of the fun from classic games was figuring things out yourself, and we think that’s what most of you would prefer :-)    

A group photo from last week at GDC with: Larry Kuperman, Stephen Kick, Joe Fielder, Paul Neurath, Warren Spector, and Jason Fader
A group photo from last week at GDC with: Larry Kuperman, Stephen Kick, Joe Fielder, Paul Neurath, Warren Spector, and Jason Fader

                                                           

Q: Things look untextured and bland.   

Jason: This was a VERY rapid pass on art stuff and is not final. There’s still a lot more work that will be going into art, as well as bringing in the more iconic nuances of Shock 1. We’ll post more updates on art once things are further along.

Q: Things now look like a generic scifi shooter  

Jason: Keep in mind, this video doesn’t really show off the gameplay we’re going for. Combat is a thing you’ll do, but there will be LOTS of other options to take as you play. We know some players will walk to just run and smash a lot of faces, and they’ll be able to do that, but for the thinking player, they’ll have a diverse set of gameplay tools to tackle situations in hackery or stealthy ways. Without getting into too much detail, the station is essentially a living character, and the player can learn how to use aspects of the station to their advantage. I’ll be sure to share more about the gameplay systems as things get further solidified.  

Q: Will there be any hud?  

Jason: Definitely! Not sure what the HUD will look like currently, and we’re chewing on a few options. We probably won’t have a finalized HUD until the end of v slice or early in the production phase.  

Q: Will you still be launching on Linux? Mac?  

Jason: Yup! That goal has never changed. When we say “PC”, we mean Windows, OSX, and Linux.  

Q: Do you plan on porting to Nintendo Switch?  

Jason: Hard to say right now. It depends on what kind of demand there is for it.  

Q: Are you planning to reboot SS2?  

Jason: Oh boy, one game at a time. Let’s see how this game goes and then board that ship when we get to it ;-)

                                                                     

Audio

                                                                      

Q: Why does Shodan sound that way? (girly, smurf, distorted)

Jonathan: To disclose- I can’t speak to the intentions behind the processing, as thus far in the process Terri Brosius has provided her VO with her own processing. But I can speak from an audio direction standpoint, and how we felt that these lines fit in the context of the game… 

Terri is unique in that she is SHODAN in a much deeper way than most voiceover artists are their characters. Back in the original Shock days, she wrote her own lines and directed herself. She knows SHODAN’s character better than just about anyone. As such, we have been directing her only as much as we need to and she gives her own take, given how close she is to the character of SHODAN. 

From an audio direction standpoint, what I can say is that when we received the SHODAN lines for the latest video, we all got chills. My skin crawled, even hearing the voice outside of the context of the rest of the video elements, and that hit my mark. There are some subtle differences for sure, especially in the quality of the processing of the voice. However, none of these differences felt outside the bounds of what SHODAN is or could be. To speak specifically to her voice raising pitch, historically SHODAN’s voice has always modulated pitch, both low and high. There may be some new inflections that arise, but nothing that we feel is outside the bounds of what SHODAN means, both technically and emotionally.  

Q: The music isn't "synthy" enough.  

Jonathan: Both because of the history of System Shock and its importance as a sci-fi game, synthesizers are crucial part of its aural soundscape. Because of exactly this reason, when we began work on System Shock, I began accumulating external and analogue synthesizers, modular and otherwise, to build System Shock’s score. They’re my babies! :) Aside from the piano, the music in the trailer is about 90% built out of these synthesizers and processed guitar work. For the trailer, it’s pretty cinematic, so two things about that:

First, before working on this trailer there was a lot of internal discussion about what the goals of this trailer was and what we could best do to achieve these goals. The track that you are hearing are indicative of these goals - nothing more or less. A trailer is a different beast than a game is, and seeks to accomplish different things for a different audience.  

Secondly, System Shock is a wide game from a gameplay perspective; just as there is exploration, combat, hacking, storytelling, and creepiness, there is music to match all of it. Some points may call for theme, some for spooky ambience, and some for punchy electronic music. Just like Jason has to do, we are all constantly asking ourselves “What would System Shock be if LGS was making it in 2017?” As such, there will be some necessary alterations that come from 20+ years of innovation and improvement. But if you’re open to a faithful modern interpretation that tries to capture the essence of what defined System Shock in its time, then maybe you’ll find some enjoyment from the more punchy electronic music found in combat in the game. :)

Jonathan's modular synth board, aka his "Babies".
Jonathan's modular synth board, aka his "Babies".

                                                                  

BackerKit

Q: Where is my Backerkit survey?  
                    

Karlee: We have currently been soft launching the surveys, and you should receive your survey within the next 48 hours if you haven’t yet already. If you need Backerkit support, please contact: 

https://system-shock.backerkit.com/faq#contact-us

Q: How long will be Backerkit and funding be up for?  

Karlee: More than likely this will be an available feature to use until launch.

                                                                    

We hope that this answers a lot of your questions and concerns, but please feel free to leave us a comment about your thoughts.

Signing off with excitement,  

╰(°ㅂ°)╯

Karlee Meow

At GDC, a "Shocking" Announcement
28 days ago – Wed, Mar 01, 2017 at 11:04:42 PM

A word from our Game Director.. actually a lot of words... 

Hi everyone! Jason here this time to share some really important news. As some of you may have heard (http://www.polygon.com/2017/3/1/14784082/system-shock-reboot-unreal-engine), we have officially switched our engine for System Shock to Unreal Engine 4. I know this seems like a risky move, and in some ways it is, but we’ve mitigated that risk by switching over early. To shed more light on how we reached this decision, I’ll need to go over a timeline. 

August: After listening to everyone during the Kickstarter campaign, it became clear that console support was very important to a lot of you. We took a hard look at what Unity could do on consoles, and what we wanted to achieve for both visual quality and performance. While Unity is a great engine, it was clear that we needed to use an engine that fit our project goals more closely. We took a few weeks to research various engines (mainly Lumberyard and Unreal). 

September: After the engine research and evaluating feedback on our visual style, we decided to try out Unreal and see what it had to offer. Around the same time, we needed to fill critical spots for the leads team. Recruiting takes time (actually, a lot of time, especially for the senior positions). I think we went through about 30+ interviews for various candidates from Sept-Dec. Most of the folks we selected were developers I had worked with on Fallout: New Vegas, so it made getting them up to speed on things pretty quick. 

October-December: During this time we focused on getting the nuts and bolts of the content inside of Unreal. Around the end of October, we were confident Unreal was the right way to go, but we didn’t want to announce the change just yet, since we wanted to prove to our backers (and ourselves) that we could deliver a slice of the game in Unreal with the updated visual direction. Couple that with the lengthy time recruiting/onboarding takes and we were steadily making progress towards our goal by the end of December. 

January: The next step before being ready to reveal our efforts was to establish a proper level using everything everyone had built up for Unreal. This is essentially for the “Vertical Slice” phase, but the early stages. I like using an iterative corner approach to vertical slice, meaning we would work on a small section of the vertical slice content, iterate and refine it until we were happy with the end result (typically finding problems and correcting them, tweaking things here and there, etc). Once the corner (in this case it was actually a series of rooms, a vent shaft, several hallways, and a lovable mutant named Marty) was finished, we would be ready to expand on the rest of the vertical slice content. 

February: After a lot of hard work, the corner was finally to a point we were happy with, which brings us to now! That pretty much paints a picture of where our heads were at with all of this. We didn’t make this decision lightly, and wanted to be sure we could do the game justice with this engine shift. Feel free to ask questions either in the comments or the Discord server. Let us know what you think! We want to ensure you feel we’re going in the right direction with all of this. 

- Jason Fader, Game Director

                                                            

and now for the video...

                                                  

         

Slacker Hackers for BackerKit

As promised, BackerKit is live and you can now modify your pledges, as well as invite your friends to help support this awesome reboot at http://www.SystemShock.com                                                                   

♪ Music ♪

Hey! Jonathan Peros, Audio Director of System Shock here! We released the Polygon video, and in it an alpha (emphasized!) version of the main theme of the game. The music is very indicative of the style that we are going for, and captures what was great about 90s sci-fi but in a very modern context. I figured some of you may appreciate being able to hear the music without the SHODAN voiceover! I've loved the ability to work on such a great soundtrack and I'd love to hear what you think!

- Jonathan Peros, Audio Director/Composer

                                           

Shout Outs

Torment: Tides of Numenera

From our friends at InXile Entertainment, we wanna celebrate Torment!

 

"Torment: Tides of Numenera is the thematic successor to Planescape: Torment, one of the most critically acclaimed role-playing games of all time. Immerse yourself in a single-player, isometric, story-driven RPG set in Monte Cook’s Numenera universe. What does one life matter? Find your answer."

Available now:

http://store.steampowered.com/app/272270/

 

                                                                                    

Anew: The Distant Light 

Our very own environment artist Josh Powers is working on another exciting project. Anew: The Distant Light is an indie game currently in pre-alpha. It is being created by veteran developers Steve Copeland and Jeff Spoonhower, with an original soundtrack by Wilbert Roget II.

Please check out their Kickstarter and support another awesome project!

 

♥ February Update♥
about 1 month ago – Wed, Feb 22, 2017 at 11:25:04 PM

February is here and it is time to feel the love for System Shock!
February is here and it is time to feel the love for System Shock!

                                             

♥ Project Updates

The team is working so hard this month to bring something really great to show you all next week!

In the meantime, we are headed to GDC from Feb.27th-March 3rd(http://www.gdconf.com/aboutgdc/), for those who may be attending look for us in these shirts:

                           

 ♪ Audio 

This month we have something a little different to share. Audio guy Jonathon Peros has been working on something really neat with creating ambient music!

                             

♥ Art

As always, we have some awesome art from Robb Waters and Robert Simon to share. Check out these super cool environments: 

Concept art of Citadel Station Medical Deck entrance.
Concept art of Citadel Station Medical Deck entrance.
 
Concept art of Citadel Station's eerie vent system.
Concept art of Citadel Station's eerie vent system.

                                                                    

♥FAQ

Q: Will System Shock be Mac compatible?

A: Yes. Mac, Linux, and PC

Q: Can I upgrade my backer level? 

A: Yup, once we have BackerKit wired up and deployed.

Q: Will you be adding PayPal funding or Slacker Backer opportunities? 

A: This should be supported and available through BackerKit.

Q: Can I change my address?

A: Yes, once surveys are sent and Backerkit is up.

Q: When will Backerkit be available?

A: We are aiming to have it up in the next week!

                                                                     

♥ Shout Outs

Subset Games of FTL fame announced their next release - Into the Breach!

                                                               

As with FTL, our very own Chris Avellone is assisting the Subset crew – he originally helped them out with encounters for the FTL: Advanced Edition. 

He’ll still be leading our narrative efforts for us, of course... at SHODAN’s insistence. 

Congratulations to the Subset team on the announcement – can’t wait!                                                                        

Please keep an eye open for another update coming next week!

Also, make sure to follow us on Facebook, Twitter, and the System Shock Twitter.

Signing off with love

(๑╹ڡ╹)╭ ~ ♡

Karlee Meow

January Update
2 months ago – Fri, Jan 27, 2017 at 11:08:35 PM

Hello everybody, I hope your New Year has been going as well for you as it is for us!

                                                                                                                                            

Project Update

Everyone here is working around the clock to prep something really great for the upcoming GDC! For those who don’t know, GDC(Game Developers Conference), is the world's largest professional game industry event. 

http://www.gdconf.com/


As for Vertical Slice, we are hitting that halfway mark soon, so hopefully we will have some cool new stuff to show you next update. 

Art

Here is some updated art on our Cyborg Drone done by the talented Robb Waters!
Here is some updated art on our Cyborg Drone done by the talented Robb Waters!

FAQ

Q: Will System Shock be Mac compatible?

A: Yes. Mac, Linux and PC

Q: Can I upgrade my backer level? 

A: Yup, once we have BackerKit wired up and deployed.

Q: Will you be adding PayPal funding? 

A: This should be supported through BackerKit.

Job Openings

-Lead Animator

http://www.nightdivestudios.com/careers/

Shout Outs

Pillars Of Eternity II: Deadfire by Obsidian Entertainment

The sequel to one of the highest-rated PC games of all time, Pillars of Eternity II: Deadfire is a party-based, isometric role-playing game with a rich narrative, intricate world design, and tactical combat. Pillars II will be available on PC, Mac, and Linux platforms.

You can check them out and help fund here:

https://www.fig.co/campaigns/deadfire

 

See you next time,

(ノ´ヮ´)ノ*:・゚✧ Karlee Meow~

December Update
3 months ago – Thu, Dec 22, 2016 at 11:07:26 PM

Hi hi Karlee here bringing you the newest update and stealing the fun away from Jason! Now time for our Holiday Kickstarter update:  

Project Update

We are making great headway on Vertical Slice and we are out of the planning phase! Everyone here is working extra hard to create some quality content. 

In other news, CEO Stephen Kick and Game Director Jason Fader were interviewed on Gamer Weekly. 

Please check it out: https://soundcloud.com/gamerweekly/episode-29-nightdive-studios 

Art 

Here is some more art from our very own Robb Waters, we present the Cyborg Surgeon:

 

Job Openings 

Nightdive Studios is looking to hire! So if you, or someone you know, is qualified for any of the positions below, please apply: 

  • Lead Animator 
  • Senior 3D Environment Artist

http://www.nightdivestudios.com/careers/ 

Q&A 

I chose DRM free for my SS1&2 codes, can I change this? 

No, unfortunately once the code is selected for Humble DRM free or Steam you can not reverse it. 

Shoutouts 

Nightdive Studios is updating a certain game today just in time for the Steam Holiday sale! 

 

NOW INCLUDES LEVEL EDITOR  

The new Level Editor for Turok allows users to create and modify maps, add new features, and build custom areas. Share your levels with the community and upload via the Steam Workshop! Full manual available. 

Please check out all the Nightdive sales here on Steam: http://store.steampowered.com/search/?publisher=Nightdive%20Studios 

 Stay tuned for future updates and have a Happy Holidays!