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:

Achievements & Pledge Addons
over 2 years ago – Wed, Jul 13, 2016 at 12:46:46 AM

Hey all! Jonathan (audio) here again with a couple of updates - this time all related to the campaign! Let's go ahead and get started:


We are excited to announce our achievement system for the rest of the campaign! The achievement system is pretty simple: You backers have “Missions” that you can take part in, and when certain levels of these missions are achieved, you guys collect points. These points add up across the board and unlock bonus rewards for backers, like livestreams, in-game easter eggs, and even a team member (probably me) getting a System Shock tattoo. Check out some of the ways you guys can go and earn points!

Backer Missions
Backer Missions


Achievement Rewards
Achievement Rewards

Backer Kit

We will be working with Backerkit for the rest of the campaign and beyond! Backerkit is a crowdfunding fulfillment software solution that is going to help us manage the Kickstarter, so that we can better focus on things that will help the game. Backerkit does a handful of things for us. It’ll allow us to survey our backers, so that we can have a better way to gauge what our players want. Backerkit allows us to give backers “add-ons” to give you guys more options and flexibility when it comes to what kinds of rewards you want to purchase and help support the campaign! It’s going to help us to answer communications much more efficiently and quicker (our small team has been *stacked* with questions from you guys!).

tl;dr: Backerkit will help us to be more effective in managing the backing for System Shock, and allows us more options to give backers more choice over what they want!


Art Book

A lot of you have been asking if you can add the Art Book to your pledge tier.  Thanks to Backerkit, you'll be able to (once the campaign ends).   If you'd like the art book, add $25 onto your pledge to prep for the addon, then you'll be able to select it within the BackerKit website when we have everything set up.  If your pledge currently doesn't include a physical reward, keep in mind that there will be shipping costs involved on top of the $25. Those of you already with physical rewards should have a notice that shipping is not included.


We are still holding our giveaway/raffle for an awesome System Shock Limited Edition Screen Print Poster & T-Shirt. It will continue throughout the rest of the Kickstarter, and you can continue entering every day! So continue entering and help us to spread the word to continue to make this game awesome!

To enter, please click here [Facebook link]

Alternate link

Limited Edition Screen Print Poster
Limited Edition Screen Print Poster


SHODAN "Insect" T-Shirt
SHODAN "Insect" T-Shirt


 - Jonathan

Thank You!
over 2 years ago – Sun, Jul 10, 2016 at 01:04:48 AM

When Nightdive started in 2012, it was a one man operation with a singular goal- Recover gaming's lost treasures and make them available again for all to enjoy. As operating systems and video cards become more complex, we lose the ability to go back and replay many of the games we grew up with. I wanted to do everything I could to breathe new life into these forgotten classics.


The journey started with System Shock 2 and the reception/support I received allowed me to seek out other like minded individuals who would help locate and revive more lost classics like: I Have No Mouth and I Must Scream, Wizardry, and The 7th Guest series to name a few. As we continued to grow in team size, so did our ambitions. With the release of The Original Strife: Veterans Edition and Noctropolis we were able to restore the games and add additional features. We fixed original bugs, included unfinished games mode, added support for widescreen monitors, and implemented OpenGL to update the visuals. Next was Turok, followed by System Shock: Enhanced Edition and an even greater desire to take our mission to the next level.   

We had done everything we could to make the Enhanced Edition more accessible to a modern audience but it reached the point where we began discussing a remake from the ground up. We started with a core team and a simple prototype to see if we could capture the look and feel of the original game.

System ReShock Ver .22n
System ReShock Ver .22n

Pleased with the results we then brought on Robb Waters to help us re-imagine the enemies, weapons and other memorable props and items from the game, and to create a common thread between the remake and the original game. Robb concepted the original game, he should be the one to revisit the remake.

System ReShock Prototype
System ReShock Prototype

A few more team members were brought on to take our prototype and develop it into the pre-alpha demo we would eventually release with Kickstarter. Our campaign began with a tremendous surge of support and in less than two weeks we've been completely funded...   

System ReShock Prototype
System ReShock Prototype

There's no possible way I could convey how grateful the Nightdive team is to the 14,000+ backers who put their trust in us - we're having a lot of fun remaking System Shock and we owe it all to you! 

Thank you, thank you, thank you!!! 

Stephen Kick, CEO of Nightdive Studios

Patch #1 and Art Book
over 2 years ago – Fri, Jul 08, 2016 at 01:02:08 AM

Hello Kickstarter Backers! 

My name is Daniel Grayshon and I am a Producer on System Shock. I have been working with Nightdive for a number of years and have been involved with the re-releases of Turok: Dinosaur Hunter, Strife: Veteran Edition, System Shock: Enhanced Edition and many others. 

This is my first post to you all and it comes with some great news! We have all been working very hard since the release of the Pre-Alpha Demo and today, we are happy to release a new $100 reward tier alongside an update to the demo!

New Reward $100 Tier Added

We have added a new tier to the Kickstarter. The $100 Tier contains all of the goodies that can be found inside the $75 Tier (a physical copy of the game in a Steel Case, Closed Beta Access and Digital Copies of System Shock 1 and 2) with the addition of a great Artbook, put together by our friends at Arms and Anchor!  

If you would like the Art Book by itself, we will have a system in place to purchase addons for your pledged tier in the upcoming weeks.  

Here are some concept images for your viewing pleasure! The final look of the Artbook is subject to change at any time as we go along.





Pre-Alpha Demo Patch #1 Patch Notes

This patch, which is now live on Steam, contains the following fixes and improvements:

New Things

  • Texture filtering has been applied. The textures around the station will appear smoother and less pixelated. Let us know what you think about this change as we would like your feedback on it.  
  • Visual effects have been improved and as well the addition of explosion visual and sound effects. 
  • Fragmentation grenades can now be thrown by the player. Right-click on the grenade from your inventory to throw or assign it to the hotbar and throw with the press of 1, 2, 3 or 4 on the keyboard. 
  • “Staminup” patches, “BeserkBooster” patches, and Battery packs can now be used by the player by right-clicking on them in the inventory. 
  • New melee attacks animations have been added. The Hacker will recoil when hitting a surface with the pipe. 


  • Reduced the swing delay of the pipe. 
  • Shortened pickup animations. 
  • Music alterations applied to the backing music around the station. 
  • Fixed a bug with game settings causing controls to lock when reloading the game. 
  • Item descriptions have been improved for the items around the demo. 
  • Various performance improvements.
A grenade in action
A grenade in action

If you want to compare the patch to the previous build of the game, you can do so on Steam. The original released has been placed into an old branch on Steam which you can access at any time by going into the Demo’s properties on Steam and in the Betas tab, choose the version of the demo that you’d like to play.  

Oh and if you like competitions, you can enter to win a very limited poster and t-shirt combo on Facebook. The details are below.

System Shock Kickstarter Giveaway  

We are currently holding a giveaway/raffle for an awesome System Shock Limited Edition Screen Print Poster & T-Shirt. It runs until the end of the Kickstarter, and you can even do things every day during the raffle to keep entering. And by entering more times, you’re helping us to spread the word to continue to make this game awesome!

To enter, please click here. [Facebook Link]  

Alternative Link [Direct Raffle Link]


I am very excited to be working on this project. I have been a huge fan of the System Shock series for many years and this is a dream project for me to be involved in. I’m really looking forwards to seeing where the team takes the game and watching our overall vision evolve into something truly awesome! I’d like to thank you all for your support and we’ll be in touch again soon!  

Daniel Grayshon

Common Questions and Patch #1 Preview
over 2 years ago – Thu, Jul 07, 2016 at 12:55:57 AM

Happy 4th of July!  Jason here again.  What an amazing week this has been!  Thank you all so much for your continued support.  Once again, you folks are great! :-D 

As most of you have seen, the volume of feedback we’ve been getting has been HUGE. We’ve all been reading through a lot of your questions and concerns, and we’re doing our best to keep up with all of it. In case we missed your question or comment, please go to our Reddit forums and post there if someone hasn’t already asked your question. That’s the best place for us to organize and respond to feedback right now:

Common Questions

Before getting into patch stuff, I’d like to quickly answer the biggest questions I’ve been seeing:

  • Pixelated / low-res textures - In the current demo, some textures look “pixelated” up close. This actually has nothing to do with their texture resolution. Before video cards became commonplace in the late 90s, textures did not get filtered. We’re doing the same thing to have a bit of a retro touch. In the next demo update, we’ve switched from no filtering to trilinear. Some screenshots are below in the patch preview section
  • Orchestral vs. electronic music - We’re going to have an audio update written by Jonathan, our audio engineer and composer, to go over this stuff in more detail some time this week. Until then, the short answer is that the final score will definitely be more cyberpunk than just straight orchestral. Also, the full orchestra stretch goal will not change the music style. It will make all orchestral elements crisper while maintaining the electronic pieces.
  • Story / plot changes - We won’t be deviating from the main story or plot from the original. We will be rewriting most of the text (well, when I say “we”, I actually mean my good friend, Mr. Chris Avellone). The overall story will be the same, but we might change some details/wording here and there for the sake of consistency and pacing.
  • RPG elements - We understand this is a pretty vague term and has been confusing to backers. The original System Shock was ahead of its time and introduced a lot of new elements to gaming. We want to preserve that innovation and present a game we feel modern gamers will enjoy. Our goal is to have the gameplay somewhere between System Shock 1 and System Shock 2, with sprinkles of BioShock on top (rich melee attacks and ranged weapons, vending machines, upgrades, and damage types). If there’s enough of a demand, we’ll add a “Classic Mode” to one of the stretch goals that disables all RPG stuff as an option.
  • Engine - Our pre-alpha demo is in Unity, and that is the technology the team has been using for the past several months. However, we are familiar with other engines and are open to exploring options that make sense. Changing engines during a project is a pretty big risk and not a choice to be taken lightly. At the end of the day, we will use the technology we feel is best suited to deliver the highest quality game with the resources we have.

Pre-Alpha Demo Patch #1 Preview

In a few days, we’ll have a patch out for the demo. Here are some things you can expect:

Trilinear-filtered textures

As mentioned above, the current version of the demo is using point-filtered textures. In the next patch, we’ve switched this over to trilinear to see what our backers think. Here are some before/after shots:


 Here's an album with higher-res images and more comparisons.

Grenades and items

All consumable items should be usable in the next patch. The item that looks the most interesting to use is the grenade :-D

Animated gif of grenades
Animated gif of grenades

We’ve also improved the responsiveness and feel of melee combat.

On top of that, we have lots of fixes and some performance improvements. We’re hoping to get the patch out within a few days. Once it’s out, we’ll post another update with some patch notes.

Kickstarter Launch Party

Stephen, Corey, and several other members of the team in the Portland area threw a Kickstarter Launch Party with our fans.  They had the demo on a huge projector and even had a fan drawing contest!  Here are some photos from the event.

I think that’s it for now! Let us know what you think about things. We’re always looking for feedback and want to make the best System Shock game for you folks! :-)

 - Jason

Giveaway and Audio Update
over 2 years ago – Thu, Jul 07, 2016 at 12:54:56 AM

System Shock Kickstarter Giveaway

We are currently holding a giveaway/raffle for an awesome System Shock Limited Edition Screen Print Poster & T-Shirt. It runs until the end of the Kickstarter, and you can even do things every day during the raffle to keep entering. And by entering more times, you’re helping us to spread the word to continue to make this game awesome!

To enter, please click here. [Facebook link]

Limited Edition Screen Print Poster
Limited Edition Screen Print Poster


System Shock "Insect" T-Shirt
System Shock "Insect" T-Shirt

System Shock Music & Sound Design plans

Hey everyone! I'm Jonathan Peros; I'm handling the audio efforts on System Shock. I've been working with Nightdive Studios on this demo since it started. The Shock games have always had some of the most immersive sounds for its time and it's been my job to make sure that our game hits the same benchmark of quality. 

Just so you guys know where we are coming from, I'd like to start by posting the "Purpose" section for the audio from our own internal audio design documents that we refer to when making decisions: 

The Shock series’ greatest strength was always the intense atmosphere present in the game; the isolation, the tension, even the outright horror. The purpose of the score of System Shock is, more than anything, to strengthen the immersion and atmosphere of the game. Secondary goals of the score are to structure the narrative and represent characters/environments, increase tension in extreme stress (such as combat), and using diegetic music in the world to tell the story of Citadel Station through its own environment. 

Plenty of restraint will have to be used on the score, to keep the atmosphere of the game intact. It is important to avoid a more arcadey, extreme approach like other games (see DOOM), but there are points in the game in which it could fit, if used sparingly. 

We have received a lot of feedback when it comes to the balance of electronic and orchestral elements in the soundtrack, and fans who feel very strongly about both directions. I'd like to clear things up and put fans' minds at ease. We are planning to have many more electronic elements in the score for the final game than we have in the demo. While we feel that porting the original music over would run counter to our vision, we don't intend to lose the Cyberpunk feeling of the game by neglecting to reflect that Cyberpunkness in the music. We believe it is possible to retain a strong atmosphere, while incorporating many synthetic elements in the soundtrack. Check out the first minute of my Intro remix with zircon for reference:

We believe it is possible to blend these elements with orchestral elements to great effect. While the synthetic elements provide a great setting for Citadel Station and make the game feel like a System Shock game, orchestral layers can provide a level of emotional tension and immersion that is more primal and psychological when it comes to creepy atmospheres. It is a delicate balance, but one that we think will give System Shock a very unique flavor in contrast to most modern FPS games - something that is both very "System Shock", but also stands today as a score for a modern game. 

We also have plans to bring back old System Shock music as often as we can while still keeping it in the atmosphere in the station. Some clever fans have found an example of this in our game files: the original music for the elevator, redone to sound like music that would actually be coming from the speakers on the walls of an elevator:

As much as I want to talk more about our musical plans, I've got plenty that I want to talk about on the sound design front as well!

Many of the same principles apply to the soundscapes of the game as the music. More than anything, we want to promote a strong oppressive atmosphere (have I said that word enough?) for the player. This is where the old System Shock games (System Shock 2 in particular) really excelled. The sound design in the old games were as much a part of the emotional experience for the player as the music. We intend for the same in System Shock: Heavy and oppressive atmospheres, the feelings of isolation, pacings and breaks from the oppression where the player can take a breath (like the elevator) before being buried under the weight of Citadel Station and SHODAN again.

Some of the sounds in the demo are very good and some are temporary sounds, standing in until we reach full production and we can replace them. I'd like to share a few plans about our foley system, to give some insight into our dedication to sell a compelling experience to our players. Once the game reaches a point in production where we can get a full list of all of the foley sounds needed, we are going to have full custom foley for the game (no library sounds). We intend to mic this foley at different angles and distances, so that at the game's runtime we can dynamically mix these elements for the player (i.e. as a mutant is further away, you hear more of the far mics in the mix than the close mics and vice-versa). We are planning systems in which the foley responds very dynamically and closely with the engine to make the sound fit exactly what is going on in the game, both in sounds and mix. Things like speed, acceleration, movement type, changes of direction, etc, will all impact what the player hears during gameplay, making the player feel like this is actually their body. This is only one small system out of dozens and dozens that we are planning or have already created and implemented, and I hope that this helps to demonstrate our commitment toward making the sound work for the player to make the game as compelling and immersive as is available in games today. 

A few people have asked about VO for System Shock. Yes, Terri Brosius is reprising her role as SHODAN, and yes, she still sounds spot-on for the part after 20 years. Just listen to her voice in the Kickstarter video! We have also been working with some new talent for the project. In the demo you heard Rachael Messer, a newcomer to the Shock series, acting wonderfully as Rebecca Lansing. The original System Shock was one of the first games with full VO, and in the same vein we don't want to settle for anything less than exceptional acting in System Shock.

System Shock Remix Album (stretch goal)

Lastly, I'm very excited to talk about the remix album stretch goal for the project. We have a roster of talented musicians on board to help us remix the original System Shock 1 OST. 

The first artist that I would like to reveal that we are working with is none other than Robotkid (Josh Randall) of the original System Shock 2 music team. We know that there are a ton of fans of the System Shock 2 music and of Robotkid's style throughout it. 

Robotkid, aka Josh Randall (System Shock 2, Harmonix, etc.)
Robotkid, aka Josh Randall (System Shock 2, Harmonix, etc.)

I have been working with the programming department in the game to try to get this remix album in the game as an alternative or unlockable mode for the game. Nothing confirmed on this yet, as it is a lot of programming work to make it happen, but do know that we are trying to make this work for people who want a more nostalgic experience than a modern one. 

We are going to continue to announce more musical artists that are taking part in the remix album as the project gets closer to being funded at that stretch level! Please help share the project around so that we can reach that goal and give you guys this awesome soundtrack!

 - Jonathan