
A first-person fight to the death in the depths of space!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 13Kreviews | 90% | — | $2.8M |
| $11.99−70% | 1.5Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 917 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Это первая на моей памяти игра, где мне пришлось пользоваться заметками в стим для прохождения. Будучи толком незнаком с оригинальным систем-шок 1994 года, я вообще не знал чего ожидать от проекта. И хоть, в игровом сообществе, игру относят к жанру "Иммерсив Сим" я бы охарактеризовал ремейк как своеобразную "Метройдванию" с элементами "Cурвайвал хоррора" От первого характерная структура игрового процесса, с относительно открытым для изучения игровым миром, поиск важных предметов или новых способностей, которые нужно применить в уже пройденных местах, что-бы продвинуться дальше. А от второго, довольно ограниченные ресурсы, несколько напряженная атмосфера и довольно опасные рядовые противники-которые хоть и не отличаются искуcственным интеллектом, компенсируют это излишней живучестью, высокой точностью, и местами каким-то просто конским уроном. Особенно отчетливо и больно, это начинает ощущаться в последней трети игры. Впрочем, являясь все-же дедушкой иммерсив симов, игра так же предоставляет тебе не мало возможностей зачищать противников, с минимальными потерями, предлагая помимо кучи разнообразного оружия, множество расходников и вспомогательных имплантов. Да, управление в игре нельзя назвать верхом удобства. Как с точки зрения механики, так и с точки зрения отзывчивости. Но если к нему привыкнуть, и научится грамотно пользоваться всеми возможностями, то можно вытворять поистине феерические вещи. Однако что однозначно можно назвать плюсом игры-так это ее художественный стиль и атмосферу. В сравнение с оригиналом, который по всей видимости, имел более мрачный и гнетущий тон, больше напоминающий классический сай-фай хоррор-Ремейк же в свою очередь обмазался жирным слоем киберпанка, став более ярким и пестрым. Даже главный герой из серого хики задохлика, превратился в яркого экспрессивного бунтаря, под стать новому стилю. Местами конечно утерянная мрачность вызывает огорчение. Как по мне, обновленные дизайны врагов, стали менее криповыми, а излишняя освещенность локаций, сводит в ноль полезность некоторых предметов. Хотелось бы чуть больше баланса в сторону классики в этом плане. Но все-же, это не отменяет того факта, что новый, более панковый стиль вызывает восхищение. Разглядывать окружение бродя по лабиринтам космической станции, одно удовольствие. Хоть местами восприятие и начинает немного плыть, от необычности местной архитектуры. В конечном счете, игру однозначно стоит попробовать любителям киберпанка, сурвайвал хорроров и тем, кто хочет чего-то на первый взгляд привычного, но одновременно с тем необычного. И еще несколько советов, для тех кто все-же решит попробовать данный проект: Внимательно изучайте записки и голосовые записи. Обращайте внимание на окружение. Добавляйте свои отметки на карте. И не стесняйтесь делать личные заметки.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $39.99 |
| 686ratings |
| 86% |
| — |
| not modelled |
| $39.99 | — | — | — | $0 |
| $39.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I absolutley LOVED this game. Hard as balls, no hand holding, and even some unforgiving level design. It really is an experience they rarely make anymore. I wish they included a toggle to switch between og graphics and remastered, but this is still fantastic. PLay it nooooww.
Bro keeps getting lost all the time, bro circled the map around and around, bro picks up garbage and organizes items every 10 mins, bro is tired AF.
[h1]A remake well done![/h1] [h2]The good[/h2] If you liked the original System Shock series, this is a great way to play it in a modern way. The maps. the environments, everything is very close to the original but with a modern touch. It really shows that the team really liked and cared about the original game and its players! [h2]The bad[/h2] On the bad side of things, some extra mechanics are a bit superfluous, some enemies like Diego are way too hard and the reload and patch administration animations work a lot against you, specially during combat, wher you'd like those things to be as fast as possible. Special mention goes to the physical edition and the art book which are true works of beauty!
I'm not a fan of FPS, yet, I like this game big time. Despite its age, the game absolutely bangs (i have not played the original). Some later parts of it are a bit of mixed bag, though. To add more colour: 1) The game is not a immersive sim. It's an FPS. There is absolutely nothing that makes it immersive sim, and picking what gut shoot with does not count as freedom to play whatever way you want. 2) The atmosphere (including the story and narration) is top notch. 3) The exploration and overall sense of progress are very enjoyable. 4) Shooting is mostly fun (i guess?). 5) The last section is okay, and the very last section is total crap.
1994 yılında çıkmış olan, büyük kesimlerce Half Life'ın atası olarak görülen System Shock'un Remake versiyonu, orijinaline çok sadık bir oyun olsa ve orijinal oyunu sevenleri mutlu etse de bu günümüzde pozitif bir şey mi tam emin değilim. Öncelikle oyun büyük ölçüde orijinaline yakın olduğu için 90'ların oyun formülü bence maalesef günümüzde iyi yaşlanmış bir formül değil. Oyun tam olarak bir metroidvania sayılmasa da esintilerini taşıyor. Harita siz gezdikçe açılıyor ve belirli itemlerı aldıkça backtracking yaparak açamadığınız kapıları açıyorsunuz ve böyece gelişerek ilerliyorsunuz. Ama inanın aynı yerlerden 1000. kez geçmek hiç eğlenceli değil. Keşif hissini arttırmak için internete hiç bulaşmama kararı almıştım, ama baktım olmuyor zorlandığım yerde baktım, size de öneririm. Çünkü ilerlemek için gereken keycardlar bazı katlarda ha diyince bulunmuyor. Bazılarına haritanın en alakasız yerindeki puzzle'ı çözünce erişiyorsunuz ve inanın bakmasam hayatta aklıma gelmezdi. Bu ipuçlarını normalde bulduğumuz ses kayıtlarını mecburen dinleyerek elde ediyoruz. Ama oyun sanki mekanı biliyormuşsunuz gibi davrandığı ve haritanın bölgeleri "alfa beta gama" olarak adlandırıldığı için gitmem gereken yerleri bulmada çok zorlandım. Haritada direkt waypoint oluştursun demiyorum ama audio log dinletmeye mecbur kılmak biraz heves kırdı. Şimdi gelelim oynanış tarafına. Hayatta kalmak için iyi bir envanter yönetimi şart, yoksa dımdızlak elinizde boru kalabiliyorsunuz. Bu arada Resident Evil oynar gibi "bu kattaki düşmanları temizleyeyim de rahat rahat gezeyim" diyorsanız büyük yanılırsınız çünkü SHODAN sağ olsun bittikçe yenisini yolluyor. Veya canınız çok az ve can itemi mi arıyorsunuz? Elinizi kolunuzu sallayarak girdiğiniz bir odada radyasyon çıkıyor ve bir kaç adım uzağında bile olsanız radyasyon yiyip oracıkta ölüyorsunuz. Oyunun başında toplam bir tane iyileşme yeri var ve siz oyunda ilerledikçe oraya gidip iyileşmeye mecbursunuz. Oyunda iyileşme itemları var ama ya çok sınırlılar ya da çok az can basıyorlar. Ölümün bu kadar kolay olduğu bir oyunda bu cidden saçmalık. Quick save olsa da bu durumu toparlamıyor. Kombat hiç eğlenceli değil. Yakın dövüşte hele süngere vurmaktan farksız. Sıfır tepki. Halihazırda öldürdüğünüz düşmanların tekrar dirilmesini saymıyorum bile. Kaç kere öldüğümün haddi hesabı yok. Oynanışın acımasız ve günümüze uygun olmadığından bahsettim ama hikayesi muhteşem bence. Özellikle de SHODAN. Kendisi Baş düşmanımız ve kendisi her konuştuğunda tüyleriniz ürperiyor. Çünkü etik sınırlandırmaları kalktığı için kendini Tanrı ilan etmiş ve gittikçe insanlığı yok etmeye giden bir mentaliteye sahip oluyor. Oyun tarihinin en başarılı Villain'larındandır kendisi. Sizi sürekli aşağılıyor ve sürekli gözetliyor. Tedirgin bir şekilde oynuyorsunuz oyunu. SHODAN bana hem konuşma stili hem de amacı olarak Fallout 1'deki Master'ı hatırlattı oynarken. İkisi de güzel yazılmış karakterler gerçekten. Sonuç olarak oynanış eski kalsa ve günümüzde ham bulsam da hikaye ve karakterler güzel yazılmış. Müzikler de güzel. Benim çok tarzım değilmiş onu anladım ama belki sizin hoşunuza gider. Oynayacaksanız kesinlikle kolay modda oynayın. Bir deneyin derim.
System Shock... Um clássico! Por muito tempo esperei pra uma promoçãozinha aparecer pra jogar o rework, mas apesar de curtir muito a lore (e principalmente SHODAN e os quirks dela), não posso em boa consciência recomendar esse jogo. Por quê? Bem, ele segue à risca o design datado de níveis labirínticos e confusos (dá uma espiada na wiki e você vai entender), forçando você a ficar navegando eles feito uma barata tonta tentando entender como chegar no marcador do objetivo. Pra piorar, existem poucas características distintas nos corredores pra te ajudar a navegar. Outro grande problema: backtracking! O jogo te força a subir e descer gostoso certas partes (chegou na ala executiva? O elevador só funciona na manutenção, hora de pegar 3 elevadores diferentes pra chegar lá!), mas a maior ofensa é descobrir que você precisa dos números dos reatores DE CADA ANDAR para conseguir o código de ativação do reator principal e explodir a cidadela - ou seja, se você não anotou no seu notepad o código, prepare-se pra descer por 15 elevadores diferentes (sem brincadeira) pra voltar do andar inicial até o último e conseguir o código. Eu desisti de terminar o jogo porque eu simplesmente não sabia como voltar pro nível médico e não me importei o suficiente pra aprender como. CHEGA. CHEGAAAAAA! Que se dane, SHODAN, você ganhou. Tudo que eu queria era só enlouquecer você mas você acabou me enlouquecendo AHHHHHHHHHHHHH! Eu coringuei cara. Só vá nesse jogo acompanhado de um excelente guia com mapas detalhados e um walkthrough no youtube na segunda tela - e eu sou contra jogar jogos desse jeito quando entrei nessa experiência pela imersão (pra me sentir um super hacker). Meio que me senti um hacker no fim das contas pela quantidade de cheatcodes que usei até desistir. Por isso que a resistência nunca teve chance.
This is a game I loved for the first ten hours or so and then it became progressively worse, with every single bad decision piling up to the extent that it became so broken (bugged) that I had to quit it. First of all, I never played the original beyond a few hours. I have no nostalgic feelings towards it and I feel that this game is a bit too much of a remaster, where it could actually have improved on the original. The positives: Gunplay is fun, the enemies are interesting and the story is deep with a lot of environmental storytelling. There is a great atmosphere here and I was generally very immersed in the game (though there are a few problems with the world building and the levels of the station that does ruin the immersive experience) My biggest issue with the game comes in how awful it is at conveying any information and how frustrating many of its elements are. 1. The map is practically useless. Nothing is named after you discover it, which is not a problem at first, but when you have to navigate the maps multiple times, it would be great if, upon discovery, a room would be labeled “CPU”, “Shield Control”, “Gamma Grove”, etc. after discovering them. This became an increasingly frustrating problem the further I progressed. 2. The puzzles are tedious and too frequent. They were never fun to begin with and by the tenth time, they became a headache you wish you could skip (you can if you were lucky with enemy loot drops). In addition to that, the clues on how to progress are very tedious and important items and buttons are extremely hard to miss. Couple this with the issue of a quite terrible map, I can't remember when I last had to resort to forums and websites this much to just play a game. 3. A smaller problem connected to the backtracking is how inventory management is made so insufferably tedious in this game. You can have fought your way through an area for one hour, learn that you need a mundane, non-mission-specific item that you decided not to carry around on you and then make your way all the way back to the storage area, only for enemies to respawn in both directions and take up valuable ammo and health. This can take tens of minutes and it really feels poorly designed. However, it is when game breaking flaws in the game meets all the above issues that we get the moment that made me completely turn against the game. Late in the game, you need to run through the station to collect 6 different digits from 6 different levels and then enter them at a terminal. This is something that easily takes an hour, especially if you don’t know where the rooms are (which is made worse when, as I said, the game doesn’t mark anything on your map). And then, when you want to enter the code, the code can have changed if you at any point loaded a safe. I took screenshots of each number and wrote down each floor I discovered them on (even swapped some numbers in case I was wrong) and the code didn’t work. So I went online and found out many had the same problem as me and went back to discover that the codes HAD changed because of loading a safe. This is fundamentally broken and I would never be able to recommend a game that loves harassing the player as much as this one. The game feels designed to be an inconvenience to you and I am so fed up with this experience.
6/10吧,如果你是老ass玩过原作的酌情+1到2分 SS是生化奇兵的爹,不过1代的关系不是很大,玩法上就是在迷宫里爬来爬去生存,摸装备,阻止SHODAN 优点是真的很还原,以至于有时候会幻视原作的场景,你看原版的攻略基本也通用。缺点是太还原了,原作里吃的屎差不多一个不落都得吃 画面和操作都是大改良了,原作的操作哪怕是加强版都得适应一阵子的。一个缺点是武器改了之后没有原作那么猛,导致原作里堆怪的地方在重制版里会额外困难,赛博空间的战斗简化了,就显得有点多余了,结局的赛博空间战斗更是意义不明
What I hate the most in games is backtracking, and in this game you do that a lot. So yeah
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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