
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 922 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If I couldnt disable the TAA and chromatic abberation in the ini this would be an instant thumbs down and refund, but they intelligently allow us to turn that garbage off. So far its pretty cool. I never played the OG system shocks, but I heard the reverence people have for those games. I have played Prey, so now I see where Prey got its DNA from. This game feels just like that. Managing resources and exploring a creepy, unforgiving sci-fi environment. The pixel graphics bother my eyes a bit, but with some ini tweaks and a handful of mods, it helps make the game look better. Like removing the CA and lines from the UI, removing the red tint etc. I like the enemies and physics. How the force of your weapon dictates the direction the enemy flops upon death. So many games forget that these days. Also just the disturbing enemy models and how they talk to their mommy. Atmospheric.
Trash!
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 | — | 93% | — | not modelled |
| $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 927 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
q
[h2]Популярные метки для этого продукта: "Иммерсивный симулятор".[/h2] [h3] А где иммерсивность?[/h3] Ладно, проехали. Текущий ремейк System Shock - любовь и ненависть с первого взгляда. Играл в оригинал чуть более 15-ти лет назад, ремастер чертовски хорош и не вызывает чувства фрустрации. Игра чем была, тем и остаётся. О-а-о, графен? Графен вырос как на дрожжах. Теперь это стало чуть более красивее, мрачноватей и детальней. Звуковое сопровождение? Просто замечательные саундтреки, эмбиенты и голосовые журнальчики. Немного подрастерялся весь шарм озвучки станционного ИИ, раньше он был более... злобным и обезличенным, а в этом ремейке озвучка SHODAN воспринимается точь-в-точь как Glados. Тостерная стерва этот ваш сИИ теперь, а не сбрендившая пародия на разумную форму жизни. Что ещё хорошего? Разработчики не стали кардинально изменять темп прохождения игры, потому что этот темп и без того хорош! Неспособен проходить игру без маркеров движений и подсказок? Давай, наверни 17 кругов по локации, может быть через заёб до головы что-то дойдёт. Сам за полтора часа еле как вылез из медбея, теперь второй час шарахаюсь по потёмкам НИО. Балдёж. А плохого то чего? 1. Ну, ИИ противников может быть туповат временами, но это хоть как-то компенсируется респавном этих болванчиков. Даже этот респавн был выполнен с умом, гуманоидные враги прибывают на уровень при помощи лифтов, чем ниже уровень контроля ИИ за отсеком - тем ниже дискретность подвоза болванчиков на уровень. 2. Прицеливание по умолчанию выполняется на MMB, кто это придумал? Итог: [u] Ремастер хорош, что является редкостью в нынешнем геймдеве. Крепкого здоровья и счастья разработчикам. [/u]
Masterpiece I really enjoyed this game; it's an absolute gem. Nightdive knocked it out of the park with this one. If you're a fan of the BioShock games, then I'd say to absolutely give this one a try. The original System Shock is the foundation for BioShock, and the gameplay and core mechanics are practically identical. The aesthetics for this game are gorgeous. Somehow that Cyberpunk Neo-Futuristic style of the 1990s really carries over into this, and it makes the style way more unique than a lot of more modern Cyberpunk stuff. The levels and designs are kept quite close to the source, and in some cases are basically a 1:1 replication of the original level layout. And the parts that are "enhanced" are done so in a very tasteful fashion. The creatures, robots and mutants are all really creepy and beautifully done. Shodan sounds amazing. I think some people might find the game to be a little repetitive, or boring after a while. Or they might find it to be too claustrophobic- most of the game is set up like a labyrinth and can be a little confusing to navigate at certain times. The Cyberspace sequences are definitely the worst part in my opinion. And the hacking sequences can sometimes be a little frustrating as well, and definitely not as streamline as BioShock. Overall, a very solid FPS, and a beautifully done remake of a classic.
Nightdive absolutely knocked it out of the park. Perfect example of what a remake should be, EXTREMELY faithful to the original while making a ton of improvements. I hit the half way point and genuinely couldn't put it down until I finished it. 100% highly recommend for anyone with an interest in the Immersive Sim genre and the history of iconic PC games.
Dobra Gra, ale przygotuj się na częste pytanie AI co trzeba w niej dalej zrobić, bo sposób w jaki przedstawia ona działania które należy wykonać, aby pchnąć fabułę do przodu jest śmieszna
Reminds me of the good times I've had with bioshock.
Que te hackeo notah
[Long wordy review ahead, but to make it short: one hell of an old school survival game with great content, but also demanding exploration, inventory management, and combat.] I had played system shock 2 (the original) several years prior to playing this one, but damn I wasn't prepared for the experience. This is one hell of a game with lots of content, from the humongous space station and its multiple levels, to the enemies, weapons, loot and game mechanics. This game does have cons, but I'll go over its greatness first. I'll start briefly with [u] Shodan's character [/u] . While I thought the AI's deformed voice was a bit goofy at first, the moment I found a recorded message where she proclaims herself as a god sent a chill down my spine. From then on, I took pleasure in listening to this rogue entity's increasingly deluded and threatening communications, and she added to the already creepy atmosphere of the space station. I found Shodan's character to be well made overall, and as a side note, I can say the same of her minions, which were varied and had a great sound design to each; I loved how transformed humans muttered to themselves in SS2, and I loved it even more in this one, just as I did in Bioshock. Regarding the [u] game environment [/u], the space station itself, I didn't expect it to have so many levels of varying size, each very distinct in its overall feel and layout. Most were pleasant to explore, a couple were stressful (but I don't see it as a negative point, only a welcome variation), and a methodical exploration with note taking turned out to be necessary to properly find keys, hints and supplies. I took great pleasure in looking into every nook and cranny, and exploration was pretty much always rewarded, sometimes poorly and sometimes greatly. But that's also not a negative point for me, only more welcome variation. Between locked doors, junction panels, deactivated bridges, malfunctioning access panels and what not, I always found new obstacles to circumvent. The devs did a great job on the atmosphere of the hijacked station, and I quickly became paranoid. Actually, I can't remember another game aside from SWAT 4 where I took the habit of always checking left and right for foes upon entering a new room, for fear of stumbling upon a cyborg waiting in ambush. Concerning [u] combat [/u], there's a good amount of weapons to choose from, each with its own feel as well (and nice sound design) and, beyond the traditional blunt weapons, some work with an infinite energy resource (providing you have charging stations in your area), while other use old fashioned ammunitions, some with two types of bullets. This gives a wide variety of ways to handle the many enemies you'll cross path with. I had to learn the hard way what was efficient for each foe, but I eventually grabbed an accessory update that showed me enemy weak points and greatly helped me in the last levels. I mentioned the accessory, but that's one of several, such as a hazard protection, a shield, night vision, enhanced boots allowing to run fast and jump far... I can add that there are a few "patches", drugs of sorts, to heal, protect, or enhance physical performance. These, too, contribute to a variety of tools at your disposal to progress in the hostile environment. Other than combat, there is [u] the art of recycling [/u]. Indeed, there is a TON of junk to gather on the station, and it can either be vaporized into a recyclable material, or thrown directly into specific machines (just like said material) to get some coins back in return. While strictly optional, this is the only way to get well needed mods for your weapons, as well as access to some rare ammunitions vending machines. It was a bore at first, but I eventually liked to organize recycling trips on some levels that I judged worthy. Both combat and recycling bring me to another crucial point of the game: the [u] inventory [/u]. Just like Deus Ex, it is limited, and every weapon, ammunition, tool and junk take a number of slots. This means you'll be micro-managing your inventory during the whole game, and will have to make choices as to what you take with you. Notably, you can't pack every weapon at once, and I had to think hard about which I liked enough to keep, as well as alternating between them as some ammunitions were nearing depletion. I'm a sucker for inventory management thanks to the first Deus Ex I played in my teens, so I loved doing it in System Shock. Finally, the [u] cyberspace [/u]. On one or two occasions in each level, in order to unlock both optional and crucial places, you'll have to plug in into a virtual environment which plays pretty much like old 3d space shooters. These act a bit like condensed, simplified alternate maps, some easier than others, with light exploration, several enemies with distinct characteristics, and a few limited accessories to ease your way in. I found them to be a headache at first while I was still figuring out what the game expected me to do, but they were a nice break from the rest of the "normal" world, and I found them quite inventive. Now, on to the cons and disclaimers: - First, an [u] optimization issue [/u]. Maybe it's because I played on Linux, but somehow the draw distance was locked to the minimum setting in the "GameUserSettings.ini" (and there isn't a slider for it in-game). I realised it quite late, and it made some of my early gameplay miserable as enemies remained invisible over some distance while still being able to shoot at me. I had to manually edit the file, and from then on it was perfect. I also found out by examining the file that the antialiasing needed the same treatment. Beware that this might need your attention. - You no doubt gathered it from this review, but [u] the game can be very demanding [/u] (guess that's why only 16ish% of players finished it). Like I said, inventory micro-management is constant, and exploration is sometimes gruelling and discouraging. But in additon to that, the game doesn't have an objective menu, and expects you to know what to do next by putting together what little radio messages you receive and the data you find scattered around the station. This can make the game frustrating, and I had to resort to an internet search in the first half of the game to be able to progress. From then on, I understood how the game worked, made a lot of small note taking, and was able to finish it without further research. - From what I can tell, every level had one precise [u] enemy spawn point [/u], from which a single type of adversary would spawn again when I passed back without having cleared the whole map (or maybe reduced the map security to zero, can't really tell). Thing is, I'm certain Executive, Medical, Research, Reactor and Flight Deck remained 100% safe after I explored/cleared everything, apart from scripted progression events, but Storage and another one had that one precise point which kept spawning that one precise enemy every time I came back regardless of map completion. I can't say if this was intented or a bug, but it frankly became annoying after a while. - The [u] music [/u] was pretty meh, aside from the cyberspace theme. It wasn't bad in itself, just... quite unremarkable. I might have forgotten a couple of things, but point is, I truly enjoyed my discovery of System Shock and got quite invested in its completion, despite the game being demanding in more ways than just combat, and some frustration until I learned how things worked. Other than that, I'm glad to have met the likely source of inspiration for some of my favorite games.
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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