
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
It is a testament to good game design that System Shock still holds up. This is a very faithful recreation of the original one, with a couple of modern conveniences added and some things changed, mostly the cyberspace stuff. Then again, I played the original years ago, so the memory might be a bit hazy. Generally it works, is fun to play and do. But, not all old design was good. The levels, being very faithful, are a bloody maze sometimes, and very hard to navigate organically. The level design also forgoes modern conveniences, and backtracking is a long and drawn-out process. The Executive level is a very egregious example, with its long crawlspace that you have to go through whenever you wish to go to the last levels. Juggling the weapons with the limited inventory space was also a hassle, and I run out of batteries in the Grove, which made life very interesting. I would say that if you want to play System Shock but can't stomach old DOS stuff, play this. If you want a good immersive simulator, play Prey. It is objectively a better game, but no SHODAN sadly.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 wish i could give it a bad review, but i wont. System Shock 2023 is the remake of the old as hell game which i enjoyed both (Liked 2 more) with retro modern graphics in your way, it is a perfect remake but Unreal Engine ruined it, i lost a LEVEL worth of progress because the game crashed right after the bossfight (No spoiling it). The story revolves around waking up from cryo sleep after Trioptimum Corporation found out you were hacking their files and they basically ship you to their space station. While at it, the AI who controls that station, SHODAN, goes rogue and murders everyone except you and turns the dead into creatures you would see in your nightmares as a child or cyborgs with an objective to destroy Earth by firing a laser and multiple other means of doing so. You were freed from that sleep and was given the objective to destroy SHODAN due to the military implant in you that basically makes you a super soldier. As for everything else im surprised i paid only a single euro to play this, what a great game under a trashy engine. I did remove this game already, but i enjoyed my ten hours of lore. Tho i'd rather play System Shock 2 since atleast that one isnt a buggy mess, this remains a good remake that isnt just some lazy port.
[h1] Remaking ain't worth it [/h1] Some games are best remembered, not revisited. Never played the original System Shock, only heard about its legendary status. After hearing about it's remake I have been eagerly waiting. Twice now have I completely given up on it. The game mechanics are so outdated they would have been best left in the past. ## Visuals and Navigation The graphics are initially good. The pixelated texture work looked interesting, the shiny lights intriguing. Then you quickly learn that everything looks the same. Some metallic wall, with twinkling lights. Some metallic wall with pulsating lights. Shiny screens, beeping lights everywhere else. You simply have to look everywhere, right click, trying to interact to be able to tell if you can actually interact with something. After a while it gets exhausting. Especially if you miss some items that aren't just junk but give you either story insight or some key quest item. This can become a nightmare, because you can't even know what is important. You pick up something, carry it around, drop it somewhere because your inventory got full, 5 hours later you need it. Great! Where did I leave the thing?! It gets even worse! The maps are useless. Many corridors overlap on it as it doesn't distinguish between height levels. As said before, everything looks the same, so you can barely remember where something important is/was. That is, if you actually noticed that some location was actually important. Nothing is marked on the map, so when audio logs talk about storage x, generator room, library or any other place, where is that supposed to be? Even if you run into it, chances are you don't attribute any significance to some sign stating the fact. Even more likely you don't realize you can even place markers on the map with some text, just to help find the place again. So you don't know, where you are, where something was, where you need to go. ## Quests Listened to all the audio logs, read all the e-mails and I have a vague idea about what is going on overall. But that don't help me being able to tell, where should I go? Go this way, you don't have that skill, ok, go somewhere else, backtrack, okay where was that panel with the code again or the place I needed this skill for? Ahh, screw it, let me check a walkthrough. ## Combat Could be good, but it fumbles on the survival elements. You don't have enough inventory for all the weapons and ammunition. So you have to stash them somewhere, and as that is never fun. So you face enemies, not knowing what may be there, not knowing which weapon will get ammunition drops. If you run out of ammo, medpacks, energy and there is nowhere around? Well, better backtrack to the nearest station. It ain't fun at all. Until you don't have to do this, the combat is kinda satisfying. Unfortunately form about halfway the enemies are either strong or come in packs and you are squishy even on normal difficulty. Then you start dying and the game becomes a slog. ## Hacking and cyberspace Hacking can be kinda fun. The puzzles aren't that hard, but can look impossible, so they become satisfying to solve. Cyberspace on the other hand should have been cut from the game altogether. I can't imagine anybody liking that mechanic. In a nondescript, shiny, pulsating space, flying around as a bot or something shooting down, random shapes again and again. Uhh, such cancer. ## Overall Stay away. Just not worth the time. Initially it works, but then these gameplay/design shortcomings stack up and it becomes a frustrating slog. Don't know where I am, where I should be going, but nor do I care no more.
Игра не для всех. Я бы поставил нейтральную оценку, но у стима нет такой возможности. Это шутер с пазлами. Если вы хотите игрушку на вечер, то это не тот выбор. Это первая игра, где пригодились заметки Стима. Да, тут надо записывать коды и метки, а также хорошо ориентироваться по карте. Никто не скажет, куда идти и что делать в текущий момент. Обо всём этом нужно догадаться, слушая разговоры по радио и аудиологи, и четко понимать, что вообще происходит. Хоть это ремейк первой части, все устаревшие механики остались прежними: ограниченный размер инвентаря, отсутствие метки цели и огромные лабиринты станции. Даже есть респавн врагов после зачистки этажа на 0%. Игра для задров.
Recorrer los pasillos de la Ciudadela en este remake es una experiencia tan fascinante como agotadora. Nightdive ha conseguido algo realmente difícil: que el juego se vea y se mueva como algo moderno pero que mantenga intacto la dificultad de los noventa ya que no tiene ninguna intención de darte la más mínima ayuda. Es un juego que recomiendo a cualquiera que busque sumergirse en una atmósfera de ciencia ficción opresiva, pero hay que entrar en él sabiendo muy bien dónde se mete uno. Es un juego muy fiel al original y eso implica que es un reto muy duro y profundamente injusto, no sé cuantas veces habré muerto y ni siquiera estaba jugando en el nível de dificultad más alto. No esperes marcadores de objetivo, ni un diario que te diga exactamente qué hacer o buscar, ni un diseño de niveles que te facilite el camino. Aquí te vas a perder en mapeado laberínticos, vas a dar vueltas por pasillos clónicos buscando una clave o llave y vas a morir porque un mutante ha aparecido a tu espalda sin hacer ruido. El juego no es que sea difícil sólo por esto, es que además es despiadado en su gestión de recursos y vas a estar suplicando continuamente por curaciones, energía y munición porque siempre estarás corto de todo, a ello se suma un inventario limitado por casillas como en Resident Evil 4, aunque lo justo sería que Resident Evil 4 tiene un inventario como System Shock de 1994, en donde tendrás que decidir que armas llevar y donde apenas tendrás espacio. La trama fue bastante avanzada y compleja para un juego de 1994, muy resumidamente terminas una ciudadela espacial donde todo se ha ido de madre porque SHODAN, una IA que se ha librado de sus protocolos éticos, ha tomado el control y planea exterminar la raza humana. Evidentemente nuestro papel es detenerla y para ello el juego ofrece una mezcla de mecánicas cuya base es el Doom clásico de 1993, pero añadiendo puzzles, mucha exploración no lineal, entornos 3D con verticalidad, cierta libertad en que orden resolver varios objetivos de nuestra historia principal, mejoras del personaje mediante implantes, etc. SHODAN es la mejor villana de la historia de los videojuegos y es curioso porque como IA no es un personaje "físico" con el que interactuar como en otros juegos, pero la puñetera lograr su objetivo con su presencia constante en la nave mediante mensajes o activando trampas. Su personalidad es tan extrema y bien elaborada que todavía hoy no he visto ningún otro villano que me haya faltado tan bien al respeto y que su discurso egolatra y narcisista encaje tan bien con sus acciones. En definitiva, si tienes paciencia y te gusta sentir que de verdad estás sobreviviendo en una estación espacial que quiere borrarte del mapa, te va a gustar. [i]Mentor de Steam: https://steamcommunity.com/groups/calcuresenas[/i]
Выгляди стильно, работает хорошо. Играется безумно скучно и однообразно. Если вы играли в оригинал и ностальгируете по нему- смело можете покупать. Или если у вас сдвг, думаю вам тоже понравится. Для всех остальных- нет, просто нет.
1.整个箱庭地图称得上是3D非线性关卡的教科书,尤其是仅仅10层的地图丰富度如此丰富,在上世纪虽然说因为重复度高且拐角又多又长使得玩家晕头转向,但它的理念非常超前; 2.背包系统容量太少,尤其是货梯更是只有4×4大小,武器升级系统因为这个使得玩家不能携带过多改造后武器,即便每一层都有现成的原始武器使用; 3.谜题较多,重复度略高,并且因为缺少指引,早期游玩非常费时间; 4.剧情导向不明显。除非在简单难度下有指引,否则玩家只能断断续续从音频里获取信息,还挺考验玩家注意力的; 5.赛博空间难度不平衡,有的楼层堆怪过多,其余的处于还能接受的状态; 6.翻译存在一些错漏问题,关键信息没有翻译漏字,至今未修,但大部分关键信息都能获取到; 7.角色配音相当优秀,SHODAN的机械音堪称顶级; 8.沉浸式模拟的第一人称游戏的经典之作,可以理解IGN为什么会打9分了。
Very long time since I enjoyed a game that much. Bought it on a whim because i liked System Shock 2 and never played the first one and man...Prey (2017) may be able to top it for me but still this is absolutely peak. I really love it. Nightdive just never misses and combined with this franchise they outdid themselfs in my opinion. Thanks for this gem!
Монотонно, скучна. Не хватает моментов с масштабными взрывами, чтобы можно было кататься на моцыке, кидая гранаты. Чисто ходьба ради ходьбы по однообразным локациям.
This game is not a walk in the park. Even though it's a modern remake, it preserves most mechanics from the original intact. Expect endless “dungeon” crawling and backtracking, ammo preservation and inventory management, figuring out where to go and what to do based solely on audio logs and logical reasoning, with no arrows or map indicators to guide you. This is a hardcore, old-school game that doesn't hold your hand and demands thinking and patience — things that modern games have completely forsaken. A challenging, sometimes utterly frustrating experience, but a rewarding one. While I appreciate Nightdive's remasters, this remake is, by far, their most monumental contribution to the game industry.
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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