
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
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
I never played the OG version buts its pretty good
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.8M | 3.2K | 94% | $19.79 | |
| $2.8M | 20K | 75% | $6.39 | |
| $2.8M | 4.8K | 85% | $29.99 | |
| $2.8M | 2.5K | 94% | $49.99 | |
| $2.8M | 2.8K | 93% | $22.39 | |
| $2.8M | 7.2K | 95% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 7.8K | 94% | — | |
| $100.6K | 2.4K | 89% | $1.99 | |
| — | 0 | — | — | |
| $53.2M | 135.9K | 90% | $29.99 | |
| $50.5M | 141.9K | 92% | $19.99 | |
| $26.6M | 65.1K | 83% | $19.99 |
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
This is a well put together game. However it is clearly on the bones of an old game for better and worse. Its easy to get lost on what to do even when listening to audio logs and especially after taking a couple day break from the game. It doesn't hold your hand, but if you get lost, be ready to pop open a walkthrough. The updated graphics are hit and miss. Did I miss the button in the control room that was story sensitive and run around confused for hours? Yes. Was it kind of my fault? Also yes, but the game and I are going 50/50 on it. Currently my biggest frustrations right now are enemy placement/design as well as inventory issues. First, the inventory feels stifling. I understand that causes you to work with what you have as well as storing items for later. Every instinct I have from playing games tells me I cannot trust items stored in boxes or especially on the floor. The game never changes box items, floor items don't move unless physics takes hold, and there are dedicated points just in case something glitches out and falls out of bounds. With that said, I still feel like the elevator is too small. I am just used to modern conveniences, so take it with a grain of salt. The enemy behavior is my current frustration. Enemies do respawn in many areas until you take certain actions. Sometimes you clear an area and it stays clear. Other times, you clear an area only to walk back through 3 seconds later to see a hatch open and a new enemy pop out. Alright, it's a design decision. However, ammo and healing items are limited... kind of. Enemies can drop new items, but it is rare and there is no way you have a net gain. Hold on to that starter energy pistol, it will get a lot of use to preserve ammo. When enemies whittle you down or some capital "B" ♥♥♥♥♥♥♥♥ happens, you will die and you will respawn at a medbay with only a loss of pride and time. Forgiving, but annoying. My first 5 or so hours only saw me die once. I am not the best at games, but I am no stranger to difficulty. Hours 6-15 (on this current save, im taking it a bit slow) has seen the death count rise rapidly. The exploding roombas being a particular pain. They introduce them well. One is at the end of the corridor and emits a large glow and beeps as it approaches, telegraphing it well. However, in hangers, when one zips around a corner as the comms are on and I am fighting flying enemies so my view is up high... It feels a little cheap. Another instance is 3 assassins filtering into a small closet and one bends down upon taking lethal damage and drops a literal handful of mines, blowing everyone up... also feels cheap. The scripted stuff, I am more forgiving of, but it just feels like a needless pain. Is that fitting from a narrative sense? Yes. That doesn't make it not annoying. Overall, the game is fun, but it has been testing my patience at times leaving me saying "♥♥♥♥ you" to my screen. Its a faithful remake to a classic, but sometimes age catches up. Its plays smooth, runs well, and is worth messing with.
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.
Отвратительный визуальный стиль окружения пара минут и начинают болеть глаза.
战斗一坨屎,只能靠无限复活来磨血量,甚至不是磨boss血量,而是磨路上小怪的血量,没法避战,也没法技巧型战斗,只能上去站桩互砍两刀死掉,复活,重新跑过去,砍两刀,死掉,复活,反复再反复来蹭怪物血量,几乎没有补给,而且补给恢复量极少,怪物砍我两刀做掉,我看怪物十几刀才死,一个大怪都能反复蹭你几条命耗血打死
Do yourself a favor: -Pick some paper and write down the objectives, doorcodes and such. -Set audiologs to be played on pickup -write down what locked doors you find(and where), what blocks your path and what do you need -write down what keys you have picked up
If you want to play this game either see an entire playthrough of it or get yourself a full guide. The people behind this game forgot that spend half the time trying to manage the 90s convoluted game progression isnt fun at all.
WONDERFUL
UMA OBRA PRIMA PARA QUEM PERSISITIR Em uma era de jogos que tratam o jogador como um mero passageiro, System Shock é um desafiador sopro de ar fresco. Zerei System Shock após 54 horas de dedicação, sem uso de qualquer guia, com as configurações das dificuldades todas no normal em todas as diretrizes (Combate, Missão, Ciberespaço e Quebra-cabeças) e foi uma experiência única de totalmente imerso, inclsuive quando passava horas perdido sem saber pra onde ir. O jogo é uma obra prima apaixonante e uma homenagem aos videogames clássicos. Essa é a maior virtude do remake de System Shock, seu profundo respeito pela inteligência de quem está jogando, sem setas, sem linhas guia, apesar de que o jogador poder optar nas configurações mais fáceis por esse recursos (mas não jogue assim), mas com as configurações todas no normal, o jogo se recusa terminantemente a "te pegar pela mão". Não existem marcadores brilhantes na tela indicando o próximo objetivo, nem bússolas que dizem exatamente para onde correr. O design dos níveis é um quebra-cabeça. Você não apenas passa pelos cenários; você precisa aprender a navegar por eles, memorizar corredores e entender cada andar da Citadel, a estação espacial onde se passa o jogo. O resultado disso? Cada avanço, cada código de porta descoberto e cada andar purificado da influência da inteligência artificial SHODAN traz uma sensação genuína de conquista. A vitória é sua, fruto do seu raciocínio, e não de um roteiro programado para te levar até o fim. Além disso, em System Shock, a história não é contada em cutscenes cinematográficas mas sim através do próprio ambiente. Para avançar, você é obrigado a se transformar em um verdadeiro detetive espacial. Ouvir os registros de áudio dos tripulantes mortos e ler os e-mails corporativos não é um mero "colecionável", como na maioria dos jogos atuais, mas uma ferramenta de sobrevivência. Uma dica crucial sobre como destruir um reator ou a senha de um arsenal pode está escondida nas palavras de um cientista desesperado que morreu há horas. Por isso, é necessário muita atenção aos detalhes: Olhar para cada canto do mapa se torna um hábito recompensador. Um painel quebrado, uma luz piscando ou um rastro de sangue são pistas visuais que guiam o jogador. Isso cria uma imersão que poucos jogos conseguem replicar, fazendo com que a Estação Citadel pareça um lugar real e assustador que colapsou de verdade. O visual também impressiona, pois mistura tecnologia de ponta com aquela estética "pixelada/retrô" e a atmosfera opressiva cyberpunk criam o isolamento perfeito. Além disso, o combate é tenso e estratégico, os recursos importam e o gerenciamento de inventário é vital, para concluir o jogo. Conclusão: System Shock prova que quando um jogo confia no jogador, a experiência se torna inesquecível. É uma jornada claustrofóbica e gratificante que faz a grande maioria dos lançamentos atuais parecerem fáceis e previsíveis demais. Um jogaço!
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.