
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.
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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, Nintendo, Epic 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% | 9.8Kreviews | 91% | — | $2.1M |
| $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 916 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Батёк Immersive Sim.[/h1] Фууууух,это было ошибкой ставить почти максимальные сложности. Итак,это мой первый иммёрсив сим (Prey или Deus Ex я так и не прошёл), и порог вхождения был просто адский,настолько я не привык к таким играм. Игра на самом деле сложна, и не побоюсь её прибавить к одним из трудных игр,в которые мне побудилось играть. Ещё не помню какая игра требовала бы такого же чуткого погружения. [h2]Геймплей[/h2] Духотища неимоверная та ещё,но что цепляет в нём,так это то,что игра просто не даёт тебе расслабиться. Получай логические загадки,которые реально могут в моментах напрячь мозг, а также получай неплохой шутер с разнообразным оружием. Насчёт шутера - от пушек здесь импакт не чувствуется,да и в принципе игру экшеном мало назовёшь,средняя боёвка. Как база,присутствует менеджмент инвентаря,в который фиг что влезет. Помимо загадок и стрельбы,в игре присутствуют и взломы(хакерская мини-игра),которые выглядят отпадно визуально,но скучны с точки зрения геймплея,под конец игры я просто возненавидел этот элемент игры. [h2]Визуал,графика[/h2] В игре порадовала графика, симбиоз пикселей с обычной картинкой прям мега порадовал. Единственный доёб только к тому,что локации довольно однообразны. https://steamcommunity.com/sharedfiles/filedetails/?id=3682314654 [h2]Сюжет[/h2] В него я особо не вникал,но если говорить в двух словах: по факту, вы боретесь с одичавшим злым ИИ,минус конечно,что сюжет подаётся через звуковые записи,но кого это увлечёт,тот обязательно посчитает это за плюс,так как он тоже приравнивается к погружению. [h2]Главный минус.[/h2] Чему я хочу уделить внимание,особое внимание,это к просто отвратительному бектрекингу. Здесь он реализован,конечно,просто ужасно. Чтобы вернуться на предыдущую локацию,сначала нужно найти нужный лифт,а затем пробраться через долгий и нудный лабиринт,и это самое бесячее,что есть в игре. [h1]Итог[/h1] По словам людей, которые играли в оригинал,ремейк его дотошно повторяет и сделан он бережно с уважением к первоисточнику,я же не могу об этом судить, и в оригинал,после такой духоты, не особо есть желание играть,доверюсь словам этих же людей. В целом,и не сказать,что от игры осталось какое-то "ВАУ", игра просто хорошая,и дала интерес попробовать другие игры этого жанра,так что она действительно смогла дать совершенно новый игровой опыт. В принципе,я бы посоветовал эту игру, но поберегите нервы и лучше не ставьте высокие сложности, но если вы совсем отчаянный и прям хотите почувствовать хардкор - третий уровень просто мастхев. [u]Рекомендую с натяжкой[/u]
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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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 | — | — | — | not modelled |
| $39.99 | — | — | — | $0 |
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 921 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
New player here. Wonderful FPS with puzzles. I really enjoyed it, though the map signs are flawed. It’s about an AI going rogue and you trying to retrieve humanity at a space station. The visuals look great with neon lights, metal corridors and rooms, lots of places to take great screenshots. The map is the highlight. You need to read it properly in order to find a path, because it can be quite complicated: different floors, temporary locked rooms or locked doors that can only be accessed through lower tunnels, ladders, floating platforms that you can switch up and down. Wall switches to turn lights on or off, open or close doors or activate machines. Certain keycards can be as obvious as sitting on the only table in a small empty room, or they might be on a dead body, or on the floor which is easy to miss if you don’t have a sensor for collectibles turned on. Radioactive areas constantly reduce your health, but at a certain stage you obtain radiation-proof clothing and other buffs like to see better in the dark or perform better in battle. And elevators: there can be more than two elevators on one level, each leading to a different area and sometimes requiring a certain security level to enter. To lower security you destroy surveillance cameras or power tanks, which actually have monitors with random numbers you need to collect to activate the self‑destruction procedure... But overall, great map design. The puzzles are mostly two types: things to remember and minigames. The fun part is collecting logs and memorizing passwords; the not fun part is fixing the circuits on panels next to doors to power them so they open. The worst part for me is the cyberspace flight game. I feel fine playing FPS but when it becomes a flight game with a rotating screen, I feel nauseous, and there’s a cyberspace in each level. You can bypass the circuit minigame if you have the right gadget, but I never found one to skip the cyberspace game. You can pick up almost everything in the game, as long as you have space and they're not too big. Trash can be recycled at a special machine that rewards you with tokens for health and weapons. Combat is not easy, I imagine the remaster kept the original feel - I never played the original, but I have a good idea that difficulty in 1990s games was much higher than nowadays. So save ammo, try to save batteries and health boosts for later use. I only kept the collectibles sensor on all the time, just to save battery. There are secrets on each level, not real secrets like in Doom which tells you you find a secret, but secret logs and that human skull with an octopus candle that can be lit. Cool item, but the achievement for lighting them all is too much for me, I only found 3, but it was fun to discover. The biggest downside is the unclear waypoint system and lack of a proper mission log. At first it shows too many waypoints on different floors, then it misses a few important locations, like switches in the Grooves. Then it gives some mission markers too early, leaving me wondering if I’d missed something. I spent too long on the Maintenance floor trying to get the security down to 45% to pass a door, thought I’d missed logs for a password, so I searched every corner when I didn’t yet have the collectibles sensor. It turned out I just needed to do the Groove mission first. The waypoint at the pilot pods also appears too early, even when I entered the code it doesn’t work before the self destruct, it really shouldn’t be there because with waypoints on many floors it’s easy to get confused without a proper story log. Sometimes important icons go missing, like the elevator. I was lucky to complete the game. I ended up google which I don’t usually do because I want to explore myself, but I wouldn’t have figured out the order of the 6 digit password without reading a post, and I probably would have given up halfway when I leant I needed to go to each floor to check the numbers, but a great guide showed the number locations on each floor so make it acceptable. The game feels a lot longer because of this, I thought I’d give up halfway but the game was fun and kept me going to the end. Storage is tight even after upgrading. I had to drop weapons to make room for medkits and batteries, only to regret it when I found a weapon upgrade. It’s also a game about inventory management, but once you’re 10 hours into the game it gets easier. The ending is confusing. I think I beat the evil AI SHODAN but it seemed like I didn’t land the last blow. Anyway, I just bought System Shock 2 and I’m looking forward to it. Finally, here are the notes I made for the Reactor password: (1) 5 (2) 1 (3) 6 (4) 3 (5) 9 (6) 4. It’s been ages since the last time I had to write down a note for a game. [u] [url=https://store.steampowered.com/curator/43342176-Why-Not-Games/#browse] My curator page[/url][/u] https://steamcommunity.com/sharedfiles/filedetails/?id=3689139425
I can't even begin to explain the effect and impact this game has had on me - this remake has been executed with precise perfection, the new sound design is impeccable. Everything in this game has been meticulously redesigned and remade with care, you can tell night dive holds the original game close to their heart with their vision for the remake. So many small details and touches added to this, even bringing back the original voice actor for Shodan to breathe new life into this gem - fantastic. Any Bioshock fans will see immediately where it's inspiration came from and it's not surprising - it's indescribable.
пять. сотен. голосовых журналов.
[h2]TLDR:[/h2] Creepy and challenging, System Shock Remake (SSR) is an excellent blend of sci-fi shooter and survival horror that should appeal to fans of both genres. [h2]GAMEPLAY OVERVIEW:[/h2] After a brief intro, SSR starts with the player, known as the Hacker, awakening on Citadel Station, a massive research platform orbiting earth. Within seconds, it becomes apparent that something has gone horribly wrong and it is up to the player to deal with the problem. Gameplay is in first-person, with various interface screens for inventory, maps, and data logs. Items can be hotkeyed in a limited way and the hacker has two on-screen meters: one for health, one for energy. Energy is used to power upgrades and abilities or use certain weapons, and can be recharged from power pylons throughout the station. Interactable objects litter Citadel for the player to find and pick up. Weapons, ammo, healing items, boosts, and equipment upgrades are all available. Some objects are just junk and useful only for recycling. All have a handy shimmer that makes them easy to pick out from the general background. Eventually the player will find cyberspace portals, which can be interacted with to fly into a six-degrees-of-freedom style of flying minigame, complete with digitized enemies and nodes that do various things when destroyed, such as open locked doors in the station. The cyberspace episodes are "meh" and all kind of feel the same. Only a few are mandatory, though most offer decent rewards if completed. One of the main themes of the game is isolation, and SSR nails that aspect perfectly. Aside from finding audio recordings from other crew, the player is alone. No friendlies remain alive by the time the player reaches them. On the other hand, hostile mobs—from mutants to cyborg crew members to berserk robots—swarm the halls, all seeking the player's head. The rogue AI, SHODAN, taunts the player from time to time, sending direct messages informing the hacker of their hopeless situation. SSR definitely revels in its survival-horror elements. Beyond the first few mobs encountered, combat is universally dangerous and damaging. Many enemies will execute an unprepared or unaware hacker in seconds, even on medium difficulty. Ammo is not plentiful; players will be counting bullets deep into the game and will probably have to rely on a rotation, temporarily caching weapons when ammo is low and using another until stocks for the first recover. Clearing a section or level of Citadel is no guarantee of safety, as each level will respawn a set number of foes. A player can exhaust a level's respawn but it is difficult and time-consuming, so beware as you backtrack ... and you will have to backtrack quite a bit. In fact, much like its original namesake, SSR is not an easy game in general. On anything other than the easiest settings, there is no handholding, and no quest or directional markers. Players will have to rely on information obtained through logs and conversations (all of which can fortunately be reviewed at any time) to figure out what to do next or where to find a vital keycard or piece of equipment. Some of the second-half fights are especially painful. Many areas are choked with radiation or biological poison which can quickly wipe out an unprotected hacker. There is no shortage of ways to die on Citadel Station, so save early and often. While there are three difficulty settings for each area—mission, combat, cyber, and puzzle—once the settings for the game are chosen, you're locked in for the duration. The only way to change is to start a new game. If a player feels at all casual or tentative with FPS or survival mechanics, I would absolutely recommend choosing the easiest setting for combat and maybe mission and cyber. As the hacker moves through the station, the fights naturally get harder and less forgiving. The final confrontation, however, was annoying without being truly difficult. Although I was satisfied at completing the game, in terms of the story, the brief resolution was kind of a letdown. [h2]STORY / WORLDBUILDING:[/h2] The backstory of Citadel Station and TriOptimum is revealed through audio logs and email data sticks, detailing SHODAN's rise to power and the desperate fight for survival by Citadel's crew. The constant drip of information not only builds tension but provides tons of critical information, as described above. Design of the space station makes sense to some degree. Levels such as the Reactor, Engineering, and Maintenance all have a grimy mechanical look to them, while the Flight Deck and Executive are brightly-lit and clean. I understand the spacing out of the elevators to force the player to move through the station in stages but honestly, a central elevator connecting all levels would have made much more sense in-universe and unless I missed it, there's no good explanation as to why that wasn't done. [h2]TECHNICAL ASPECTS:[/h2] SSR is [i]basically[/i] sound but features several annoying issues. Bodies sometimes twitch violently—not as though still alive but as the game physics didn't like the way they fell. Corpses can clip through the floor or ceiling, as shown in this picture. https://steamcommunity.com/sharedfiles/filedetails/?id=3725591459 Fans of the old games, especially SS2, may be tempted to use elevators as central storage units. Doing so in SSR will cause items to sometimes glitch through the floor and vanish. The developers attempted to account for this by sending anything clipping out of bounds to the garbage chute on the Reactor level, so technically a player [i]could[/i] recover items but I never found anything. Graphics are decent enough, though some textures look oddly low-res when examined up close. Ambient sound provides decent directional clues for oncoming foes and such, and the voice acting is clean and crisp. I was mildly confused that the player's footsteps always made a metallic sound, even in obviously-carpeted areas. I thought the music cut on and off at odd times, and I ended up turning it off completely. Maxing Steam achievements requires beating the game on the hardest setting, and the game is hard to begin with, so this is a tough one to get one-hundred-percent. [h2]FINAL WORD:[/h2] Despite technical hurdles and the overall difficulty, SSR is a respectable remake. I enjoyed my time on Citadel Station and I think any player who likes grungy sci-fi setting ,and enjoys a challenge, would as well. [h2]SCORE: 7.5/10[/h2]
Stayed true to the original but with a modern twist. I love all the attention to details including the manual.pdf. I can understand that young gamers who did not come from the previous era expecting a FPS may not like the combat, cyberspace nor the retro textures but I think it is mainly an expectation being set. Just know that we are all fortunate to be able to replay a classic, experience Citadel Station and Shodan in a modern PC. I am thankful. Good job, NightDive!
Это очень крутая игра для 1994 года. К сожалению, ремейк слишком близок к оригиналу, игру нужно было гораздо сильнее переделывать.
This game makes my eyes bleed, they definitely took the 80's retro sci fi art style a little too far. I don't think I've ever seen a game with worse environmental readability. Every surface, every single flat plane, is a super detailed chopped texture covered in blinking lights surrounded by darkness which makes finding items cause eye hemorrhoids. It doesn't help that every corridor looks practically the same. I feel like an old man when I'm exploring around because I really have to examine the molecules of everything to find stuff and there are very important items that are tiny and just look like another glowing table light until you hover over it. I'm also not fan of the recycling mechanic. By the spirit of Todd Howard, you are encouraged to pick up every bit of junk from loose napkins to rolls of toilet paper to grind into scrap. Well, the game doesn't do this automatically which leads to you constantly opening your inventory to scrap things to clear space and it grinds the gameplay to a halt.
System Shock Remake ... a great game with rough edges that kinda does and doesn't belong in 2023. First of all: unskippable credits = force close your game. I find that highly irritating. Especially given the terrible outro song. To the game itself: it's a combat exploration game, which - in this remake at least - you can more or less tailor towards your liking. I have set everything to "easy", because I also have a life, and trust me - the game is hard enough on that difficulty. If you're going into this and expecting a "modern" day shooter on easy that offers no challenge whatsoever, then you're going to be disappointed. Unless you ARE a hardcore oldschool gamer with lots of time and patience or nothing else to play, then don't play this on normal or hard. What does easy do? It limits the spawn rate of enemies in real and cyber space, the damage they take and dish out, the complexity of puzzles as well as some simple navigational help in regards to quest objectives (and of course even more hardcore options like a brutal time limit, perma death, etc. etc.). Combat, even on easy, is challenging, especially after the first 2 or so levels you will encounter enemies that can easily take you down in a few hits, while they still take many hits from you, since your arsenal sucks at that point, but even on the last level, death is around every corner. You get very strong weapons, but still, enemies sneak about, lurk around corners, spawn in behind you ... by that point you should have enough weapons, ammo, and health items to get through the game relatively easily, but it's not a walk in the park, either. The puzzles weren't any issue on easy, cyber space was absolutely manageable as well, but my god, the quest helpers are sometimes more of a hindrance than a help. Technically, exploring every level in detail should get you from objective to objective, but there are some major road blocks in there, especially since the quest markers tend to break quite frequently, and will still be shown on the map even after completing that objective. And even through listening to every audio log I came across, reading every report I could find, etc., 95% of it is just fluff, and if you just miss something that is very easy to miss you will NOT advance without a guide or just sheer luck. Like, there was a number on a monitor that I just missed. That number was an essential code. Another time it wasn't clear where to find a switch, and so on and so forth. I got stuck multiple times, because I either overlooked some minor detail (like a jump pad at a very inconvenient location after the game throws waves upon waves of enemies at you, and the quest marker still shows a false location, thanks) or the map itself just not being that navigateable, because it's a 1 dimensional map of a 3 dimensional space ... doors that CANNOT be opened aren't marked, either, so you have to do all that yourself. But lucky me, that I only found out like 12 hours in that you can actually LABEL your own marks, but only directly after placing them and just typing it in. There is no tutorial, no message, no indication even that this is even possible. There is no text box to enter text ... you just write and it appears on top of the map layout. So yeah, I kinda hated that. Navigation is another major flaw in this game, imho. The first few levels are fine, you travel upwards or downwards via elevator, but the executive level broke me. There was a tiny maintenance shaft you needed to traverse in order to continue upwards to the next level, which, of course, I overlooked, because the map sucks. But I kid you not, you have to traverse this shaft, which is super long and on the very edge of the floor, not once, not twice, not thrice, but like 10 times, because it is the only way to that level. So, you slowly crawl through this damned shaft back and forth, then you sprint through the rest of the level like crazy, only to do it again, and again, and again. I hated that. Another thing that annoyed me in that regard were the quest items you couldn't drop. Yes, that may come in handy, of course, BUT the way the game is set up means you can get FOUR different quest items very early on in the game, but you can only use them like 10 hours later. For example, you can pick up a severed head or some module thingy, that take up EIGHT slots of your inventory... and you can't ever drop them again. There is no warning that these items are quest critical items, of course, but once you have them in your inventory you're ♥♥♥♥♥♥. The only way to circumvent this is to find another container, like the service elevator or some random cabinet, but those only appear in the very last levels, otherwise you're stuck. To put this into perspective: these 4 quest items can take up to 10 spaces in your inventory ... that's 1 to 2 weapons and a bunch of ammo. Or several healing items on top. I only ever found 1 inventory upgrade, and that only expanded it by like 4 slots, which is nothing, since late game requires a good selection of weapons. 3 to 4 minimum, I'd say. You want a solid rifle, maybe a pistol, but definitely the railgun, and also an energy weapon and/or the grenade launcher, because selecting and throwing grenades is terrible and a death sentence. I'd have wished for either an item being marked "important" and/or a separate quest items inventory, perhaps. Seriously, you get the C4 to blow up the station in the first 3 hours of gameplay or so! You only need them 12 hours later! And only 4 of them, not 20! And you could easily turn the service elevator into an actual 2nd inventory. Instead it only has space for 2 weapons ... or at least give us a chest in some safe room where we can store stuff. I had to resort to just "depositing" my upgraded arsenal in front of the Flight Deck elevator, because that one was at least somewhat centrally located for the middle portion of the game, at least. But, my guys, you don't just throw away weapons you've upgraded, since you will never get another chance at using them. While you can find pretty much every weapon multiple times in the game, only the one YOU have upgraded stays actually upgraded, and those upgrades are expensive and important. They turn the measly starting pistol into an actual combat weapon that you can even use late game, and it doesn't take up much space and doesn't use much ammo. Cyberspace is fine. If you ever played something like Descent or Forsaken, etc., you will see the similarities, although the shooting kinda sucks, especially against those damn "dragon flies" that just don't wanna be hit. On one hand, this seems like a faithful recreation of the old System Shock, it looks gorgeous, despite the pixel graphics, on the other, even though it does have some modern quality of life changes, it's still a game from the early 90s (!). Shodan is as unhinged as ever, but if you're all about speeding through a game, this isn't for you. It requires a slow, methodical approach, your inventory will always be just not enough, you will click a lot, you will want to pick up pretty much everything that isn't nailed down, turn it into salvage and sell it to afford healing, weapon mods and maybe ammo. You will spend a considerable time looking at menues. But it's worth it if you give it a chance. Games like these are very rare these days, and even though I hated some parts with a passion, like the terrible boss fights and the even worse final boss fight, I would prefer this remake of a 90s game, heck, even the original, over pretty much anything Ubisoft or EA (and many, many others) have shat out over the past 15 years or so.
While i did enjoy this game for hours upon hours i feel like i get more frustrated to the point i'm not having fun anymore I can see why people enjoy this game i enjoyed a lot of this game but i'm at the beta grove section and i just don't like the game anymore so i quit, its not just that but before i've been having problems with the map sometimes it just feels difficult trying to know what the game wants of you it feels like in some sections you straight up need a guide and i don't like games that do that, i don't like hand holding in games but i also don't like not knowing where to go next in a huge maze. I understand its a remake but i feel like that is a thing that should have been changed i don't think remakes should change everything but some maps in this i just do not have fun with, the inventory system feels pretty dumb like i love inventory systems but in this one it feels like your given 5 new guns every level but they take up most the inventory and the game doesn't feel like its built for this new inventory system. I haven't played the original game but the radiation system is just dumb to me as well Again i can see why people would enjoy this game but i feel so frustrated that i'm not having fun anymore personally shodan is the best part hands down
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Where this game's players are, estimated from review languages.
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