
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.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Sep 17 → 3/day in the week after.
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, 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% | 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 933 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It seems interesting but I don't want to put up with the inventory management system and so quickly decided that I would rather move on than continue with it. Not my kind of game.
Sticking to your guns needn't be the sole criterium for a virtue. ++ Nigh 1:1 remake of the original, which was the goal for this game. + Early game exploration feels rewarding and is where exploration is at it's highest. + The puzzles are surprisingly fun. Great frequency, good balance of difficulty and challenge and is iterated upon throughout the game. + When the no hand-holding approach works, it works very well. + Character upgrades can be found multiple times, increasing the chances to come across these naturally. Generally, exploration gets you these upgrades sooner. + There are glimpses of emergent gameplay, whilst not entirely an immersive sim, sometimes it is possible to use the tools given to you in such a way the solution feels unintended. Those moments are few and far between though. + Objectives are non-lineair to coincide with a non-lineair level design. ~ Graphics feel very uncanny at first due to high fidelity shaders with pixelated (not low resolution) textures. ~ There is such a thing as too much of a good thing. The things that make this game special (no hand-holding, complex levels, etc.) become exhausting because the novelty wears off and isn't being iterated upon. ~ Certain ammo types are effective for certain enemies, but ammo types are tied to guns. ~ The game treads a very fine line between "no hand-holding" and not communicating enough with the player. ~ I genuinely could not see the immersive design. Was my solution one of many or the only one? ~ Thematically the game feels a bit shallow. Gee wizz I think the game is trying to tell us capitalism is bad. ~ There's a lot of trading tedium with efficiency in this game. Early to mid game being efficient (especially on higher difficulties) is a must. Towards the end less so. Regardless, going all the way back to the first level to top off your health after respawning gets tedious fast. ~ I don't think the retro aesthetic holds up too well in modern day. - Excessive backtracking bordering on padding. - Higher difficulties really don't translate well with eachother. E.g.: Going from Puzzle 1 to 3 is a way smaller gap than from Combat 1 to 3. - The latter half of the game has an insane difficulty spike. - Enemies become way too tanky on higher difficulties. I don't think tanking 2 railgun shots is good balance... - There is an achievement to play the game on the hardest difficulties, one of these forces a 10h hard timer. On a blind playthrough this isn't enough, so you have to do multiple playthroughs. - Cyberspace is the most disorienting thing I've seen in a game. It's on fully 3D flight section where the entire level is one homogenous mess. - Significant amount of bugs affecting gameplay and performance. - AI can be very janky (and exploitable). - The last two levels of the game (you can make the argument to include Engineering in this too) are a slog to get through.
Media

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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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 938 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
말을 더듬는 쇼단의 작은 벌레 키우기 대작전 시스템 쇼크 이 분야 장르의 선구자격인 게임이라서 궁금해 하실 분들 많을 거임 이 게임은 고전 게임 베이스에 현대적인 인터페이스+고전 감성 느낌이 나지만 그래도 발전한 언리얼 엔진을 섞은 게임임 그럼에도 불구하고 이 게임은 취향을 엄청 탈 수 밖에 없음. 던전 크롤러형식의 미칠듯한 맵 디자인에 상호작용할 아이템도 무척 많고 자원은 부족하고, 퀘스트 마커 그런게 없어서 직접 오디오를 확인하고 맵을 뺑뺑 돌아가며 맵을 탐험해야 함 전투가 있긴 한데 타격감은 솔직히 그렇게 좋지 않음 신체절단 부분이 있긴하나 밋밋한건 사실임 그래도 게임방식이 올드한 것 뿐이지 게임이 구린건 절대 아님 좀 진득하게 탐험하는거 좋아하면 추천할만 함 그리고 전반적인 인 게임 성우의 연기가 뛰어나서 인상깊었음 쇼단은 말할 것도 없고 주변 npc의 오디오 로그도 하나하나 잘 연기했다고 느껴졌음 개인적인 취향으로 보면 추천하나 누구에게나 추천할만한 게임은 아님 PS. 내가 했던 게임 중에 가장 맵이 복잡한것 같음 다크소울은 진짜 양반인듯 엔딩이후 소감 초반엔 자원이 빡시다 중 후반 부터 좀 풀리기 시작하면서 쭉 진행함 맵은 진자 욕나올정도로 복잡함 참고로 이 게임의 흐름이 중요함, 막 돌아다니기 보다 목적을 가지고 돌아다니는 것을 추천 그리고 게임의 목표를 잃었다면 공략을 보면서 하는거 추천 유튜브에 시스템 쇼크 리메이크 공략 치면 굵직한 메인 미션 흐름을 알려주는 영상이 있는데 그거 참고하면서 하시면 수월함 최종보스전은 패치했다지만 여전히 짜침 그래도 추천함
For me this game is that meme graph of we are so over and we are so back. Whenever I have to entre cyberspace it makes me want to become one of SHODAN's lobotomized cyborgs, everything else simply amazing. Go ahead buy it. NOW!
To any millenial who said they finished this game (the original) before they were 10 are either liars or working at ♥♥♥♥♥♥♥ NASA today. At least I can say I finished System Shock before I turned 40 (with an hour to spare).
Absolutely monumental. What impressed me most about this remake is how unapologetically faithful it is to the original experience. No glowing objective markers, no magical GPS route, no journal constantly screaming "GO HERE NEXT." You have to pay attention, read logs, remember locations, and actually navigate the station yourself. As a modern player, that hit me like a truck. I got lost. A lot. And honestly, that's not a flaw—it's a reminder of how much we've been conditioned to rely on modern game design. You have to relearn how to observe, think, and piece things together on your own. That said, I do think they could have included an optional navigation setting alongside the difficulty options. Something that lets players choose between a more guided journal and the classic experience. It wouldn't have hurt the purists, and it would have made the game more accessible for newcomers. But that's really my only complaint. Finally getting to experience the grandfather of immersive sims was incredible. I loved every second of it. If you're willing to throw yourself into a giant maze of corridors, maintenance shafts, security rooms, and hidden shortcuts while a psychotic AI monitors your every move, you're in for something special. The entire game made me feel like a lab rat trapped inside a giant experiment. Every door, every corner, every dark hallway had me wondering what SHODAN had prepared for me next. Even today she's creepy as hell. Few villains manage to create that constant feeling of paranoia where you're always expecting a cyborg ambush, a security trap, or the station itself turning against you. By the final hours I went from helpless survivor to what felt like an antivirus program rampaging through Citadel Station, systematically deleting every corrupted nightmare SHODAN had unleashed. It was such a satisfying progression. The ending landed, the atmosphere never stopped being oppressive, and somehow 30 hours completely disappeared. I genuinely couldn't believe how fast the time went by. I also came away with a newfound respect for Nightdive Studios. This is how you do a remake: preserve the soul of the original while making it playable for a modern audience. No unnecessary changes, no compromises, no nonsense. If you've ever wanted to see where immersive sims came from, play this game. SHODAN is still terrifying, Citadel Station is still a nightmare, and this remake is an absolute masterpiece.
jogao da porra
Understanding what the game asks from you makes a huge difference to how enjoyable this game is. On my first play through I got really board as I was not really paying attention to audio logs and I was not marking locations on the map as I found them, this caused me to essentially stall mid game and I gave up and left the game for about a year. After playing Prey and loving it, I decided to give System Shock a replay, remembering to bring a notepad and mark things on the map, and the game became way better and more enjoyable. The maze like levels can be pretty fun once you understand the minimap and trying to figure out what you haven't explored. So well worth a play if you like a game with a bit of a challenge, but come into it with the mindset that it wont hold your hand and you need to pay attention to what you hear, be good at searching rooms for items, and have a good sense of direction. One of the most enjoyable games I have played in ages by the end
simplesmente perfeito
SHODAN scary and hot
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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