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System Shock Remastered Development put on Hiatus

System Shock Remastered Development put on Hiatus

The upcoming remake of System Shock, Kickstarted two years ago for over $1.3 million, is now on “hiatus” thanks to problems with development, the company behind it said today.

We put together a development team and began working on the game. But along the way something happened… We moved… to a completely new game. We shifted engines from Unity to Unreal, a choice that we don’t regret and one that has worked out for us. With the switch we began envisioning doing more, but straying from the core concepts of the original title… As our concept grew and as our team changed, so did the scope of what we were doing and with that the budget for the game… I have put the team on a hiatus while we reassess our path so that we can return to our vision. We are taking a break… Please accept my personal assurance that we will be back and stronger than ever. System Shock is going to be completed and all of our promises fulfilled.

This will be a cause for concern to many backers because when games are put on hiatus, they sometimes never release, as a studio closes down or there are other problems. Hopefully Nightdive Studios will reemerge soon with a concrete plan. Until then, we can just hope that those who invested in the game will receive some assurance.

In March of 2016, Nightdive Studios released our video of our vision of System Shock Remastered. Done in Unity it was an immediate hit with almost a half million views on YouTube. In June of 2016 we launched a Kickstarter campaign to make the vision into a reality. It was tremendously successful with over 21,000 backers contributing over $1.3 million to the campaign. We put together a development team and began working on the game. But along the way something happened.

Maybe we were too successful. Maybe we lost our focus. The vision began to change. We moved from a Remaster to a completely new game. We shifted engines from Unity to Unreal, a choice that we don’t regret and one that has worked out for us. With the switch we began envisioning doing more, but straying from the core concepts of the original title.

As our concept grew and as our team changed, so did the scope of what we were doing and with that the budget for the game. As the budget grew, we began a long series of conversations with potential publishing partners. The more that we worked on the game, the more that we wanted to do, and the further we got from the original concepts that made System Shock so great.

Ultimately the responsibility for the decisions rests with me. As the CEO and founder of Nightdive Studios, a company that was built on the restoration of the System Shock franchise, I let things get out of control. I can tell you that I did it for all the right reasons, that I was totally committed to making a great game, but it has become clear to me that we took the wrong path, that we turned our backs on the very people who made this possible, our Kickstarter backers.

I have put the team on a hiatus while we reassess our path so that we can return to our vision. We are taking a break, but NOT ending the project. Please accept my personal assurance that we will be back and stronger than ever. System Shock is going to be completed and all of our promises fulfilled.

– Stephen Kick

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Manuel Alvarez

Manuel Alvarez, a budding writer and the Leroy Jenkins of Final Fantasy XIV, he decided to join the Gaming Instincts team to contribute with the news portion of the website, from humble beginnings, Manuel is currently a graphic designer working for the industry, but his burning passion for gaming and opportunities made him enter the world of game journalism and like everybody else in the team, he is eager to see where it will lead him in the future!

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