
Changing engines during a project is a pretty big risk and not a choice to be taken lightly. However, we are familiar with other engines and are open to exploring options that make sense. If there's enough of a demand, we'll add a "Classic Mode" to one of the stretch goals that disables all RPG stuff as an option.Įngine - Our pre-alpha demo is in Unity, and that is the technology the team has been using for the past several months. Our goal is to have the gameplay somewhere between System Shock 1 and System Shock 2, with sprinkles of BioShock on top (rich melee attacks and ranged weapons, vending machines, upgrades, and damage types). We want to preserve that innovation and present a game we feel modern gamers will enjoy. The original System Shock was ahead of its time and introduced a lot of new elements to gaming. RPG elements - We understand this is a pretty vague term and has been confusing to backers. The overall story will be the same, but we might change some details/wording here and there for the sake of consistency and pacing. We will be rewriting most of the text (well, when I say "we", I actually mean my good friend, Mr. Story / plot changes - We won't be deviating from the main story or plot from the original. It will make all orchestral elements crisper while maintaining the electronic pieces. Also, the full orchestra stretch goal will not change the music style. Until then, the short answer is that the final score will definitely be more cyberpunk than just straight orchestral. electronic music - We're going to have an audio update written by Jonathan, our audio engineer and composer, to go over this stuff in more detail some time this week. Some screenshots are below in the patch preview section In the next demo update, we've switched from no filtering to trilinear.


We're doing the same thing to have a bit of a retro touch.

Before video cards became commonplace in the late 90s, textures did not get filtered. This actually has nothing to do with their texture resolution. Pixelated / low-res textures - In the current demo, some textures look "pixelated" up close. Before getting into patch stuff, I'd like to quickly answer the biggest questions I've been seeing:
