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Whether you play as one of the elite marine Frontiersmen or the vicious alien Kharaa, you must use unique strategies and your abilities to win. Marines buy weaponry and form persistent squads to find and destroy alien hives. Aliens can choose a wall-running Skulk, pudgy Gorge, flying Lerk, murderous Fade or gigantic Onos that can devour enemies whole.

Real-time Strategy
New strategy gameplay allows players to Command from overhead. Build structures anywhere, collect resources and research upgrades. The marines can build phase gates, sentry turrets and siege cannons to assault the enemy. Aliens can build upgrade chambers, evolve special abilities, lay eggs and plant traps.

Dynamic Environments
Levels change as you play. Spreading alien infestation deforms hallways and causes space station power failure, halting all lifts. Destroying a catwalk's supports causes it to fall, revealing a new route. Use a flamethrower to clear infestation, spin webs to block a passage or weld a bulkhead shut for a last defense. Every game is different.

Unlimited Variations
Flexible game rules and scripting allow you to create your own unique scenarios like "Colonist Rescue", "Alien vs. Alien" or anything else you can dream up. Free automatic updates keep the game fresh by adding new levels and abilities.

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Blog RSS Feed Report abuse Latest News: MODJAM – AFTER ACTION REPORT

3 comments by SgtBarlow on Apr 22nd, 2013

Last week, UWE held a ModJam. Five days, three teams, three games: All using the Spark Engine. You can read daily updates from the jam here - Monday, Tuesday, Wednesday, Thursday, Friday. Today, we sat down to think about what went wrong, what went right, and what is going to happen to each of these mods.

Brian espousing wisdom during the ModJam debrief

First up, what's happening with the mods! You will be able to play them very soon. At the start of the modjam, we decided to use an internal build of NS2 that is not yet public. That build is currently being playtested and prepared for release. It is scheduled for release on Thursday, though such is the process of releasing builds that we cannot be sure. Once it is released we will put all three mods up on the Steam workshop, and you will be able to play them to your hearts content!

 
Of course, they are not quite finished. So far from finished in fact that the real fun that will come from their release will be what you choose to do with them. Along with the Steam Workshop release, we are going to release the mod source code. Hopefully, some clever community modders will take on the challenge of turning a mod like Last Stand into a game that really shines.

During ‘meetings,’ this dooverwhacky connects those in the UWE office to those around the world

 
During the jam, many of us in the San Francisco office spent lots of time working closely with those offsite. This was a wonderful experience, as distance can sometimes be a barrier to collaboration. By using tools like Teamspeak and even Twitch.tv, offsite programmers, artists, mappers, and designers could fully participate in the jam.

 
Small game developers like UWE typically encourage people to be ‘T-shaped,’ which is a fun way of saying: ‘Be very good at one thing, but understand and be effective at lots of things.’ This philosophy is amplified during a jam, when people have the opportunity (and are encouraged by their peers) to dabble in areas of development they do not normally participate in. For example, programmers creating levels, designers creating game code, or artists designing games.

Charlie makes a point during the ModJam debrief


A verbose and corporate way of describing this situation would be ‘multidisciplinary cross-pollination.’ When people better understand what their team-mates are doing, they can work together better. Programmers that understand the workflow of artists can build better tools, and artists that understand the limits of code can create better art. The process also breaks down the traditional programmer / artist / designer / other divides, that can appear outmoded and inefficient at a small, nimble studio like UWE.



Spending a week using our own mod-tools has alerted us to some of their weaknesses. They work well, and work fast. But there are areas where they can cause frustration to modders. Now that we are aware of the problems in the mod-pipeline, we can make changes to the Spark Source Development Kid (SDK) to make creativity easier. Everyone had a blast during the ModJam and we will no doubt have more of them, each time learning new lessons and become better at making games.
 

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Natural Selection 2 HD Wallpaper Set

Natural Selection 2 HD Wallpaper Set

May 13, 2013 Wallpapers 1 comment

Pixels are addictive. There are never enough. More definition, higher resolution, greater pixel density. But what to do with all those high-resolution...

Post comment Comments  (20 - 30 of 683)
Orac|
Orac| Dec 9 2012, 8:44pm says:

I finally realised that I was willing to buy this for the price it's at. And as it sits, installing right now, I am unexpectedly pleased with the mere 2.1 GB Steam is reporting I will have to download.
If Steam is correct, you've packed a lot of awesome into a quarter of the download size I had been expecting.

+2 votes     reply to comment
Dzev
Dzev Dec 1 2012, 4:35pm says:

Voted!

+4 votes     reply to comment
wsworin
wsworin Nov 23 2012, 1:08am says:

Such an amazing game. We made sure to tweet about it on our StarForge twitter. Were all playing it here at CodeHatch when we get the time. I really love how innovative the entire game feels, and it is extremely addicting and polished. Keep up the great work! :)

+4 votes     reply to comment
INtense!
INtense! Nov 14 2012, 1:07am says:

Hard to believe i'm back playing this 10 years after building basically an entire modding site around mods/games like this

+8 votes     reply to comment
Dementei
Dementei Nov 10 2012, 4:07am says:

I have NS2 but I don't have the Spark Editor, anyone want to lead me in the right direction to start mapping?

+2 votes     reply to comment
SgtBarlow
SgtBarlow Nov 11 2012, 6:24pm replied:

Program Files (x86)\Steam\steamapps\common\Natural Selection 2\LaunchPad.exe

+3 votes     reply to comment
m82sniper
m82sniper Nov 5 2012, 12:36pm says:

What a god damned fantastic game.

Props to you, UW team and NS community.

+2 votes     reply to comment
GilgameshMa
GilgameshMa Nov 3 2012, 12:03am says:

Check out my server and favorite it! Overthecliffstudios.com

+2 votes     reply to comment
Dark_Oppressor
Dark_Oppressor Nov 6 2012, 4:20am replied:

I think I saw you in there earlier, played in there for hours. I didn't know you were the man in charge :-D

+2 votes     reply to comment
TheUnbeholden
TheUnbeholden Oct 31 2012, 10:45am says: +2 votes     reply to comment
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Natural Selection 2
Platform
Windows
Developer
Unknown Worlds
Engine
Spark
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Naturalselection2.com
Release Date
Released Oct 29, 2012
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