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Citadel is a faithful remake of the original game System Shock created in 1994 by Looking Glass Studios. The purpose of this recreation is to present the story of the original to a wider audience, provide an enjoyable experience to a new generation of hackers, and keep true to the original style.

Citadel will also include support for cooperative play, deathmatch.

After release, all assets, tools, editors, and source code will be available so that new levels or mods can be created.

The game is set in the cyberpunk and not too distant future of 2072. You, the hacker, find yourself waking up on board Citadel Station facing an artificial intelligence that has gone rogue taking over the entire space station.

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Greetings Hackers!

No release for you at the moment.

Shocked? Don't be. Life gets in the way of projects at times. I have had a lot of late nights at work, disrupting business trips, and other personal matters
get in the way of achieving as much on this project as I would have liked by this point. Not to mention that I have had little support from other developers in
creating all of the 3D models needed. I would like to give a tremendous shout out to bastardrodent, however, since he has made half of the enemy models for
Citadel or at least the base unanimated versions. Bastardrodent, if you read this, please know that you have been extremely helpful and thank you for all that
you've done!

Even so, I have a completed a large amount of work on Citadel this year in spite of life getting in the way. Now to get on to the juicy status updates...

Items: Done! Modeled, textured, prefabs made in Unity, code done for using in-game. Items are anything that can be picked up by the player such as hardware,
medkits, and weapons. Whole lotta goodies!

All weapons, hardware, and useable items.

Objects: Done! Modeled, textured, prefabs made in Unity, code done for using in-game. Objects are anything that can't be picked up but that don't make up the
level geometry. For instance, chairs, crates, switches, cyber port, force bridges, etc.

All objects, doors, corpses, switches, etc.

Levels: Initial un-enhanced version done! Base geometry, lighting, level transitions, dynamic object handling code, and saving code are done. Levels are
currently made up of temporary flat cards that will be later enhanced to the higher-poly 3-dimensional level chunks. The enhanced level chunks will cull better,
react with physics more reliably, and allow for enhanced AI pathfinding since they can double as node points. These reasons should offset the impact on
performance from having a higher level of polygons on screen (most graphics cards are optimized for handling large amounts of polygons these days anyways).
Below you can see the subtle yet tremendous impact this will have on the level. This is just the first room to give you a taste of the eventual enhancement:

Comparison of Citadel's enhanced geometry versus original game.

Having modular level chunks also will enable the creation of an easy to use level editor, likely to be a modded version of the Unity editor using Editor scripts.

UI: The in-game HUD is almost finished. The only areas that are incomplete are the data tab of the email reader, in-game minigame player, automap (this will be
nigh on impossible without the above mentioned level chunks, at least for custom levels anyway), and creation of a mirrored righthand MFD panel. Code is
complete that allows for proper handling of which MFD side to use, lefthand or righthand, such that when an action hijacks the MFD (e.g. keypad or puzzle) it
will return to showing the previous data such as weapon stats or automap.

Also, the main menu is nearly complete as well:

Singleplayer Page
Difficulty setting screen.  Note: Font to be updated to my modified StopD font to match original game better.
Choose your previous save.

Enemies: Enemies are nearing completion. The only enemies left in need of 3D models are the Cyborg Enforcer, Elite Cyborg, and Security 1 Bot. There are a few
enemies that still need texturing done, such as the cortex reaver, cyborg drone (low res at the moment), zero gravity mutant, cyborg Diego, and a retouch of the
Exec bot. Current status in image form below! All pictures shown are subject to improvement!

All currently finished and WIP Citadel enemies

The work continues! It will be done "when it's done".


Source code and content: Github.com
Dev blog: Systemshock.org
Task tracker: Trello.com

Future enhancment plan footnotes:
Weapon view models (not just flat cards)
Muzzle tracking for view models in Inventory mode
Enhanced level chunks for each texture type used in the original game
Touch up some doors that are too flat by adding more reliefs, details
Better stylized particle effects for some weapons and enemy explosions
Impact sounds to objects when dropped or bumped (e.g. crates)
Extra debris models to litter the station
Implement the music system (Denhonator has some great enhanced mixes!)
Add leaning
Add cyberspace, but make it more easy to control. Will also be taking some inspiration from Geometry Wars for glow and effects.
Add screen effects such as emp grenade rolling, subtle shaking for large explosions, etc.
Optimizations for performance
Level editor
Trainer for stats and data (e.g. weapon damages, enemy health, etc.) or at least easily editable external text/.csv files
Ability to override and add models and textures with custom ones
Ability to override and add sounds with custom ones
In-game custom level loading
Testing testing testing.

Citadel UPDATE - March 2018 Status Report

Citadel UPDATE - March 2018 Status Report

News 4 comments

OVERALL STATUS: 80%. Target Beta Release Date: 9/22/18.

Citadel - Now Being Developed in Unity 5 - And Open Source

Citadel - Now Being Developed in Unity 5 - And Open Source

News 7 comments

Lots of progress since the last news posting! The engine has been changed from the DarkPlaces Engine to Unity 5. The previous engine had some major technical...

Developer Report: Phase 1 Complete - Structure

Developer Report: Phase 1 Complete - Structure

News 11 comments

The first part of the master plan is now completed. All level geometry and texturing and code frame work is now completed.

We've Been Shocked!  Citadel to Be Released Sometime in Spring 2015

We've Been Shocked! Citadel to Be Released Sometime in Spring 2015

News 4 comments

Shodan, up to her tricks again, has prevented Citadel from being released this December 23. But don't fear! Hacking on Citadel is going very well.

RSS Files
Citadel Text Font (.ttf)

Citadel Text Font (.ttf)

Effects GFX 3 comments

This is my custom bitfont for UI text in Citadel. Created using BitFontMaker2(TM).

Citadel Pre-Alpha Game Geometry 01

Citadel Pre-Alpha Game Geometry 01

Singleplayer Map 2 comments

If you've never used the 3D modelling package Blender, download it. Open the .blend file in this download, and use Shift+F to enable fly-thru mode with...

Comments  (0 - 10 of 134)
JosiahJack Creator

Expect a video in a couple weeks. Going on vacation for the rest of September which gives me oodles of time to work on Citadel. I've been getting all the enemies ready and have more than half of them completed. All the weapon effects are done too.

Reply Good karma+3 votes
JosiahJack Creator

Discord channel: Discord.gg

Reply Good karma+2 votes

Do you have a Discord Channel?

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Is there any dynamic lighting, or shadows?

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JosiahJack Creator

All lights are currently realtime. I will have to experiment with shadows, however, to find a good balance. Currently shadows make performance terrible. Might be a non-default option. I get 48fps at the moment in most areas.

Reply Good karma+1 vote

Awesome, this looks great :O

Reply Good karma Bad karma+3 votes

Hello JosiahJack I Have So Many Questions To Ask. 1. Is There Going To Be Cheats Like Godmode, Infinite Ammo, NoClip etc. Is There A Console That You Can Put In Commands If So I'm Down With It. 2. Is The Game Going To Be Like I Remember It Or It Is The Exact Same Game That Was Made? Is There A Feature Like System Shock 2 Where You Can Enter Shoot Mode (i.e Mouselooking) & Then Enter Use Mode (i.e Using Your Cursor To Collect Items, Pushing Buttons, etc.) Or You Can Pick Up Items & Push Buttons With The RMB. That's All The Questions I Had To Ask JosiahJack. I Hope Your Project Is Going To Be Made!

Reply Good karma Bad karma+3 votes
JosiahJack Creator

1. Yes
2. On the spectrum of Exactly Like Original to Based on Foggy Fond Memories this project sits closer to the Exactly Like original end of the spectrum.
2b. Yes has use mode and shoot mode just like in SS2.
2c. Yes. LMB shoots weapon, RMB uses or picks up items (aka frob). Picking up an item puts you in inventory mode automatically. RMB drops held item, or places in inventory if you cursor is over the bottom screen area or a side button. Inventory mode behaves exactly like the original allowing you to shoot indepently of move and viewing. Shoot mode behaves exactly like common FPS games.

Reply Good karma+2 votes
JosiahJack Creator

Adding in some Gifs of the enemies to show off animations. Check them out in the images section: Indiedb.com

Reply Good karma+2 votes

Will the Gameplay be Improved?

Like not drastically but more refined and balanced.

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JosiahJack Creator

Yes. It should be more fluid, better combat, and above all fun!

Reply Good karma+1 vote
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