Ultimate Guide to SS2 Mods - 6.10
  Patch for System Shock Infinite - 3.4
  System Shock Infinite trailer - 2.17
  New FM - System Shock Infinite - 2.12
  SS2 on Steam/GOG - 7.15
  SS2 music original multi-tracks - 10.1
  New patch: SS2 V2.4 - 9.26
  Unused content in Shock - 11.17

  Ultimate Guide to SS2 Mods - 6.10
  Updated: Shock2 Ambient List - 6.3
  Info: Commands Dump - 11.24
  Fan Story: Bringer o/t Many - 10.22
  Fan Story: Mind's Eye - 8.8
  Fan Story: Loyalties - 7.31
  Fanart: Waiting for a Shodan - 5.19
  Fan Story: First Hour - 5.19

  Patch for System Shock Infinite - 3.4
  FM - System Shock Infinite - 2.12
  ADaOB v0.3.0 - 5.18
  FM - UNN Nightwalker - 9.21
  FM - Shocking Ruins - 3.7
  FM - Ponterbee Station V2 - 2.1
  Zygo's 'Ultimate' Spawn Mod (II) - 8.22
  Zygo's 'Ultimate' Spawn Mod (I) - 8.22

SS2 Information Data.Node
SS2:\ Multimedia Databank
Shock 2 Community
Shock 2 Strategys, Guides, and Hints
Shock 2 Fan-made Stories and Artwork
System Shock 2 Level Editor

Electronic Mail Addresses
Dave - Keeper of pygmies
Tim - Chief leprechaun tamer
D'Arcy - News!

The TTLG Network
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TTLG Forums

    Tuesday, June 10, 2014
   Ultimate Guide to SS2 Mods - 5:32:35 PM EST - D`Arcy

Given the sheer amount of mods and enhancements that the community has made for System Shock 2 over the years, it's pretty easy to get confused or lost deciding which ones we might wish to install. Well, thanks to Chris' work, that problem may very well be a thing of the past.

You can check out the excellent and thorough Ultimate Guide to SS2 Mods that he has compiled for us, where every available mod is described in detail, helping you decide what best suits your needs.

A big thank you for your hard work, Chris!

    Tuesday, March 04, 2014
   Patch for System Shock Infinite - 10:08:23 AM EST - D`Arcy

A patch for the System Shock Infinite FM has been made available, that will fix several bugs in the full version.

The patch is available here.

    Monday, February 17, 2014
   System Shock Infinite trailer - 10:58:11 AM EST - D`Arcy

The team who brought us System Shock Infinite has just released a new trailer.

Check it out!

    Wednesday, February 12, 2014
   New FM - System Shock Infinite - 7:26:26 PM EST - D`Arcy

xdiesp has just announced over at our forums that a new fan mission for System Shock 2, 'System Shock Infinite', is now available for download. This minimod is a collaboration between him, Phantasmagore, ShephardReborn, and CaptainLKL.

For more details, install instructions and discussions about this FM, you can check the relevant thread.

The fan mission can be downloaded here.

A big 'thank you' to all the team who made this!

    Monday, July 15, 2013
   SS2 on Steam/GOG - 10:01:23 AM EST - D`Arcy

System Shock 2 is now available on Steam, and also on GOG.

This is the 2.42 patched version, and if you hurry you can get it 50% cheaper on Steam's Summer sale!

    Monday, October 01, 2012
   SS2 soundtrack original multi-tracks - 6:54:17 PM EST - D`Arcy

And the goodies just keep on coming. We have just received word from Josh 'Robotkid' Randall, concerning the System Shock 2 soundtrack:

"Josh Randall here. I was the producer for Thief and System Shock 2 back in the day. I was also the guy who did the electro bits of the System Shock 2 soundtrack.[...] I decided to post the original multi-track recordings that made up some of the songs from the SS2 soundtrack. I also posted some thoughts about each track, and the gear I used. I hope you and your readers enjoy!"

The files can be found on Josh's site, and you can discuss this on our forums.

Thank you very much, Josh!

    Wednesday, September 26, 2012
   New patch: SS2 V2.4 - 10:55:53 AM EST - D`Arcy

We just got some delightful news: a new unofficial patch for System Shock 2 has surfaced! This is huge! The patch (along with a similar patch for Thief II) was announced by a mysterious user named 'Le Corbeau' on the French forum Ariane4ever. The list of changes introduced by this patch is simply amazing, making both games fully compatible with modern hardware and Windows releases, and opening new horizons for the modding community.

A small sample of changes and fixes (from the release notes):

  • Added windowed mode
  • Added single display mode option - no resolution change between menus and game
  • Added ingame support for all common resolutions, including widescreen
  • Added support for 32-bit color
  • Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
  • Added UI framerate cap option to avoid GPU fan spinning up in UI
  • Added DDS/PNG image support
  • Added full 24/32-bit TGA/BMP image support
  • Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
  • Animated texture rate can now be specified via a material file for that texture
  • Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys
  • Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
  • Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
  • Added "head_bob" config var to control amount of head bob
  • Added mousewheel support to options menu
  • Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
  • Fixed sound cap per schema type bug and upped max sound channels to 48
  • Changed screenshot output format to BMP and also added support for PNG screenshots
  • Changed mouselook sensitivity to be resolution independent
  • Added check to avoid trying to open files with reserved system name like com ports
  • AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
  • Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
  • Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
  • Fixed star rendering
  • Added "log_player_pos" command that dumps current player pos to log file (when enabled)
  • Added the ability to detach from ladders by crouching
  • Improved mantling a bit and added optional new mantling algorithm with lower failure rate
  • And much, much more...

Join the discussion at our forums, where we have threads dedicated to both Thief and System Shock 2. There you will also find links to download the patches and respective demos.

We still don't know who is the author of this amazing work, but whoever you are, there aren't enough words to thank you for this!

    Thursday, November 17, 2011
    Unused content in System Shock - 1:58:17 PM EST - D`Arcy

Back at our forums, Devin has announced his excellent effort in compiling a list of all the stuff that has been left out of the final release of good old System Shock (yes, it could have had even MORE goodies). Even though seventeen years have passed since its release, we can still find out new stuff about it.

So if you're curious to find out a bit more about the unused content that Devin has been digging out of the game's resource files, you can just head over here.

Great work, Devin!

    Sunday, July 31, 2011
   System Shock review - 6:14:06 AM EST - D`Arcy

For the nostalgic people out there, I've just found this awesome and pretty detailed Ancient DOS Games review of good old System Shock, on Pixelmusement.

It does bring back memories... I guess it's time to fire up DOSBox and plunge back into the dark corridors of Citadel Station.

    Friday, March 19, 2010
   SS2 article on Gamasutra - 5:17:06 AM EST - D`Arcy
There is a new System Shock 2 article on Gamasutra: Analysis: System Shock 2 - Structure And Spoilers.

    Monday, March 15, 2010
   SHTUP has moved - 3:22:42 PM EST - D`Arcy
That's right. The Shock Texture Upgrade Project site has moved due to the death of the former host. The new address is www.shtupmod.net

    Sunday, October 18, 2009
   System Shock 2 Review - 12:05:33 PM EST - D`Arcy
The latest Matt Chat reviews System Shock 2. You can check the video here

    Monday, May 18, 2009
   ADaOB v0.3.0 released - 11:07:51 PM EST - D`Arcy

The newest version of ADaOB - Anomalies, Discrepancies and Outright Bugs was just released.

This is the first version to include ZylonBane's SS2 Enhanced Monitor Package (SHEMP).

A full list of changes is listed below.

Changes in v0.3.0:
  • Inclusion of SHEMP high resolution terrain textures (mostly screens and other tech displays)
  • Fixed light switch in Med/Sci corridor over training stations
  • Med/Sci armoury note is now correctly ticked off
  • Added shields on shuttle ports on the training stations and in the Command deck shuttle bays
  • Added targets to the shooting range on Ops
  • Added ceiling glass to a room in Rec that previously opened out into space
  • Realigned many textures and fixed many object placements
  • Re-added a small number of French-Epstein devices and Auto-repair units on Impossible difficulty
  • "Plasma" pistol changed back to laser pistol. Significantly decreased degrade rate for non-overcharge shots
  • Auto-repair units and French-Epstein devices can now be recycled (for 20 nanites)
  • Hazard suit now makes you completely immune to toxins from worm piles
  • Removed ejecting casings from blast turrets because they looked too strange
  • Shrank physics model on a Rickenbacker turrent that was very hard to walk past before
  • Fixed the hole between the pipes in Rickenbacker Pod 2 where you could easily fall to your death
  • Localised Pyrokinesis now deals 1 damage / 400ms instead of 5 damage / 2000ms
  • Replaced elevator music with high-quality full-length version from SS1
  • Various minor tweaks

The file can be downloaded from Filefront. You can discuss any technical issues on the related thread in our forums, or in the main thread at Strange Bedfellows.

Thank you to Nameless Voice, Zylonbane, and everyone involved in this excellent work!

    Saturday, April 12, 2008
   New FM: Have a nice Holiday! - 11:48:22 AM EST - D`Arcy

A new FM from Christine is now available! It contains three levels. This is not a typical SS2 campaign, rather it is a "Funmission", so don't take it too seriously. You are on vacation. There are no keycards, codes, security cams or respawns, and sometimes sneaking may be better than fighting.

More details and screenshots are available at Christine's homepage. The FM itself can be downloaded (~135MB) from the following location.

You can discuss any details related to this new FM in its dedicated thread, at TTLG forums.

Important note: This campaign uses custom scripts by Nameless Voice, so make sure that the file NVScript.osm is in your SShock2 directory.

Thank you for your excellent work, Christine!

    Sunday, September 02, 2007
   SHTUP Beta 6 released - 9:34:33 AM EST - D`Arcy

At long last, Zylonbane has announced the release of SHTUP (Shock Texture Upgrade Project) Beta 6

Here are a few details regarding this new release:

Leading Particulars:
  • Download size: 15.7 MB
  • Uncompressed size: 43.1 MB
  • Updated Object Models: 252
  • Updated Object Textures: 715
  • Updated Terrain Textures: 121
What's New:
  • Several dozen most excellently updated/retextured pipe models (IceNine)
  • Updated "annelid goo" models (IceNine again)
  • Updated plant models (Black Boe)
  • Updated Earth skybox (Black Boe again)
  • Redrawn Xerxes face (Eldron)
  • Updated world model wrench textures (Ichu)
  • Several fixed object models (the inimitable Esh)
  • Updated "annelid goo" textures to complement IceNine's updated models
  • Updated basketball hoop, basketball court (same res, but should look a little more natural now), and basketball inventory icon
  • Re-Updated the MedSci "VB" door texture. This was one of the first textures I updated back in 2003, so it was looking a little rough. Thanks to Esh tweaking the door model, it's now a full 256x512 texture. Also, finally updated the damaged version of this door.
  • Made some tweaks to the HUD graphics so the edges don't change when switching between Use/Shoot mode anymore.
  • Cleaned up all the square warning signs with the horizontal color stripes. They should all look much more consistent now, with the stripes always on the same side and no weird Z-fighting issues. Also, the signs that used to have a flashing white stripe will now have a flashing red stripe. Turns out it was always supposed to be red, but a palette mismatch caused it to appear white instead.
  • Updated all the "big red letter" signs so that each letter is its own 256x256 texture. Super sharp!
  • Updated most non-square signage to use TGA textures. This means that all edges will now have a smooth, anti-aliased appearance. This is especially noticeably on signs with text.
  • Updated all blood splats and blood scrawls to use TGA textures as well. In addition to the edge-smoothing effect, variable transparency was used to give the blood a nice gory smeared appearance.
  • Cleaned up the Rickenbacker logos on the Rickenbacker map screens.
  • Trash cans now have actual trash in them.
  • The snow-covered floors now actually look like snow.
  • Wedge lights now have a texture that actually looks like something, instead of the old blank white texture.
  • Rickenbacker deck A/B/C signs inverted to match the Rickenbacker's deck layout (A at the bottom, C at the top).
  • Three out of four stim unit faces upgraded (still can't figure out who that second guy is).
  • Recreation deck room signs height slightly increased so VB logo is round now.
  • Piano console screen upgraded. Name that tune!

Screenshots are available at the SHTUP site.

The file can be downloaded here. Please discuss any technical issues on the related thread at our forums.

And a big 'thank you' to all the SHTUP team for their excellent work!

Browse old news in the News Archive.
This site was designed and constructed by the same hack-crazy Taffer who built and
runs TTLG, Thief-thecircle.com, and the Irrational Games website. It was coded 100%
in a text editor, and the images were created using Paint Shop Pro 5. For best viewing
results, you should be using IE 4.x or greater, no less then 800x600 resolution, and
hopefully something greater then 256 colors. The author of this site would like to thank
Al for the good design advice, Saam for getting him in the biz in the first place, and
Lu for having such a sinister face! All System Shock related stuff is copyright Looking
Glass Studios, Irrational Games, and Electronic arts.