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  (30 - 40 of 683)
ScubaSteve3465
ScubaSteve3465 Oct 31 2012, 8:19am says:

Im wondering if the game will also be released on GreenManGaming.com? Im sure im not the only one thats curious, so if you could shed some light on this, i would be very grateful. Thanks and great job on release.

+2 votes     reply to comment
ScubaSteve3465
ScubaSteve3465 Oct 31 2012, 7:56pm replied:

Can anyone give some insight on this please?

+2 votes     reply to comment
DerAndere
DerAndere Dec 19 2012, 12:24pm replied:

Ask UWE on their forums. All the interaction is taking place there.

+1 vote     reply to comment
Metal-Payne
Metal-Payne Oct 25 2012, 1:37pm says:

A 6 man team, made a game that's on par with most games on the market today... Sold.

+3 votes     reply to comment
_Dexter_
_Dexter_ Oct 31 2012, 12:59am replied:

Kinda like Tremulous, only extremely up scaled graphically (and not free) You get more than you pay for. Game-play looks solid, and incredibly balanced. And at a modest price.

+4 votes     reply to comment
Mkilbride
Mkilbride Nov 5 2012, 5:00pm replied:

No, Tremulous is kinda like Natural Selection.

NS1 came out before Tremulous, based off a Quake 2 mod called Gloom.

+2 votes     reply to comment
SinKing
SinKing Oct 24 2012, 9:50am says:

I think if you can run Crysis at high settings you can run just about anything, so this statement is ********. I do have a strong lineup, but my PC is not out of the ordinary and NS 2 runs just fine. (Arma II runs much worse on it)

Which is actually the reason why I came here today. I pre-ordered the game so many years ago, basically after NS for Goldsource was no longer played. I had mixed feelings inbetween and thought you were screwing up with your own engine. It ran pretty choppy at times.

Now I played the latest Beta and I'm so damn impressed, I have to appologize humbly. What you have achieved here is incredible. The engine and things possible with it are quite amazing. I would have never believed this team is only a few people in size. You've done a great job and I can hardly wait for the stuff I get for pre-ordering. I guess the artbook alone will be an interesting feat. I'd like to know how development looked like at different times!

Very well done! Congratulations on the imminent release!

+4 votes     reply to comment
fragfest2012
fragfest2012 Oct 23 2012, 12:54pm replied:

He meant his system can run Crysis but can't run this game with a playable framerate. Most likely, there is a physical issue with his PC or a driver issue he is having. Regardless, don't let him stop you from buying this amazing game.

+3 votes     reply to comment
Mkilbride
Mkilbride Nov 5 2012, 5:02pm replied:

Yes, which is why Natural Selection 2 is the only game with this problem. I can run BF3 @ 2560 x 1440, with over 100FPS, maxed out, AND 2xAA. Granted, BF3 is made by a huge team, with lots of money, but still.

+1 vote     reply to comment
narutoa123
narutoa123 Oct 28 2012, 8:49pm replied:

well....that's just too complicated

+1 vote     reply to comment
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Natural Selection 2
Platform
Windows
Developer
Unknown Worlds
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Released Oct 29, 2012
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