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  (650 - 660 of 683)
BuStAcAp3469
BuStAcAp3469 Nov 20 2008, 1:05am says:

When HL2 first came out this was the first game I was hoping for them to bring up to source graphics and i was a little disapointed when they didn't, but this is even better than ns: source would have ever been and I am very exicted about it!

+1 vote     reply to comment
Lt.SnoWolf
Lt.SnoWolf Nov 17 2008, 2:37pm says:

Will it still be free? Because i play the old NS alot when im waiting for farcry 2 to update or when i feel like being a wall walking alien :D good mod now its gonna be a good game!

Lt.Snowolf rates this 9000% Awsome cakes!

+1 vote     reply to comment
m82sniper
m82sniper Nov 19 2008, 6:08pm replied:

I think you will have to pay for it.

+1 vote     reply to comment
RockerFox
RockerFox Oct 19 2008, 1:18pm says:

wow amazing
i played NS1 and i loved it and NS2 is shaping up very well keep up the good work.
P.S tracking

+1 vote     reply to comment
Doom-Hazmat
Doom-Hazmat Oct 16 2008, 12:43am says:

That engine is looking extremely well. In NS2 Will there still be physics? I'd love to watch a alien rush at me only having a "trip" form as it dies from my repetitive fire. Great work guys. Keep it up. -Tracked-

+1 vote     reply to comment
Flayra
Flayra Jan 30 2009, 1:56am replied:

Yep we have great physics. We have both Bullet and PhysX implemented (we'll probably ship with the latter).

+1 vote     reply to comment
Rogue_Eagle
Rogue_Eagle Oct 15 2008, 7:08pm says:

if it's anything like the first it'll probably become the best game in my collection.

+1 vote     reply to comment
Keptron
Keptron Oct 15 2008, 12:45pm says:

The graphics are monster, it kind of remember me Doom 3 ... Or just saying: Amazing.

+1 vote     reply to comment
VicXxX
VicXxX Nov 26 2008, 9:05am replied:

Dude, Doom 3 graphics are horrible!

+1 vote     reply to comment
Batuea
Batuea Oct 15 2008, 12:50am says:

O_O the lighting with the blinds in the beginning was jaw dropping, it reminds me of thief, but 1000% better *I mean the lighting effects*. You guys are doing great, finally a mod team that has gone "indie" properly, instead of using another games engine *you guys know what mod I am talking about* you are building your own from the ground up. Also was the mapping tool you were using to demonstrate the lighting effects view during map creation, did you guys custom write that?

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