Nightdive Studios CEO Stephen Kick released a backer update which laid out the situation. Maybe we lost our focus. "The vision began to change", Kick wrote.
The team went from creating a remaster to a completely new game, and shifted development from Unity to Unreal Engine for System Shock Reboot. While the project has already seen a fair share of delays - most notably after the decision a year ago to shift from the Unity engine to the Unreal Engine - backers still got steady updates on the game's progress, including a look at the new art style just last month. "The more that we worked on the game, the more that we wanted to do, and the further we got from the original concepts that made System Shock so great". As the budget grew, we began a long series of conversations with potential publishing partners.
The project was originally announced as a faithful remake of 1994's System Shock, the highly acclaimed first-person sci-fi horror game from Looking Glass Technologies. We are taking a break, but NOT ending the project. Unfortunately, Kick also states that he let the project get out of control. Although the CEO had good intentions for the game, these changes must now be evaluated as a whole for the sake of the people who backed and anticipated this game. As a result, the remake of System Shock is going on hiatus for the moment.
It is now unknown how long this hiatus will last. While the project will put on the break, the move will only be temporary and work on the project will resume with the project's core team.
Developer Nightdive Studios has announced that it's putting its highly anticipated System Shock reboot on "hiatus" after letting "things get out of control", just 18 months after the project was successfully Kickstarted to the tune of $1,350,700 Dollars.
The team raised just $1.3 million for the project; an amount that certainly won't carry a full team through the production of an ambitious RPG remake project such as System Shock. Kick assures gamersthe team will be "back and stronger than ever", but did not specify when.