Dynamiczny, zespołowy shooter, który rzuca obcych oraz ludzi do strategicznej, oraz bardzo dynamicznej walki o przetrwanie!
Ostatnie recenzje:
W większości pozytywne (33) - 78% z 33 recenzji użytkowników z ostatnich 30 dni było pozytywnych.
Wszystkie recenzje:
Bardzo pozytywne (6,032) - 85% z 6,032 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania:
30 października 2012

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Najnowsze aktualizacje Wyświetl wszystkie (168)

29 października

Update 325 - Anniversary

Update 325 includes balance adjustments, map refinements, bug fixes, gameplay tweaks, and new cosmetics to the Catalyst Pack. A long time veteran of NS2 development has rejoined the team, Fsfod is back and putting all his focus on improving and stabilizing LuaJIT. Fsfod was the original developer that implemented LuaJIT support for NS2. His efforts will ultimately yield a faster and more stable game.

The Machine Gun is getting some needed love this update. The Commander is no longer required to research it separately after upgrading to an Advanced Armory and we have lowered the cost of the Commander weapon drop as well. Additionally, with a lower overall weight and slight increase to the base damage, this is starting to feel like a better weapon choice to have in a group of Marines later in the round.

Sound is a critical component of NS2 gameplay. Hearing the clatter of claws on metal can mean the difference between life and death. Our resident audiophile Sweets has prepared an overhaul of audio cues, from footstep distances to Gorge Tunnel sounds over the last few patches and now has taken a peck at the Lerk glide and ambient sounds for additional player tracking.

Last update we introduced the Catalyst Pack, new Sandstorm skins for all Marine equipment, and Toxin skins for all Alien lifeforms. This update we are adding to that DLC, Catalyst now gives the Command Station and Hive the cosmetic DLC love they’ve always deserved. This update also includes cosmetic options for Alien Eggs and Harvesters as well as Marine Extractors.



*Proceeds from the sale of all NS2 DLC items, including this new Catalyst Pack, go towards funding the on-going and long-term development of NS2.

Since this is Halloween, we have added our first ever animated shoulder badge. This spooky new babbler badge will unlock after completing just five rounds of play that are at least five minutes long.


Check out the full changelog below to see all the goodies contained within.

Follow the NS2 development roadmap to see our plans for future updates.


  • Machine Gun tweaks
    • Now unlocks with the Advanced Armory
      • We felt that accessibility was an issue preventing the weapon from being seen in most games, with the research cost and research time not being justified by the stats.
    • Lowered weight to 0.18 (from 0.21).
      • Now it weighs slightly more than the Grenade Launcher. This allows you to move faster with it, to include when using a jetpack to chase down those higher lifeforms.
    • Increased base damage to 9 (from 8)
      • The weapon should feel more impactful now later in the round, creating a greater distinction from the rifle when it comes to DPS.
    • Lowered commander dropped costs to 20 team resources (from 40)
      • This should bring it into parity with other commander dropped weapon prices.
  • Prototype Lab build time
    • Fixed that the build time was 8 instead of the intended 23 seconds.
  • Eggs and Embryos (Contributed by Katzenfleisch)
    • All eggs (spawned by hives) and embryos (player evolved or commander dropped lifeforms) now have a flat 350 hp and do not mature anymore. Additionally, we have removed Marines from seeing the nutrient mist “column” effects that play on evolving players. Aliens can still see the effect on their evolving teammates.
      • We did not like how frustrating it felt for a field Marine to so easily determine which were weak evolving embryos and which were strong eggs, without commander assistance.
    • Lifeforms now share their HP relative with their Embryo. For example: While evolving, if your Embryo takes 50% damage you will hatch with 50% HP. Also: If you evolve with only 50% HP, your embryo will only have 50% of its 350 HP when you begin evolving.
      • A compromise to the aforementioned increase in HP for embryos, and because it felt horrible to shoot an embryo to 5% HP and have a 100% HP Onos hatch out.
    • Both eggs and embryos can now be healed.
      • This just felt natural to finally have, and fitting with the relative HP changes. It also can make egg-locking slightly more difficult to achieve.
    • Regardless of the damage eggs take, respawning Skulks will always hatch with 100% HP.
      • This will ensure a Hive room under attack can still respond accordingly with respawning players.
  • Default Alien Vision Changes
    • Players and structures on Marines and Aliens now have separate colors
      • During chaotic engagements with teammates involved, it was easy to lose your target with only a screen full of orange. Now Marine structures are dark blue but Marine players are still the same color (red-orange) and Alien structures are now tinted green and Alien players have a faint green outline. Hive Vision outlines now dim depending on if the highlighted player is through a wall or not. If it can damage you, it will be red-orange like a Marine.
Tweaks / Improvements
  • Added Commander skins for owners of the catalyst pack:
  • Added the animated Haunted Babbler shoulder patch:
    • Play 5 rounds during the remaining halloween season to unlock it!
  • The location caches for lights, reflection probes, and emissive props will now be calculated at map load, rather than as power points first come into relevancy for a player.  This prevents hitches in the early game of the first round of each map change.
  • Flinch animations have been removed from all players, Alien and Marine alike.
    • The blending of these animations were causing slight Client / Server desynchronization resulting in inaccurate hit feedback occasionally, and they were barely visible during typical engagements.
  • Removed the key binding to hide/show player names on the minimap (Contributed by Handschuh)
  • Modified structure extent boxes used for checking placement validation to more closely match the model. This is an improvement, but does not fix all cases.
Sound Effects / General Audio (Thanks Sweets!)
  • Removed all Alien idle sounds
    • Idle sound triggers were unreliable and difficult to predict. Most idle sounds were based on speed with an arbitrary cooldown time. A fast moving player would unknowingly play an idle sound at a time which would betray their position unintentionally. Additionally, leaving the sound turned on in 1st person only would be confusing, leading the player to believe they are making idle sounds that could be audible to the enemy.
  • Lerk Gliding
    • To prevent Lerk gliding from being completely silent after the removal of idle sounds, the 1st person sound you typically hear while gliding as a Lerk is now audible to all players. It will increase in volume slightly based on your speed. The range is very short. It is designed to allow shotgunners to flip around and respond to the Lerk sound at the very last second rather than responding only after receiving 2 bites, if they are paying attention in a quiet environment.
  • Fade Blinking
    • Sound added for all players while remaining in Ethereal form. (holding down the Blink key)
  • Audio for the Refinery buckets pouring in Smelting have been turned off for the time being until a difficult bug can be resolved.
  • Fixed issues with input handling that occurred at consistent ~80 fps or lower, resulting in ignored input commands and frame hitching. This fix makes user input consistent regardless of framerates. (Thanks Matso!)
  • Fixed issue with Gorge belly slide sound cutting out and playing inconsistently.
  • Fixed Alien regeneration sound not consistently playing when alien lifeforms or structures are healed.
  • Fixed that hydras could still shoot if they were completely inside of a clog.
    • Key word: completely. If you can see it, you can kill it.
  • Improved scenarios where commanders could execute multiple actions simultaneously that were intended to be single-use only.  For example, alien commanders could upgrade 2 or more hives at once to crag hives, or ink with more than one shade at a time.
    • More often than not these actions were done on accident, wasting resources and even having permanent repercussions (in the case of the hive type). There is still an edge case that allows you to upgrade two hives with the same hive type, but the primary means has been resolved.
  • Fixed that the Marine commander’s cursor would vanish if the player opened the main menu before the chair had fully closed around them.
  • Fixed that some players still got the summer gorge patch notification while not being able to unlock it anymore.
    • That lazy gorge on the inner tube wouldn’t hush up about summer never ending on their world.
  • Fixed some server/client desync issues with the flinch animation which could cause hit registration false positives
  • Fixed the marine builder tool animation flickering occurring while building structures from certain angles (Contributed by Katzenfleisch)
    • IronHorse is forever in Katzen’s debt for fixing his #1 most hated bug of all time.
  • Fixed that some players got beaconed when they were already in the target room (Contributed by Katzenfleisch)
  • Fixed that updating the game to a newer version (when a patch releases) and immediately connecting to a server actively playing on a custom map could cause an invalid files error.

  • Biodome (Contributed by pSyk)
    • Improved stairs in Bridge so Skulks can use the gap between them.
    • Fades can now use the gap under stairs for the lowest staircase in Bridge.
    • Improved performance of Low Lights setting
    • Improved overall performance in multiple locations by optimizing occlusion culling and lighting.
    • Map wide tweaks to Commander view to reduce visual clutter, which should make dropping structures and commander abilities easier from multiple viewing angles.
    • Fixed several misaligned textures and props
  • Descent (Contributed by Zavaro)
    • Removed Launch Bay – Shipping vent to prevent alien mobility and cheesing
    • Removed Monorail – Water Treatment vent to prevent alien mobility and cheesing
    • Removed Shipping – Hydroanalysis vent on South side of room as it was unnecessary as well as an annoying spot for Gorges to prevent Marines from ever feeling safe in Hydroanalysis
    • Added additional Shuttle Bay – Gravity vent for flanking and escape
    • Added Gravity – Shipping vent for lifeform escape
    • Added Water Treatment – Silo vent for alternate Alien path
    • Removed Hydroanalysis broken glass tube to prevent near invincible shotgun Marine positioning, is now the “unbroken” asset
    • Added pipe and cables to block line of sight from northern Hydro vent entrance to
    • prevent Gorges from Bile Bombing structures from an invincible spot (Thanks, Psyk!)
    • Broke down catwalk in Shuttle Bay – Gravity hallway to increase marine speed to the top
    • Increased size of Nebula sign in Receiving northward to better block LOS to Receiving-Hydro staircase
    • Broke glass and opened door of kiosk in Receiving to offer some additional way into/out of Shipping
    • Broke glass on rounded corner on upper level of Gravity to give line of sight to vent for marines to kill escaping aliens
    • Removed crates and a support beam to upper Shipping to make the area less cluttered and better for movement in combat
    • Added reflective glass reflections and geo to props that lack that shader
    • Changed the signs in Plaza and other areas to have proper aspect ratios
    • Fixed a number of areas with misaligned textures and holes
    • Removed a bunch of lights that were inside the walls in both vanilla and NSL lowlights
  • Refinery
    • Fixed misaligned textures around Containment tech point
    • Fixed areas where structures could not be built
    • Fixed cyst several placement bugs in multiple location
  • Fixed all NS2 tools always allocating 2GB of memory.
  • Updated GUI framework used by all tools.
    • This significantly increases their stability! No longer does using the Cinematic Editor feel like you’re blindly defusing a sentient bomb with every mouse click, waiting for it to crash just because it knew you forgot to save your work and wanted to watch you suffer.
  • Editor
    • Fixed startup crash issue when attempting to initialize a sound device.
    • Fixed a memory leak in the prefab tool that would occur whenever a prefab was placed.
    • Fixed an issue that would cause static props that were mirrored to not properly generate pathing mesh on top of themselves.
    • Lights are now filtered for selection according to their type (spotlight, point-light, and ambient-light), rather than all lights being filtered together.
    • Added a reflection probe selection filter.
    • Added a CommanderInvisibleNonCollision group (Contributed by Nin)
  • Cinematic Editor
    • Added support for the Edit and View viewport cameras to be saved in cinematic files automatically.
  • Crash dumps are now compressed before being uploaded and now have an ID that can used when reporting an issue. Click the “Copy GUID” button on the crash dump dialog window, or see your “%appdata%/Natural Selection2/dumps/dumplog.txt” file
  • Increase the amount of data captured in crash dumps to try and help track down the Lua stack corruption crash.
  • Changed how some of the engine’s Lua bindings are generated, to work around the Lua crash (seems to reduce them but not entirely fix the issue)
  • Fixed the steam branch name not always being written to the log correctly
Known Issues
  • Tools
    • Some of the tools may crash when moving/dragging their sub-window panes outside the main program window.
  • Client Crashes
    • We continue to look into our recent crashes and have made some adjustments through client only updates – as well as this patch – to both help us better locate the issue and resolve it. This continues to be the top priority of our team and we have contracted FSFOD to assist in resolving these crashes and enhance our crash data gathering tools.
Komentarzy: 18 Więcej

5 września

Update 324 - CATALYST

Update 324 is the start of something exciting! It’s the catalyst to our new development cycle! Over the last few years we have made changes and fixes to further develop NS2 with the emphasis on helping to stabilize the gameplay and create the best experience possible for every player. Today we start the sale of our limited time DLC the Catalyst Pack! This premium DLC offers the single largest skin pack we have ever released and it also includes future custom skins and items as a thank you for purchasing the DLC now. Sales of this DLC directly affect the budget for our development team and will help us to continue to bring you more exciting updates to the game. See more at http://www.naturalselection2.com/catalyst, but hurry because this DLC will only be available for a short time and then it will be locked away in the UWE vault forever!

We have spent the last few months working behind the scenes to develop a Roadmap for our vision of NS2 2.0. This isn’t a new game, but what we feel is the ultimate version of NS2. Once our objectives on the roadmap have been completed, we will work with our partners to do a large marketing push and even test some free to play options to get NS2 in the hands of those who haven’t had the opportunity to play.

While our focus is shifting towards new and exciting changes, we will still continue to fight for more performance both server-side and client-side. We are fortunate to have so many community contributors who are helping on both fronts. We’re excited and passionate about supporting their efforts and we can’t wait to see their work included with a future release.

With our push to both increase development productivity and shorten the time we can release this roadmap to you, we have hired an additional programmer. Not a stranger to NS2, please welcome Brian “Samoose” to the team! Over the years Samoose has been a big part of work done with our old customize menu and he has done lots of tinkering around the entire game. With his addition to the team, we hope to accomplish a lot of our tasks in a shorter amount of time.

We thank you for your continued support

See you on the battlefield!


  • Fade
    • Decreased the size of the Fade’s hitbox slightly
      • In recent months, feedback from the community has illustrated that the Fade can feel a bit too vulnerable or “squishy”, leading to aversion from average players in choosing the crucial lifeform. In lieu of adjusting its eHP values, we decided to refine the hitbox to make it closer to the actual model, making it slightly harder to hit for inaccurate shots. We’ll be monitoring this change closely.
  • Gorge Tunnel
    • Added a new unique building sound that can be heard beyond the Gorge Healspray distance. (Thanks Sweets!)
      • This allows attentive Marines the chance to counter and contend aggressively positioned tunnels that are placed a full room away, but it should not heavily impact defensively placed tunnels that are predictable (such as Nanogrid). This has allowed us to lower the build time.
    • Lowered build time to ~8.5 seconds (from 12, was previously 5).
      • We received a lot of unhappy feedback regarding the longer build times, which were originally intended to provide time for Marines to discover them when laning. However, utilizing sounds should allow us to lessen this build time while accomplishing similar goals.
    • Added a new unique idle sound that can only be heard just beyond melee range by both teams (Thanks Sweets!)
      • This should aid both Aliens and Marines locating the tunnel in cramped and busy structure environments, especially when shaded. Aliens can no longer utilize silence to conceal a tunnel from a nearby Marine.
    • Removed the Tunnel cysts (“muffins”) inside the tunnel
      • These obstructions were originally intended to provide brief cover for Aliens traversing inside, but after years worth of experience, it is clear that they more often obstruct Alien movement instead. Commence Gorge bellyslide halfpipe stunts!
  • Webs: (Thanks Katzenfleisch!)
    • You can now place Clogs on Webs.
      • This allows for some creative Clog placement rather than simple Clog towers, and while it can better obstruct Marine movement it often provides a greater LOS for the Marine to shoot through.
      • You can place 3 Clogs on a web. Any more than this will break the web and your clogs will fall. Hydras and Babbler Eggs on the underside of these Clogs will be destroyed when a Clog falls, so be wary of their placement!
      • You can utilize this mechanic to get to previously hard to reach positions.
    • Webs are no longer destroyed on contact by Marines. Only Exosuits remove them on contact.
      • This was done to both accommodate Clogs on Webs (otherwise a single Marine can just run through your creation to destroy it) as well as provide a much needed increase in utility to the carefully placed Webs. As such..
    • Webs can be destroyed by the Axe
      • It takes 4 swings to destroy a web with no weapons upgrade, 3 swings at any other level. So better get a welder if you’re in a hurry!
  • Babblers
    • They will now reattach when a player evolves, even to another lifeform. They will also reattach to a player after leaving the Hive. (Thanks, Katzenfleisch!)
Tweaks / Improvements
  • Added the first batch of skins for the Catalyst DLC:
    • Toxin skins for all playable Kharra lifeforms.
    • Sandstorm skins for all Frontiersmen equipment including for the first time the Grenade Launcher and Welder.
  • Optimized the Marine droppable Catalyst Pack and Onos Boneshield effect shaders (Thanks Handschuh)
  • Players now lose their rookie status at Hive Level 15
Sound Effects / General Audio

(Thanks Sweets!)
  • Marine footstep distance for Aliens have been slightly increased to 12 (from 11)
  • Increased Jetpack looping sound at mid-distance. Jetpack looping sound now louder than the burst sound.
  • Gorge Tunnel ambient sounds now play everywhere inside the tunnel and are much more audible.
  • Hive pain sound no longer plays for the Marine Commander at full volume across the other side of a map. Volume rolloff dependenton how close the camera is to the hive.
  • Optimized sound banks including 150 sounds. Many critical sounds that are very short but needed to be played immediately were inefficiently being streamed from disk which created a small delay. Other Voice Overs and music tracks which are larger files are no longer loaded into memory. This will help players the most who are still using mechanical HDDs and it slightly lowers overall memory usage for all players.
  • Axe impact sound on organic materials (Lifeforms, structures, infestation) is no longer delayed.
  • FEV and FSB files are now part of the default consistency checks.
  • Fixed Commander droppables not “snapping” to the target entity (such as an empty RT node or a Marine receiving a medpack) as intended.
    • The placement model flickering on and off unreliably was also fixed
  • Fixed that the lua garbage collector did not run while the renderer is finalizing the frame frame but afterwards. Additionally we made sure it doesn’t run longer than absolutely necessary every frame to decrease the time spent only collecting garbage every frame. This decreases the time spent to generate each frame for at least 0.5 ms.
  • Fixed that almost all sound and visual effects were networked and thus shown to the enemy commander even if they didn’t have any line of sight (LOS) to them. All known LOS issues have now been resolved except for the following:
    • Gorge Tunnel, Phase Gate, and Beaconing may still show the enemy transition to their new location on the map momentarily if LOS is achieved first.
    • Bonewall (from spectator only)
    • Webs remain (after gaining LOS at least once)
  • Fixed issue where gorge web placement model would persist after an invalid placement attempt.
  • Fixed that beaconing cared more about proximity to the command chair than room location. (Thanks, Katzen!)
    • For example, on Descent, a marine in Receiving would not get beaconed to Hydroanalysis
  • Fixed that you couldn’t drop a hive while hovering directly over the techpoint with your mouse.
  • Fixed that you could Echo upgrade chambers on top of Hive tendrils
  • Fixed that embryos appeared on the minimap using a different icon than eggs if they were your friends on steam, allowing marines to easily distinguish between eggs and evolving players.
    • NOTE: Despite the obvious balance implications of this change, this has been classified as a bug, and has been fixed.  The rationale behind it is that eggs and embryos appear identical in the world, therefore they should appear identical on the minimap.  The minimap should not be capable of providing more information to the team than they could collectively gather from in-world visuals alone.  In the future, the embryo world-model may be altered to appear different than the egg model, in which case the embryo minimap icon can be reinstated.
  • Fixed that using the bait ball inside a gorge tunnel caused all babblers to be destroyed.  (Thanks, Katzen!)
  • Fixed that babblers did not reattach after leaving a hive.  (Thanks, Katzen!)
  • Fixed that too many babblers could stop khammanders from dropping a structure.  (Thanks, Katzen!)
  • Fixed that the team’s skill tier was often off due to using incorrect player values.
  • Fixed that the server’s skill tier didn’t correctly account for bots and added a tooltip for the icons in the server browser.
  • Fixed that running the performance profiler crashed the application when a worker thread got interrupted by the operating system. However there are still some other less commonly known cases where using the profiler can crash the application.
  • Fixed that firing a shotgun into infestation (or anything that plays the “materials/organic/ricochet” sound event) caused a massive hitch.
  • Fixed that you could place Cysts on floors below gratings/stairs, despite collision geo inbetween, and floors being set to “commandernobuild.”  (Thanks, Katzen!)
  • Fixed that you could not open the Server console on Windows 10 and Windows Server 2012 or higher.
  • Fixed starting a server on Windows 10 and Windows Server 2012 or higher would result in an immediate crash.
  • Biodome
    • Fixed an issue with visible Seasonal items in the Ready Room (Thanks, Zavaro!)
    • Fixed z-fighting textures near Join Team entities (Thanks, Zavaro!)
  • Caged
    • Fixed a hole in Purification (Thanks, Zavaro!)
  • Derelict
    • Fixed an issue with cysts stuck under the stairs in Western Entrance (Thanks, Kash!)
    • Fixed hole in ceiling in Lookout (Thanks, Zavaro!)
  • Kodiak
    • Improved Command window visually and added additional Occlusion Geometry (Thanks, Loki!)
    • Added preplaced IPs in Marine Start (Thanks, Psyk!)
    • Fixed Marine Start hologram (Thanks, Loki!)
    • Fixed fullbright Hangar when power goes out (Thanks, Psyk!)
    • Improved Occlusion Geometry and performance (Thanks, Psyk!)
    • Improved and brightened lighting (Thanks, Psyk!)
    • Fixed an area where structures are unpowered in Command (Thanks, Zavaro!)
  • Mineshaft (Thanks, Kash!)
    • Fixed map visual issue near The Gap
    • Fixed unpowered areas in North Tunnels, Crusher, Water Pumps, Snake Pass
    • Fixed location entities not covering parts of rooms
    • Fixed stuck spot in Pilot Drill
    • Made the Cart Tunnel to Water Pumps vent exit more easily used
    • Added partial cover to the ceiling of Operations so that the hive tendrils attach to something when a hive is dropped there.
    • Added lights to eliminate black spots in brew room and the water pumps vent.
    • Added collision geo to make walking in the lower section of Pilot Drill less frustrating.
    • Tweaked a few props in North Tunnels to make it less of a mess visually.
  • Summit
    • Fixed some commander invisible issues with snow and waterfalls
  • Veil
    • Removed collision of props above all doors
    • Fixed Onos stuck spot in Topographical
    • Fixed various holes and minor gaps throughout the map
    • Polished up some glass around the map to be shiny
    • Added crate to allow Onos to get out of small pit in Topo near the gold pipes
  • Fixed that builder was attempting to use the wrong path for the nvcompress executable and couldn’t build any textures.
  • Editor
    • Added new Rotation Nudging tool to assist in getting precise placement and rotation of model props. New key-binds are available for this tool, but not set by default. These binds can be found under the “Edit” menu while using the Rotation Tools. To use this new feature, hover over the axis to rotate around and press the keys that were bound
  • Fixed that static prop collision visualization wasn’t properly scaled, and thus didn’t match the actual collision model.
Known Issues
  • There is a micro stutter that can occur for players with less than 70 fps held consistently, while circle strafing, and using Windows 10. (strafing around an object while keeping your view centered on it.) We have a fix ready for the next patch. This stutter has been in the game for months, and was not introduced this patch.
Komentarzy: 36 Więcej


"NS2 to genialny miks Counter Strike'a i Starcrafta"
"NS2 zbliża się do mojego pomysłu na grę doskonałą"

O tej grze

Natural Selection 2 rzuca obcych oraz ludzi do dynamicznego starcia o przetrwanie. Użyj potężnych broni jako Pierwszoliniowy marine, albo zostań równie morderczym ksenomorfem. Podczas gdy obie drużyny walczą ze sobą w twarzą w twarz, dwóch dowódców spogląda na pole bitwy z góry, widząc grę z perspektywy strategii czasu rzeczywistego. Dowódcy mogą wydawać rozkazy, wznosić struktury, zbierać surowce, badać nowe technologie, oraz bezpośrednio wspomagać swoją drużynę, aby pomóc przechylić szalę zwycięstwa na stronę swojej drużyny.

Strategia połączona ze strzelanką

Natural Selection 2 to pierwszoosobowa strzelanka połączona ze strategią czasu rzeczywistego w jednej grze! Każda z drużyn, ludzie i obcy, ma dowódcę. Dowódca widzi pole bitwy z góry i wydaje rozkazy, wznosi struktury, zbiera zasoby, bada nowe technologie, oraz bezpośrednio wspiera podwładnych.

Poniżej kilka przykładów: ludzki Dowódca może zrzucać apteczki oraz amunicję dla otoczonego oddziału marines. Może również budować wieżyczki strażnicze, które pomogą w obronie ich pozycji. Dowódca obcych może wybudować nowy Ul, aby skazić jego otoczenie, co pozwoli na urodzenie się większej ilości jaj obcych...

Dwie unikatowe frakcje

Grający obcymi mogą wyewoluować w jedną z pięciu form życia: szybkiego, przerażającego Skulka, który może biegać po ścianach i zadawać potężne obrażenia swoimi szczękami. Lerki latają, potrafią też rozpylać gazy, które wspierają drużynę w bitwie. Gorge potrafi leczyć inne formy życia, oraz budować tunele, wznosić agresywne hydry, zupełnie nie agresywne ściany, oraz inne struktury przydatne w walce. Fade potrafi pojawiać się i znikać w samym środku bitwy, mordując marines za pomocą ogromnych ostrzy. No i w końcu Onos - ogromne stworzenie, które jest tak masywne i twarde, że nawet całe drużyny marines mają z nim duży problem.

Marines operują karabinami, strzelbami, wyrzutniami granatów, pistoletami, oraz inną bronią palną. Granaty kasetowe mogą oczyścić szyby wentylacyjne ze skradających się Skulków. Miotacze ognia szybko rozprawią się ze strukturami obcych oraz skażeniem. Wspomagacze zrzucane przez dowódcę, takie jak nano-tarcza oraz dopalacze, podnoszą skuteczność bojową.

Kiedy ataki piechoty nie przynoszą skutków, marines mogą skonstruować ciężkie Egzoszkielety, uzbrojone w miniguny i railguny. Inną opcją jest skorzystanie z plecaków odrzutowych, idealnych w szybkich szturmach na ule obcych.

Długoterminowy rozwój

Natural Selection 2 jest regularnie aktualizowane. W tym roku (2016) Unknown Worlds kontynuuje rozwój nowych funkcji, zawartości, oraz ulepszeń.

Narzędzia deweloperskie w standardzie

Natural Selection 2 kupujesz wraz z wszystkimi narzędziami, których użyliśmy do stworzenia gry. Cały kod gry jest open source. Znaczy to tyle, że możesz tworzyć i grać w nieskończoną ilość modyfikacji. Publikuj, dziel się, i ściągaj modyfikacje z Warsztatu Steam.

Cyfrowa Edycja Specjalna

Cyfrowa Edycja Specjalna zawiera:

  • Oficjalną ścieżkę dźwiękową - godzinę muzyki gatunku tribal i industrial, skomponowaną przez Davida Johna i Simona Chylińskiego
  • Cyfrowy art book - ponad 40 stron szkiców wykonanych przez Cory'ego Stradera, zawierających lokacje, stworzenia, bronie i wiele więcej
  • Ekskluzywne tapety i avatary - unikalne spojrzenie na uniwersum NS2, autorstwa Rantology
  • Ekskluzywny model marine w grze - nowy model marine, z niestandardowym wizjerem oraz wzorem pancerza[/list]

Wymagania systemowe

    • OS:Windows Vista 64-bit or newer
    • Processor:Core 2 Duo E6700 (2.66 GHz) or better
    • Memory:4 GB RAM
    • Graphics:DirectX 9 compatible dedicated video card with 1 GB VRAM and support for Shader Model 3 (e.g. AMD X800, NVidia 8600 or better)
    • DirectX®:9.0
    • Hard Drive:12 GB HD space
    • Other Requirements:Broadband Internet connection
    • OS:Windows 7 64-bit or newer
    • Processor:Core 2 Quad Q9650 (3 GHz) or better
    • Memory:8 GB RAM
    • Graphics:DirectX 9 compatible dedicated video card with 1.5 - 2 GB VRAM (AMD 5770, NVidia GTX 450 or better)
    • DirectX®:9.0
    • Hard Drive:12 GB HD space
    • Other Requirements:Broadband Internet connection

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