
Natural Selection 2 pits alien against human in an action-packed struggle for survival. Wield devastating weaponry as a Frontiesman marine, or become the xenomorph as a deadly. Kharaa life-form.

Strategy Meets Shooter
Natural Selection 2 is a First Person Shooter and Real Time Stategy game rolled into one! Each team, alien and human, has a Commander. The Commander looks down on the battlefield and issues orders, places structures, collects resources, researches technology, and deploys abilities.

Here are some gameplay examples: A human Commander could drop health packs and ammunition to a trapped marine squad, and deploy sentry guns to help them defend their position. Or an alien Commander could grow a new Hive to spread infestation throughout newly captured territory, allowing more alien eggs to spawn...

Two Unique Sides
Aliens players choose to evolve into one of five lifeforms: The fast, fearsome Skulk can run on walls and deliver massive damage with is jaws. Lerks fly and deploy gasses to support their teammates in battle. Gorges heal other lifeforms and build tunnels, hydra turrets, walls, and other tactical structures. Fades blink in and out of battle, picking off marines with giant scythes. Finally, the giant Onos is so massive and so tough, that even entire marine squads can't take it down.

Marines wield rifles, shotguns, grenade launchers, pistols, and other weapons. Cluster grenades can clear ventilation shafts of sneaky Skulks, flamethrowers make short work of alien structures and infestation, and boosts dropped by the Commander increase combat effectiveness.
When attacking on foot doesn't cut it, marines can construct hulking Exosuits wielding miniguns and railguns, and equip jetpacks for high speed assaults on alien Hives.

Long Term Development
Natural Selection 2 receives constant updates. This year, 2016, Unknown Worlds continues to develop new features, content, and improvements.

Mod Tools Come Standard
Natural Selection 2 comes with all the tools we used to make the game. All game code is open source. That means you can create, and play, an endless variety of mods. Publish, share, and download mods from the Steam Workshop, and automatically download mods when you join modded games.

Digital Deluxe Edition
Digital Deluxe Edition includes:
- Official Soundtrack - 1 hour of tribal, industrial music composed by David John and Simon Chylinski
- Digital Art Book - 40+ pages of art by Cory Strader, including environments, creatures, weapons and more
- Exclusive in-game marine model - Exclusive in-game marine model - A new marine model with custom visor and armor plating
- Exclusive Wallpapers and Avatars - Unique views of the NS2 universe by Amanda Diaz
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[u]Sweets[/u]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 theCatalyst 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 theyve 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 theNS2 development roadmap to see our plans for future updates.
Changelog
Gameplay
- Machine Gun tweaks [list]
- Now unlocks with the Advanced Armory [list]
- 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.[/*]
Tweaks / Improvements
- Added Commander skins for owners of the catalyst pack:[/*]
- Added the animated Haunted Babbler shoulder patch: [list]
- Play 5 rounds during the remaining halloween season to unlock it![/*]
Sound Effects / General Audio (Thanks Sweets!)
- Removed all Alien idle sounds [list]
- 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.[/*]
Fixes
- 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. [list]
- Key word: completely. If you can see it, you can kill it.[/*]
Maps
- Biodome (Contributed by pSyk) [list]
- 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[/*]
Tools
- Fixed all NS2 tools always allocating 2GB of memory.[/*]
- Updated GUI framework used by all tools. [list]
- This significantly increases their stability! No longer does using the Cinematic Editor feel like youre 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.[/*]
SDK
- 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 engines 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[/*]
- Tools [list]
- Some of the tools may crash when moving/dragging their sub-window panes outside the main program window.[/*]
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