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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 326 includes crash fixes, changes to quickplay, spectate updates, bug fixes, and new cosmetics to the Catalyst Pack. In honor of Gorgemas, everyone who has purchased the Catalyst Pack DLC will receive new gorge toxin skins for all the gorge structures. If you dont own the Catalyst Pack, you can still purchase it and unlock all the DLC skin packs included. Remember all sales of NS2 and DLC directly affect our development budget and allow our team to continue work on NS2.
From all of us at Unknown Worlds, we wish you the happiest of holidays and Merry Gorgemas!
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
Tweaks / Improvements
- Added Toxin skins for all the Gorge structures. [list]
- Hydras[/*]
- Babbler Eggs[/*]
- Babblers[/*]
- Clogs[/*]
- Gorge Tunnels[/*]
Fixes
- Fixed that Gorge ghost placement models (such as a hydra or clog before it is placed) were color highlighted incorrectly by the default Alien Vision.[/*]
- Fixed that certain mods like NS2+ caused the main menu to not load after failing to connect to a server due to a consistency failure.[/*]
- Fixed reflections being too intense due to recent changes. [list]
- Reflection shininess is now back down to sane levels.[/*]
Maps
Kodiak
- Fixed stuck spot in a vent from Observation to Hangar Bay[/*]
- Fixed flipped text[/*]
- Map Editor [list]
- Added selection masks for ambient_sound and reverb entities.[/*]
SDK
- Rendering Pipeline [list]
- Changed how the GBuffer stores normals and gloss data. [list]
- Shouldnt notice any visual difference![/*]
- Normals now stored with only 2 components (x, y).[/*]
- Gloss is now stored in the z component of the normals buffer, instead of the alpha channel of the spec buffer. This allows gloss to be properly blended with decals (before, gloss would be discarded, as the alpha channel of the texture is used as the blending factor).[/*]
Known Issues
- There are still some FMOD related crashes that are being looked into, that represent roughly 20% of known crashes, that mostly occur upon launch or exit of the game.
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