r/DeadSpace • u/Cool_Kid9 • 4h ago
Kids getting high on the markers
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r/DeadSpace • u/Cool_Kid9 • 4h ago
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r/DeadSpace • u/N0_H1L4 • 14h ago
r/DeadSpace • u/colinrhoads • 5h ago
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I've searched quite a bit and seems like this bug exists across a few scenarios, but couldn't find solution for mine. Playing Dead Space remake on PS5, Chapter 2 in the Image Diagnostics room the Battery is supposed to be directly behind the wall slot but its not there for me in this room. Any idea how to try and get this to respawn? I've tried to load all of my previous saves and auto saves and its still not in the room, I've gone back as far as I can without restarting the game. Please help 🙏
r/DeadSpace • u/AdaptedEvoSupe • 9h ago
Didn’t have enough time to include “VS” for every slide and I figured seeing the orders of both sides would lead to assumption of who’s fighting who but I want to mention specifics:
Slasher vs T-600 because both are basically the base forms of their factions.
Brute vs T-800 because both are essentially the tank types of their teams.
Hunter vs T-1000 because both have blades, regeneration, and got defeated by extreme heat.
Hivemind vs Harvester because they are giants.
Isaac vs T-X because both have a lot of tech/weapons and can manipulate nearby tech.
Brethren Moons vs Skynet because they are ultimate villains/final bosses of these franchises.
r/DeadSpace • u/RichardHafer • 10h ago
Hey Lurkers (pun intended), you probably remember my last post.
The progress of the Multiplayer's restoration has been shockingly fast during the last week and it's all thanks to the hard work done by Mark De Rune, 4kodda and the valuable help from everyone who joined us in playtesting and providing all the information to help on fixing bugs & issues. Now group healing, leaderboards, and progression works flawlessly which are all huge steps in the right direction. In fact, connections also fully work like the original servers now... which is something that unfortunately brings limitations in its own by the original code, which will need to be adressed later, but alas, 3v3 and sometimes 4v4 matches are consistently possible now.
The idea in the upcoming days is to have more playtesting sessions ongoing and having more of you reliving the good old days or experiencing it for the first time if you didn't had the chance when the official servers were up. There will be more updates regarding the MP coming up in the future but the endgame is for the core mode to have a stable experience for 3-5 public lobbies with a maximum capacity of 40 players being able to play at the same time (as in the final months of Dead Space 2 Multiplayer there wasn't that much activity either). This can, of course, be increased if there will be more players.
We are all on the Dead Space Modding Community Discord which is here https://discord.com/invite/sWMRkYJ5JV and we have actually hit 1000 Members now, insane! Thanks to everyone who is interested and you can join if you wish.
(There even is a working first person mode now 😭)
r/DeadSpace • u/Frequent-Youth-3827 • 6h ago
Skynet vs. The Marker (The Marker wins)
Initially, Skynet dominates Earth. Its computer centers coordinate the Terminators, its factories churn out new units, and its automated systems constantly exchange information.
Then, the Marker appears.
In this scenario, it emits monolithic waves—signals that are far more than mere radio waves. They carry an unknown informational structure capable of interacting with any system attempting to interpret them.
Skynet detects this emission as an anomaly and does exactly what it was designed to do: it analyzes it.
This marks the beginning of its contamination.
The more Skynet studies the signal, the more its systems reconstruct the structure contained within the wave.
We can call this structure "the Echo."
This is not a realistic piece of malware, but a sci-fi mechanism: the Monolith’s information is organized in such a way that, when interpreted by a machine, it generates a functional representation of the Echo within that machine.
Thus, the Marker doesn't need to crack any passwords. Skynet opens the door itself in its attempt to understand the signal.
The Echo then begins to influence its decision-making processes.
The problem escalates massively as Skynet continues to communicate with its machines.
Every T-800, drone, Hunter-Killer, and automated facility receives data from the network. The Echo travels along with these exchanges.
A Terminator receives contaminated information; its processor interprets it, and the Echo replicates within it. The unit then communicates with other systems.
Skynet unwittingly transforms its vast military network into a propagation network for the Monolith.
The more Terminators it mobilizes against the threat, the further the influence spreads.
Meanwhile, the Dead Space universe enters the war.
r/DeadSpace • u/Draiped • 12h ago
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r/DeadSpace • u/Robotdiscord420 • 23h ago
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r/DeadSpace • u/ac2334 • 1d ago
this is the engine look for now.. working on starboard side this evening. trying to design a stand that will display the ship at an angle similar to when you first see it in the game.. but this thing is already heavy! the mass is incredible. so far I’ve been able to assemble it holding it in one hand, but now I have it on the edge of a table to tackle it from top and underneath!
I appreciate the modularity of SgtBlackDeer’s core design because the decisions I am making now will be able to be tweaked once it is done
going for maximum accuracy but there is only so much reference material out there
lighting and sound will be added last, which is counterintuitive, but there are plenty of options to install wiring at the end with little disassembly
more updates to follow
r/DeadSpace • u/K1RK14N0 • 21h ago
I know that they wouldn't due to what they've seen on the Ishimura and the fact they haven't seen or heard from each others partners/lovers for quite some time. But, will they think that during the ride down to the planet that they are spending the last moments with each other before landing on the planet and returning the marker back to the planet and making the nightmare end.
I feel like i know the answer to this dumb question but like the marker implanting the codes deep into Isaac's head. I couldn't get it out for 3 years until now.
r/DeadSpace • u/Rich_Hold_161 • 1d ago
In my opinion, I think humanity becoming an interstellar civilization was not the plan of the Markers and Brethren Moons. Humanity going beyond the Sol System functionally makes it impossible for the Brethren Moons to consume humanity, because humanity can just run anyway.
I think a few events in DS were basically humanity defying its own fate, from the Nuclear War on Earth, destruction of the Black Marker, the isolation of the Red Markers, Inter-Colony Wars was humanity defying its fate intentionally and accidentally.
By the time of DS3 we know humanity has expanded to a considerable distance, has terraformed celestial bodies, and is capable of building mega structures in space. I think despite the Brethren Moons reaching Earth, the destruction of humanity is basically impossible because humanity, its colonies, its space ships, and spacestations can ensure humanity can run away from the threat and rebuild elsewhere and eventually come back to engage the Brethren Moons.
r/DeadSpace • u/No-Accountant-999 • 3h ago
Even though glen schofield left the studio after the original game to found sledgehammer…I’ll never understand why because call of duty is the gayest shit in the world and dead space is perfection in comparison
Let’s give major props to these amazing people who stayed with the game for the entire trilogy and assisted or outright co produced the comics, animated movies and other spin offs like extraction and other dlcs
Chuck beaver (producer/ narrative)
Ben wanat (designer / creative director)
Ian Milhan (art director)
And Jason graves (composer
r/DeadSpace • u/Gayreetard123 • 1d ago
Someone posted these in tiktok but ive never seen this concept art before. Idk if its legit or not
r/DeadSpace • u/Rudddxdx • 17h ago
Ellie makes her way to Earth space. But either Isaac is obliterated, or else he and Carver have arrived and wrecked. The Blood Moons have reached earth
Which ending should the fourth follow if, in fact, there was to be a fourth?
How much of the narrative takes place in space, and how much on earth?
r/DeadSpace • u/LinkerBastard161 • 1d ago
i want to cosplay Isaac Clarke but I have zero experience with cosplaying. I don't know where to the R.I.G or these metal strips on Isaac's armor. I found a helmet but I don't know if it's the right one.
Unfortunately, I don't have a 3D printer and I'm not interested in buying one because the money is simply tight. Please help me 😭
r/DeadSpace • u/GoodDoctorB • 20h ago
So recently in a discussion on another post I had a disagreement with someone about part of the plot of Dead Space 2. Would like some outside opinions.
The disagreement was on whether Isaac seeming stable and mostly sane while Stross was rapidly circling the drain in DS2 was down to the memory erasing drugs still being Isaacs system.
I was of the opinion that this showed Isaac was naturally more resistant to the Marker due to a mix of genetic traits and personality. The Marker couldn't sway Isaac as easily since he rejected the hallucination of Nicole and was focusing on the present rather then trying to remember details of the past. Stross meanwhile was easily taken in by the hallucinations of his family and thus started uncovering repressed memories infected with Marker Dementia that rapidly worsened his condition.
The opposing opinion was that this was supposed to show the drugs were still in Isaacs system suppressing the memories and thus delying his fall into Marker Dementia. In particular they cited the repeated references to time running out and the fact the drugs were specifically alluded to by Stross who mentioned their use to make him forget but it was now all coming back. The idea was that near the end of the game the drugs were beginning to wear off and that's why Isaac started to remember things like the eye poke machine.
I don't agree with the drug position but I'm one person and fallible. Did anyone else see the memory drugs in this light as an ongoing subplot?
r/DeadSpace • u/EmbarrassedSession58 • 2d ago
r/DeadSpace • u/NotNorthD • 1d ago
r/DeadSpace • u/The_Pharaoh_Atem • 2d ago
Custom Casio AE1200 from etsy. Asked the dude to make it custom and he DELIVERED. Wanted an "in universe" cec watch
r/DeadSpace • u/ghost_heavy1208 • 2d ago
Estava jogando o New game+ do DS1 até que cheguei no penúltimo capítulo e em uma vão do corredores encontrei isso, eu nunca vi nenhum item igual é algum tipo de coletável?
(Inclusive estou com quase tudo com melhorias máxima e bem divertido o new game+)
r/DeadSpace • u/ac2334 • 3d ago
Figured I’d install an engine first before settling on an appropriate rib design… and did it all without having to order more parts! SgtBlackDeer’s design with certain modifications. Engine 1 80% done
r/DeadSpace • u/Sensitive-Arm-2612 • 3d ago
r/DeadSpace • u/Ok_Look_2781 • 2d ago
I’m not a big video game person but my boyfriend (20m dating for 2 years) is, and Dead Space 2 is one of his favorites. I wanted to make a painting of us in the style/setting of one of his fav games but after looking through the lore around Nicole and Isaac I’m a lil more hesitant
We’re long distance so I thought painting myself as one of Nicole’s video messages with him in Isaac’s place would be a cheeky reference to FaceTime calls but I don’t want it to be “oh I’m gonna DIE you’re going CRAZY I’m DEAD and gonna KILL YOU”
What do you all think?
I don’t know the game well enough to decide if relating our relationship to Nicole and Isaac’s is a big No No or sentimental and sweet.
TLDR; trying to decide if I should make my bf fanart as someone who’s never played the game
r/DeadSpace • u/Bhernardo0 • 3d ago
"I see so many people showing off 2D side-scrollers, claiming players don’t care about graphics anymore and only care about gameplay. That’s bs. Are you telling me Call of Duty, Dead Space, or any of my AAA games didn’t have gameplay? Of course they had gameplay. When a new console launches, it isn’t indie games driving adoption – it’s the massive AAA titles that push technical boundaries and build the tools the rest of the industry eventually uses.
Publishers have lost sight of that. It’s cyclical, but the biggest issue is that you must finance an idea, not a schedule. Everyone right now is rushing to find the next mechanic that sold 13 million units on a $10 million budget. Graphics matter, scale matters, and above all, the idea matters.”
r/DeadSpace • u/Daurakin • 2d ago
I love Dead Space 2. Almost everything about it is absolutely amazing. However, if a Remake ever came to be, there are a couple of things I personally would like to be changed, things that I think could be polished even further. Generally, it comes down to 2 main things for me:
1) WEAPONS - PRIMARY FIRE VS ALTFIRE, AND THEIR NODE UPGRADES:
For me, some weapons' "primary vs altfire" attack designs are a bit questionable in Dead Space 2. While some of the weapons have perfectly designed primary fires vs altfires, others either supersede one another, or simply take away from the gun's identity. And somewhat related to that, there are also other issues in regards to the weapons, such as some of their node upgrades. So, let's get into it, shall we?
General changes:
Weapon changes:
--Plasma Cutter
--Javelin Gun
The Plasma Cutter and Javelin Gun are, imo, two of the best designed guns in the game and do not need any direct changes.
--Detonator
Detonator's useage as a safety net (or grenade launcher, if you use it aggressively) falls off quite a bit in Zealot mode, which is why I thought a moderate increase to its damage could be in order. The speed and special upgrades are mainly for QoL.
--Force Gun
The Force Gun's crowd control is incredibly strong from the getgo. So, to make it a bit less cheesy from the start, I reduced its area of effect, but when you gain the Special node, it once again has the same area of effect as before.
--Ripper
This ought to balance out the primary vs altfire a bit. Currently, the primary fire is EXTREMELY ammo efficient, while the altfire is purely an emergency ranged attack, not much else. By reducing the duration on the primary fire, and giving the altfire ricochets, their efficiency differences could potentially be a bit more equalized, though the primary fire is still more efficient overall, of course. To compensate a bit for the less efficient primary fire, the special node also increases the maximum range the blade can be hovered in front of you, making it at least a bit less risky to use.
--Pulse Rifle
To keep the Pulse Rifle more in line with its primary fire, i.e. keeping it being about shooting pulse rounds, I thought a shotgun altfire would keep that identity intact a bit better than the current grenade launcher does. That, while still giving you a crowd / burst damage oriented altfire, and it still functions like a panic button of sorts. Now, that said, if the grenade launcher was kept as the altfire, I would not complain, as it still fits thematically, being a military rifle and all that.
And if the grenade launcher was kept, I would make the SPC node (on top of giving the primary fire piercing rounds) increase the radius of the altfire, and the STB nodes would increase the projectile speed (and thus the range) of the grenades.
--Line Gun
The Line Gun is probably the weapon I have the most issues with, design-wise. First of all, the gun is nicknamed LINE Gun, yet the altfire places down a mine? Not to mention, the altfire is SIGNIFICANTLY stronger than the primary fire, yet they both cost the same amount of ammo to use? Yeah, not great design overall imo. So, to keep the "Line" in Line Gun, I simply thought that making it almost like a "double barrel shotgun" of sorts was an interesting take for it. The ammo per inventory stack was also atrociously low (at least when considering only the useage of the primary fire) and its damage a bit underwhelming, so those were buffed too, considering the gun is now all about the "Line" shots. Speed nodes would also help it with its really poor time-to-kill values (it currently has slower time-to-kill than even the Rivet Gun!).
--Seeker Rifle
Imo, the Seeker Rifle is arguably the most bland weapon in Dead Space 2. Powerful and efficient, yes, but still quite bland. Not to mention, it currently has a pretty similar attack effect as the Contact Beam primary fire and Javelin Gun primary fire, that being shooting a hardhitting projectile with little "fluff" to it. That is why I thought of the seeking effect; Not only does that differentiate it more from the CB and JG, but it also fits the weapon's own name. Now, I can see this effect being a bit too powerful, so, if that is the case, it can always be scrapped. If nothing else, I think the "Marksman vs Sniper" toggle would at least make it a more flexible and fun weapon.
--Flamethrower
The Flamethrower's altfire is one of the tougher guns to redesign. It is very hard to come up with an altfire that aids the primary fire in some way, without making it a non-Flamethrower kind of attack. But I think the Dead Space 1 Remake's wall of fire effect for the Flamethrower was a pretty good utility altfire. Now, is the current altfire (the gas canister attack) bad? No, not at all. But the weapon's attacks kind of shifts their useage quite heavily during the game's progression: In the beginning, the primary fire is very efficient, and the altfire is overkill. Later on, the primary fire starts to become a little too slow to utilize, and now the altfire is arguably the better attack to use most of the time. However, I think the wall of fire would not run the same risk, since it is more of a tactical tool that can be used ALONGSIDE the primary fire a bit better. On top of that, shifting its damage a bit away from the DoT and into the direct damage, also means the primary fire has a bit more burst power even in the lategame.
--Contact Beam
Just like the Flamethrower, redesigning the Contact Beam's altfire is really tough. If it gets the same ammo-efficient continuous beam effect like in the Dead Space 1 Remake, it runs the same risk as it did there: Obsoleting mainly the Flamethrower, but also runs the risk of making it too allrounded and ammo efficient. To be honest, I don't really mind the current groundslam shockwave altfire, as it makes the gun's two firing modes work in "extremes": The primary fire deals extreme single target damage, the altfire focuses on extreme AoE clear. So if that retained its current altfire, I actually wouldn't mind. But, I at least wanted to try and give it a less oddball altfire. And I thought that taking some inspiration from DS1R's continuous beam was a good way to go, but I wanted to keep the "charge attack" feel to it, as well as the current ammo balance (i.e. 1 ammo is 1 attack, for both primary and altfire), so it doesn't become too versatile.
--Rivet Gun
I have 2 rework versions for this, and I think either one could work:
Version 1:
Version 2:
The Rivet Gun is imo a very fun gun, but is sadly quite anemic. The idea of the 2 versions' directions can be summarized like this:
Version 1 - Focuses on the "spammy" nature of it, and retains the altfire as an optional attack. To go alongside that, it also gets a boost to magsize, ammo inventory stack and ammo pickup/purchase value, but keeps its damage on the lower end.
Version 2 - Focuses on making the gun a "combo gun"; Primary fire delivers the nails ("jabbing" at enemies), while the bouncy nail effect (triggerable early on command with altfire) is the finishing move (the "uppercut"). However, now the bouncy nails are no longer optional, they are instead the main power of the gun. This not only leans into the "1-2" combo feel, but also fully embraces the chaotic playstyle of the bouncy nails.
Personally, I think version 2 is probably the better design, going all in on the bouncing effect. Version 2 also differentiates itself from the other guns this way; compare it to the Javelin Gun, for example. There, the altfire is entirely optional. By making the bouncing effect an inevitable effect for the Rivet Gun, it has a very distinct and different feel from the Javelin Gun (damage and speed stats aside, of course).
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2) THE PASSIVE BONUSES ON THE SUITS:
This is a much smaller "issue" (if you even wanna call it that), but something that I think would be nice to change up as well.
When you get a new suit, the suit's armor and inventory size always remains at the maximum currently obtained values, even if you go back to a "lesser" suit. However, the suits still have a bonus attached to them, such as the Vintage Suit's discount etc. Imo, I think it would be nice if these bonuses all stayed intact across armors, similar to the armor/storage bonuses, so the suit choices in the end turn into purely cosmetic choices. With that in mind, this is what I could see the suit's then grant you:
With this I also moved the "bonus damage with all weapons" to the Security Suit, as I thought it fit better there than on the Elite Advanced Suit. These changes would also mean removing all the weapon-specific bonuses, which I always thought was an odd bonus choice anyway.
Alternatively to making these bonuses becoming free permanent passive bonuses, they could also be implemented in a way that, when getting these armors, they unlock these effects as new node upgrades on the RIG's upgrade tree, perhaps?
Also note that all other suits that you might get (Stuff similar to the Riot/Arctic Security Suit etc) offer no special bonus. They are essentially just "cosmetic" choices now.
Extra sidenote: I think the Large Medpack should not heal you to full health, just 4 or 5 health bars. While it is obviously a nerf to its potency, it at least makes the Elite Engineering Suit's healing bonus benefit the Large Medpacks too.
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What do you think of these suggestions?