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Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience.
发行日期: 2014年1月22日
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Performance Hot Fix Released


We have addressed the client-side performance issues people have been experiencing since the patch yesterday. See below for the notes.


  • Fixed client-side performance issue related to new optic lens system. The "fancy" lens rendering can also now be disabled on your client by lowering your scope detail setting in video options.
  • Fixed a bug with the 4x scope on the M1A1 not shooting on target.
  • Fixed a bug with Ministry where you were forced to jump into the entrance instead of simply being able to walk in.
  • Updated the physic model on the rocks in Peak to reduce instances of getting stuck and getting inside of rocks.

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Update released to resolve lag issues


We have just released a small patch that will hopefully make a big difference to the lag issues the servers have been experiencing. We won't know for sure until we've stress tested them across the board, so please join in and play if you've run into the issues before.

A few bugs have also been addressed in this patch, along with updated versions to the map Peak and Heights, with corresponding Coop updates.


New Content

  • Updated Peak and Revolt.
  • Updated Heights (Coop) and Peak (Coop).
  • New optic lens behavior.
  • Fixed a few memory leaks that could be attributing to server lag when servers stay up for long periods of time without restarting.
  • Optimized particle effects for molotov cocktails and incendiary grenades for improved client-side performance.
  • Increased the player step size by 6 units (18 to 24), this means that players should no longer get stuck trying to walk over small objects.
  • Changed color of vote counter so it is more visible against bright map images.
  • Player counter on the scoreboard now correctly reflects the number of players in a coop game.
  • The user will no longer have to enter snd_rebuildaudiocache into the console after downloading a sound pack from Workshop.
Bug Fixes
  • Fixed incorrect attacking/under attack calls on inactive capture points.
  • Fixed incorrect winner or a tie being an announced at the end of a coop game.
  • Fixed missing Elcan and PO scope world models.
  • Silencer model no longer blocks your aim for AKM and AKS-74U.

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“This game has me hooked and I see it as a proudly raised middle finger in the face of large developers who seem to completely ignore fairness and player equality in favour of potential income.”
9.0 – Hooked Gamers

“Insurgency is going to win fans for its gameplay. The action is highly competitive and focused. It brings me about as close to a real gunfight as I’ll likely ever want to get.”
75 – GamesBeat

“Insurgency is a well paced tactical shooter that's just a couple of big fixes away from competing with Counter-Strike.”
75 – IGN


Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.


  • Over 20 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
  • 17 multiplayer and cooperative maps that take place in 9 distinctive environments ranging from Iraq to Afghanistan to Somalia.
  • 9 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
  • Cooperative game mode where you and your friends team up to complete mission-based objectives.
  • Offline practice mode, playing with bots on all game modes.
  • Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
  • Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
  • Overhead map detailing objective and teammate locations.
  • Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
  • Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
  • Highly immersive particle FX and audio to intensify the game experience.
  • Create custom maps and content using the Insurgency SDK and scripting system.
  • Playable on both PC and Mac OSX and supports multiplayer cross-compatibility.
  • Dedicated Server Support for PC and Linux.

Multiplayer Game Modes:

Firefight --- Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.

Infiltrate --- Your usual Capture the Flag but with a twist. In Infiltrate, your team's goal is to take the enemy's intel and return it to your base. Your team will only respawn when someone takes the enemy's intel, or when an enemy stealing your team's intel is neutralized. This mode requires very strong team coordination and strategy.

Flashpoint --- One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy's caches. Your team respawns when they secure a territorial objective or destroy a cache objective.

Push --- Three objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely.

Skirmish --- In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.

Occupy --- There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or "tug of war".

Ambush --- A high value target ("HVT") must be escorted to an extraction point. It's one team's goal to make this happen and it's the other team's goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.

Strike --- In this attack and defend mode a weapon cache must be discovered and destroyed. There are three potential locations for the cache that the attacking team must get eyes on. The defending team must set up a strong defense, and perhaps even make use of distraction to trick the attacking team into thinking the cache is somewhere that it's not.

Vendetta --- Each team has a leader that must be brought to an objective in order for the objective to be captured. The first team to capture the objective with their leader or neutralize the enemy's leader will win the match.

Cooperative Game Modes

Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.


    • OS:Windows® 8/7/Vista/XP
    • Processor:Intel® Core™ 2 Duo E6600 or AMD Phenom™ X3 8750 processor or better
    • Memory:4 GB RAM
    • Graphics:Video card must be 512 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0
    • DirectX®:9.0c
    • Hard Drive:6 GB HD space


    • OS:MacOS X 10.6.6 or higher
    • Processor:Intel Core Duo Processor (2GHz or better)
    • Memory:4 GB RAM
    • Graphics:ATI Radeon HD 2400 or better / NVidia 8600M or better
    • Hard Drive:6 GB HD space
16 人中的 13 人(81%)觉得这篇评测有价值
帐号内拥有 383 项产品
15 篇评测
0.9 小时(记录在案的)
12 人中的 10 人(83%)觉得这篇评测有价值
帐号内拥有 234 项产品
33 篇评测
7.1 小时(记录在案的)
7 人中的 7 人(100%)觉得这篇评测有价值
帐号内拥有 38 项产品
4 篇评测
18.5 小时(记录在案的)
05年就玩过MOD版2年多,后来橙盒升级之后家里台式神卡MX440就逗比运行不能了= =经过漫长的MOD测试(这九年估计都把老玩家的热情给耗干了吧- -)终于出了正式版。。。果然和免费版有了大不同(其实我更想吐槽MOD之前我还下来玩过,没感觉和05 06年的时候有多大不同>_<)我感觉NWI这样的小作坊能做成这样来说已经很不错了,全新的装备选择设计,全新的武器以及配件组合(武器的质感真的很赞),全新的引擎表现力、战场临场感烘托得很好(看宣传就能看出来,绝逼没坑玩家)以及重新渲染过的地图(地图君求不吐槽)。。。
总之我感觉对于喜欢硬核向fps但又不想总是沉迷于RS烧鬼子的快感的玩家来说值得一玩,毕竟是不同的时代不同类型的游戏。相对于讲究排长战略指挥/火炮支援 班长前线插复活点/标记/回馈 战士听命令当炮灰拿命填,这样偏向营造真实大战场气氛的RO2/RS来说,Ins更着重于刻画班组战术小队CQC城市作战场面,因为INS没有Ro2/RS那样写实的上百人复活支援点数= =区区最高15波的复活增援机会玩家还不可能全部赶上,某些模式比如推进模式,攻方初始特么的才有5波复活。。。这让坐拥15波的以逸待劳的守方简直不能酸爽更多,我想这是开发商想要加快游戏节奏的策略,但这也太尼玛了吧 。。。最让我感到丧病的还是控制占点模式,一开始双方就一波没复活增援,一方只要成功占一个点阵亡队友马上复活。。。总共3个点经常打来打去变成一方压倒性推进或者双方死得差不多最后躲猫猫。。。
正因为这些种种开发商为了加快游戏节奏的设定,INS里人命就显得格外精贵,所以逼迫着双方玩家为了生存率结成战术小组推进,这样至少在近距离战斗(CQC)中不至于出现先锋白白挂掉,后面按兵不动的情况,经常是胆大先锋的被黑死了,剩下的队友一窝蜂上去把敌人怒艹之- -当然被一个手雷在屋子里团灭的悲伤故事也经常发生= =游戏自带的语音通讯效果就很好,方便搞基互黑,下次再见到这样情况,你就可以喊一声手雷~~~然后把队友留住挡雷了~
另一个亮点是武器配件的组合。。。但是我不管什么情况,必定AP蛋加重甲防弹衣,有可能的话还要加个握把加强激♂情对射时的胜算= =其他的看自己需要吧,貌似穿重甲和不穿重甲的区别也就多挨几个窟窿的区别吧,反正在这个自动武器分分钟糊你一脸的世界里,保持交火距离以及有节奏的射♂击才能获得最大的优势。
但遗憾也是有的,开发商为了平衡,我感觉搞得双方武器系统没有太大的区别,换句话说就是没有特色,基本上你有的我也有,无非就是换个样子平衡下数值而已,但不得不说美帝砍掉了M203榴弹真是我大COD广大Nubtuber众的一大损失,加上那些乱入PMC的人设,给我感觉就是经费预算不足国民自卫队每人凑了点钱请PMC来帮忙平叛。。。叛军方面没什么可说的,sks mp40都拿出来上皮卡丁尼上配件的叛军你怕不怕,分分钟阿拉胡阿克巴你怕不怕。。。
最后必定要说一下服务器人数问题,反正HK 毛子的莫斯科服肯定有人陪你玩就是了,但基本上都是得等高峰期人数才会爆满才有感觉,其他非正常时间基本上都是一群老鸟在偌大一个地图上相互撸黑枪,这游戏我感觉延迟300以内都能玩,不过不懂为什么,最近HK服某个上古世界的霉军推进地图简直卡得感人,国服刚刚建立不久,目前没什么人,但我相信这样的硬核类游戏总归是慢热型的,人嘛,够玩就好,当然找基友入坑来保护好自己的菊花也是第一要务= =
6 人中的 6 人(100%)觉得这篇评测有价值
帐号内拥有 213 项产品
3 篇评测
10.0 小时(记录在案的)
5 人中的 5 人(100%)觉得这篇评测有价值
帐号内拥有 98 项产品
10 篇评测
8.5 小时(记录在案的)
上手略难,经常莫名其妙就死了……UI的提醒信息也比较少,没有击杀图标感觉很不习惯……打了半天都不知道对方怎么样了,友军提示不是很明显,经常把队友黑死了= =,可能是为了突出真实性吧……
237 人中的 223 人(94%)觉得这篇评测有价值
帐号内拥有 225 项产品
9 篇评测
13.3 小时(记录在案的)
服务器实在是太少了,看看正式版出来人会不会多点,我这篇不足20字的评论上首页了?看来我得改改了。。 现在正式发布之后服务器多了不少。游戏开始选择装备的界面也改进了很多。游戏风格很真实,可以说是现代版的red orchestra2.有些人可能会觉得枪支打开4倍镜或者狙击镜后会掉帧很多,。其实只要在视频设置界面吧最后一项改成中等差不多就行了/