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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.
Release Date: Jan 22, 2014
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Recent updates View all (79)

Performance Hot Fix Released

July 9th, 2014

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

Fixes

  • 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.

23 comments Read more

Update released to resolve lag issues

July 8th, 2014

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.

Changelist:

New Content

  • Updated Peak and Revolt.
  • Updated Heights (Coop) and Peak (Coop).
  • New optic lens behavior.
Optimizations
  • 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.
    Improvements
  • 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.

44 comments Read more

Reviews

“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

About the Game

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.

Features


  • 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.

PC System Requirements

    • 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

Mac System Requirements

    • 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
Helpful customer reviews
104 of 110 people (95%) found this review helpful
86 products in account
4 reviews
10.4 hrs on record
Insurgency is a refreshingly new intense multiplayer FPS.

Expect no kill cam, no crosshairs, no radar, no medic or healing. No enemy damage notification. This is all hardcore realism of fun!

Maps offer a good mix for long open lanes for snipers and confined areas for short range encounters.

8 Game modes from Firefight, Search & Destroy, Skirmish, Strike, Push and so on. There are also Co-operative missions.

Gun loadouts lets you choose various amount of classes before the game starts, from support, rifleman, sniper, assault, sharpshooter and so many more. While customising your build, each costs a amount of points, but your choices will also effect your weight, the more you carry the slower you move.

It's still has a active server population of roughly 1500 people online who play it daily. And the developers have continued to add new content to the game.

If you are into these tactical shooters, and you're also looking for a truly immersive combat experience, then this game could be for you. I've been enjoying playing for many hours now, so incredibly addictive and challenging. Highly recommended!
Posted: June 10th, 2014
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440 of 571 people (77%) found this review helpful
108 products in account
2 reviews
238.2 hrs on record
A game so authentic that suicide bombers use it to train. 10/10
Posted: February 2nd, 2014
Was this review helpful? Yes No
153 of 188 people (81%) found this review helpful
406 products in account
8 reviews
15.0 hrs on record
Battlefield for adults.
Posted: June 19th, 2014
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41 of 42 people (98%) found this review helpful
280 products in account
3 reviews
16.3 hrs on record
TL;DR: Rainbow Six + Red Orchestra + a bit of Counter-Strike and a sprinkle of attachments like Battlefield but without dumb unlocks. A solid tactical shooter with a slow pace and punishing time-to-kill where a few bullets will take you down.

Insurgency is Rainbow Six in Iraq with lots of sudden death and PTSD and jumping because you're shot out of nowhere. It's a game of hide-and-seek with laser sights betraying their owner's position and footsteps betraying your own position. Imagine if Red Orchestra had a baby with Rainbow Six. It's got a lot of that in its blood. In fact, one of the original devs for RO is the guy behind Insurgency. Now, the hypothetical RainbowOrchestra child was raised by Counter-Strike. Some round-based game modes and not all of them have respawns without some major coordination.

It's a tense package where you might go with no kills or a lot, depending on how well you can plan ahead with your teammates because if you don't get the drop on your enemies, you're dead before the bullets leave the chamber. If you liked the mod, you'll like this. If you like Red Orch but in the scale of the older Rainbow Six games, you'll like this.

On a scale of 20, I give it three thumbs up and -25% off coupon to a medium 2-topping pizza at participating locations. Would recommend.
Posted: June 24th, 2014
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144 of 204 people (71%) found this review helpful
726 products in account
9 reviews
23.5 hrs on record
This game is enjoyable.
Posted: January 27th, 2014
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1,209 of 1,268 people (95%) found this review helpful
236 products in account
61 reviews
119.4 hrs on record
Insurgency is a strange animal - a blend of various ideas characterized by other games like Counter-Strike, Red Orchestra, and the cult classic Firearms mod - that manages to do a very good job at providing a tactical, hardcore shooter experience.

On paper, Insurgency seems very normal - two teams, the classic push/conquest/objective style game types, and guns. However, that's pretty much all Insurgency has in common with its modern military shooter bretheren. Insurgency is mechanically a very different beast. Let's start with spawns - instead of having reinforcement pools like Battlefield or Red Orchestra, Insurgency uses spawn waves to regulate gameplay flow. It sounds weird, sure, but it works extremely well in practice.

Let's take a basic game mode, Skirmish. Five objective points, conquest style. Each team's closest points to defend are objectives that can be destroyed, which removes them from the map and tightens up the cap order. Each team starts with 2 spawn waves. These spawn waves kick in every 60 seconds or so. Anyone alive by then stays alive, anyone dead by the end of this timer comes back. Every time an objective is captured, another spawn wave is added to the capping team. This means that players are not only incentivized to do objectives in order to extend their own playtime, but it also increases the team's overall effectiveness. It also means that rounds can take a while or be over extremely quickly depending on the degree of teamwork and individual player ability to stay alive.

The other thing that this game does very well mechanically is its gunfights. In other tactical realism games like Red Orchestra or ARMA, an average engagement is a sniper fest - whoever sees 'em first ends it pretty much instantly. Now don't get me wrong, Insurgency has its share of ingloriously quick deaths and sniping corridors, but an average medium-range gunbattle can often devolve into a stand-up fight involving suppression, repositioning, and grenades, much like a real fight. Part of this is enabled by the fantastic sound design and particle effects - guns are spectacularly loud, a blinding amount of smoke and dust gets kicked up from fully automatic fire, and suppression effects seriously mess with a player's accuracy. Ducking away from a window to have a burst of automatic fire rip up where you were just seconds ago is quite unnerving. Insurgency also seems to be one of the few games that really understands that shooting a real firearm often results in a sort of almost-blindness from the muzzle blast and recoil, which makes attempting to shoot enemies less of a "line-up-and-click" moment and more of "frantically fire in their general direction and hope they don't shoot back". tl;dr: the guns feel realistic and meaty, and getting shot at is freaky.

With that said, however, I must be clear with you - Insurgency is NOT a game attempting infantry combat simulation like ARMA or Red Orchestra. The accuracy and damage dealt by the game's large selection of weapons is on par with those kinds of games, but this is also a game tuned for balance and fun. There isn't any superflous mechanics like changing the zeroing on your ironsights or wounding (like RO2 does), but it does make thematic concessions, like fully animated fire selector switches. The inventory and loadout system also emphasizes that it's still very much a game . The end of rounds gives your team Supply Points, which you can then use to build your character's weapons kit. You can equip armor to hopefully increase your survivability by a shot or two, attach a 4x scope to your SKS to plink at range with it, or shunt your points into a slow-handling rocket launcher, which is good for objectives and heavy suppression. There is no grindy metagame progression system like Call of Duty. It's just the loadout and inventory - all based on your team's performance in and out of rounds. Kind of like Counter-Strike!

As someone who cut their teeth on games like Red Orchestra, I can say this about Insurgency: it is NOT the most hardcore, realistic shooter I've played, but it is most definitely the most FUN I've had with a realistic team-based shooter! For an early access game, they have a very good product released as of this date (12/29/13). I haven't had a single crash yet, it looks amazing, and runs like a dream! They also have quite a selection of maps and well-balanced gameplay to top it all off. If what I've said sounds good at all to you, go on and get this game, even if it isn't on sale. It's worth it.
Posted: December 29th, 2013
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