Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay. Major features include vehicle-based combined arms gameplay, large scale environments, base building, and integrated positional VoIP for proximity talking & radio.
User reviews:
Recent:
Mostly Positive (385 reviews) - 75% of the 385 user reviews in the last 30 days are positive.
Overall:
Very Positive (6,238 reviews) - 81% of the 6,238 user reviews for this game are positive.
Release Date: 14 Dec, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Considering the scale we would like to achieve and the time it will take to reach the full array of features we plan to deliver, it makes sense for us to allow our fans and the wider public access to the game while it is still in development. The nature of the game allows us to take very clean vertical slices (for example, infantry combat) and expand on them while we continue to develop new features in other areas. This allows the community to enjoy and support the game and its developers while work continues, a scenario which our development team is very familiar with, coming from a modding background where fast iteration and immediate player feedback are important.”

Approximately how long will this game be in Early Access?

“We are anticipating for Squad to remain in Early Access until the end of 2016.”

How is the full version planned to differ from the Early Access version?

“In the full version, we are aiming for the support of 100 player servers with 50 players on each side. In addition what we have planned are a full compliment of vehicles for each faction, which goes from the small (motorbikes), all the way to close support jet aircraft and helicopters. Lastly we intend to fully flesh out the Base Building system by including more deployables, refining the construction and supply systems and also creating an upgrade system for bases.”

What is the current state of the Early Access version?

“Currently Squad is in a stage where infantry combat is the current standard of play and is rapidly evolving. In addition base building is already implemented.”

Will the game be priced differently during and after Early Access?

“It has yet to be determined whether the price of the game will change during or after early access.”

How are you planning on involving the Community in your development process?

“At the moment we are running a closed alpha for our community and backers who have supported us via Kickstarter or our website. We are getting feedback from alpha participants and our larger community on a daily basis via our forums (forums.joinsquad.com) and are actively working to improve the game and prioritize features for development based on that feedback.”
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Recent updates View all (30)

8 August

Alpha 7.0 Server Hotfix is Live

We are pushing a hotfix (the version will stay as 7.0) which fixes a number of server side crashes that have been occurring with the launch version.

Enjoy!

94 comments Read more

6 August

Alpha V7 Release!

#Discussions_QuoteBlock_Author
There is a known camera bug when exiting vehicles including stationary .50 cals in the Firing Range. Simply enter the admin cam (Shift + P) and exit the admin cam (Shift + P) to reset the First Person camera.

The bug does NOT happen in multiplayer.

https://www.youtube.com/watch?v=n861O8U38Bk



Hi Squaddies,

The day is finally here. Vehicles have arrived. It has been a long road for everyone on the development team, and especially you, the player. But finally one of our long awaited features is ready to roll out. Besides this, our programmers, production artists, mappers, testers and support staff have all been hard at work producing other content that will certainly make Version 7 one of our biggest and most ambitious patches yet.

Version 7 is now available via Steam and below is a full changelog.

For a quick summary of the major changes, please read our previous news post HERE.

Changelog

Gameplay


Vehicles have been added to the game. Please familiarize yourself with what you will encounter on the battlefield.



Starting map tickets have been increased across the board by about 150-200 tickets. This gives more room for a comeback and to accommodate vehicle losses.

Vehicles have a respawn timer from 3-6 minutes from the time that the vehicle is lost. Vehicles with weapons on them have a respawn timer of 6 minutes. Note that some vehicles on some maps have no respawns and are a one time use only.

Losing a vehicle will result in a potentially heavy ticket loss (4-30 tickets!!). Protect and repair your vehicles!

If a vehicle flips over, it will catch on fire to get it off the map. This will take a while, and your team will be without an asset for a while. Pay attention to where you drive.



New System: Vehicle Claiming



Overview: The squad vehicle claiming system in its first iteration will function primarily as a way to strengthen the role of the Squad Leader and eliminate the ability of players to go rambo and take a vehicle without any responsibility for its usage. The system is entirely passive but also considered an advanced system.

Only SL will interact and be notified as to the claim states.Only a Squad leader may claim a vehicle. The SL claims the vehicle by attempting to enter the vehicle or by approving a vehicle claim on his minimap made by members of his Squad.

He will get one of several messages depending on the vehicles current claim condition.

  • "Only Squad Leaders may enter unclaimed vehicles." - You are not an SL.. Nice try!
  • "You must have the Squad Leader role to claim a vehicle." - Go get an SL kit
  • "Must have at least 3 members in your Squad to claim vehicles." 3 members - 1 vehicle can be claimed 6 members - 2 vehicles can be claimed 8 members - 3 vehicles can be claimed
  • "Must have at least 2 squad members nearby to claim a vehicle." Much like our FOB and Rally Point systems you need to have your Squad with you to claim a vehicle. (2 additional members) Vehicles can also be approved for claim by approval on the minimap by a Squad Leader
  • "Unable to enter due to another Squad's claim on this vehicle." This vehicle is already claimed. Please try a different vehicle or radio for a ride.
  • "Vehicle Claimed." - Great Job! Your Squad can now enter the vehicle and have a happy battle!

In addition, a squad leader can claim a vehicle by approving a claim made by his Squad members.

If 3 squad members are near an unclaimed vehicle and the Squad has claimed slots available they can request a claim by attempting the enter the vehicle.They will be notified to Radio their Squad Leader for approval. Squad leaders can open their minimaps and approve the claim. (provided they have a claim slot available)

Active VS Passive claims and how it affects your Squad.

The system maintains a chain of possession of claimed vehicles through Active Claims (You have a squad member actually in the vehicle) and Passive Claims (Your squad claimed and used the vehicle but currently have no members of your squad occupying a vehicle seat)Active Claims always give you complete control over the vehicle seats and the driver position. Players not in your squad cannot enter the driver seat of your actively claimed vehicle (but they can enter the other seats). In order to maintain an active claim you must have a squad member somewhere in the vehicle.Any Squad member may also bump a friendly from an occupied seat by switching to that seat. (via the F keys)

Passive Claims are maintained even when the vehicle is not manned. Your Squad members can enter and exit the vehicle freely and the driver seat will still remain locked to the owning Squad. However.. A passive vehicle can be claimed by another Squad Leader provided he has the ability to do so. (This can be done in person via attempting to enter the vehicle or remotely via a group of 3 squad members)

We all know there are good reasons and bad reasons for losing and/or choosing to lose a vehicle. We want to reward the good reasons and punish the bad ones. Here are some messages relating to dropping off your vehicle you will encounter.Additional Mechanics: There may be a good reason to want to unclaim a vehicle and we are providing a number of methods to do that.

  • Drop off the vehicle at a FOB.
  • Drop off the vehicle at a Main Base.
  • Coordinate another Squad Leader to take over your claim.

As with any experimental system.. A lot will be changing as we get testing feedback and we will continue to refine and improve it.




Spawning, Supplies and Logistics



  • Rally Point cooldown timer is now 2.5 minutes. 2 minutes if placed too close to enemies. Rally Point needs a fellow squad member within 8m to place (was 5m).
  • Forward Operating Bases no longer have an active spawn point when initially deployed.
  • Forward Operating Bases gain an active spawn point after having been placed for 5 minutes. (Unless visited by a friendly supply truck
  • Losing a Forward Operating Bases Radio now results in a 20 ticket penalty (was 10).
  • Passive supply rate has been lowered to 1 per second.
  • A FOB can now hold a total of 2000 Supplies and 1000 Ammo.
  • Forward Operating Bases get an active spawn point if a friendly (loaded) logistics vehicle comes close to the radio. Bypassing the 5 minutes of waiting time.
  • Bringing a loaded logistics truck to a Forward Operating Base and unloading supplies near the FOB radio will deposit 1000 supply points and 1000 ammo points to the base. Logistics technical will supply a base with 500 of each rather than 1000.
  • You will need to press the "Unload Supplies" button (Default "Q") to unload supplies. Once a logistics vehicle has unloaded its supplies at a FOB the space in the graphical representation of the supplies goes away. You will need to restock the vehicle again to perform another resupply action. Drive to your main base supply depot to pick up new supplies.





Kit Changes

  • Binoculars removed from all medic kits.
  • Change to the rate that Fire Support kits unlock at. They now unlock one slot for each 3 squad members you have. Was 2 slots at 4 and an additional at 8. Riflemen classes should be a bit more frequently seen now.
  • US medic kit now has an M4 with a red dot sight.
  • US LAT kit now has an M4 with a red dot sight.
  • US ironsights rifleman now has a foregrip on his M4A1.
  • Marksman kits with SVD now has 6 magazines instead of 4.
  • Russian kits that previously had the AKS-74M now has the AK-74M.
  • Insurgent RPG Gunner kit now has the AKMS instead of the AKS-74U.
  • Russia and Militia gets access to an additional scoped rifleman at 8 squad members.
  • Adjusted the limits of the AK74 Fighter kit for insurgents. Now limited to 2 rather than 3.
  • Reduced the number of colored smoke grenades carried by the Squad Leader kits. Now has 1 of each color rather than 2. Still carries 2 white smoke grenades.
  • Added HEAT rounds to all RPG-7 kits and adjusted the number of Fragmentation rounds as well. Militia and Insurgents carry 2 Fragmentation rounds and 2 HEAT rounds. Russia carries 1 Fragmentation and 2 HEAT rounds.
  • Added Designated Marksman kit for the US Army. The kit has the M110 DMR and an M9 with an additional pistol magazine like the other DMR kits. Kit unlocks at: 5 squad members and 10 team members, limited to 1 per squad.
  • Added Scout kit for Insurgents and Militia. The kit contains SKS as the primary weapon and also has a set of binoculars. This kit is perfect for scouting and directing fire. Kit will get more toys in the future ;) Kit unlocks at: 3 squad members and is limited to 1 per squad.
  • Added a limited alternative Fighter kit for Insurgents. The kit contains a AKS74 with 1p78 optic. Kit unlocks at: 8 squad members and is limited to 1 per squad.
  • Added limited alternative Fighter kit for Insurgents. The kit contains a G3A3 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 4 squad members, and another one at 8.
  • Added alternative Squad Leader kit for Insurgents. The kit contains a G3A4 as the primary weapon. This rifle has better range and more stopping power than your standard AK rifles. Kit unlocks at: 6 squad members.
  • Added Raider class for Insurgents. The kit contains the PPSH-41 as the primary weapon and RKG-3 anti tank grenades. This kit is perfect for causing mayhem up close. Kit unlocks at: 6 squad members and is limited to 1 per squad.



Weapon Handling

  • Weapons now move more dynamically when you perform rapid twists and turns. This makes sight alignment take ever so slightly longer.
  • Weapons with a foregrip have less vertical recoil than weapons without (M4 variants, PM md. 63 and AMD-65). Additionally it also has a faster sway pattern to simulate the pressure applied.Lastly they have an ever so slightly quicker ADS time than a weapon without.
  • Weapons with underslung grenade launchers similarly have less vertical recoil due to the added weight out front. Furthermore these front heavy weapons have slightly more sway.
  • Minor tweaks to M4 recoil to compensate for the very high rate of fire.
  • RPG-7 and M72 has lowered deviation to make hit percentages similar to real world expectations.
  • HMGs such as the M2 and Dshk are now able to sustain fire for a longer time without overheating, but cools off at a slower rate.



Deployables

  • Added vehicle repair depot deployable. Costs 400 supply points and slowly and passively repairs vehicles in a radius around it.
  • Hesco/sandbag bunkers are now reduced to 300 supply points.
  • Hesco walls are now reduced to 200 supply points.
  • Single hescos are now 50 points.
  • Sandbag walls now cost 50 supply points rather than 100.
  • Added C sandbags to Insurgents and Militia. 50 points.
  • Added a new Pillbox-style Sandbag Wall that has firing ports.
  • Sandbag Walls are now stackable again.
  • Razor wire now cost 25 supply points.
  • M2A1 on tripod is now 350 supply points.
  • Dshk heavy machine gun on tripod is 350 supply points.
  • Concrete barriers are now 50 supply points.





Vehicles

Not all weapons will be able to damage all vehicle types.

Most vehicles in the game will be able to take about 2 hits from an RPG-7 HEAT round, M72 LAW or RKG-3 grenade. The exceptions are the technicals who can take about 1 and a few bursts of rifle fire to top it off. The other exception is the BTR that will be able to take roughly 3 rocket hits.

The BTRs main 14.5mm cannon will be able to easily chew through all vehicles before it. The gun has Magnification that can be switched with the 1 and 2 Number keys.

Heavy machine guns such as the M2 and the Dshk will be able to damage all current vehicles fairly easily. Some vehicles are more resistant than others, expect anywhere from a 1/3rd to almost a full belt of .50 cal ammo to be needed, depending on the vehicle you are firing at.

Rifles and infantry weapons are split into three categories.

7.62 Caliber weapons will be able to damage bring down soft skinned vehicles such as the technicals and trucks. Expect to spend up to several hundred rounds to reduce a healthy vehicle to a useless hunk of metal. Weapons in this category include everything from 7.62x39, such as the AKM, up to the 7.62x54R of the SVD.

5.56/5.45 Caliber weapons will be able to do light, and significantly less damage to technicals and trucks. You will need the determination of your entire squad to take down a fresh vehicle with just your hand weapons. Examples of these calibers are the M4 and the AK74 series of rifles.

Pistol calibers have no effect on a vehicle's health whatsoever. Conserve this ammo for self defense.

Fragmentation grenades. Hand grenades, the RPG-7s fragmentation grenade and the GP-25s fragmentation grenades do little to no damage on vehicles. They are only able to slightly damage unarmored technicals and trucks. Use the proper explosives for the job!

There is one exception to the fragmentation grenades. The US 40mm grenade launcher utilizes the HEDP rounds which are somewhat effective vs soft skinned vehicles. They will be able to damage all vehicles in the game, but at a significantly reduced rate as the armor of the vehicle increases.

There are currently no indicators of your vehicle's current health in the field. So keep track of what you have been fighting and return to base or a FOB to get fixed up and rearmed at a repair depot.Keeping your vehicle operational will give you a great advantage.



Damage Effects



Unlike most games, vehicle damage effects are not tied to a specific % of health. In Squad, effects such as a vehicle being on fire, doesn't necessarily mean that the vehicle is about to die.

Several weapons have a chance to light vehicles on fire. As a vehicle is closer to getting on fire, the vehicle will start smoking in an increasingly more dramatic way. Once a vehicle is on fire (visible flames) the vehicle as well as all of the occupants will take a light amount of damage every second until the flames die out by themselves or the vehicle is destroyed.

The TL:DR version of the weapons that adds chance for a vehicle to catch on fire is as follows (in descending order):

  • (Most Powerful) RPG-7 HEAT rounds / M72 LAW / RKG-3
  • 14.5mm Armor Piercing Incendiary rounds from the KPVT on the BTR-80
  • US 40mm HEDP rounds from the M203
  • M2 and Dshk HMGs



Penetration

First step on a long road ahead for projectile penetration! Depending on what weapon you are using and what vehicle you are shooting at, there is a possibility that your rounds can penetrate the hide of the vehicle and damage the passengers inside, at a greatly reduced level.

The higher the caliber of your weapon, the more damage you will do to the occupants of the vehicle. If you can penetrate it in the first place.

Vehicles such as the HMMWV and the BTR-80 are immune to all infantry firearms and can only be penetrated by .50 cal or larger. The remaining vehicles can be penetrated by infantry rifle calibers.



Systems

  • Players now move slower when moving along inclines and up stairs. The speed reduction is governed by the type of material you are traversing.
  • Acceleration into a full sprint has been decreased by half.
  • Addition of a Walking Animation while ADSing.
  • Addition of a prone movement animation while moving around in Prone.



UI

  • Order and Enemy markers will appear in 3D space for a brief amount of time when initially placed to the Squad of the Squad Leader who placed it.
  • Order markers (Construct, Move, Defend, Scout, Attack, etc) can now only be seen by the squad.
  • Enemy Spotted markers (vehicles, infantry, etc) can be seen by the team.
  • Each squad is allowed 1 action marker and 3 spot markers at a time. As you place new markers the older ones will be removed.
  • Crowdfunding backers have now been added to the credits list.
  • When creating a squad, the SL will be given a squad leader kit. They will then be taken to the Roles screen so they can exchange it for another version of the SL kit.
  • When joining a squad, the player will be taken to the Roles screen so they may choose their kit.
  • Updated the map flags to be higher quality and new designs for the Militia and Insurgents.
  • Kits are now grouped in appropriate sub groups at the ammo crate.
  • Redesigned the FOB Status Widget and fixed a few cases where it wouldnt show up when it should.
  • The ammo counter widget now displays a rough estimate of the rounds you have in your magazines, including the one in the gun.



Art

  • Added PPSH-41 submachine gun.
  • Added G3A3 battle rifle.
  • Added G3A4 battle rifle.
  • Added SKS semi-automatic carbine.
  • Added RKG-3 anti-tank grenade.
  • Added M110 SASS designated marksman rifle (rifle has placeholder optics).
  • Added PG-7V HEAT anti-tank rounds to the RPG-7 launcher.
  • Added Dshk heavy machine gun emplacement for Insurgents and Militia.
  • Added the AKMS back to the game.
  • Removed the AKS-74M.
  • Updated textures on base AK-74 models.
  • Added M1151 HMMWV
  • Added Technical
  • Added M939 transport and logistics truck
  • Added Ural 375D transport and logistics truck
  • Added BTR-80 APC



Maps

  • Added new map Yehorivka to the map rotation.
  • Added Night version of Chora
  • Added Infantry layers for most maps
  • Added Dusk version of Gorodok
  • Added more details to Sumari Bala
  • Added one of each vehicle type and variation to Jensens Range. All of them are enterable with no requirements. 30 second respawn timers on them.
  • Added a racetrack to Jensens Range



Modding

  • Added a function to the Radial Menu, IsMarkerVisible, that can be overriden and used to hide markers
  • Moved Ragdoll behavior to a component on Soldier and added a number of methods to control the ragdoll state. This should allow modders to put the soldier into a ragdoll state at any time, rather than only when incapacitated.
  • SQPawn now switches the team of MapIconWidgets, so the team state should always be correct.
  • Added new Ruleset function VehicleDestroyed.



Before we sign off, there's one last thing we want to share.

We are extremely excited to be able to share the first trailer for Post Scriptum: The Bloody Seventh. The first full scale conversion for Squad under development currently.

Congrats to Periscope Games for taking this huge step into the public. We are very proud of your work so far and look forward to lending our support.

https://www.youtube.com/watch?v=W24njMwPkCM

Offworld Out.

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About This Game

Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning. It features large open maps, vehicle-based combined arms gameplay, and player-constructed bases to create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real-world scale firefights.

System Requirements

    Minimum:
    • OS: Windows 7 SP1 (x64)
    • Processor: 2.4 GHz Dual-Core 64-bit CPU
    • Memory: 4 GB RAM
    • Graphics: DX11 Compatible GPU with 2 GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 18 GB available space
    Recommended:
    • OS: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processor: 3 GHz Quad-Core 64-bit CPU
    • Memory: 6 GB RAM
    • Graphics: DX12 Compatible GPU with 3 GB VRAM
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (385 reviews)
Overall:
Very Positive (6,238 reviews)
Recently Posted
Scooty
( 44.0 hrs on record )
Early Access Review
Posted: 8 August
Had to stop.
1-19 Frames per second after researching the tips and tricks.
Multiple times I click and nothing happens on a pro gaming mouse.
It's the game, it's in alpha, get used to it.
Oh and vehicles are like a slideshow.
Helpful? Yes No Funny
BK Chicken Tenders
( 0.6 hrs on record )
Early Access Review
Posted: 8 August
NO! NEVER TOUCH THIS GAME! I have a 2gb 960 and I couldn't get a constant 30 FPS at 900P! MY GPU FITS THE MINIMUM AND I CANT GET 30 FPS AT 900P! THE GAME ALSO LOOKS WORSE THAN CS:GO AT LOW SETTINGS! Also encountered many glitches. I understand it is early access, but come on! This is just stupid.
Helpful? Yes No Funny
drquest
( 8.3 hrs on record )
Early Access Review
Posted: 8 August
Vehicles are finally here! They mostly work, but one of the main problems is that in firing range the vehicles have a glitch where if you get in one you go in third person.
Helpful? Yes No Funny
MinHook
( 27.6 hrs on record )
Early Access Review
Posted: 8 August
Thx for this game dev.. Since last update, crash, crash, crash and crash again all time...
Really thx for this really stable game and for the immersion...

Expect that, nice tactic game.
Helpful? Yes No Funny
Spartan John-117
( 5.8 hrs on record )
Early Access Review
Posted: 8 August
I'm gonna give the alpha of a game a negative review based on poor performance rather than doing anything or putting forth effort to contact the devs to let them know of the issue.

Seriously, it's an alpha folks. You're the ones that bought the game. You committed to it. It will be fixed in the future. The gameplay is fun. The graphics look nice. It's just got some performance issues but it's an alpha, don't expect it to run super smooth.
Helpful? Yes No Funny
armyvet70
( 0.6 hrs on record )
Early Access Review
Posted: 8 August
Not worth $40 in its current iteration; maybe $20-$30. Its an alpha so if you are asking me to pay $40 it better be a really POLISHED alpha. Instead there are plenty of bugs, crashes and glitch gremlins. IT doesnt mean the game isnt fun...because it IS fun. But the pricepoint and the experience dont match up.
Helpful? Yes No Funny
Social Justice Warrior
( 164.5 hrs on record )
Early Access Review
Posted: 8 August
Even in its infancy, Squad presents a happy medium between Arma and Insurgency.
Helpful? Yes No Funny
Sekonder
( 8.3 hrs on record )
Early Access Review
Posted: 8 August
Dive into the most realistic, military grade stuttering and lag simulator of past 10 years.
Prepare yourself for an immersive shooting experiance, which includes but not limited to regular prayers to RNJesus so you can hit the enemy at 20 meters with ping above 10.
Enjoy the breathtaking visuals with your 3000$ gaming rig, while getting 35 fps.
Group up with people from all around the world you've never met before, communicate and coordinate, so you can claim a transport truck.
Become the ultimate special ops group, sabotage enemy assets, destroy their FOBs by shoveling a a radio for 3 minutes.

Finally, enjoy your time as a battle hardened soldier who doesn't even care if he is beleeding or not, stay calm under multiple 50cal HMG fire and keep walking at a slow pace.
Helpful? Yes No Funny
Deeds
( 39.5 hrs on record )
Early Access Review
Posted: 8 August
Intense Combat! Communcation is the key to win!
Do wanna play BF but without all modern "features" like spotting and auto-health-reg?
PLAY SQUAD!
Helpful? Yes No Funny
Deslong
( 4.9 hrs on record )
Early Access Review
Posted: 8 August
Good Game
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
64 of 70 people (91%) found this review helpful
1 person found this review funny
Recommended
56.7 hrs on record
Early Access Review
Posted: 10 July
I don't regularly write reviews - but I figrued I would make the effort for this game for several reasons, namely that it's an alpha or early access game, it's price is over the $40 mark, and .. it's really good. Most of my FPS experience lays with games like RO2, Rainbow Six, Day of Defeat, and so on.


Having said that, and moving onto Squad - this game meets my expectations and then some, and as far as I know (though I may be wrong) they are only on the seventh version, with vehicles coming in at the end of the month. The community is as good as a FPS can get - and I say that coming from RO2 which at the end of the day, on the right servers has some great folks playing. The more experienced players are willing to help with the learning curve (and trust me, there is one), and the newer players tend to listen. The graphics are.. well, Unreal Engine 4, which as someone who's developed on, I may have a bit of a bias for, but they are phenominal. I run around high settings and am getting about 50fps on a a 960 GTX and an i7 intel processor - so the game runs well enough with the right equipment, and I haven't yet had frame rate or stuttering issues outside of some server lag when connecting to overseas servers.

Pros:

Intense - the firefights are insane. Coming from R02 I was worried I would be less than thrilled - the bullet supression in that game, and the general sense of fear when you were being shot at compounded with the system of heavy breathing and fear they designed for that game was great - HOWEVER, Squad just does it better. How? Thanks to UE4's capability to create sound thresholds and dynamic noises fairly easy - the sheer amount of firepower, explosives and bullets whizzing off in every direction, coupled with a surpression system that does a good job of mixing a "blurred" screen with that feeling of anxiety just makes for amazing firefights.

Teamwork - I get that this is sort of something to be judged on a case by case basis, and everyone's experiences vary, but in general the people who take squad lead positions tend to be communicative, as do the squad members. The ability to kick troublemakers from squads also helps. There's rarely any hesitation to listen to SL's, even when it means switching roles (I've many times seen people switch out of preferred roles to play the SL's asked role), which might seem petty to some but.. let's be honest, this wouldn't happen in many others games.

Teamwork II - I'm using a second point for this because I feel it needs to be seperate - the teamwork is outstanding when the interplay between squads connects, and you have 2 or 3 different squads linking up to attack or defend, flank or what have you an enemy position. The way it's broken down requires you to listen to your SL, as only SL's can talk among eachother, but squad members can't talk to other squad members unless they're local. (Again, the sound threshold, it's really cool to hear people's voices moving closer and further away, or to hear another squad yelling as you approach in combat. Also creates the need for "radio silence," which all IMO lends to the immersion.)

Base Building - Really fun to set up FOB's, (forward operating base) and then lay down the "deployables," sandbags, bunkers with weaponry, ammo caches, etc. etc. The way the squad lead sets up rally (spawn) points or FOBS (also spawn points) is crucial to the capture or defense of certain points - vulernable to the enemy and can completely change the outcome of a match. Fortification of places is great, and the freedom to make your moves as you see fit allows for an open world sort of feel to it - maybe fortifing the hill overlooking the town is better than taking the town itself?

Map - The map is HUGE. Regardless of whether you are in an Eastern European countryside or the poppy fields of Afghanistan - the scale is phenominal. The variety is great, the scenery, landscape, shrubbry, everything looks beautiful. *This works into the cons later, but in a super minimal way.

Animation - Sound - Models: Gun models are top notch, the sounds are accurate, realistic and scary as hell when you're getting shot at.

Community - Populated servers, I'm N/A and there is several servers that run with great low-ping. I also often find Euro servers and the ping is acceptable as well, which really means it's a playable game 24/7. Tons of people on.

Matches are based on tickets - This is great, because it really makes the medic role important. Medics HAVE to stay alive with their squad, and do their best to keep their squad members alive for the duration of their mission - all on limited supplies. (Each troop is equipped with bandages to stop the bleeding, only medics have med bags however.) The fact that the matches are based on not only objectives but tickets also stops people from constantly dying and respawning - along with the size of the map. It's often times more beneficial to you, your squad and your team to wait it out until a medic arrives.

Role diversity and autonomy - This goes along with the open world, but there are many many different options for winning, that at the end of it are only determined by the abilities of the squads on your team. There are no set "objectives" outside of capturing towns or depleting the enemy - so the methodology of how your team goes about doing that is completely up to you. Often times, you'll have SL's coordinated, and have several squads split off for defense, several for attack, several for recon, so on and so forth - it's a unique experience to play a game with as many others as this one, and have that level of coordination and planning.

Cons -

Note, these are all issues related to the fact that it's an early build, and are certainly not game breaking issues by any means.

Server browser - the server browser can be a little wack sometimes, and show a lot more empty servers than servers with anyone playing. Having said that, a few refreshes generally always gets me a good server.

Friends - playing with friends can be tedious because of the above issue, and the fact that "join friends game" through steam currently doesn't work. (Again, I'm sure this will be resolved), so right now it's a matter of "What server are you on?" which really isn't a hassle.

Map size - I don't really want to put this a con, but some people complain anyways. The map size is huge, and with no vehicles it takes some time to traverse. (The first vehicles are coming at the end of July, so this will be an invalid point soon.)

Bullet drop - None. This is sort of realism breaking, but again, I think this will be changed soon, and more than a few times I've been thankful for the lack of it. However, recoil is realistic enough that, even without bullet drop it can be hard to tag someone. (The fun part comes when you confirm the kill!)

Other points

Learning curve- This game has a bit of a steep learning curve. Its not your usual FPS in the sense that, you can somehow zoom in with your eyeball 10 miles and see a dude laying on a hill. (Unless you have an ACOG.)


Buy this game, and feel free to add me! Hope to see you in game!
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75 of 116 people (65%) found this review helpful
19 people found this review funny
Recommended
77.8 hrs on record
Early Access Review
Posted: 30 July
I was in the USMC infantry. Fought in the battle for Fallujah and my unit was the first into Bahgdad and we took down the statue of Sadaam.

This game is more like real combat than any game I've played. I just wish they changed or modded just a few things to make it better like...

Civilians! The game needs AI civilians working in fields and in the streets. These AI should seek cover when combat begins. I want to see a freaking guy halling ♥♥♥ on a donkey and burka woman hudling in the corner of homes.

^^^Update^^^

After playing this game I have grown to hate it. Not becuase the game itself, but becuase of the people playing it are completely immature and almost hostile to real veterans. if you do play this game don't mention your millitary history if you did more than POG work.

You will be bombarded by claims of stolen valor and almost religiously attacked by kids to old for GI Joes and to cowardly to join the Marine Corps Infantry.

What makes any online game great is the games community and this game will sorely disapoint you if you have served in the infantry and have actually fought. Not just pretend like you did something, more than a hearing a gunshot, if you have actually been outside the wire this game isn't for you.

Just look at the comments below.
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22 of 28 people (79%) found this review helpful
1 person found this review funny
Recommended
140.2 hrs on record
Early Access Review
Posted: 27 July
NOTE: THIS GAME IS STILL IN ALPHA/BETA

Most of the negative reviews I have seen have been mainly discussing lack of optimiziation, common early game bugs, etc,etc.
Honestly what do you think a Alpha/Beta is. This game is high intensity, full of combat, and TEAMWORK wich creates a funny yet serious yet truly addicting atmosphere that will attract a lot of PC gamers. But overall is a great FPS for people who enjoy other games like Warband, Arma, etc
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20 of 27 people (74%) found this review helpful
Recommended
26.7 hrs on record
Early Access Review
Posted: 3 August
Played BF2 PR a lot before this game came out.

The good

- The sounds are amazing
- Effects look insane
- Easy to use interface
- No two matches play out the same way
- A lot of interaction between teammates
- Shooting feels good
- Huge maps
- Solid performance
- Overall good graphics and immersion
- Challenging
- You can just hop into a server and have fun. You don't need a clan or anything.
- Almost everyone uses a mic and is welcoming
- Does focus on the objective and not K/D
- Feels very rewarding
- Good selection of weapons
- Smoke physics are insane in this game
- Devs are active on their blog, reddit and the forums
- Proximity VOIP can be hilarious

The bad

- It can be frustrating (bad squadleader, shot out of nowhere, teamkills,...)
- You need to work together in this game to have fun. This is not a game you just play on your own, get a few frags and go to bed (not a bad thing but some people could be looking for that type of game)
- Most maps look very similar
- Some maps are just not very good imo
- Feels a bit unfinished here and there
- Movement can be a bit clunky

Overall I am very happy with my purchase (100€ on Kickstarter). I can't wait for vehicles (should come out this week). Great game with great devs!
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50 of 84 people (60%) found this review helpful
2 people found this review funny
Not Recommended
294.7 hrs on record
Early Access Review
Posted: 18 July
I want to like this game, and with the time I've invested, I did like it...for a season. At this point, I'm too frustrated and disappointed.

If you're a fan of Insurgency, RO2 Rising Storm, Arma and the like, this game definitely fits in that genre and you may like it.

I've enjoyed:
  • Communication/teamwork. Plan on a mic becuase without it it's hard to engage and contribute effectively.
  • Immersive play with no crosshairs, little HUD, no mini-map, etc.
  • Strategic and thoughtful play required by squad leads to win.
  • Tactical and collaborative intra-squad play (e.g. I'll suppress, you advance, bounding)
Disapointments:
  • Slow pace of development. Yes, I get it that development always goes slower than planned, and there was quite a bit of rework on netcode for the promised vehicles, etc. Still, this is woefully behind schedule.
  • Hitbox issues. That moment when you know you've hit someone, several times even -- and they still run away or shoot you like nothing happened. Watching streamers complain reinforces that this is a real thing and not just my potato-like play.
  • Long and painful animations which can't be cancelled or stopped. E.g. Medic starts switching to bandage, sees need for gun. Can't. Stop. Animation -- Dies.
  • Initially I found enthusiasum and excitement in the community. "Yay, Project Reality with updated graphics!" they said. "This is the future we've been waiting for!" they said. "Here's how to play" with in game comments and coaching. Now? I find it hard to escape that toxic mean-spirited atmosphere common in other more popular shooters.

Will I keep playing? Well, I'll check it out again in a few months I suspect. I hope they address the hitbox and animation performance issues in addition to (finally) delivering on promised features.
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6 of 7 people (86%) found this review helpful
Recommended
4.4 hrs on record
Early Access Review
Posted: 25 July
It has very good potential but needs better optimization
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10 of 15 people (67%) found this review helpful
1 person found this review funny
Recommended
42.7 hrs on record
Early Access Review
Posted: 7 August
gg
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7 of 11 people (64%) found this review helpful
3 people found this review funny
Recommended
26.8 hrs on record
Early Access Review
Posted: 12 July
moving out with squad talking tactics and what not when 2 enemy grenadiers pop up and wipe the whole squad
10/10 would get blown up again
but in all seriousness this game(with the right team)can be a very tactical and fun if youre into communcation and teamwork very much like ARMA
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3 of 4 people (75%) found this review helpful
Not Recommended
21.0 hrs on record
Early Access Review
Posted: 8 August
I keep trying to enjoy this game as the community and team play is really good. When you're in a fight you hear bullets and explosions going off every where around you, it really makes you feel like you're in the fight!!
However, its rare that you will actually finish a game... Right when the battle is really getting interesting the server will crash or the game will stop working!

Out of about 6-7 matches I've finished 1, and that only because it was nearly over when I joined. If they fix the server/game crashes ill happily change my review, but until its a No from me..
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9 of 16 people (56%) found this review helpful
4 people found this review funny
Recommended
5.2 hrs on record
Early Access Review
Posted: 24 July
By no means is this game bad, but it's definetely not meant for everyone, and it has a long way to go.

Pros
-This game is extremely realistic and combat gets very intense.
-It takes a lot of teamwork to accomplish anything.
-Extremely satisfying using the weapons they're not klunky.

Cons
-Though the combat is very nice most of the time you have no idea where any enemy is because of the bizzareish lighting on the desert or forest backround. I usually just end up behind a rock waiting for the gunfire to stop.
-I like how teamwork accomplishes things but since the maps are so huge its almost impossible to keep up with your squad. As a beginner I die a lot and the 1 spawnpoint is at the farthest west it can be and your squad is somewhere very far east in the north. If you manage to travel to them without being shot. You have spent a good 8 minutes getting there. Either the game ends or you die right away or your team has moved without you again. So the game just ends up being you limping behind your squad.
-Maps are way to big

I reccomend this game to hardcore war realism gamers. It is not casual, it will make you frusterated. It is hard and long. It's glorious moments are limited to around one awesome part every 3 rounds. Anyone else dont be mislead by the glory shots in the trailers. It's very hard to achieve that and the game is not friendly to beginners it will bully you out. So if you really wanna play it you gotta suck it up and push through its misery, but I imagine after a lot of work this game would be awesome.
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