스쿼드는 50 대 50 멀티플레이어 일인칭 슈터로서, 팀원간의 소통과 협동을 중심으로 전투의 현장감을 살려낸 게임입니다. 주요 요소로서 차량기반 제병협동 게임플레이, 광활한 맵, 기지 건설, 그리고 분대 무전기능과 사실적인 근접 마이크 채팅을 가능케 하는 위치기반 VoIP기능을 선보입니다.
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대체로 긍정적 (평가 352 개) - 지난 30일 동안의 사용자 평가 352건 중 79% 가 긍정적입니다.
전체:
매우 긍정적 (평가 9,370 개) - 이 게임에 대한 사용자 평가 9,370개 중 85% 가 긍정적입니다.
출시 날짜: 2015년 12월 14일

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알림: 앞서 해보는 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“저희가 이루고자 하는 것의 규모와 그것을 이루는데 드는 시간을 고려해 봤을 때, 게임이 개발 중에 있을 때 대중에게 공개하는 것이 옳다고 판단했습니다. 게임의 특징 덕분에 저희는 고품질의 기능 시연(보병전, 제병협동전 등)을 할 수 있었고, 새로운 컨텐츠를 개발하는 중에도 기존의 것들을 보완, 확장이 가능했습니다. 이를 통해 커뮤니티는 게임을 즐기는 동시에 게임과 개발진을 후원할 수 있었으며, 이는 모딩 커뮤니티에서 자라나 즉각적인 유저 피드백의 중요성을 인지하고 있는 저희 개발팀에게 아주 친숙한 것입니다.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“저희는 스쿼드가 2017년 중반까지 얼리액세스 단계에 머무를 것으로 예상하고 있습니다.”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

“최종 버전에서 저희는 각 두 팀당 50명, 최고 100명의 서버 인원을 가능케 할 것입니다. 또한 저희는 작은 오토바이부터 헬리콥터까지, 각 진영마다 다양한 탑승장비들을 선보일 예정입니다. 마지막으로 저희는 설치가능한 구조물들을 추가하고 건설 및 보급 시스템을 정비해 완벽한 기지 건설 기능을 현실화 할 것입니다.”

지금 앞서 해보기 버전은 어떤 상태인가요?

“현재 스쿼드는 완벽히 구현된 보병전과 “처음으로” 적용된 차량들이 마련된 단계에 와 있습니다. 저희는 현재 수많은 기존 코드 시스템들을 재정비하고 있으며, 최적화와 컨텐츠 추가에 노력하고 있습니다.”

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“얼리액세스 기간 동안 혹은 기간이 끝난 후 게임의 가격 변동이 있을지는 아직 확정된 바가 없습니다.”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

“현재 스쿼드 개발진들은 Discord, Reddit 등에서의 포럼 활동에 아주 적극적이며, 피드백과 버그 제보를 통해 게임을 개선하는데 힘쓰고 있습니다. 저희는 또한 모딩 커뮤니티를 적극적으로 지원하고 있으며, 2017년 초에 완벽한 모드 지원을 이뤄낼 계획입니다.”
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최신 업데이트 모두 보기 (63)

2017년 3월 23일

Squad Alpha 9.1 hotfix has been released

These are the changes and fixes in this patch:

  • Fixed several issues in the EAC plugin
  • Changed EAC server logging settings
  • Added new confirmation window when getting kicked from a server displaying the reason for the kick
  • Fixed RCON plugin being disabled
  • Fixed RKG-3 not doing damage to vehicles
  • Fixed FOB takedown ticket cost logic being inverted
  • Fixed a StopReplicating crash by pulling in the fix from UE 4.15
  • Fixed constraint array issues by pulling in fixes from UE 4.15
  • Allow Linux servers to use directories that have spaces in them
  • Fixed incorrect impact effects after penetration
  • Fixed performance on issue on penetration exit holes
  • Fixed Linux compiler issues
  • Fixed Yehorivka conquest repair stations not repairing
  • Fixed hilltop buildings so windows are enterable again
  • Fixed some fences that were not penetrable
  • Renamed texture streaming setting in the graphics menu and inverted the logic so that people who refuse to read don't turn texture streaming off by accident. If you read this you are not one of them.
  • Increased chat size
  • Replaced green in the magazine counter widget with white
  • Added outline to magazine widget
  • Increased opacity on the scoreboard for better readability
  • Added "enemy hab" marker to the SL's minimap menu
  • Swapped the Russian MTLB NSV for the 30mm variant on Fools Road AASv3
  • Added 30mm water impact sounds
  • Modified distant crack sounds for rifles
  • Fixed AK and M4 semi auto sounds
  • Changed SVD close up sound
  • Modified HMG 3p close up fire sounds

댓글 81 개 더 읽어보기

2017년 3월 18일

Alpha 9 launched!

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

Hi Squaddies,

The day has finally arrived. After much tribulation we present to the world Alpha 9 of Squad! It is now available via Steam so be sure to update before playing. In addition to upgrading to Unreal Engine 4.14, this update comes packed with a whole lot of content related additions including new vehicles, map expansions, gameplay changes and balance tweaks.

For more information on some of the major new additions in this version, please take a look at our Feature Preview for Version 9 put out recently.

Version 9 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • Added Minsk 400 Motorcycle, BRDM-2 Scout Car and MT-LB PKT APC to the Insurgent vehicle pool
  • Added BTR-80 APC, BRDM-2 Scout Car, MT-LB NSVT APC and MT-LB 30mm Cannon IFV to the Militia vehicle pool
  • Added BTR-82A IFV, MT-LB NSVT APC, MT-LB 30mm Cannon IFV and Ural 4320 truck to the Russian vehicle pool.
  • Added Stryker ICV to the US Army vehicle pool
  • FOB Radio Hub no longer creates a spawn point
  • Added a new FOB Deployable, the 'HAB', which is basically a spawn point. US Army and Russian HABs cost 500 Construction Points, Insurgents cost 350 and Militia costs 400. HABs are limited to 1 per FOB.
  • Added a Heavy Anti Tank for Insurgents and Militia. This kit features the PG7-VR Tandem HEAT warhead launched from the RPG-7. Youll find that this is the most effective anti vehicle weapon on the battlefield. It is similarly very front heavy, so be sure to take your time to line up your one shot. The kit is team limited as well as squad limited, similar to how the Marksman role operates. Unlocks 1 slot per team at every 20 players. Squad size must be 9 to claim. Kit comes with 1 Tandem HEAT round and one regular HEAT round as well as an AKS74U as a primary weapon.
  • Temporarily disabled the open/close driver hatch functionality on the BTR-80. The feature will return soon! New experimental version of closed hatch available on the MTLB series of vehicles.
  • Added a new feature where you can double tap the Walk key to stay locked in walking mode and you can toggle the shift manually to sprint. A simple tap of any Walk key will then disable it.
  • Reduced the stamina regeneration rate by 33%.
  • Due to the success of the test of the HMG environment penetration, we are now rolling it out for all 5.56/5.45 and 7.62 rifle caliber weapons. This practically means any primary weapon in the game, with the exception of the PPSH-41. The penetration varies depending on the caliber of the round (bigger being better) and what you are shooting at. Both damage and effective range upon exit is modified by the material. Time to consider if you are in cover or concealment from your attacker, as well as if you want to have a weapon with better environment penetration or not. G3s and 7.62 AKs are options in this case. 30mm AP projectiles are similarly able to penetrate the environment, and are particularly good at it. Beware, this is the first damage type able to penetrate the afghan tightly packed mud walls material.
  • Deployable SPG-9s are now limited to 2 per FOB.
  • Repair stations are now limited to 2 per FOB.
  • All 5 ton transport trucks now hold up to 18 players instead of 13
  • Smoothed out the overheating penalty on emplaced and vehicle mounted HMGs. The punishment period is shorter but you will overheat quickly again. More viable for sustained fire and less crippling.
  • Squad Leaders are now able to set 'possible' friendly FOB locations thru the SLs map Hex Menu as a green FOB icon for the entire friendly team to see. This should help facilitate SL to SL communication when relating to FOB placement.
  • SL Hex enemy spotted icons are now red to bring it more consistent with items that expand or items that are placeable.
  • Due to the success of Op. First Light Conquest and at the request of the community, Conquest has now been added to Gorodok and Yehorivka.
  • All layers have been updated with all new vehicle loadouts. Depending on gamemode, faction, and size will determine how many and what type of asset is used.
  • Increased head turning angle limits as passengers in vehicles
  • Added a ton of interior decoration to the HMMWVs and in the back of the Technicals

Systems

  • Vehicle Handling has been dramatically improved. Force is now applied at the contact point between the wheel and the ground, rather than the center of the vehicle.
  • Added N-Wheeled and Tracked Vehicle physics. N-Wheeled vehicles allow us to simulate any number of wheels, and Tracked vehicles allow us to simulate vehicles with tracks. The BTR has been moved over to N-Wheeled physics.
  • Added the ability to climb obstacles by engaging Off Road mode (Default Key: Left Shift), which is useful in situations where you need maximum torque.
  • The Last player to damage a Vehicle is now cached for 30 seconds. Any unknown or burn damage that is dealt to this vehicle will be attributed to the last damager until the timer expires. Any new damage will become the owner and reset the timer.
  • Flipped Vehicles now attribute their damage to the driver. If there is no driver, it's attributed to the last damager. This means that any passengers that die due to a flipped vehicle will be counted as team-kills for the driver.
  • Added an admin-only notification for when a developer or privileged QA member joins a server
  • Added a Crash Reporter. Now, if your game crashes or generates a crash dump, a crash reporter will appear, asking you to send the crash to us. Please do, as this helps us find and fix crashes.
  • Redid the way steering wheel hand animations are handled, resulting is a much better and more natural way to steer
  • Added some physics to the vehicle as it transitions into its wrecked state after being destroyed
  • Reduced height impact normal to try and reduce the amount of situations where players were being killed behind low cover.
  • Content is now packaged into PAK files. This should reduce loading time and increase the security of the game.
  • Tweaked player movement when going up and down stairs to be a little more deliberate
  • Updated the Easy Anticheat SDK.

UI

  • Replaced the Scoreboard with a new design and added many new points of data to track your performance during the round.
  • Added new Kit Role icons, replacing the old set
  • Ammunition UI has been updated to conform to newer design standards
  • Tightening some style elements regarding font sizes
  • Restyled and reworked the backend on how Text Chat is rendered on the screen
  • Added a new more realistic reticle for the BTR-80 KPVT Turret
  • Added new icons distinguishing APCs vs IFVs (IFVs have a 30mm Cannon or greater)
  • Added new icons distinguishing Tracked and Wheeled armoured vehicles
  • Added new loading Splash image
  • Updated loading QuickStart guide
  • Tweaked radial menu button sensitivity to feel a better in terms of hovering over with your mouse (outer widgets were being selected too early when moving the mouse from the middle to the outer widgets)
  • Removed old Ticket Counter and Round timer as they are now integrated into the new Scoreboard
  • Optimised code for the Stamina and Jump bar, also adjusted the visual styling
  • Updated Credits

Audio

  • New vehicle engine sounds for all new vehicles and also modified the existing vehicles
  • Improved some bullethit impact sounds and flyby bullet crack sounds
  • Modified distance sounds for some explosions
  • Modified M4, AKs, SKS, KPVT fire sounds.
  • Added burning vehicle sounds
  • Added UI sounds
  • Added music tracks 'Downtime' and 'Faith' to the Main Menu music playlist
Maps
  • Gorodok has been expanded greatly, with the addition of more towns, industrial complexes and points of interest.
  • Yehorivka has had additional towns, map detailing and points of interest added.
  • Adjusted map terrain lod levels to minimize distance warping especially on Kohat. Should reduce occurrence of floating players and vehicles.
  • Added an array of additional compounds and ruined areas to Chora as well as fixing general bugs and issues. Optimization pass to reduce draw call overhead.
  • Kohat and OPFL have been completely merged down to hardened maps (some minor final steps) should see increased GPU performance especially on low end machines. Allowed us to push foliage and grass draw distance out to more acceptable levels.
  • Added Minsk Motorcycles on the Jensen's Range Racetrack, along with additional spawn points
  • Improved behaviour of map borders on Sumari, Logar, Kohat and Chora.
  • Adjusted scale of the Bridge on Kohat and improved its collision mesh to prevent players from falling through
  • Removed all static Minsk 400 bikes from maps
  • Updated Kokan lighting on PAAS V1
  • Added a number of additional compounds to Kokan
  • Fixed a lot of doubled up static geometry occurring on some maps
  • Fixed ammo crates on Sumari ITC from being in the ground.

Bug Fixes & Optimizations

  • Fixed super dark shading on the Militia faction soldier models
  • Fixed odd player camera rotations while as a passenger in a vehicle
  • Fixed a bug where the logistics driver wasn't getting points for dropping supplies off
  • Merged a lot of deployable statics together, improving performance
  • Heavily optimised the Weapon Cache mesh
  • Fixed engine sounds playing the incorrect sounds on low settings
  • Increased shovel detection zone size on repair stations.
  • Fixed attachment of burning and destruction effects on vehicles
  • Tweaked rocket trails and backblast effects
  • Optimized footstep dirt effect
  • Fixed a couple of issues involving shooting your own vehicle unintentionally with the turret gun on some vehicles
  • Adjusted and optimised a number of vehicle wrecks
  • Fixed chain-link fences, razor wire and regular wire fences to be penetrable
  • Fixed collisions on a number of stone-wall statics
  • Changed minimum required mipmap LOD bias to prevent .ini changes from making the minimap unusable
  • Fixed collisions issue with destroyed vehicles bouncing around like crazy and colliding with players
  • Fixed giving radial menu access depending on your deploy role instead of your current role
  • Prevented unnecessary overlap events from firing on all vehicles to improve performance on vehicles
  • Fixed an issue where dying due to bleed damage shortly after revive would incorrectly send you to wounded rather than dead.
  • Fixed a bug where 'Use Inventory Switch Timer' config setting didn't persist across game restarts
  • Started hardening passes on many of the older maps, dramatically decreasing draw calls. Will continue into A10 on newer maps as they become complete.
  • Audited physmats to ensure penetration was enabled on all appropriate material types.

Modding

  • Exposed the following functions to Blueprint.
    • SQVehicle
    • bool IsValidSeat(int32 Seat) const
    • bool IsSeatHeldByClaimingSquad(int32 Seat) const
    • void EjectAllPlayers()
    • TArray<USQVehicleSeatComponent*> GetSeats() const
    • USQVehicleSeatComponent* GetDriverSeat() const;
    • void GetExitPoints(TArray<FTransform>& OutTransforms);
    • AController* LastDamageInstigator
    • void EjectPlayerFromSeat(int32 Seat)
    • void RequestChangeSeat(class ASQPlayerController* Player, int32 RequestedSeat)
    • SQGroundVehicle
    • void SetEngineActiveInput(bool bNewEngineActive)
    • void SetEngineBoostPressed(bool bInHasEngineBoostBeenPressed)
    • bool CanToggleEngine()
  • Fixed an issue where the OnSeat Events weren't being called in SQVehicle (Thanks SgtStryker)
  • Added a 4-param event in SQSoldier, OnSeatChange(Soldier, Vehicle, FromSeat, ToSeat) for when seat switching happens on the client. The client only receives this event when a seat change event happens, not why. A player has entered a vehicle when FromSeat is null and ToSeat is valid, a player has exited the vehicle when FromSeat is valid and ToSeat is null. A player has switched seats when both FromSeat and ToSeat are both valid. FromSeat and ToSeat both being null is an invalid operation, and will never happen.
  • Exposed "Wound" and "Die" to Blueprint. Note: These functions may fail in certain situations and the player may not be wounded or die. Check the return value to be sure if the call succeeded!

Offworld Out.

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게임에 대해

스쿼드는 50대 50 멀티플레이어 일인칭 슈터로서, 결집력있는 분대시스템을 비롯해 큰 규모의 집단행동, 전략과 계획수립 등 팀원간의 소통과 협동을 중심으로 전투의 현장감을 살려낸 게임입니다. 광활한 맵들과 차량을 기반으로 한 제병협동 게임플레이, 그리고 자유자재한 기지건설 시스템을 통해 심장이 터질것 같은 치열한 전장을 선사합니다. 치밀한 작전수립을 필요로 하는 분대플레이부터 눈깜짝할 사이 벌어지는 총격전까지, 잊지 못할 전투를 경험해 보세요.

시스템 요구 사항

    최소:
    • 운영체제: Windows 7 SP1 (x64)
    • 프로세서: Intel Core i5-2500K CPU
    • 메모리: 4 GB RAM
    • 그래픽: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 18 GB 사용 가능 공간
    권장:
    • 운영체제: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • 프로세서: Intel Core i7 4790k CPU
    • 메모리: 6 GB RAM
    • 그래픽: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: 버전 12
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 20 GB 사용 가능 공간

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