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.
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Recentes:
Praticamente positivas (792 análises) - 78% das 792 análises de utilizadores nos últimos 30 dias são positivas.
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Muito positivas (11,341 análises) - 83% das 11,341 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 14 Dez, 2015

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O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“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, vehicle combined arms warfare) 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.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“We are anticipating for Squad to remain in Early Access until mid 2017.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“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 helicopters. Lastly we intend to fully flesh out the Base Building system by including more deployables, refining the construction and supply systems.”

Qual é o estado atual da versão de Acesso Antecipado?

“Currently Squad is in a stage where infantry combat is fully implemented with vehicles added in a "first pass" iteration. We are currently refactoring many older code systems and working on optimization as well as increasing the breadth of content.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

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

Como estão a planear incluir a comunidade durante o desenvolvimento?

“Currently Squad developers are very active on the forums, discord and Reddit gathering feedback and bug reports to improve the game. We are also actively supporting the modding community and plan to add full mod support in early 2017.”
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Atualizações recentes Ver todas (74)

21 de Julho

Squad Motion Capture Session



Hi Squaddies,

A few weeks ago our animation and military advisor team met up in Vancouver to coordinate and execute a Motion Capture session, in order to really up the ante on Squad's third person animations, as well as to bring a touch of reality to the way our soldiers move in-game.




Up to this point in production, Squad has been using marketplace motion capture data, as well as our own hand-animated work, to cobble together what we have now currently in-game. However, as part of the new animation system we want to see if we can outdo ourselves by going through the proper workflow of getting our own animation work captured by actual military personnel, as well as working with their input on the capture stage.





Helping us along every step of the way was Animatrik, an independent Performance Capture and Virtual production studio based out of Vancouver. With their years of experience and countless film productions and games under their belt, we were in good hands seeing as many of us on the team had never done this kind of thing before.



Suiting up was our own Sergeant Ross (former U.S. Marine Infantry and combat veteran), as well as one of the members of our Animation programming team, Kevin, to serve as Ross' backup for the day.



As Ross and Kevin were performing, we were able to see on a big screen display footage of the performance itself, and, even more impressively, a live feed of one of our US Soldiers running around. The feed itself wasn't representative of the final product on our characters, as it was a live-retarget and there were imperfections that needed to be cleaned up later by animators.

Over the course of 8 hours we captured as much as we could, with Animatrik's technicians building sets and obstacles to our specifications in order to get the right kind of scenario for our actors to vault, mount over, or climb on.

Here's a quick snapshot of the day and some of the animations that we captured:

https://www.youtube.com/watch?v=qAyM11ESP60

Now with this data in hand, it is up to our animators to integrate it into the game. Thankfully since the system is well on track it should not be long until we see the fruits of this capture session in the hands of our design staff and QA testers.

https://gfycat.com/FloweryQueasyIsabellinewheatear

https://gfycat.com/OrdinaryCandidAsianwaterbuffalo

Offworld Out.

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19 de Julho

Alpha 9.7 Hotfix Release

Hi Squaddies,

we are releasing a small hotfix today to address a few of the issues introduced in 9.6 that you brought to our attention. Here are the changes:

  • Fixed collisions on several buildings on Narva and Basrah to prevent glitching
  • Fixed "Gamma" flag zone collision and time to cap on Narva Invasion v1
  • Reduced bleed on "Alpha" and "Bravo" flags on Narva Invasion v1
  • Temporary Militia logistics truck spawn on Narva Invasion v1 moved back
  • Added temporary spawn for Insurgents on Al Basrah AAS v1
  • Fixed Sumari missing/displaced static meshes
  • Fixed incorrect mortar damage issue on HABs
  • Fixed destruction effects on INS and Militia HABs
  • Fixed SL hex menu not being centered on mouse position
  • Flipped stance indicators horizontally

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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.

Requisitos do Sistema

    Mínimos:
    • Sistema Operativo: Windows 7 SP1 (x64)
    • Processador: Intel Core i5-2500K CPU
    • Memória: 4 GB de RAM
    • Placa gráfica: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 18 GB de espaço livre
    • Notas adicionais: A teamwork oriented mindset
    Recomendados:
    • Sistema Operativo: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processador: Intel Core i7 4790k CPU
    • Memória: 6 GB de RAM
    • Placa gráfica: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Versão 12
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 20 GB de espaço livre
    • Notas adicionais: A microphone

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