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:
Very Positive (413 reviews) - 82% of the 413 user reviews in the last 30 days are positive.
Overall:
Very Positive (10,196 reviews) - 83% of the 10,196 user reviews for this game are positive.
Release Date: Dec 14, 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, 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.”

Approximately how long will this game be in Early Access?

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

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

What is the current state of the Early Access version?

“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.”

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?

“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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Recent updates View all (68)

May 1

Release: Alpha 9.4

Hi Squaddies,

In a surprise turn of events, we have yet another content release in the form of Alpha Version 9.4!

https://www.youtube.com/watch?v=ix9I5A3mivo

While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime. So some of us decided you guys need some juicy new toys for all factions including mortars, mines, IEDs and a few new vehicles to boot. Additionally, we have made some gameplay changes and balance tweaks to further improve upon what we did with v9.

Version 9.4 is now available via Steam. Please always reset your appdata in the game settings on every new build!

Full Changelog

Gameplay

  • All vehicles in the game have had a ticket reduction, some more than others. Check out this reference sheet for details.



  • All Recruit kits now have an entrenchment tool so they have a better chance of getting a kit back after a squad kick/leave.
  • When a Heavy Anti Tank (HAT) directly hits an Armored Personnel Carrier (APC; Stryker, MTLB, BTR variants) it will no longer instantly blow up. The vehicle will burn up and be destroyed, but now the crew and passengers has a chance to get out and fight through the ambush.
  • Heavy Anti Tank kit moved to the Fire Support category so that the squad must think a little harder on which kits they want in the squad and what they will have to be without.
  • Heavy Anti Tank kit is now limited to max of 1 per team, it still unlocks at 20 players on your team.
  • All medics now have one fragmentation grenade.
  • Reduced fragmentation grenades from 2 to 1 for the Scout kit.
  • Limited the Scout kit to a maximum of 6 per team.
  • Increased the limit on the Scout kit from 3 to 4 squad members before it is available.
  • Added 1 TM-62 anti tank mine, one large IED, an IED phone detonator and 5 decoy rocks to the Scout kit.



  • Added Deployable rocks and covers to the scout class for mine concealment
  • A Scout can have up to 3 anti tank mines deployed at any time, up to 5 decoys deployed at any time and only 1 large IED on the map at a time. Placing a new one will remove the oldest from the world. When you have placed a mine or IED you can dig it further into the ground to help conceal it, or leave it in plain sight to attempt to spook and funnel enemies into your other explosives or ambushes. This also means that your enemies can dig them up and thus neutralize them.
  • Added M1937 82mm Mortar for Insurgents and Militia, 2B14 Podnos 82mm Mortar for Russia and M252 81mm Mortar for the US army. Costs 300 construction points and are limited to 2 per FOB.Mortars come with a 'magazine' of 3 rounds at the ready, reloading this magazine costs 90 ammo points from the FOB.
  • The current set of mortars in Squad has about 1230m effective range on a level surface, you will have to migrate your fire support battery to a closer FOB if you cannot reach your target. All mortars fires standard High Explosive rounds - more options will be available in the future. Tip: using the arrow keys on your keyboard will add/subtract 1 mil from your current angle.



  • Added M-ATV MRAP Heavy Jeep for US, comes both with and without CROWS.



  • Added MT-LBM 6MA variant (armed with a KPVT 14.5mm turret) for Russia.
  • All main bases now have a no deployable zone.
  • Decreased volume of engine sounds when inside a vehicle
  • Changed the way RPG-7 and SPG-9 rockets behave. Previously they all had too high muzzle velocity, now they have an accurate and lower muzzle velocity and a rocket assisted boost after leaving the barrel. There is greater differentiation between the different round types. Fragmentation rockets fly the straightest, HEATs drop a bit more and the heavy Tandem Round finally feels as fat as it looks.
  • Reduced the rearming time on 30mm cannons to be more in line with the other vehicles
  • Added randomized deflection for penetrating projectiles. Upon exiting a material a bullet will deflect depending on the material and the caliber of the weapon. A good rule of thumb is that the bigger the caliber the straighter it will continue to fly through objects because of its momentum.


Systems

  • Created a no deployables zone that stops deployables from being used near main bases and caches.
  • Added better benchmarking that now runs on your first run of the game, or when manually triggered, instead of defaulting all players to epic settings.
  • Sorted all deployables into subcategories to allow for more options.
  • Added rocket acceleration to rocket projectiles.
  • Added Invasion gamemode and ruleset.
  • Made team score not scroll on the scoreboard
  • Added turret sounds to the BTR

UI



  • Updated the map grid system to be dynamic and more consistent for all map layers, there is now Major (300m), Minor (100m), Sub (33m) grids.
  • Added dynamic map scale legend.
  • Added grid reading to the map, the map will now show your current location player location or the location of your mouse on the map if in the spawn screen.
  • Added a green 'Request Fire mission' marker for Squad Leaders to use when communicating with mortar squad. Easier to differentiate than calling out which MG marker you want to fire at.
  • Added Enemy Mortar Spotted marker for marking enemy artillery positions.
  • Added a Vehicle Health Bar for when you're inside a vehicle.

Audio

  • Ambient Audio overhaul on maps Kokan and Al Basrah
  • Modified 3p pistol fire sounds and added new Makarov fire sounds
  • Modified M2 HMG close up fire sounds
  • New .50cal bullet snaps
  • Added Mortar sounds; fire and explosion sounds. New incoming projectile sound system with sound triggers at certain heights.
  • Added Mine explosion sounds

Maps

  • Gorodok AASv1 and AASv2 layers have been adjusted to increase frequency of combat.
  • New Lighting has been done for all Al Basrah layers.
  • Relight on Yehorivka AASv2 as it was too dark
  • Replaced trees on fools road with more 'old growth' feel. Quite different!
  • Jensen's Range has been dramatically upgraded functionally, as well as to include signage intended to help new players
  • New game mode has been added called 'Invasion'. This game mode bears resemblance to Kohat AASv2 Radio Tower. One 'underpowered' side starts with all but the first flag and the attacking team needs to capture all flags in order to reach the last objective to win.
  • Maps containing Invasion game mode: Al Basrah, Chora AASv2 Night has been converted to Invasion, Kohat AASv2 Radio Tower renamed to Invasion, Gorodok, and Yeho.


  • INS and MIL have had their base global tickets increased by 50-75 tickets on primary AAS layers to account for their unconventional nature.
  • Expanded storage site on Yeho AASv1 to incorporate the entire area.
  • Conquest layers have had their tickets increased for both teams from 500 to 800.
  • Logistical trucks have been added to all INF layers for future proofing and general gameplay.
Bug Fixes & Optimizations
  • Fixed game mode rules often not being shown or being showed incorrectly
  • Fixed map legend not working
  • Fixed radial menu tooltips not working
  • Fixed the stamina widget showing when dead or in vehicles
  • Fixed shovels not finding the collision of deployables properly, it is now much easier to use the shovel.
  • Fixed insurgency cache spawning
  • Fixed many causes of soldiers getting offset in vehicles after getting ragdolled
  • Fixed movement code multipliers sometimes not applying correctly
  • Fixed movement code bugging out when trying to sprint backwards (we now allow slow movement backwards in this case instead of the old bug)
  • Fixed alignment issues in the grid system when zoomed in, you now get the correct grid at all times.
  • Fixed various physmat assignments
  • Fixed Flag loss component not awarding tickets when capturing a flag
See you all in the battlefield!

Offworld Out.

315 comments Read more

April 25

Announcement: Experimental 6km2 Map Event

Hi Squaddies!

It's time for another Squad update and special event announcement!

In conjunction with several of our community partners we are excited to announce a special game mode testing event this coming Sunday, April 30th at 2 PM PST.

Our community partners came up with some ideas that we've crafted into two very simple gameplay layers, so on Sunday we're all about stretching the boundaries of everyday Squad play to test an experimental map and game mode!

Desmo's playground - VC_v1 (Vehicle Combat)







Designed by our very own DesmoLocke, this layer consists of enough vehicles to mount an entire team in extended vehicular warfare. With 50 vehicles, 1000 tickets, and 3 very large control zones, we are certain to get into some wild adventures!

Zagros Highlands - Conquest Hardened







Combining ideas from a few of our partners, this game mode will consist of 7 conquest flags occupying hilltops. Each team will be allowed 10 minutes to pre-build bases on their two round start control points, after which a global combat barrier will drop and teams will be free to attack each other.

We're looking forward to hearing what you think of the new game modes, so don't be shy if you've got feedback after it all goes down. Whether you're playing or watching, we hope everyone enjoys the experiments we'll be streaming on Twitch this Sunday, April 30th!

Offworld Out.

142 comments Read more
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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: Intel Core i5-2500K CPU
    • Memory: 4 GB RAM
    • Graphics: Geforce GTX 570 or AMD Radeon HD 7850
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 18 GB available space
    • Additional Notes: A teamwork oriented mindset
    Recommended:
    • OS: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processor: Intel Core i7 4790k CPU
    • Memory: 6 GB RAM
    • Graphics: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 20 GB available space
    • Additional Notes: A microphone
Customer reviews Learn More
Recent:
Very Positive (413 reviews)
Overall:
Very Positive (10,196 reviews)
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