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.
Recent Reviews:
Mostly Positive (547) - 79% of the 547 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (15,783) - 84% of the 15,783 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 the end of 2018.”

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, having added Mod Support in 2017.”
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Recent updates View all (102)

March 1

Alpha 10.1

It has been another 3 weeks - time for a patch.

  • Vaulting, climbing and jumping now consume stamina in addition to sprinting and prone movement, which already did so previously
  • The seperate "jumping stamina" has been removed
  • Low stamina will not prevent you from vaulting, climbing, jumping or sprinting
  • Stamina below half will gradually decrease your movement speed until your sprint at 0 stamina is barely faster than normal movement at full stamina. This affects crouched and prone movement too.
  • Weapon sway is still affected by stamina


The Squad Community has done great work translating Squad into many different languages. The initial import of the localization files into A10 failed however. We also dicovered some issues with our use of different fonts in the game and the way we set some text assets. We are currently fixing all those issues and unifying our font use. In A10.1 all supported languages work but a few texts will not be translated yet. We'll work with our awesome localization community to have the game fully localized for A11.


A focus of our work in these past 3 weeks has been performance of the game. Particular problem areas identified were server performance and client performance on specific maps.
Map opimization is a lot of manual work and no major changes have been done in this short time frame. Our mapping department is currently working on addressing the most problematic maps, one after another.
For server performance we did changes to make player state related replication operations quicker. However the public test on Monday indicated that the server performance is still not on the same level as the later A9 versions. This is a problem because longer frame times on the server can lead to perceived issues with hit detection on the clients and poor kill feedback.
The best approach to improving performance is not trying to make existing systems quicker, but to rewrite the systems to be smarter and only do necessary and relevant operations, especially in regards to replication. We started this process last year on our road to 100 players.
Even though we didn't achive our performance goals for A10 it would be wrong to spend more time trying to optimize systems that are being rewritten at the same time. As we continue our development work towards 100p the optimizations that come with it will find their way into the next releases.

Bugfixes and improvements
  • Updated EAC SDK
  • Complete rewrite of freelook to fix it not replicating on deployables and improve performance
  • Fixed vehicles sometimes taking reduced damage from rockets
  • Fixed occasional invisible gun on revive
  • Fixed one hand getting detached in the 1p animation doing funny things
  • Increased rotation acceleration and maximum rotation speed on 3p soldier animations
  • Fixed bandaging not detecting other soldiers reliably
  • Fixed bandaging animation not cancelling when moving away from the soldier that's being bandaged
  • Set Medic's field dressings to be 25% faster to apply compared to any other role
  • Fixed crouch-sprinting not having correct stamina cost
  • Guns no longer get forced-lowered when very close to an enemy
  • Fixed an issue with reloads having to be done multiple times
  • Fixed rocket backblasts being too wide
  • Fixed nametags disapperaing on prone lean
  • Made nametags more transparant when aiming directly at them. The enemy won't be able to hide behind a nametag anymore
  • Fixed an issue where enemy players could cap a neutral flag for your team
  • Fixed inconsistent behavior when right clicking in the Squad-Leader's Fire Support sub-menu and enemy markers sub-menu
  • Fixed invite list not being scrol-lable so it could not be collapsed when a lot of players were unassigned
  • Fixed an exploit that allowed squad members to take more limited role kits than allowed
  • Fixed part of the player's body showing above him on incapacitation
  • Fixed MAT-V open top turret not blocking projectiles
  • Removed one BTR-82A from Narva AAS v1,v2 and v3
  • Removed two Strykers and replaced one BTR-82A with one BTR-80 on Kohat AAS v2
  • Fixed a RUS transport on Gorodok Invasion v1 spawning half way into the map
  • Fixed Narva AASv2 Old Barracks flag capture zone preventing leaning
  • Blocked windows of a wip building on Narva that players could glitch into since climbing was introduced
  • Fixed Mestia Tunnels dynamic shadow-casting light sources causing performance issues on AMD GPUs
  • Removed attack markers on Invasion ruleset
  • Fixed a bug that prevented un-muting a muted player
  • Fixed logistics technical showing 2000 as ammo/construction point capacity
  • Toggle lean status now gets cancelled on sprint so the player doesn't start leaning again by himself when stopping the sprint
  • Fixed a rare bug where a player would be able to move at very high speeds after using a bipod
  • Fixed a rare bug where players would launch into space after using bipods
  • Fixed a bounds issue on the SPG-9 deployable making it invisible in 1p
  • Fixed BTR's special blurred camo ability when ADS
  • Minor tweaks on dozens of movement related animations
259 comments Read more

February 12

A Note on ReShade

Hey Squaddies,

Heads up on some recent ReShade: Many of you have come to us with troublesome news about the recent use of ReShade to provide an advantage over other players not just in Squad, but any game currently compatible with the tool. We want to thank you for coming to us with your concerns as quickly and directly as you did and let you know what's up.

As you may know, PlayerUnknown's BattleGrounds has taken the step of banning the use of Reshade as a cheating utility. After consulting thoroughly with the experts at EasyAntiCheat, we've decided to follow suit until ReShade can develop a version that removes the problematic options.

Why are they a problem? Well...

This is what a normal copy of Squad looks like when you zoom in:

Visit JoinSquad.com for images.

And this is what it looks like when someone using ReShade applies a quick script from a questionable source:

Visit JoinSquad.com for images.

So, why can't we just disable that option? Let's hear it from our expert:

It looks like the ReShade based zoom hack is based on a custom shader to implement the zooming logic. Due to the technique, it's not really possible to block or detect just the zooming functionality of ReShade without blocking the software.

Since ReShade allows the effects to be toggled in a shortcut and also configured on the fly inside the game, ReShade could potentially be a really powerful tool for unfair advantage such as zooming or adjusting the color balance of the game. (e.g. Seeing better in dark than other players.)

This is definitely unfortunate, as we know the vast majority use ReShade to amp up the beauty of Squad and Unreal in general. We're looking into some graphical options on our end in the meantime, but with any luck, ReShade will be quick to respond and get everyone a set of custom settings that not only look great, but play fair for everyone.

Am I getting banned?!

Nope! You're not a cheater! ReShade has developed a tool that can be used for tweaking your visual settings, but it turns out, it's also a pretty potent way to gain an unfair advantage. What you'll see is an error messsage just after the EasyAntiCheat splash screen. (See below.)

Visit JoinSquad.com for images.

You'll need to remove ReShade at this point and restart Squad and you're ready to rock once more. We look forward to the return of ReShade and thank you for your understanding and patience. Stay tuned for updates as they become available.

Offworld Out.
211 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

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 (x64)
    • Processor: Intel Core i5-2500K CPU
    • Memory: 8 GB RAM
    • Graphics: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 35 GB available space
    • Additional Notes: A teamwork oriented mindset
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Processor: Intel Core i7 4790k CPU
    • Memory: 16 GB RAM
    • Graphics: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 35 GB available space
    • Additional Notes: A microphone

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