Community Announcements - JBlum
We have been paying close attention to feedback on the game and issues people have been having. We've addressed a number of them below, and are still working on addressing others that still remain.

If you are still experiencing issues with the game, please try the steps outlined here and get back to us if you’re still experiencing issues.

  • Non-official servers can now set up a Matchmaking server with "sv_playlist" (coop, tacticalop, sustained).
  • Fixed Cooperative matchmaking and removed Outpost from it (until it is re-introduced).
  • Fixed crash when attacking someone with a knife.
  • Fixed crash when entering video options after changing resolution.
  • Took measures against the scoreboard crash by adding some extra checks against invalid avatar images.
  • Took measures against a map loading crash by validating the theater script before trying to set player speeds.
  • Took measures against a server crash related to max entity usage by making sure ragdoll and marker entities get cleaned up a little better.
  • The game now skips lag compensation on dead targets to save bandwidth.
  • Fixed ConVarRef ins_achievement_allow_cheats spam on the server.
  • Fixed weapon upgrade slots and pointers remaining after switching to an empty weapon slot.
  • Addon models should no longer draw when the player is dead, spectating or invalid.
  • Fixed a crash when loading a map without accompanying maps/[mapname].txt file, happening to custom mappers not familiar with our setup.

Gameplay Improvements
  • Reduced the damage weapon caches give off when they blow up.
  • Improved the death scream first person / distance sound system.
  • Slide now goes a little further, but a little slower so it’s a bit less jarring.
  • Fixed bug in SND and Strike where the Sharpshooter class on the Insurgents would receive a machine gun.
  • 12 players is the new default minimum for 2 extractions in VIP (“mp_vip_single_point_max”).
  • Fixed collision issues in Siege near the Security spawn area.
  • Fixed being able to walk through the pillar models in Market on a Linux server.

Usability Enhancements
  • Enabled multi language support in the engine. If you are interested in helping us localize your language, see this thread.
  • Added voice volume slider.
  • Matchmaking now tells you how many servers meet your criteria before you try and find a game.
  • Inventory weapon now rotates slightly based on mouse position in the Kit Selection UI.
  • Fixed chat text from being cut off.
  • Better chat subtitles for voice commands.
  • Fixed end-round lobby overlapping main menu and other menus.
  • Teammate diamonds no longer suddenly disappear from the corners of your screen.
  • If a new version comes out, it will now say “"Server is running different version of the game. Try updating or connecting to a more up-to-date server.” instead of “Server uses different class tables” so the average player is less confused.
  • Fixed end of round lobby on non-widescreen.
  • Fixed inventory screen on 16:10.

New Features
  • Added CRC checks when handling matchmaking to ensure purity in matchmaking servers.
  • New main menu tracks.
  • New Checkpoint feature where music plays if a counter-attack is started.
  • Added “Contact Coop” into the official Cooperative map cycle.
  • Added some new character variety for the Insurgents - new Fighter, Sapper and Machinegunner character skins.
  • Updated some SDK maps: VIP and Push.
  • Added srcds_run for Linux servers as a better option for running servers (supports auto-restart, debug log generation, etc.).
  • Added stat logging for “round win” and “cache destroyed”.

.. and more. Get the full list here.
Community Announcements - Argyll

Insurgency has officially completed the Early Access phase. THANK YOU to everyone who supported us through this process, as the game is far better because of you. It also provided us with the momentum and finance we needed to continue making this game.

This game is a decade in the making - from vision to realization. We truly hope you enjoy it, and just keep in mind that we are not finished yet. There is more content to come. Bugs to fix. Polish to add. You should know by now that we can stand by our promise to continually improve our game, as you have seen it happen first-hand. This is only the beginning.

Also, we've decided to lower the price of the game to ensure we maintain an active community. More information about that and more details about the future can be found here.

See you in the servers!
Product Release - Valve
INSURGENCY is Now Available on Steam and 10% off!*

Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

*Offer ends January 29th at 10AM Pacific Time.

Rock, Paper, Shotgun - (Nathan Grayson)

Well, at least the weather's nice.

Well, now-ish> anyway. Today is JanuMonth TwentyTwomeral (or however we’re designating dates in these lawless, calendar-bereft times), and tactical multiplayer shooter Insurgency should be out any second now. Originally an award-winning Half-Life 2 mod, a full version has crept forth from the massive camo-tattooed womb that births all military FPSes. After an attempted infiltration of Kickstarter didn’t end so well, developer New World Interactive took the game to Steam Early Access, but now it’s finally graduated to the non-Early-Access portion of Steam, which I believe is populated by something like four or five games these days. Footage and detailsy info below.


Community Announcements - [NWI]Jeremy
We have a hot fix to address many of the issues people have been experiencing with hit detection and a few other things we've addressed based on feedback:

  • Fixed (hopefully) hit detection and aiming down sight inaccuracy issues. Let us know if these issues persist.
  • Spawn protection is now completely disabled for Cooperative, hopefully resolving some issues where the bots would be spawn protected.
  • Added training level, which can be accessed via "map training" in the console. Let us know what you think and/or any issues you have with it (we are aware of a few bugs which we plan on addressing).
  • Misc. memory stomp fixes which could reduce crashes. If you are still crashing, let us know asap and post a dump here:
  • New loading progress icon.
  • Fixed other players spewing out HQ commands.
  • Fixed reinforcement HQ command getting played for the wrong team.
  • The end round stats now show for 3 more seconds before transitioning.
  • Special icon for squad leaders.
  • Squad icon gets slightly smaller as players get further away.
  • Non squad teammates use blue diamonds unless you're looking directly at them.
  • Fixed FOV slider not having the correct initial value.
  • Fixed world model normalmaps on Mk18 and M16.
  • Improved death fade.
  • Ragdolls are no longer removed when players respawn (they are removed a bit after).
  • Added distant death scream soundop system and sounds.
  • Reduced audio console spam.
  • Reworked UMP-45 audio.
  • Got weapon bob to match movement a little nicer.
  • Made shotguns a little more effective in close range.
  • Slight reduction in sidestrafe speed.
  • More intense Insurgent voice acting for radial menu.
  • Reduced recoil with RPK bipod

Dedicated Server
  • Modified default mapcycle to be tactical operation, so we no longer need to force it via "cfg/server.cfg". Removed this file so admins can create their own server.cfg or load one of custom ones.
  • Added "cfg/server.cfg.example", "cfg/server_tactical_operation.cfg", "cfg/server_sustained_combat.cfg", "cfg/server_cooperative.cfg".
  • Exposed most of our server-side cvars in these config files. See the full list at

Also want to note, that when we initially released this hot fix there was a crash in the Kit UI related to weapon upgrade attachments. This issue has been resolved in this latest hot fix.

If you want to discuss this update with us further, we encourage you to join the official forums and head over here:
Jan 20, 2014
Community Announcements - Argyll
We just deployed a 400mb update to the game in anticipation of launch. This is not the final release candidate, but pretty darn close. So please play the game and help us identify and resolve the outstanding issues for Wednesday's release.

You can find the full changelog here:

Some notable additions and changes include a radial voice command menu, including orders issued by the squad leader with waypoint icons, all new sounds and fixed [AMAZING] distant sounds, brand new Mk18 carbine weapon for Security team, and various tweaks.

Thanks to everyone for your hard work in testing and giving us feedback on the game! The response is overwhelmingly positive, so keep up that momentum for us! See you in the servers :)
Community Announcements - Argyll
With the official launch of Insurgency - January 22, 2014 - rapidly approaching, we're releasing a substantial update to the game!

Every map has been updated. The user interface is getting an overhaul. Brand new 'playlists' have been created that group together common game modes for either Tactical Operation or Sustained Combat styles of play. Performance and stability issues are being addressed.

Check out the full changelog here.

It's time to start bringing it all together. We still have another big update to come before release, with more features to look forward to and artwork to finalize.

But these two updates will not mark the end of development. We are continuing to update the game and put together some great DLC for everyone who owns the game. We are committed to making this the best shooter experience you will ever have.

See you in game!
Community Announcements - Argyll
Buy it for only $4.99 USD until 1pm EST Dec 27th!
Community Announcements - [NWI]Jeremy
We have release a small client-side hot fix for yesterday's update. For details see this forum thread.

Here are the changes:

- Reduced (and hopefully completely fixed) crash related to changing gear in the kit selection menu. - Fixed Peak Push (players on the defending team would spawn inside a restricted area). - Updated extraction point icon. - Updated shell materials.
Community Announcements - [NWI]Jeremy
We have just released a pretty significant update for you all to enjoy over the holidays!

Here are some of the changes in the update:

New and Updated Content - New Map: Peak (supports Skirmish, Push, Strike, SND, VIP) - New Weapon: AT-4 - Updated Maps: Siege, District (now with Push support), Ministry and Heights. - Added new “focus” feature allowing the player to focus for a brief moment by aiming down the sights while still and holding shift (sprint). - Added radio cues for “Objective Captured” and “Objective Lost” instead of the current musical cues that are used for these events. - Added new music tracks for winning, losing and round-start (if you do not hear any of the new sounds, try snd_rebuildaudiocache) in the console. - New reticles for Sniper, 4x, Kobra and Eotech sights. - Re-implemented shell ejection. ... Gameplay Improvements - Greatly reduced the distance of enemy 3D VOIP so that players can more comfortably communicate with their teammates without feeling as though they are giving away their position (server-side convars “mp_voice_max_distance_enemy” and “mp_voice_max_distance_friendly”). - Whether the talker is facing the listener and whether the listener is facing the talker now has a notable impact on the volume of the 3D VOIP, making it feel more spatial (server-side convars “mp_voice_indirect_talker_volume” and “mp_voice_indirect_listener_volume”). If a wall or object is between the talker and the listener, 3D VOIP will be affected – it will be greatly reduced if the talker is your teammate, and it will be inaudible if it is an enemy (server-side convars “mp_voice_blocked_lineofsight_friendly_volume” and “mp_voice_blocked_lineofsight_enemy_volume”). - The VOIP volume of squadmates now scales based on how far away you are from your squadmate, so that even though you can always hear your squadmates their volume is an indication of whether they are close to you or not (scales between server-side convars “mp_voice_min_squad_volume” and “mp_voice_max_friendly_volume”). - Reduced exploiting when prone by lowering the POV height of prone players so that the camera better matches the player in third person. Updated misc. particle FX. ... Fixes and Optimization - Fixed a crash when players would touch weapon cache buy zones in certain maps (e.g. District Skirmish). - Fixed third person flashlight not rendering as well as the first person effect having the wrong origin when aiming down sights. - Fixed weapon cache collision models (you can no longer walk or throw things “through” caches). ...

See this forum thread for a full list of changes.

See you all on the servers!

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