Squad is a large scale combined arms 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.
All Reviews:
Very Positive (18,208) - 83% of the 18,208 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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October 2

September 2018 Recap

(A media-rich version of this post can be found here)

Hey Squaddies,

Welcome to another Recap! Before we jump into the meat, a quick update on version 12: we're continuing through the internal playtesting phase and putting our new gameplay systems, UI, and engine-level changes through their paces.

http://media.joinsquad.com/2018/Oct/recap/a12trailer_teaser.gif

While we're still encountering a number of game-breaking bugs at the moment, our priority is to work through them, do further optimizations, and open up playtesting to our community playtesting group as soon as that becomes possible. Be sure to check out a list of some of the changes coming to Alpha 12 toward the bottom of the recap.


With that out of the way, let's roll!


Optimization


CoreState

Alpha 12 will see the introduction of a work-in-progress system of changes to network relevancy for various aspects of the game, ranging from players to inventory, in an effort to decrease server load and allow for us to reach our goal of having 100 player server limits, as well as increasing performance on the server end. This system allows for the passing of information about faraway soldiers and vehicles needed by user interface without fully replicating them. Expect work to continue on CoreState for awhile!


World Origin Rebasing

https://media.joinsquad.com/2018/Oct/recap/originrebasing.jpg

Jitter-haters, look no further. We are excited to reveal we have been working on a solution to the "Map Origin" problem.

This problem was something that was preventing us from achieving larger map sizes. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely.

We're implementing a solution called "World Origin Rebasing". It essentially repositions the origin of the world for each player dynamically, to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags.


Gameplay

Command Menu Screen

http://media.joinsquad.com/2018/Oct/recap/commandmenu.jpg

We mentioned this Menu Screen in the August Recap, and our gameplay and UI designers have spent September to really polish this screen to make it as useful and ergonomic as possible for Squad leaders. All players will have access to the new Command Menu screen, and Squad leaders will benefit from some extra features.

  • Command Menu's default key is Capslock for quick access (keybind is fully configurable in Control options)
  • Command Menu will have a listing of all squads, which can be clicked on to highlight player positions on the map. We want to continue building these tools to encourage Squad leaders working together
  • Squad leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location.
  • "Map Filter" buttons that can be turned on and off to best suit the current need
    • "Show Spawn points" map filter will turn the selectable spawn points on and off
    • "Show FOB Radius" map filter will show all FOBs build radius and exclusion zone radius
    • "Show FOB Supply Points" map filter will show the construction and ammo supply status of all FOBs on the map.
    • "Show All SL Markers" map filter is only available to SLs, and will show all the order markers placed by their SLs
    • "Show player role icon" map filter will toggle all players on your team shown as their kit role icon or as a simple marker
    • "Map Icon Scaling" will allow you granular control over how big or small the map widgets are displayed - useful for players to customize with 4k monitors or those that have unique display setups
    • "Ticket Value Reference" is a legend for the values of all ticket loss and gain
    • "Map Legend" is now showing a list of what each icon on the map represents, from infantry to vehicles to deployables.


Fireteam Functionality


https://media.joinsquad.com/2018/Oct/recap/fireteams.jpg

Fireteams will be fully functional in A12, our UI designers have been adding some really nice features that will be of major use for veteran players:

  • Fireteams can be created dynamically by the Squad leader with a menu option as well as a drag and drop feature. SL can use the new Command UI Map screen to click and drag a squad member and place them into Alpha Bravo Charlie or Delta
  • Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad
  • This same drag and drop feature can be used for internal Squad or Fireteam promotions.
  • Fireteam leaders do not have a special kit, they are just a designation that the Squad Leader can give to any member of their squad
  • Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands, both via the Command UI map screen and the 3D HUD T-menu.
  • Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker.
  • Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment.

Physmat Dependent Vehicle Rolling Resistance
]We have recently incorporated [url]physmat dependent rolling resistance for vehicles. Vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles.

The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. And last, but not least, mud has the highest resistance and is terrible to drive on. It's used, for example, in the riverbed in Gorodok, so this will help prevent unintentional river features from being used as a highway.

For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads.

Vehicle Manual Override for Gearbox

https://media.joinsquad.com/2018/Oct/recap/enginethrottle.jpg

We wanted to have a more granular way for players to control how fast their vehicle is moving, and we achieved this by being able to manually hold the current gear a vehicle is in. For example, if an APC wanted to travel slowly at the pace of their infantry to provide a screen, they could do this by staying in the 1st gear.

All vehicles will now have this ability to keep their engine in the current gear by pressing and holding the SHIFT key (the key is rebindable). So by pressing SHIFT while in 1st gear, the vehicle will always stay in that low gear and drive slowly. It can also help vehicles climb slopes better as you'll be able to manually stay in 1st gear.

Art and Environment


FV432 APC

https://media.joinsquad.com/2018/Oct/recap/bulldog_1.jpg

We teased this vehicle in an earlier recap, but the British FV432 APC is in-game and undergoing testing to be released in tandem with all the other goodies coming in version 12. A large, armoured transport vehicle, it carries up to 9 passengers, not including the driver (crewman), and a M2a1 .50cal turret gunner (regular infantry).

http://media.joinsquad.com/2018/Oct/recap/bulldog_2.jpg

While an older vehicle dating back to the 1960s, its recent up-armoured modifications have upgraded its armour to almost the level of the FV510, making it a true "battle taxi." (Not to be confused with IronTaxi, of course.)

http://media.joinsquad.com/2018/Oct/recap/bulldog_3.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_4.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_1.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_2.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_3.jpg

FAL

http://media.joinsquad.com/2018/Oct/recap/fal_1.jpg

One weapon we're also adding to the Militia faction is the ubiquitous FAL. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and we have plans to further expand this family of weapons for unconventional factions.

https://media.joinsquad.com/2018/Oct/recap/fal_reload.gif
https://media.joinsquad.com/2018/Oct/recap/fal_2.jpg

Tallil Outskirts

http://media.joinsquad.com/2018/Oct/recap/tallil_trees.gif

While we're racing to the release, the team is applying lots of polish on the new large-scale desert map, Tallil Outskirts. The map will feature two different weather schemes, one normal daytime, and the other in the midst of a thick sandstorm.

https://media.joinsquad.com/2018/Oct/recap/tallil_1.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_2.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_4.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_5.jpg

The battle-beaten landscape has remnants of occupying forces from a previous era, as well as more recent installations.

https://media.joinsquad.com/2018/Oct/recap/tallil_6.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_7.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_8.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_9.jpg

The addition of the standstorm changes the feel of the level significantly and should provide some unique challenges for players on top increasing the immersion of the environment.

https://media.joinsquad.com/2018/Oct/recap/tallil_sandstorm_1.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_sandstorm_4.jpg

As battered as Tallil has been, it's ready to take on a brand new deployment of armored warfare. We can't wait to see you folks like it up!

Squad Alpha 12 Brief Summary

Going back through previous monthly recaps and from the way development has unfolded, we present to you a bullet-point summary of what to expect when Alpha 12 comes around. This is by no means a full changelog, so expect much fuller release notes when the time comes, but it should whet your appetite.


Gameplay


  • Added RAAS game mode (Randomized Advance and Secure)
  • Added new Suppression system
  • Added Rifleman Ammo bags
  • Added Persistent Ammo system
  • Added Granular Rearming system for Infantry
  • Added Fireteams which are dynamically created by Squad Leaders
  • Added localized vehicle damage with 2 components (for now): Engine & Ammo storage
  • Added Turret Stabilisation to appropriate vehicles
  • Added Driver deployed Smoke generator for most vehicles
  • Added Crewman Repair tool
  • Added physmat dependent vehicle rolling resistance
  • Added Vehicle Manual Override for Gearbox
  • Overhauled Spawn system including Rallypoint Wave Spawn & HAB Spawn Over-run
  • Overhauled Revive system - bandage revive for all soldiers

User Interface

  • Added Team Selection screen on server join
  • Added Command map for improved squad leader functions
  • Added many QoL improvements on the map and UI
  • Added Infantry/Vehicle ammo point rearm cost indicator
  • Updated Deployment screen, role selection and weapon selection UI
  • Replaced right-click hex Command Grid with a more user-friendly horizontal based Command Grid

Vehicles
  • Added US Army M1A2 MBT
  • Added Russian T72B3 MBT
  • Added British FV432 APC
  • Updated FV510 APC to have an Up-Armored variant
  • Updated M2A2 sights/reticle
  • Updated M2A2 to include a Commander position with independant optic

Weapons
  • Added 9M133 Kornet ATGM for Russian Faction
  • Added RPG-29 for Insurgent Faction
  • Added FAL for Militia/Insurgent Faction
  • Added SKS variant that includes a PU-1 3.5x Optic
  • Updated Russian RPG-7 to include PGO-7 2.8x Optic

Mapping
  • Added Tallil Outskirts
  • Overhauled Jensen's Training Range and added the ability to load instances of the map with different factions
  • Overhauled Yehorivka - added more points of interest, revamped storage area flag, increased map size to 5 by 5km
  • Overhauled Belaya - reworked terrain, now less snow and more ground cover
  • Updated Kohat - added new main bases, new & improved foliage
  • Updated Gorodok - updated some points of interest, improved foliage
  • Updated Fools Road - ground textures have less tiling
  • Updated lighting on various map layers
  • Updated all maps with a greatly improved water shader
  • Updated all maps with a greatly optimized grass shader


Sign-off

Zoinks! Hopefully, you found a little somethin' somethin' in there for you, since it was a large one. Hang in there just a little longer - we're almost done smashing the bugs! Oh, and one last thing:

OWI's Company Holiday

https://media.joinsquad.com/2018/Oct/recap/dinnergroup1.jpg

We mentioned it in the last Recap and we know some of you wanted to see all our smiling faces -- something many of us got to do for the first time as well! The whole team survived despite Google incompatible bus drivers, ancient roof collapses, evil staircases, swordfights, and one downhill biking accident (Don't worry -- we always deploy with medics!) and we're back, hard at work. A huge thank you to everyone that made the trip possible and got us home safely.

Offworld Out.
55 comments Read more

August 2

July 2018 Recap

(For the media rich version of this post, follow this link: http://joinsquad.com/readArticle?articleId=303 )

Hey Squaddies,

Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on!

SquadChat with Drav, Fuzzhead, and Merlin

https://www.youtube.com/embed/viuyqLK6SOs

What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries.

Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive: https://www.youtube.com/watch?v=zP_EhxCqa0k&list=PLL7yuIe6OBXzCMljpeMjmiuXJ2y1LeGvF


Systems

User Interface

https://streamable.com/s/fa4eb/rfmizh

The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play.


The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions.

The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power!

Persistent Ammo

The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system.

We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault.

Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings.

Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply.

Deploying at the Main Base will always give a player a fully-loaded kit.


Ammunition Resupply Granularity

Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another.

Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop.

Art

Smoke Generators

https://streamable.com/s/p7h03/kvymld

One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them.

https://streamable.com/s/8347b/dlzlpd

Repair Tools

http://media.joinsquad.com/2018/Aug/Recap/repairtools.jpg

Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat.

https://streamable.com/s/gwz8s/jejnzq

RPG-7V2

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2.jpg

Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types.

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2_2.jpg[

Kornet

http://media.joinsquad.com/2018/Aug/Recap/kornet_1.jpg

The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly.

https://streamable.com/s/2zlhv/dmkhgr

http://media.joinsquad.com/2018/Aug/Recap/kornet_2.jpg

Mapping


Tallil Outskirts

https://streamable.com/s/bz37j/jkbcbw

https://media.joinsquad.com/2018/Aug/Recap/tallil_1.jpg

The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level.

https://media.joinsquad.com/2018/Aug/Recap/tallil_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_3.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_4.jpg

As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over.

https://media.joinsquad.com/2018/Aug/Recap/tallil_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_6.jpg

And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert!

https://media.joinsquad.com/2018/Aug/Recap/tallil_7.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_8.jpg

Jensens Range Overhaul

https://media.joinsquad.com/2018/Aug/Recap/jensens_1.jpg

We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now.

https://media.joinsquad.com/2018/Aug/Recap/jensens_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_3.jpg

The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles.

https://media.joinsquad.com/2018/Aug/Recap/jensens_4.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_0.jpg

Outro

And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month.


Offworld Out.
55 comments Read more
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About This Game

Squad is a large scale combined arms multiplayer first-person shooter emphasizing combat realism through communication, teamplay, emphasizing 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:
    • 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
    Recommended:
    • 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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