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.
Recent Reviews:
Very Positive (1,589) - 83% of the 1,589 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (19,954) - 83% of the 19,954 user reviews for this game are positive.
Release Date:
Dec 14, 2015
Developer:
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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 (121)

December 8

Alpha 12.1 Patch Notes

Hey soldiers,

We've been working on getting the most heinous issues beaten in Alpha 12 and we're happy to present the patch notes for the 12.1 patch! This update addresses a number of issues, but first and foremost would be the slow/no load issues that popped up with Alpha 12. That's not all, though: there's plenty of tweaks and fixes for everyone. Let's check 'em out:


Patch Notes



Systems
  • Large number of optimisations to foliage and UI texture sizes and streaming in of textures.
  • Optimised audio assets and sound cue variations in order to have a much lower memory profile.
  • Reduced individual .PAK file sizes by breaking the large content .PAK files apart into smaller chunks, which speeds up loading into the game as well as installing updates from Steam. As the file structure has been changed, this patch will be quite large.
  • Performance optimisations to the Squad Leader order widget.
  • Performance optimisations to the main menu map.
  • Removed player collision interaction on infantry ammo bags.
  • Tweaked the first person offset to closer match where the head and eyes are in third person when leaning left and right.
  • Unified the sub role drop-down interaction style across all role selection modes.
  • Increased Steam connection timeout from 60 sec. to 120 sec.
  • Updated layering of icons on the map. (Top to bottom: Spawn Points, Infantry, Vehicles, View cone, FOB Radio, Capture zone flag, Deployables, HABs, other Map Markers)

Vehicle Gameplay

  • Turret damage has been implemented to all closed turrets. Should a turret take damage, the damage will be passed on to its parent vehicle. In addition, if a turret is below 50% health the turret will begin to suffer a penalty in its maximum turn speed. The more damage taken, the more severe the penalty. Stabilised turrets also suffer by having its stabilisation disabled below 50% health. A cracked screen will appear when turret health is below 50%. Repair tools will be able to repair its health up to 25%, requiring vehicle crews to take their vehicles back to a repair station to restore full turret functionality. Open turrets like MAT-V .50cal turrets or Technical DSHK are not affected by this change.
  • WSAD keyboard controls now can control traverse and pitch of all vehicle turrets with the exception of the KPVT, NSV-T, PKT turrets, and open turrets.
  • Fixed an issue in the physics code gear mapping preventing the 6th forward gear on vehicles to work correctly and made sure RPM thresholds for shifting out of neutral gear are being respected, making driving up slopes in first gear much more manageable.
  • AT-4 HEAT projectile set to use Heavy Anti-Tank type damage. Increased AT-4 HEAT armor penetration capability from 350mm to 500mm. This is a temporary placeholder change to the AT-4 to give the US and GB factions an infantry HAT weapon system. When the actual GB and US HAT weapons are implemented, the AT-4 projectile specs will return to their original "light/medium" AT role.
  • Damage tweaks to guided missiles and rockets:
    • Trucks: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning
    • MATV/BRDM-2: 1 TOW to instantly kill, 1 HAT to burning, 2 LATs to burning
    • BTR, MTLB: 1 TOW to burning, 1 HAT + 1 LAT to burning
    • IFVs: 1 TOW to burning
  • Slightly decreased .50cal's armor penetration capability at medium (100-800m) ranges.
  • Made unarmored vehicles slightly more resistant to 25mm/30mm Autocannon High Explosive ammunition.
  • Increased Heavy Anti-Tank rocket armor penetration capability from 630mm to 900mm RHA penetration.
  • Light Anti-Tank standardised to 320mm RHA penetration.
  • Simplified armor distribution on the BRDM-2.
  • Tweaked camouflage netting on the M1A2 Abrams woodland cannon to not be as visually obtrusive from the gunners point of view.
  • Reduced armor thickness on the M1126 Stryker.
  • Increased carrying capacity of Logistics Technical to 1400 points.
  • Simplified the collision mesh and distribution of armor on the T72-B3 hull slightly.
  • Increased coverage of heavy front turret armor on the T72-B3, but added a weak spot where the base of the gun attaches to the turret.
  • Tweaked BTR82As 30mm turret armor, introducing a weak spot where the gun connects to the turret, but buffing its overall frontal armor.
  • Removed physics kickback on all 25mm/30mm autocannons and the KPVT when firing.
  • Decreased overheat penalty on BTR/MTLB 30mm and ZU-23.

Infantry Gameplay

  • Narrowed L85A2/L22A2 and M4 series ironsight front post for better target visibility.
  • Lowered ammo point cost of LAT weapons (M72A7, RPG7 HEAT, RPG7-V2 HEAT and RPG-26) from 50 to 40.
  • US and British HAT roles have been set to 2 per team, one frag grenade added to their inventories.
  • Reduced deviation on the RPG-29.
  • Unique Identity: Continued from the A12.0 release, weapon behaviour and handling has been tweaked in several ways to improve response and give each weapon family a more unique identity, as well as improving the effects of attachments like foregrips and UGLs.
  • Unique Identity: All weapons have received a pass based on their caliber and barrel lengths. E.g., the AK-74 and L85A2 families now have less recoil than the M4 family.
  • Focus Sway (ADS, focused) has been reduced.
  • Weapon Sway (ADS, non-focused) has been reduced.
  • Foregrips now decrease vertical recoil but increase horizontal recoil.
  • Underbarrel Grenade Launchers now decrease vertical recoil but increase Weapon Sway (ADS, non-focused).
  • Light Machine Guns and General Purpose Machine Guns have received a recoil and sway pass similar to Rifles in A12.0.
  • Fixed some issues related to bipod deployment.
  • Removed suppression ability from knives and pistols.
  • Reduced all types of Sway on Binoculars - they should be more accurate and easier to use now.


Map Tweaks & Fixes

  • RAAS/AAS ticket gain/loss for flag changed: When a flag is capture, capturing team gains +30 tickets and losing team loses -30 tickets (was +20 and -40). This change is in combination with the reduction of overall ticket counts, so overall rounds will be slightly shorter, but rounds that have a lot of movement along flags wont end as suddenly.
  • Reduced Counts on all AAS/RAAS map layers:
    • Tallil, Yehorivka - 350 Tickets.
    • Basrah, Belaya, Chora, Gorodok, Kamdesh, Kohat, Narva - 300 Tickets.
    • Fools Road, Kokan - 200 Tickets.
    • Logar, Mestia, Sumari - 150 Tickets.
  • Reduced ticket count for Skirmish map layers to 100 Tickets (from 150).
  • Reduced ticket count for Invasion map layers to 150 Tickets for Attackers/600 Tickets for Defenders.
  • Fixed various Maps having incorrect map descriptions on team select screen.
  • Fixed Main Base flipped vehicles for: Kohat AAS v1, Basrah Invasion v2, Fools Road RAAS v1, Mestia AAS v1, Mestia AAS v2, Mestia RAAS v1.
  • Fools Road RAAS_v1 moved Fortress flag to OP.
  • Fixed RU Main Base resource pool on Gorodok Invasion_v2.
  • Fixed crashing on Jensen's Range Skirmish v1.
  • Fixed incorrect flag setup Kokan Invasion v1.
  • Fixed some map layers having incorrect faction descriptions and faction insignia.
  • Added Vehicle depots further down the valley on Kohat RAAS v1 for faster logistics for both teams.
  • Fixed incorrect CP names (Mohd Zai & Bahadur incorrectly labeled) on Kohat AAS v2.
  • Fixed odd ammo caches on Logar INS v1.
  • Fixed floating road segments in the north-west part of Mestia.
  • Fixed lighting on Mestia AAS v2.
  • Fixed Staging Zone boundary issues on Mestia Invasion v1 and Invasion v2.
  • Fixed ambient visual effects on Tallil Skirmish v1 and v2.
  • Fixed ambient wind audio not playing on Tallil Skirmish v1.
  • Fixed map naming on Tallil Skirmish v2.
  • Fixed US Main Base resource pool on Tallil Skirmish v2.
  • Fixed Insurgents DShK Technical not being accessible on Al Basrah RAAS v1.
  • Fixed missing materials for several assets on Chora.
  • Fixed floating house forcing players to vault to get to the staircase on Kamdesh.
  • Fixed Aircraft Bunkers culling too early on Tallil.
  • Fixed incorrect collision setting in Protection Zone preventing players from leaning in Main Bases after the Staging Phase ends on all Tallil layers.
  • Fixed trees and other foliage on roads, smoothed out areas with jagged terrain and tall lumps on Gorodok.
  • Fixed collision and scaling issues by removing offending assets on Yehorivka


Bug Fixes

  • Fixed a crash when a Squad Leader attempts to invite a player who has disconnected.
  • Fixed damage issues on several vehicles (including both tanks) caused by bugs in turret setup, mesh collisions and decoration configuration
  • Fixed being unable to move the camera in the FV510 commander seat.
  • Fixed missing turret turning sounds on a majority of vehicle based turrets.
  • Fixed T72-B3 fragmentation rounds dealing no damage to infantry on non-direct hits.
  • Fixed low-health/bleeding post-processing screen effects not playing during ADS.
  • Fixed UB-32 Rocket Technical's ammunition being treated as if it was an emplacement.
  • Fixed dead players not showing as dead in the Squad list UI.
  • Added a check for 'foliage.LODDistanceScale', to force exit the game if players modify this value to hide the foliage similar to the other .INI checks.
  • Fixed extra apostrophe in the deployment confirmation message when spawning on rallies.
  • Fixed mines not playing an explosion effect or sound when a vehicle drives over them.
  • Fixed some team based mismatch issues relating to Roles and force revert of your role to default when it becomes unavailable.
  • Fix emplaced weapons not usable by other team when a player is shot out of it.
  • Fix emplaced weapons having incorrect bounds leading to weapon models disappearing occasionally.
  • Fixed main menu music not looping.
  • Fixed zeroing on the 300m and 400m settings for the RPG-29.
  • Fixed zeroing on the M4 series Red dot sight and M150 Optic.
  • Fixed Neutral Technical DShK spawned near Village on Al Basrah RAAS v1 cannot be entered by either team.
  • Fixed a number of statics either having missing collisions or missing textures.
  • Fixed stationary SPG-9 doing slightly more damage than technical-mounted variant.
  • Fixed some vehicle explosions showing broken explosion animation effect.
  • Fixed vehicle wreck collisions being desynced from their visual wreck model.
  • Fixed the FV510 Desert variant having a non-charred wreck model.
  • Fixed snow on Belaya not producing snow related interaction sounds.
  • Fixed Vehicle Driver UI RPM indicator showing incorrect values.
  • Fixed an issue where a selected but now locked role inside a drop-down list forces an unusable UI state.
  • Fixed Map & Team info mismatches in team select.
  • Fixed first person view being offset after leaving emplacement when entering an emplacement while freelooking.
  • Fixed Insurgent Radio ammo limit, now increased to 20,000.

Mmm, those gearbox fixes speak to the logiboi in all of us. Get patching! We'll see you in-game!


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December 4

November 2018 - Squad's Next Phase

(For the media-rich version of this post, please visit our website.)

Hey soldiers!

We know this doesn't look like your usual Recap, but while we are finishing up the last parts of a hotfix update for Alpha 12, we thought we'd lay out what we have planned for the next stage of Squad development, similar to what we did earlier this year.

Alpha 12.1 Patch

https://media.joinsquad.com/2018/Dec/SquadNextPhase/a-12-1.jpg

So, first up is the performance, bug fixing and balance patch that we are working on right now, which should be with you all shortly. We have looked at all the community feedback and improved what isn't quite working as intended, fixing as many bugs as we could in three weeks (obviously) as well as starting on the optimisation work that we'll talk about in a minute.

Unreal Engine 4.21 Upgrade

https://media.joinsquad.com/2018/Dec/SquadNextPhase/4-21Unreal.jpg

After that, the team is planning to upgrade Squad to Unreal version 4.21. We have been on version 4.16 since August 2017 and a year of NOT upgrading has been very useful, allowing our programmers a lot more time to concentrate on features. However, the recent success of Fortnite (a large multiplayer 100 player game) has brought so many cool and useful features into UE4 that it is worth the time to upgrade now.

Just as a very brief overview, some of the 4.21 for engine features that are relevant to Squad: there have been big improvements to the landscape system, making it cheaper and faster, networking has been overhauled, a lot of bugs have been fixed, a proxy system for statics, better profiling tools, and a whole bunch more. Check out the Unreal site for more information.

Our current status is that we have a buggy version of the upgrade working in Editor now. The next steps for us are to fix these bugs, test, and release. There might be some extra content, bug fixes, and features included, but it will be mainly about getting the engine upgrade in place, so we can start using the tools.

This will be the next major Squad patch released after Alpha 12.1.

The rest of the following is what we are working on right now and going into next year with the aim of getting the game fully featured to leave Early Access.

Optimisation

https://media.joinsquad.com/2018/Dec/SquadNextPhase/shadercomplexity.jpg

After Alpha 12, we are switching more developers to working full-time on optimisation all the way to release from Early Access. Not all systems developed for Squad over the years turned out to deliver the expected performance; engineering mistakes have been made and need to be corrected. The same applies to UE4, as bug fixes and performance improvements done on the engine level need to be carried forward into Squad's codebase. We have expanded the team to approach these issues more thoroughly than ever.

The first step is finding and understanding performance issues. This includes writing analysis tools to detect the cause of performance issues.

The second step is addressing these problems, which always requires a custom tailored solution. Sometimes, even at this point, tools need to be written to transition existing game data into new systems. We have already made a start and hope to have some of the first results in the hotfix, but will be aiming to include optimisation improvements in every patch from now until the end of Early Access.

We hope to share some articles on the issues we are finding and fixing, but we intend to focus on the fixing first, then the talking later!

Optimisation is a big task with a lot of crossover into features and bug fixing. Just to be clear, specific aims we are targeting are:

  • 100 player servers with good performance
  • An indepth improvement of the ragdoll system
  • Better frame rates for players both with low-end and high-end systems

We have read a lot of community posts asking us to stop with new features and just optimise the game. We hear you! However, there are a few features we think you might like still...

Helicopters

https://media.joinsquad.com/2018/Dec/SquadNextPhase/mi8.jpg

Yep, it is time. Not much to say beyond the obvious here: they're coming to Squad!

Currently, programmers are working on the flight model and we have a temporary flyable vehicle in-game. All of the art and interaction-based features can be worked on in parallel.

The current flight model is far from final, but looks awesome! Expect more updates in Monthly Recaps as development continues.

Commander

https://media.joinsquad.com/2018/Dec/SquadNextPhase/commanderflowchart.jpg

We want to introduce a basic commander system before we leave Early Access, as it really completes the concept of a true coordinated teamwork-focused military game. With a player on each side driving team-wide strategy and aiding squad leaders with the tools at their disposal, the Commander will be an essential factor in victories.

https://media.joinsquad.com/2018/Dec/SquadNextPhase/su25.jpg

We won't be aiming to include every awesome idea we have for the commander role, but it will lay the groundwork for expanding on after we leave Early Access. Features we are aiming to roll out on introduction are:

  • Making use of the new Command UI to facilitate giving orders and keeping track of your team.
  • Airstrikes, artillery barrages, offensive fire support capabilities.
  • Unmanned Aerial Vehicles (UAVs), non-pilotable high altitude observation for the Commander.

Damageable Turrets and Vehicle Wheels/Tracks

While the first iteration of components was introduced in Alpha 12 in a limited capacity, damageable turrets, tracks, and wheels will complete the vehicle fidelity we wanted, offering more ways to disable parts of vehicles without outright destroying them. Turrets are in and working with wheels and tracks in progress.

Steam Join on Friends/Party System

We are trying to find ways to make it easier for groups of friends to easily join the game in a single squad, on the same team. This is quite a complicated task as it involves working with not only with Steam, UE4 and Squad code, but getting them all to play nicely together.

This is something we have wanted to do for a while but always had higher priorities. However, for a social game based around friends and teamwork, being able to play easily with your friends is long overdue. No promises on this one as it is not the easiest feature to implement, but we have very talented people working on it.

Sign-off

There are some big milestones for Squad in the near future, but we've put together a team more than capable of taking it on. In fact, we're already getting excited for what comes after release... There is actually quite a lot of extra content being worked on that we haven't talked about and we'll update the progress of these (Including Fallujah! It's not ready for the spotlight just yet.) In the meantime, have a sneaky vehicle teaser below!

https://media.joinsquad.com/2018/Dec/SquadNextPhase/t62.jpg

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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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