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 (627) - 78% of the 627 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (17,488) - 84% of the 17,488 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 (112)

July 17

The Wrench - June 2018 Edition

(For the media-rich version of this post, please visit http://joinsquad.com/readArticle?articleId=301 )

Hi Squaddies,

Welcome to the June Edition of The Wrench! Just like most of the Northern hemisphere, this month's crop of mods is looking hot -- including one that aims to change the way Squad matches run!

Join us on the Community Modding Discord where you can join discussions and meet the modding community. It's a great place to share your ideas and passions with like-minded people that will happily help you create something awesome.

SWCMod by salt. DevilsD and |F| Arkanoid


First up, we have the SWCMod by salt. DevilsD and |F| Arkanoid. Originating with the Squad World Championship, they have been developing this mod to serve as a dynamic way of altering gameplay values, as well as significantly increasing the quality of spectating and streaming for competitive Squad matches.

"The SWCMod comes from an effort to rebalance Squad's meta for competitive play with additional features to help casters make their streams more dynamic, informative and enjoyable to watch."

https://media.joinsquad.com/2018/July/TheWrench/swcmod2.png https://media.joinsquad.com/2018/July/TheWrench/swcmod3.png

Long Range Advanced Scout Surveillance by Gerard (wargr)


Not satisfied with peeking corners, wargr has set out to create some more high tech ways of keeping an eye on a FOB. More important, it's done from an appropriate safe distance -- way the heck away. Their next steps will be continuing to work with it in the SDK to get it into a mod format. Could it make a nice addition to your mod? Let wargr know!

https://media.joinsquad.com/2018/July/TheWrench/lras1.jpg https://media.joinsquad.com/2018/July/TheWrench/lras2.jpg

Squad BR Mod Update by The Squad BR Mod Team


The team working on the Squad BR mod has been kickin' it into high gear this last month, hitting some important milestones. They're happy to report that loot spawners now have their own area types, meaning you'll be more likely to find military hardware in military areas, more custom art assets have been added, and the gameplay loop is almost ready!

https://media.joinsquad.com/2018/July/TheWrench/squadbr2.PNG https://media.joinsquad.com/2018/July/TheWrench/squadbr3.PNG

Before long, folks will be in the mod and wondering what those mysterious arrays are for...


Be sure to join their Discord server to keep up on the latest news, or find out how you can be part of the team!

Clearly there's a lot to look forward to in Squad modding! (Including the Modding 2.0 update, of course.) As always, we're amazed by the skill and creativity of the modding community. We can't wait to see what you folks have for us next month!

Squad Modding Hub Management Team Out.
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July 3

June 2018 Recap

(For the media rich version of this post, please visit http://joinsquad.com/readArticle?articleId=299)

Hey Squaddies,

Welcome to the first official Recap of Summer! Up in the Northern hemisphere, things are more than a little toasty, so high command has issued the following advice: stay inside in the air conditioning and play video games, if you can! Otherwise, crank the logi fan to high and let’s settle in for the goods.


Armor Components


Since the last Recap, we've been hard at work on the vehicle components system, finally integrating it into our armored vehicles This addition effectively gives them special target points that can potentially cripple a vehicle. The most common examples of internal components are ammunition storage and the engine compartment. If you achieve penetration of the armor on the outside and score a hit on the ammunition storage compartment, depending on how much damage you do to it, it could trigger the complete destruction of the vehicle. Hitting the engine will severely handicap the vehicle's ability to move, and so forth. We'll continue to expand on this system in future iterations.


A system that is known to be controversial among FPS games is suppression. We do feel that Squad’s current suppression system is too lightweight and does not present a heavy enough penalty on players that are taking a large volume of fire, particularly from large caliber weapons. We want the new system to lower the ability for suppressed players to effectively engage targets, but also to not be overbearing or annoying and not easily exploitable. Over the past month we have been continuously play testing and refining the new suppression system.


We have been play testing and tweaking an aim-punch style mechanic that pushes your aim off target slightly when being fired upon, as well as a temporary increase in sway depending on how suppressed you are. Of course bear in mind that this system subject to a lot of tweaking and further play-testing.

User Interface

One area we’ve been hitting hard for the next release is a complete overhaul of the in-game deployment menu. We’ve streamlined the process to such a point where new players will be directed from one point to another (joining a team > joining a squad > selecting a role > selecting a spawn point) in a logical manner.


We’ve also integrated a system that allows you to see what is in each individual role as well as get detailed descriptions of each of the weapons and items contained within. (and as a bonus, what your character will even look like!)


We’re also implementing the first iteration of Fireteams, basically a way for Squad Leaders to optionally subdivide their squad and assign Fireteam leaders, with their own order markers to facilitate on-screen communication (however no specific special role exists for FTLs).

Fireteams have been designed to be extremely flexible in their employment, so it ultimately will be down to the individual Squad Leader how they want to run their squad, and also to give players a chance to learn leadership positions just short of the big Squad Leader role.

Spawn System Overhaul

The player spawn system is being given an overhaul - this includes Firebases, Rallypoints and Revives. We will have a more detailed update with the changes coming, but here are some of the changes that we have been working on:

  • Firebase Overrun Mechanic: when enemies are close to a HAB, players cannot spawn at the HAB until enemies are killed or leave - aiming to dramatically cut down on the “meat grinder style” gameplay that can be seen in V11.
  • Rallypoint wave spawn: squad members will now much more likely spawn in together rather than one by one.
  • Revive System: Bandage is the revive tool now, not the Medic Bag. Any Player can use one of their bandages to revive an incapacitated friendly player. Non-Medic bandage revives take alot longer than medic revives. Revived Players do not regenerate stamina until healed by medic with their medic bag.

Lots of other changes are planned for the Spawn system, and we will give a full run down of them in a few weeks time. The goal and intention of these changes is to allow for squads to collaborate in closer proximity more often, shifting the pacing of the combat.


M1A2 Abrams, Tanks and Gunnery


We’ve put in a lot of work into the newest vehicle type to go into the game, that is Main Battle Tanks. The M1A2 Abrams while shown off last recap in stills, is now finally moving around and properly dressed up for battle.

The gunnery we have modelled does not include modern fire control systems yet, so we’ve opted for the use of the gunner's auxiliary sights to allow for manual adjustments at range.


The Abrams also has a vehicle commander and loader’s seat, both with their own cupola machine guns. The vehicle commander has a M2A1 Browning .50cal heavy machine gun mounted on a remote weapons system, allowing for full 360 traverse and zoom capability. The loader’s seat (while not required to actually load the cannon) is an extra seat on the turret with its own M240 machine gun.


The Bradley has also undergone some changes, with the inclusion of a ballistic reticle for the gunner, as well as a seat for the commander, with access to a camera with powerful day optics.



Infantry deployed Ammobags


Another item we have in the works is ammunition bags that can be deployed by the Riflemen role, in order to quickly resupply his other squad mates in the field.

These bags will have a limited supply of ammunition in them, and will need to be restocked from Main Base, FOB or vehicle-based ammunition sources.




The giant RPG-29 will make an appearance as a handheld Insurgent Heavy Anti-Tank weapon, complimenting the lighter RPG-7 system. It fires a huge 105mm Tandem warhead projectile with more accuracy and out to further ranges (500m) than its RPG7 counterpart (150m).



Tallil Outskirts


One exciting new map in development is called Tallil Outskirts. It is a 4x4km map based in southern Iraq and features a massive airbase with large enterable concrete bunkers and defensive positions.

Most of the terrain is open sandy desert, and while a few villages dot the region, the map will showcase vehicle-based combat. Infantry squads that work in conjunction with armored units will find success on the battlefields of Tallil.


Yehorivka Update


Yehorivka is undergoing a massive facelift, starting with expanding the playable area to 5x5 km, which will open up a lot of new possibilities for new layers and more variation in gameplay. We have also changed out the grass foliage to a new rendering method which will improve performance, as well as removed the Storage Site area and replaced it with smaller profile villages and hamlets instead.


In addition to accommodating larger vehicles, we’re providing more cover for infantry with new points of interest and better forests and ditches. We’re also implementing a new water shader that should also vastly improve the look of our water.


Sign Off

We don’t know about you, but the world always feels better with a few inches of Abrams armor around you. A big thank you to everyone that responded to the call for assistance from real world tankers -- you’ve all gone above and beyond!

Offworld Out.
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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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