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2015년 12월 14일
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알림: 앞서 해보는 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“저희가 이루고자 하는 것의 규모와 그것을 이루는데 드는 시간을 고려해 봤을 때, 게임이 개발 중에 있을 때 대중에게 공개하는 것이 옳다고 판단했습니다. 게임의 특징 덕분에 저희는 고품질의 기능 시연(보병전, 제병협동전 등)을 할 수 있었고, 새로운 컨텐츠를 개발하는 중에도 기존의 것들을 보완, 확장이 가능했습니다. 이를 통해 커뮤니티는 게임을 즐기는 동시에 게임과 개발진을 후원할 수 있었으며, 이는 모딩 커뮤니티에서 자라나 즉각적인 유저 피드백의 중요성을 인지하고 있는 저희 개발팀에게 아주 친숙한 것입니다.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“저희는 스쿼드가 2017년 중반까지 얼리액세스 단계에 머무를 것으로 예상하고 있습니다.”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

“최종 버전에서 저희는 각 두 팀당 50명, 최고 100명의 서버 인원을 가능케 할 것입니다. 또한 저희는 작은 오토바이부터 헬리콥터까지, 각 진영마다 다양한 탑승장비들을 선보일 예정입니다. 마지막으로 저희는 설치가능한 구조물들을 추가하고 건설 및 보급 시스템을 정비해 완벽한 기지 건설 기능을 현실화 할 것입니다.”

지금 앞서 해보기 버전은 어떤 상태인가요?

“현재 스쿼드는 완벽히 구현된 보병전과 “처음으로” 적용된 차량들이 마련된 단계에 와 있습니다. 저희는 현재 수많은 기존 코드 시스템들을 재정비하고 있으며, 최적화와 컨텐츠 추가에 노력하고 있습니다.”

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“얼리액세스 기간 동안 혹은 기간이 끝난 후 게임의 가격 변동이 있을지는 아직 확정된 바가 없습니다.”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

“현재 스쿼드 개발진들은 Discord, Reddit 등에서의 포럼 활동에 아주 적극적이며, 피드백과 버그 제보를 통해 게임을 개선하는데 힘쓰고 있습니다. 저희는 또한 모딩 커뮤니티를 적극적으로 지원하고 있으며, 2017년 초에 완벽한 모드 지원을 이뤄낼 계획입니다.”
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최신 업데이트 모두 보기 (113)

2018년 8월 2일

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.
댓글 37 개 더 읽어보기

2018년 7월 17일

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


https://media.joinsquad.com/2018/July/TheWrench/swcmod1.png

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)


https://www.youtube.com/embed/4CA-QpFQcto

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


https://media.joinsquad.com/2018/July/TheWrench/squadbr1.PNG

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...

https://media.joinsquad.com/2018/July/TheWrench/squadbr4.PNG

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.
댓글 40 개 더 읽어보기
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게임에 대해

스쿼드는 50대 50 멀티플레이어 일인칭 슈터로서, 결집력있는 분대시스템을 비롯해 큰 규모의 집단행동, 전략과 계획수립 등 팀원간의 소통과 협동을 중심으로 전투의 현장감을 살려낸 게임입니다. 광활한 맵들과 차량을 기반으로 한 제병협동 게임플레이, 그리고 자유자재한 기지건설 시스템을 통해 심장이 터질것 같은 치열한 전장을 선사합니다. 치밀한 작전수립을 필요로 하는 분대플레이부터 눈깜짝할 사이 벌어지는 총격전까지, 잊지 못할 전투를 경험해 보세요.

시스템 요구 사항

    최소:
    • 64비트 프로세서와 운영 체제가 필요합니다
    • 운영체제: Windows 7 SP1 (x64)
    • 프로세서: Intel Core i5-2500K CPU
    • 메모리: 8 GB RAM
    • 그래픽: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: 버전 11
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 35 GB 사용 가능 공간
    • 추가 사항: A teamwork oriented mindset
    권장:
    • 64비트 프로세서와 운영 체제가 필요합니다
    • 운영체제: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • 프로세서: Intel Core i7 4790k CPU
    • 메모리: 16 GB RAM
    • 그래픽: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: 버전 12
    • 네트워크: 초고속 인터넷 연결
    • 저장공간: 35 GB 사용 가능 공간
    • 추가 사항: A microphone

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