Insurgency: Sandstorm is a team-based, tactical FPS based on lethal close quarters combat and objective-oriented multiplayer gameplay. Experience the intensity of modern combat where skill is rewarded, and teamwork wins the fight.
Recent Reviews:
Mixed (848) - 66% of the 848 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (15,953) - 75% of the 15,953 user reviews for this game are positive.
Release Date:
Dec 12, 2018

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June 14

Community Update #4: Free PC Content Roadmap 2019



Hey everyone, my name is Michael Tsarouhas. I am the lead game designer on Insurgency: Sandstorm. Today’s Community Update is about our new free content roadmap for 2019, which you can see above. While we have other things we hope to accomplish as well during this time frame, we wanted to take some time to share some of the highlights which we are confident we can deliver. We’ll go into detail section by section below. First though, it’s important to note that the order in which this content will come is still TBD. Some stuff will come a little at a time across multiple updates (new weapons and cosmetics) and others later on pending how well they do in playtesting (Frontline and Outpost game modes). It’s possible that some content may need to get pushed back, but we want you to know that these are our goals, and regardless of when these things come we can assure you that all of it is confirmed and in the pipeline. Furthermore, it is free to all players who own the game on PC.

Please bear in mind also that this is only our current plan for PC content for 2019, not Xbox One or PS4. However, we can say we intend to put at least some of this content on consoles as well. Whether or not we can put content such as a level editor, specific game modes, and modding tools on consoles is as of now uncertain, but other content such as weapons and maps are more likely. It’s all something we are going to seriously look into, but we aren’t comfortable committing to at this time. Remember also that this is all just 2019 too. There will be more free content coming in 2020. So without further ado, let’s get into the nitty gritty.

Level Editor & Mod Tools

Modding is in our blood. As many of you know, Insurgency originally started as a mod for Half-Life 2 that was released back in 2007. Modding was a huge part of the standalone Insurgency released in 2014 as well, its Steam Workshop now sitting at over 18,000 mods. This includes everything from unique weapon model replacements to custom maps to UI overhauls to character skins and more. We couldn’t be happier with the way the community took control of the game and made their own out of it, and we believe this is the right mindset to have as a developer when it comes to making video games. Why wouldn’t we want to empower you to create just like we were empowered by Half-Life 2 to create the original Insurgency mod?

That same treatment is coming to Insurgency: Sandstorm as well. This includes but is not limited to community created levels, game modes, rulesets, gameplay modifications, factions, weapons, and weapon upgrades. We want to provide plenty of support to for players to make their own content, and honestly, we want to play that content ourselves. The scope and timing of this kind of mod support is still to be determined, but we are committed to those seven things above, as well as the ability to share mods on either the Steam Workshop or a similar service.

2 New Maps: Snow Map & TBA Map

A lot of players have said we should be doing more as far as our level environments go. They’ve said they wanted to see more diverse maps that aren’t just rural desert towns. We took that feedback seriously. First we created Outskirts, a map that takes place in a construction site, shantytown, and compound in greener pastures. Then we created Ministry, a map that takes place almost entirely indoors. And for the next map, we’re gonna turn things up. Or down, if you consider the temperature (sorry had to do it.)




Those of you who are perceptive may have noticed that this snow level is actually a remake of Sinjar from both the original mod and Insurgency 2014. You can see the perspective from the Security’s spawn, and that brutal hill that so many security team members have lost their lives on. We’re bringing it all back, but this time with improvements, and also with snow. Characters will breathe cold puffs of air as they run and fight, and they’ll leave snowprints which can be tracked by other players. This Sinjar remake will have a new name to fit the new setting, and it will be our next official map. We have another map slated for later this year which will also be changing things up, but more on that at a later date.

Night Versions of Maps





We’ve also heard your feedback on night time maps. A lot of players have expressed the desire to play all the maps we already have (and any upcoming maps) at night. We’ll be doing a night time version of every map we have, with custom lighting as well as special night time equipment. This includes flashlights, night vision goggles, and infrared laser sights. Enemy AI in Co-op will also see adjustments to their various behaviors. If you thought our combat was intense before, wait until the night comes. The low visibility and new equipment mean players need to move more cautiously, equip the right gear, and approach the entire level differently than they would have if the sun were up. Places that were good cover in the day are suddenly more exposed at night, and places that were exposed suddenly become good cover.

New Weapons & Upgrades

We get tons of weapon requests of all kinds of weapons. While we can’t meet every one, we certainly have a lot of exciting options to choose from. Survey data indicated that over 60% of players wanted to see new modern weapons. We can confirm that among other guns we’re currently working on a Tavor 7, an Israeli 7.62x51mm bullpup, for Security, as well as an AS Val, a special caliber integrally suppressed rifle, for Insurgents. These two in particular aren’t going to be added together and will come in separate updates, so we’ll leave it up to your imagination to guess each one’s counterpart for the opposite faction.

Our second post-release community survey was really enlightening as far as weapon upgrades and attachments go. When we asked about new features, 59% of you said you were most excited by optics which can be toggled between multiple levels of magnification. The runner up was a distant 21% for full body awareness where you can see your legs and lower body from the 1P perspective. We can confirm 2019 will see toggleable optics, and many of the optics already in game will be converted to be toggleable. This includes putting down the magnifier for your 2x Kobra when you need to use it in 1x form, or using the back up iron sights on top of your 4x SU230. We’ll be cooking up some entirely new toggleable optics as well.

When asked what kind of upgrades you’d like to see most, 42% said new optics, followed by 22% for new underbarrel attachments. All three of the other options, Barrel, Magazine, and Siderail, were tied at roughly 12%. As said above we’ll be adding new toggleable optics, and in addition to that, normal single magnification optics. This includes optics for pistols, for those of you who want to get all high speed with your Secondary.

We’re also doing various different foregrip types which will affect weapon handling in more ways than just recoil reduction. We’re considering foregrips that allow you to draw your Primary faster (much like the Quick Draw Holster for your Secondary), reduce sway, reduce time to Aim Down Sights, reduce free-aim radius so your weapon stays closer to the center of the screen while not aiming down sights, or even allow you to use Focus with Shift while you are still moving and aiming down sights. All these ideas are pending testing, but the goal is to give players options beyond just making recoil more manageable. We want options that play into some of the unique mechanics of our game, and for players to make meaningful choices as they manage their Supply Points. And hey, if a foregrip isn’t your thing, how about a mini-shotgun? Cause that will be there too. In addition to new Underbarrel attachments, we have some new Magazine upgrades planned: mag pulls for faster reloading and custom magazines that will increase reloading even faster if you’re willing to spend the Supply. For Siderail, we’ll be doing new flashlights and an IR laser sight to coincide with night maps.

Hardcore Ruleset for All Modes

This is a pretty exciting one, and it’s going to come sooner than many of the other things on our roadmap. The response to update 1.2’s new Hardcore Checkpoint game mode has been awesome. We got a lot of good feedback, made some tweaks, and feel like it’s in a great place. We noticed players appreciated above all else the overall change in pace to combat. The slower movement really does turn your normal tactical doctrine on its head, and forces you to play very differently. And despite such a radical change, not only did the game still feel like Insurgency, but it also enhanced some aspects of Insurgency. A lot of people asked if we would ever do a Hardcore version of PvP game modes, and that’s just what we’re gonna do.

“Hardcore” will become a predefined ruleset which can be applied to any game mode. It will be available for any community servers who want to enable it. What that exact ruleset will look like is still being worked out, since we don’t necessarily know if respawning with a bolt-action in a mode like Skirmish will go over well. However, we’re considering a few options, and above all else you can expect the movement to be close to if not identical to the current movement speed in Hardcore Checkpoint. And yes, you will be able to play Hardcore Frenzy. Expect to need to change up your tactics for that one.

As a bit of an experiment, we’re going to include a Hardcore playlist in the Play menu, similar to how we do with the Arcade and Team Deathmatch. This will allow players to play Hardcore through normal matchmaking. First we want to first try Hardcore Push, and depending on how that is received, will tweak the ruleset as needed and potentially try other modes as well.

PvP Frontline & Co-op Outpost Game Modes

We polled about game modes in our first survey a while back, and saw there was a lot of interest in these two modes. The top three were a tug-of-war style PvP mode based on Frontline from our previous game Day of Infamy (23.2%), a single life PvP VIP escort mode based on Ambush from Insurgency 2014 (22.7%), and a horde inspired mode with multiple defense points based on Outpost also from Insurgency 2014 (17%). Realistically for 2019 though, we could only commit to two, and it made sense to balance things between one Co-op and one PvP. Outpost will be a great change up for our Co-op, as it puts players on the defensive rather than the offensive that they’re used to in Checkpoint. It will also be playable with both Frenzy and the Hardcore ruleset.

In order to better make the decision on which PvP mode to do for 2019, we did yet another survey where among the things mentioned in the other sections of this post, we asked players point blank if they wanted Frontline or Ambush more. Results were close, with 48.23% voting for Ambush and 51.77% voting for Frontline. With this kind of decision, we understand some players will be disappointed, and we know that Ambush definitely has an important following. However we need to be realistic with how we set our goals and plan our post-release content. Frontline is, after all, also quite similar to Push, which is our most popular PvP mode in both Insurgency 2014 and Insurgency: Sandstorm. It makes sense to try to build something for that majority of players to enjoy. Ambush would also require more production for things such as custom character artwork for the VIP that really sticks out from our eclectic and highly customizable faction characters. All that being said, we are still committed to Ambush, but it won’t be coming until next year. So for you Ambush fans and other voters out there, please bear with us, and know that other great free content is planned for 2020 as well.

New Character Customization

Another thing we polled about in our second survey was cosmetic items, and which categories you wanted to see more items for the most. For the Security team, 28.82% of players wanted to see Headgear, followed by a close second of 28.69% for Torso items. Following that was new Camouflage at a dead even 22%. We have all three of these things in store for 2019. Security players can look forward to new soft shell jackets which can be customized with a camouflage pattern, with half-camo, or without a pattern entirely if you want to opt instead for one of the flat uncamouflaged green or tan color variations available for the Security. We’ll also be doing headphones and headsets both alone and combined with some existing Headgear, in a similar fashion to how we do the High Cut helmet types. This is a cosmetic request that we saw popping up constantly on Reddit, the forums, and social media, and we can understand why. As far as customization goes, and what the survey data supports, the head is one of the most prominent and recognizable parts of our characters and one of the best ways to express character in general. Also, it looks damn cool with the new Security Facewear we added in update 1.2.

For Insurgents, Facewear took the lead at 35.75% of votes, with 32.72% for Torso items following it. The rest of the item categories were spread out among the other options, all of which were less than 8%. We’ll be prioritizing new Headgear and Torso items for Insurgents, and have already got some slick leather jackets, athletic snow jackets (perfect for skiing the slopes of the Sinjar remake), and more in the works. For Facewear, well let’s just say that while the Insurgents might not dress to fight in the most practical way or even have the best taste, they certainly know how to look menacing.




Everything you see above is currently planned for 2019 for free across multiple updates. We have other stuff planned too this year, but haven’t felt ready to commit to those things yet. While it is possible some stuff might get pushed back if it needs more time in the oven, and some other things may also be added outside this scope, these are our goals we wanted to share with you all. We are committing all our development resources to reaching them. Ambush mode and other free content like this will be coming in 2020. If you have any other suggestions for new content, feedback on recent changes, or bug reports to share with us, please let us know on the forums, Reddit, social media, or wherever. We want to hear it, and we want to integrate it into our planning. Thanks very much for reading everyone, and stay tuned here and on our social media for more community updates.
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June 10

June 11th Community Test Environment Patch

We are releasing a patch today that addresses your feedback and fixes various issues on the Community Test Environment. If you haven't tried it yet, download the CTE right now and preview all the new content coming in update 1.3. It's in your Steam Library as "Insurgency: Sandstorm Community Test Environment".

New Features
  • Added Coop playlist for new Ministry map. Go to the Play menu and click “Ministry Coop” to play. This playlist includes:
    • Ministry Checkpoint Security
    • Ministry Checkpoint Insurgents
    • Ministry Hardcore Checkpoint Security
    • Ministry Hardcore Checkpoint Insurgents
    • Ministry Frenzy Checkpoint
  • Added Ministry Checkpoint and Ministry Hardcore Checkpoint to Local Play.
  • New Ingame Settings
    • Added a View Distance Quality setting to the settings menu under Video.
    • Added Hierarchical LOD Transition Method option to the Advanced video options menu. This will allow LODs to switch to higher quality when aiming down sights with a magnified optic when set to “Field Of View” potentially at the cost of some performance. This can be disabled by changing this setting to “Fixed Distance”.
Optimization
  • Nvidia Geforce Experience can now be used again to optimize Insurgency: Sandstorm. This fix was implemented and deployed by Nvidia on Friday the 7th of June.
  • Improved performance in garage of Ministry by optimizing breakable pillars.
    Reduced server logging.
Bug Fixes
  • Fixed an issue causing vehicles and their turrets to jitter strongly while moving.
  • Added a potential fix for hit detection issues.
  • Added a potential fix for an issue where weapons could continue playing looping audio after the player or bot was killed.
  • Fixed a number of issues with low quality scopes.
  • Fixed an issue where the low quality scope stencil could occasionally be applied to non-scoped weapons.
  • Improved prone deployed crawling when transitioning to prone and also moving.
  • Fixed an issue where magazine upgrades such as Extended Magazines and Drums were not being applied correctly in-game.
  • Fixed an issue where the breakable pillars on Ministry were not factoring in radial damage from explosives such as C-4.
  • Fixed an issue where footsteps were not reliably being generated correctly on inclined surfaces such as terrain and stairs.
  • Fixed an issue preventing first time players progressing to the end of the tutorial.
  • Fixed an issue where “Community Server Name” would show in the Scoreboard during official matchmaking.
  • Fixed an issue where Security faction Eye Color was not being applied properly to Character heads.
  • Fixed clipping issues with Insurgent Hands Cloth Fingerless gloves item.
  • Fixed crouch leaning direction issue with iron sights.
  • Fixed infinite reload bug in Hardcore Checkpoint.
  • Fixed being able to deploy bipods on weapons and rag dolls.
  • Fixed backpacks not hiding in vehicles.
  • Fixed visual bugs related to the VHS-2 and QBZ-03 for third person and first person.
  • Fixed floating elements on the VHS-2 and QBZ-03 in the Loadout menu.
  • Fixed ready animations for the QBZ-03.
  • Fixed various Security cosmetic issues:
    • Fixed Patrol headgear and Combat Glasses eyewear clipping with each other.
    • Fixed clipping with Balaclava Open and Balaclava Closed headgear.
    • Fixed Covered hair option clipping with Headband headgear.
    • Fixed the Boonie Hat camo orientation to be horizontal.
Gameplay Improvements
  • Weapons
    • Reduced LMGs standing and crouching recoil by 10%.
    • Reduced L106A1 and L85A2 supply cost by 1.
    • Removed Laser Sight weapon upgrades from Versus Marksman and Competitive Sharpshooter classes. This was felt to be a CQB attachment that was inappropriate for the class’s role in being a long range shooter, especially given the new anti-materiel rifles. This attachment remains available in Coop modes.
    • Doubled Gunship and Support Helicopter body health. This will not affect rotor health or other areas of the helicopters.
    • The VHS-2 can now scavenge M4/M16 style magazines.
    • Added VHS-2 and QBZ-03 to Team Deathmatch and the Range.
    • Added the 1x MRO optic to Team Deathmatch.
Fire Support
  • Explosive Drones now spawn above the target on which they were called in and fly down, preventing them from getting caught on buildings as they path towards their designated target.
  • Hardcore Checkpoint
    • Added more Primary ammo for players who respawn.
    • Increased speed of the 1P Hardcore sprinting animations by 20% to make it look more natural. This does not affect player speed, just the speed at which the animation loops.
  • Frenzy Checkpoint
    • Enemies will now throw explosives if a player is out of reach to attack in melee.
    • Added ability for AI to drop down ledges and vault over obstructions when their target is unreachable. This will also affect other game modes.
    • Light Armor and Heavy Armor will now protect against melee damage. This will also affect other game modes.
    • Increased frequency of special enemies, which includes the Flamer (the on fire one), Jumper (the teleporting one), and Bruiser (the big one with the tasteful shirt) enemies.
    • Slowed down Bruisers slightly.
    • Rebalanced normal enemy and special enemy counts during counter-attacks.
    • Added loading screen game mode description.
    • Counter-attacks now only include Smoke Mortars and Chemical Mortars.
    • Fixed an issue with Jumper where they would not move to attack players who were too far away.
    • Tweaked Bruiser health points. Bruisers now take more damage in their exposed flesh, such as arms and legs. They will still take damage in their torso armor and helmet, but it will be reduced damage. These areas will also spark to indicate the reduced damage.
    • Bruisers will no longer freeze on top of grenades. Previously, they were trying to pick them up to throw back, but were so tall they couldn’t reach the ground. We thought this was hilarious so we wanted to make sure you knew too.
    • Fixed Flamers not always appearing on fire.
    • Fixed Jumpers not always glowing.
Levels
  • Outskirts
    • Improved a pillar collision box on Firefight West Objective B area so that throwables can be reliably thrown around a corner and not impact with an invisible wall.
    • Blocked west window in final weapon cache room on Push Insurgents to prevent destruction by rocket.
    • Removed lower northwest room from capture zone on Objective C on Push Insurgents.
    • Doors are now closed on ambulance at Objective A on Push Insurgents.
    • Doubled up a shipping container at Push Security Objective A to mitigate Insurgents camping outside the southwest corner of the objective in the building. There is no line of sight from here to the northeast entrance to the objective any longer.
    • Moved Insurgent Objective D supply crate from bad location on Push Security.
    • Fixed a missing Restricted Area for Insurgent spawn on Push Security Objective C.
    • Smoothed out player movement in various areas.
    • Fixed floating Supply Crate on Push Security Objective D spawn.
    • Fixed not able to capture Objective D while aiming in a specific direction on Security Checkpoint.
    • Fixed Insurgent A spawn partially not restricted on Push Insurgents.
    • Various other fixes.
  • Ministry
    • Various visual detailing improvements and performance optimizations.
    • Gave the plants in the lobby area a nice trim to make it more difficult for players to hide inside them on Firefight Objective B.
    • Added additional lights in the lobby area to eliminate some dark corners.
    • Fixed various spots throughout the map where players could get stuck.
  • Crossing
    • Improved AI navigation.
    • Fixed an issue where the player could get stuck inside a barrel near Objective C on Push Security.
    • Fixed a small window blocking grenades at Objective C on Firefight West.
  • Summit
    • Reduced playable area for Firefight East to funnel players more towards the objectives.
    • Fixed an issue where players could get outside the level at the far end of the market area.
  • Refinery
    • Made several gameplay adjustments across the whole map to improve readability and make it more clear where players are shot from.
    • Unmerged numerous merged actors to take more advantage of automated instancing to improve performance.
    • Created HLOD clusters to improve performance.
Known Issues
  • Nvidia has disabled the SLI profile for Insurgency: Sandstorm temporarily until they further investigate an issue with Unreal Engine 4.22.
  • Game audio randomly cutting out. If you are experiencing this issue, please help our team by providing feedback in this thread.
  • Bullets sometimes not impacting with players. We have submitted a fix which should resolve any issues with this, however if this still occurs please let us know on the forums.
  • Beta tattoos not showing properly in the Appearance menu.
  • Weapons may occasionally continue looping audio for some players after an AI or player has been killed. We have submitted a potential fix for this, however if this still occurs please let us know in this thread.
  • Class presets, keybindings and cosmetics may not be saving correctly on exit for some players.
  • Community XP gain enabled servers are not showing XP/Stats/Unlocks in the end round screen despite submitting the stats correctly as intended.
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Reviews

“Insurgency: Sandstorm feels fresh and innovative at every turn”
85/100 – PC Gamer

“If ever there was an example of outstanding FPS gunplay, Insurgency: Sandstorm is surely it”
8.8/10 – IGN

“It might just have one of the best cooperative modes from any first-person shooter that I’ve played all year”
Polygon

Free Content Roadmap for PC Jul-Dec 2019

About This Game

Insurgency: Sandstorm is a team-based, tactical FPS based on lethal close quarters combat and objective-oriented multiplayer gameplay. Sequel to the indie breakout FPS Insurgency, Sandstorm is reborn, improved, expanded, and bigger in every way. Experience the intensity of modern combat where skill is rewarded, and teamwork wins the fight. Prepare for a hardcore depiction of combat with deadly ballistics, light attack vehicles, destructive artillery, and HDR audio putting the fear back into the genre.

An intense atmosphere putting the terror into modern combat

Move with speed and caution as you push through the war-torn environments of a fictional contemporary conflict in the Middle East. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step toward victory.

Insurgency: refined and expanded

For the first time in an Insurgency game, customize your character to show your veterancy with diverse sets of clothing, uniforms, accessories, and character voices. Coordinate fire support with your team, engage enemies with vehicle mounted machine guns, and go head to head in small scale high speed competitive matches. Wield new weapons and new upgrades to outmaneuver, outflank, and outsmart the enemy.

War at its realest

Continuing Insurgency’s acclaim as the most atmospheric shooter, Sandstorm is built on Unreal 4 to bring its gritty close-quarters combat into a whole new era of realism. Skill is rewarded, and survival is paramount. Feel every bullet, and fear every impact.

Key Features

  • Sequel to the indie breakout FPS Insurgency, now with 5 million units sold. Sandstorm is reborn, improved, expanded, and bigger in every way.
  • Character and weapon customisation to show your battle-hardiness.
  • Unprecedented audio design with positional voice-chat for realistic teamwork, and heart pounding ambient audio to bring you into the battlefield.
  • Peek around corners, tactically breach doorways, use smoke to cover your team’s advance, and call in air support.
  • Battle across expansive maps in up to 16-versus-16 player game modes, or 8 player co-operative against AI, now with machine gun mounted drivable vehicles.
  • Competitive multiplayer features including matchmaking, broadcasting UI, and replays.

Mature Content Description

The developers describe the content like this:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Frequent Violence or Gore, General Mature Content

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8/10 (64 bits)
    • Processor: Intel Core i5-4440 (3.10GHz)/AMD FX-6300 (3.50GHz)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 760/AMD Radeon HD 7970
    • DirectX: Version 11
    • Storage: 40 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8/10 (64 bits)
    • Processor: Intel Core i7-8700 (3.20GHz)/AMD Ryzen 7 2700 (3.20GHz)
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 980/AMD Radeon R9 390X
    • DirectX: Version 11
    • Storage: 40 GB available space
    • Additional Notes: SSD is recommended.

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