R.A.I.D. is a realistic, tactical, and stealth based FPS Survival/Battle Royale hybrid. In this seemingly dystopian future, there are raids, in which the player will have to find loot, survive, and try to extract before they are hunted down by other survivors.
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Early Access Game

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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?

We would like to know what the community wants to see after our initial release of the game into Steam Early Access and give them a chance to present their input, therefore progressing/evolving the game. We want the community to give feedback and forge their own game out of our vision, which is infinitely better than just releasing a completed nearly unchangeable product.

Approximately how long will this game be in Early Access?

We plan for the game to be in Steam Early Access for approximately 14-16 months after initial release.

How is the full version planned to differ from the Early Access version?

The full release of the game will differ in several ways. The main being the increase in content with the additions of maps, weapons, customization options, lootable items, etc. The game will also hopefully evolve with the help of our community, and getting as close to a stable/bug-free product for our community to enjoy.

What is the current state of the Early Access version?

The current state of the game is that we have a fully working, dedicated multiplayer prototype with all basic gameplay features implemented. All objects/animations/gameplay seen in the trailer are fully implemented. This extensive list of things that are already completed includes basic gun mechanics, crouching, running, recoil system, physically based bullet/hit system, a full inventory system, etc. We hope to continue adding content to this list to make the game feel more complete.

Will the game be priced differently during and after Early Access?

It depends on how healthy the playerbase is after launch, but the game's price most likely will not change during or after Early Access.The only reason this may change would be due to the success of the game and the extent we would like to take it after full release.

How are you planning on involving the Community in your development process?

The community upon full release will have complete input into what happens next with the project. We are already closely working with our community in our Discord https://discord.gg/KnGak6c to see what they would want in a game like this and how we can make it the best Battle Royale/Survival game out there.
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Recent updates View all (31)

February 23


Hello survivors, and welcome to the R.A.I.D. Devlog for February 24, 2018. We have been hammering away the final features and problems for the build, but unfortunately encountered another delay caused by life unfortunately.

Bliz has been hard at work dealing with college stuff and was unable to work for much of the week, yet was able to do quite a few features, some of which include the finalization of our procedural animation tech. This allows us to use one keyframe to do many animations such as running, walking, proning, jumping, etc. which will save our animators a lot of time. Another thing that has been finalized is our new main menu, which is heavily Division inspired. Finally, we

Level Design:
Th?nk has been hard at work with level design along with Frosty. The military base and city environments are in a final pass, as well as various optimizations have been made. A few new locations are now in the pipeline such as the forest encampment, and a shacktown. A few of these will make it into the new build as well as 2 small extraction zones. Scenes are now being set-dressed to make the environments feel more alive and give a better flow.

We have begun working on melee animations as well as some of the other weapons. The M16A4 is now in the prototype animation phase, and the AS VAL is next. These animations will not be in the next patch, but should be in the game very soon.

Final Notes:
We are sorry we could not get the build out within the last 2 weeks, but it still remains imminent for posting, and will only get more features in it polished the longer it stays out of testers hands. The new trailer is around 1/4 of the way done as we cannot really film a game trailer without a game to film with. We hope the wait will be worth it for you all. Thanks for tuning in to this weeks update survivors! The build will be in your hands soon.
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February 5

Transmission // 2519 04-09-05

Establishing connection... //
Connected! Welcome back, C U R A T O R! //


Welcome back survivors to another bi-weekly (we're funny we know) development update for February 5th, 2019.

To start ourselves off, we have been hammering away at various game play and animation changes, such as creating an IK template for all weapon types (Rifle, Sniper Rifle, Pistol, Shotgun) so we can add a lot more weapons while keeping costs efficient/not filling up the game with too many complicated client-side memory issues. Various updates have been made to our particle systems, server systems, third person/first person movement, and more.

Moving on from the animations, we have our public playtest coming up that we will be launching this *ERROR* (You are funny if you think we're doin that again)! All features in the patch include:
- Main menu UI
- Inventory
- RAID temporary dm game mode on test map
- Full movement system except for proning and vaulting
- VFX and SFX
- Complete overhaul of the first person animation system (mostly recoil and the backend system for the weapons, will move most of the custom behavior to BPs so customization is easier later on
- You will be able to see your legs in FPP
- New weapons -> SURPRISE STILL!
- BASIC HUD for Weapon Ammunition/Health
- Safehouse Map Addition
We will be looking for people to record for our trailer and will be doing a mass play test on the day of launch. (Imminent)

Continuing on, we have updates to our level design/maps. We have added some modifications to the city blocks have been made as well as the addition of a few new areas including the Radiated Farm and the main Military Encampment, meaning we are getting closer to a finalized map once again with 3 out of the 8 main areas nearly complete. We have also added the new test map area which will be grown out into a factory/safehouse for the player to test fire weapons, make changes to loadouts, and squad up with their teammates.

Safehouse Map Work In Progress ^

We hope that was enough to tide you over for this "bi-weekly" update for R.A.I.D. (that game that is kind of a Battle Royale but not at the same time). It will make sense later. Anyways, have a Happy Late Lunar New Year and we hope to see you in the raid before the next R.A.I.D. devlog drops! (hint hint) Cheers, my prey.

- Motherbird

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About This Game

R.A.I.D. is a realistic, tactical, and stealth based FPS "Battle Royale" game with various dearly needed changes to improve the genre. A few changes include the removing of the zone system, adding a countdown timer, and creating an in-depth extraction system as well as persistent inventory. These seemingly small changes will help add value to the characters as well as add replayability to the game. In this dystopian future, there are raids, in which the player will have to find loot, survive, and try to extract before they are hunted. If a player can extract, their loot can be saved and combined with other scavenged loot from previous raids. The scavenged loot can either be used in other raids through a loot drop or you can scrap them for credits which can unlock skins, characters, et cetera. This projects course and development are purely based on community feedback and what the players want. There will be NO CONTENT DRIVEN paid DLC/Microtransactions within this project, period.

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

    • OS: Windows 7 or higher; 32 bit version
    • Processor: Intel Pentium G4560
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 680 or AMD equivalent
    • DirectX: Version 9.0
    • Storage: 15 GB available space
    • Sound Card: N/A
    • OS: Windows 7 or higher; 64 bit version
    • Processor: Intel Core i5 3470
    • Memory: 8 GB RAM
    • Graphics: NVIDIA Geforce GTX 750Ti
    • DirectX: Version 10
    • Storage: 15 GB available space
    • Sound Card: N/A

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