About this project
Squad is an online multiplayer first-person shooter that aims to capture combat realism through communication and team play.
Large open maps combined with strong squad cohesion mechanics, vehicles and player-constructed bases create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real world scale firefights, with up to 50 players per side.
Read below to learn more about how we will bring this experience to our backers, as well as a planned feature list for our game.
Thanks in advance for your time and support.
Squad Development Team
Below are links to a series of posts we are continuing to develop to show backers and potential backers exactly what Squad will be all about.
Squad was originally envisioned as a way to carry on the legacy of the popular “Project Reality” mod for battlefield 2. Founded by Will “Merlin” Stahl in early 2014, the project has grown to approx 22 developers the vast majority of who have contributed to the original MOD at some point in its long life.
Our goal for Squad is to take 10 years worth of experience, testing and research with the original Project Reality formula and apply it to a modern stand-alone engine. We want nothing less than to reclaim the genre of tactical shooters for the creators, modders and players who have waited a generation to get back to intelligent, satisfying gameplay.
Our stretch goals are designed to reflect actual development goals and how much it will realistically cost us to reach these objectives. We are under no illusions and estimate it will cost in the region of $3 million dollars to fully fund the total vision of the project.
This Kickstarter campaign can be looked at as both an opportunity to seed the project and to accelerate the goals below to get us into more exciting things and a broader scope of game even faster.
There are tons of features and content in between these goals but we thought these were some exciting and worthy motivators.
The Stretch Goal chart has been updated to reflect Canadian dollar values. Conversions are accurate to 1/6/2015
ALL FOR ONE, ONE FOR ALL. The base unit of Squad is not the individual, but the 9-man squad. Gameplay systems honed over years of experience with the Project Reality series draw the focus away from the lone-wolf player and much more on the cooperation with other members of your squad.
OPEN, EXPANSIVE LEVELS. Most of our maps will come directly or be heavily inspired from real world locations through Geographic Information Systems (GIS) satellite data, where authenticity and total tactical freedom to roam will always be part of the game.
MASSIVE 100 PLAYER SERVERS. 50 on 50, in countless squad combinations, all vying for control over an expansive battlefield. SCALABILITY. Squad can be enjoyed on a much smaller scale with more concentrated fighting areas and tighter player counts, but still offers the freedom, tactical maneuverability and opportunities for team-play that are the hallmarks of the game.
KIT ROLE SYSTEM, be it a machine gunner, sniper, grenadier, APC-crewman, helicopter pilot, squad-leadership, construction engineer, medic, forward observer or even a plain old rifleman, every role has a part to play in the battle. This clear division of responsibilities greatly helps the experience as no one soldier can possibly do the job of an entire army. Personal progression is not measured by how shiny your weapon is, but how flexible you are in mastering all the different battlefield professions.
PLAYER-DRIVEN SPAWN-POINT AND BASE-BUILDING, which makes the front-lines of every match a unique experience. Players who prefer to construct rather than destruct have the capability to build fortifications and strong points for the team, and often play as important if not greater role than the ones doing the shooting.
LOGISTICS AND RESUPPLY SYSTEM, realised through your team's network of player-placed Forward Operating Bases (FOBs) and Rally Points (RPs) to support your front-lines. Whether its ensuring a clear path between your main base and your forward bases, or risking the gauntlet and delivering supplies by helicopter or truck, a supply system controls what weapons are available at your Forward Operating Bases, and even how much you can fortify your spawn points. Defending friendly and eliminating enemy Supply Lines, FOBs and RPs become just as important as putting troops into the Objective Zones on the map.
COMBINED ARMS WARFARE. Join a tank crew, be an unstoppable force in a CAS helicopter with your co-pilot or even run logistics and build fortifications, there are many ways to make your mark on the battlefield. From grunts to motorcycles to APCs to attack helicopters and everything in between, we offer gameplay systems that make multilayered teamwork enjoyable and rewarding without the need to join private communities.
REAL WORLD CURRENT TIME PERIOD FACTIONS, including regular and irregular forces. Meaning the inclusion of realistic tactics, weapons, accouterments, load-outs, vehicles, sounds and sights of war using highly accurate modelling accrued from our military advisors as well as years of experimentation and experience in the modding scene.
BALLISTICS AND SIGHTS. Server side, simulated Newtonian physics with our custom physics engine code. From small arms to grenade launchers, mounted machine guns to dumb-fire rockets, we aim to have working sights that significantly up the level of immersion when it comes to firing your weapon.
SIMULATED DAMAGE MODELS. Server side damage system where being shot means you're not going to be sprinting until treated by a medic, and a direct shot to your wheels means you're not going to be moving around until field repairs have been made.
INTEGRATED POSITIONAL VOIP COMMUNICATION, no need for third party programs, we're using the most effective codecs in-game. Speaking to other squad leaders across the map, or even the man next to you couldn't be easier.
ALL THE TOOLS NEEDED FOR INTRA-SQUAD AND INTER-SQUAD COMMUNICATION built into the game. In the last ten years, the industry has moved away from providing proper command and communication features available out of the box. Squad will fix this.
TRUE FIRST PERSON CHARACTERS. (aka ‘body awareness’) character models, there won’t be walking gunheads here. Your first person movements will be the exact same as seen by other players in third person. There are no rigged 1P arms for your on screen infantry character, the entire character body is modeled and viewable at all times.
A MEDICAL SYSTEM REFINED through 10 years of gameplay history. A revival system balanced to make medics and casualty evacuation an extremely critical part of the game, and with features like dragging coming to Squad, saving your buddy in the midst of battle is an experience like no other.
ASSAULT AND SECURE, an objective zone based game mode that promotes a defined 'front-line' style of combat. The objectives also are regenerated every round, so no two sessions will ever play the same. We plan to have many more game modes to come!
ADMINS SPECTATOR MODES AND OVERVIEW PANELS to allow administration teams the tools required to own, operate, and oversee their servers.
REFINED MACHINIMA/FILMING TOOLS designed by film enthusiasts for ease of use, to allow for high quality machinima or gameplay videos.
SUPPORT FOR MODDERS AND MISSION DESIGNERS FROM DAY ONE of retail release. The Squad developers are paying it forward and will provide reference and frameworks for hobbyist modders and mission creators, and paid commissions for qualified mod teams.
SUPPORT FOR TEAM TOURNAMENTS AND LADDERS. Both large scale 50v50 matches for public and clan ladders, and 5v5 and 8v8 on specifically designed smaller maps, allowing tournaments that can take full advantage of the Unreal Engine 4 framework, animations, weapons and ballistics systems to challenge the competitive FPS standard for the last several years.
Below is a rough timeline of our development plan. Although very difficult to give specific dates we would like to be releasing our STEAM EARLY ACCESS in Q4 2015.
We anticipate the "Full Project" Could take an additional 12 - 24 months after that point. The reality is we plan to take the project as far as is viable and continue to add to the product for as long as the demand is there.
Below are our Kickstarter Tiers and a FAQ to help everyone in choosing the level the fits with their desire to support the project.
If you have an idea or proposal that goes above and beyond these tiers please let us know and we will seriously consider it. We may reveal some higher level tiers if demand is there.
Feel free to contact us at email@example.com!
We are very privileged to have a very large community of over 3,300 forum members, 8,300 Youtube subscribers and we were successfully Greenlit with an amazing 41,213 yes votes for a 95% approval rating!
Squad also enjoys very strong clan and community backing and just to show a little bit of appreciation back to them here is the growing list of our friends in the community.
Tactical Gamer - tacticalgamer.com
Drakelings - bluedrake42.com
PR Teamwork Alliance - prteamwork.com
CIA - ciagaming.org
DevilDogGamer - devildoggamer.com
OD-S - od-sierra.org
Squad Brasil - joinsquadbrasil.com.br
Big D - bigdgaming.net
The Art of War - taw.net
New - newcommunity.eu
Comunidade Gamer http://www.comunidadegamer.com.br
3DAC - 3dac.co
Consortium Horizon - consortium-horizon.com
aVarice Gaming - avagaming.com.au
Mappers United - mappersunited.com
Italian Warfare and Esercito Italiano - http://www.clan-ei.com
Project Awesome - reddit.com/r/ProjectAwesome
Divsul Brasil - divsul.com
Team SFS - www.teamsfsmilsim.com
Joinsquad russia - joinsquad.ru
BR Devils - www.brdevils.com.br
and we are looking for more clans to join us!
We have been featured in a number of gameplay videos and would love for you to have a look at our fully functional Pre-Alpha which has been in private testing for several months.
Below are some articles which have featured Squad.
Unreal Engine 4 is a complete suite of game development tools made by game developers, for game developers. From 2D mobile games to console blockbusters, Unreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd. Revolutionary new workflow features and a deep tool-set empower developers to quickly iterate on ideas and see immediate results, while complete C++ source code access brings the experience to a whole new level.
To get all the latest info about Squad's development, feel free to visit our website and subscribe to our various social media pages:
Official Site: http://joinsquad.com
Risks and challenges
Our biggest challenge will be harnessing the full abilities of a very young powerful game engine. We will be at the mercy of future feature development and as such we have planned to add our features in increasingly complex iterations ensuring each element can be implemented at it's base level before we move on to the next one.
We come from a project which has taken 10 years to get to it's current state and is still being actively developed and played so we know exactly how to get where we are going.
Time is most certainly of the essence and we have built the team (approx 20 developers) to get it done.
Onward and Upward!Learn about accountability on Kickstarter
Closed pre-Alpha will begin 1-2 weeks after the kickstarter closes and pledges are confirmed.
Closed Alpha will follow approx 4-6 weeks after Closed pre-alpha depending on the stability of the build.
We are commited to seeing how far we can get with UE4 and linux. We wish we could just say yes but there are currently too many unknowns. We will keep you guys posted.
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