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"Squad" recreates the rigors of modern combat in a visceral environment where teamwork and communication are necessary for victory.
"Squad" recreates the rigors of modern combat in a visceral environment where teamwork and communication are necessary for victory.
4,458 backers pledged CA$ 434,805 to help bring this project to life.

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    1. Missing avatar

      Cpl.Veld on

      This is one great update! And i don't understand why big developers always mess up when it comes to audio, Dice has gone the right way but their weapons still miss that punch, bullet cracks are like almost none existent in FPS games.

    2. BIX on

      Oh man this is amazing! I'm really looking forward to the closed alpha!

    3. Myrothas McMillan on

      Man, that sounds so real! Just wow :o

    4. Missing avatar

      Daniel Smajdor on

      Loving the audio in differents environments, especially the indoor M4 sound. It's spot on

    5. Missing avatar

      Sam Cozens on

      Loving the hidden screenshot in the Development Plan banner aswell!

    6. Missing avatar

      Cmbelite-FR on

      Why did you take the sound track of one of funkers videos, lol
      The most realistic sounds i heard so far :)

    7. Offworld Industries Creator on

      @ - manifold - this is really just the beginning.. if i know anders it will sound different whether it the mens room or the ladies room.

      ;)

    8. Kenneth Cook Buker IV on

      I can't wait to play!

    9. Missing avatar

      FrostySprite on

      Amazing sound guys, I love the attention its getting.

    10. Mainfold on

      Very nice! But the only things I would say to give extra attention to there, would be the difference in different types of forests and indoors, as different forest-density makes a huge difference in how sound echos etc. (like how a dense fir forest will muffle out a lot of sound, but pine will echo more as it's more lengthy in the trunk/bole parts before it reaches the crown of the tree etc), and also how different building-materials in urban areas echo very differently (i.e; concrete = lots of echo, while wood, glass, textile and drywall will cancel echo out more.

      Just so it doesn't sound like every type of environment of a type has the same sound to it.

    11. Missing avatar

      paul_onesix on

      so excited for these sounds!