Squad is an in-development tactical first person shooter built around teamwork and cooperation. It seeks to bridge the rather large gap between arcade shooter and military sim, and is based in large part on the ideas introduced by our predecessor, the Project Reality modification for Battlefield 2.
Officially, we have no formal connection. Generally speaking though, nearly all of our developers are retired members of the core Project Reality: BF2 development team, and we are seeking to make Squad the spiritual successor to PR in everything but name.
If you would like to learn more about Project Reality, we encourage you to visit it's website at www.realitymod.com
You can find the most up to date version of the manual here: Squad manual
We have a very friendly and helpful community that is very good at helping with solving technical issues: Tech Support Sub-Forum
A We are still working on rolling out the rewards for your "Founder" or "Backer" levels. Now that we are on Steam, we will be able to start working on this task. Have a little bit of patience and you shall be rewarded.
You can find the most up to date requirements near the bottom of the Steam Store page for Squad:Squad's Steam page
Epic Games' Unreal Engine 4.
A Steam account and installation will be required for registration and play.
In general we want to keep the time tested features that we loved from PR and try new things with the mechanics that we felt could use improvement.
To be more specific things like Forward Operating Bases (FOBs), Rally Points (RPs), player-operated transportation, combined arms warfare, and in general tight-knit squad gameplay will still be around.
On the other hand there will be things like weapons handling, map fidelity, logistics, and game-modes which were often limited by what we could do with the engine and will be greatly expanded upon.
Probably yes in the long run, but right now we are 100% focused on the challenges of establishing a solid base game that we can implement all the laser guided fast roping AI civilian goats in to. We will get around to many of the expected features in good time.
Because the game is still being developed. Consider everything you see from us as a "Work in Progress" until you hear otherwise.
Yes, definitely. There will not be vehicles during early alpha, but we plan to add them as soon as we have the art assets, code support and maps to support them sensibly. In short we really want them in ASAP, but we do have to be realistic about it.
As we progress further we plan to add in many different types of vehicles ranging from transport vehicles, transport helicopters and light armor to full blown tanks, attack helicopters and (possibly) fixed-wing aircraft. We encourage you to read this article about vehicles.
During our earlier releases we plan to have maps that are between 1 and 2 kilometers squared in size, largely because of technical and resource limitations.
As we progress further into development we plan to support a wider range of map sizes, ideally up to 4-6 and possibly even up to 8 kilometers squared.
That said, bigger maps can be much more challenging to make work gameplay wise. In recognition of this we plan to use a good deal of care with how we implement bigger maps to ensure gameplay still works properly.
In the long term we plan to always have maps of all different sizes, allowing server admins to choose the kind of maps they wish to run.
The alpha will feature the US Army, a generic Insurgent faction, the Russian Armed Forces and a rebel faction called Milita. Beyond that we have not decided what other factions will be included concretely, but ideally we would like to be able to feature 2-3 more factions in addition to the above.
The current modern day environment. This includes the near past and near future.
The US and Insurgent soldier models are placeholders for now. At the end of the day we aim to have a plausible game characters and environments you can be immersed in.
We have an article series that ran over the Kickstarter campaign called "Boot Camp" and its intention is to introduce the higher levels of Squad to the general public. Check out the articles here.
We have a fairly flat structure and coordinate quite a bit when working through tasks and setting our release milestones. Development wise we follow an agile workflow with iterative development and releases.
The studio behind Squad is the newly formed Offworld Industries. The studio currently is about 20 developers strong, with a split of part and full timers. Additionally it is almost entirely decentralized with developers coming from all around the world.