Features
- Over 40 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.
- 16 maps playable in day and night versions on various multiplayer and cooperative modes, ranging from environments in the Middle East, Africa, and Central Asia.
- 7 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.
- 5 cooperative game modes where you and your friends team up to complete mission-based objectives.
- Free content updates that include weapons, game modes, maps, and new features.
- Offline practice mode, playing with bots on all game modes.
- Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.
- Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.
- Overhead map detailing objective and teammate locations.
- Accumulate supply to customize and upgrade your gear, affecting your weight, stamina, and movement speed.
- Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.
- Highly immersive particle FX and audio to intensify the game experience.
- Create custom maps and content using the Insurgency SDK and scripting system, and share them on the Steam Workshop.
- Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
- Dedicated Server Support for PC and Linux.
Multiplayer Game Modes:
Push --- Three territorial objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely. Once the third objective is captured by the attackers, a fourth cache objective must be destroyed, while the defenders have only one life to make a last stand.
Firefight --- Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.
Skirmish --- In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.
Occupy --- There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or "tug of war".
Ambush --- A high value target ("HVT") must be escorted to an extraction point. It's one team's goal to make this happen and it's the other team's goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.
Strike --- Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.
Infiltrate --- The standard Capture the Flag mode, but with a twist. Your team's goal is to take the enemy's intel and return it to your base. Your team will only gain reinforcements when someone takes the enemy's intel, or when an enemy stealing your team's intel is neutralized. This mode requires very strong team coordination and strategy.
Flashpoint --- One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy's caches. Your team respawns when they secure the territorial objective or destroy a cache objective.
Elimination --- In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.
Cooperative Game Modes
Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.
Hunt --- Insurgents are dispersed in the environment, and your squad must eliminate all targets while locating and destroying the weapons cache. High on tension, with only one-life.
Survival --- Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.
Outpost --- Defend your supply cache against endless waves of enemy trying to destroy it. Each successfully defended wave will bring in reinforcements of your teammates.
Conquer --- Capture the objectives in the area and defend them from enemy trying to retake them. Destroy enemy weapon caches to thin out their numbers.
Hi everyone,
We are excited to announce that the second Pre-Order Beta of Insurgency: Sandstorm is now open!
You can jump into the Beta and play right now by pre-ordering the game on Steam at a 10% discount. Owners of the original Insurgency, which now boasts a player population of over five million, will receive an additional 10% loyalty discount, available through the end of the year.
https://www.youtube.com/watch?v=6DheJOeInks
Pre-Order Beta 2, which is now live, features two new maps compared to the first Beta, for a total of four maps and four modes, including offline coop, from the final version of the game, character customization, dozens of weapons, and hundreds of loadout options (including explosives, armour, and ammo carriers).
Thanks to all the positive feedback Insurgency: Sandstorm received during the first Pre-order Beta earlier this month, the team will be using your feedback to continue to polish and optimize the game up until launch and beyond. We are now happy to let players experience the the intensity of modern combat in this Pre-order Beta phase.
Beta 2 is still a development build of the game and an on-going work in progress. We use betas as an important tool for gathering player feedback, studying system performance, and balancing the game. As such, it is important to stress that this is not a representation of the release version of Insurgency: Sandstorm.
As you can see in the Pre-Order Beta 2 changelog , the team has worked hard on this new version, but you may encounter, bugs, balance and/or performance issues. We encourage all participants to use the and forums to report any issues so that our team can continue working on them for the release.
Before playing, please check out:

There are no NDAs or streaming restrictions on this test, and we're greatly looking forward to getting feedback from all across the gaming community as we work on the launch build. Pre-Order Beta 2 will stay open until the release of the game, September 18th.
Insurgency: Sandstorm releases on Windows PC in September 18, with Linux and Mac support coming later, and on PS4 and Xbox One in 2019.
https://store.steampowered.com/app/581320/Insurgency_Sandstorm/
Please find the Pre-Order Beta 2 Changelog below.
----------------------------------
Insurgency Sandstorm Pre-Order Beta 2 - Update 30/08/18
Optimization
- Large reduction in draw calls across all maps to improve framerate.
- Full LODs added to all cosmetic characters & gear.
- Full LODs added to all 3P weapon and equipment assets.
- Full LODs added to all props in the world.
- All maps actor-merged.
- Large particle optimization pass, set proper render bounds, LODs and tick rates on all particle effects.
- Nativize most Unreal blueprints allowing them to run faster.
- Improved bot spawning timings for Checkpoint.
- Bullet projectiles now trace against lower LOD collision meshes.
- Vastly reduced triangle counts on many larger environment rock prop sets.
- Gunship and Support Helicopter rounds now use a simple collision trace.
- Changed player spawning, to spawn one player per tick instead of two players per tick.
- Improved material instances for various cosmetics.
- Reworked the bullet hit validation.
- Increased performance for player movement in water.
- Ensured character cosmetics are not being spawned multiple times per cosmetic slot.
- Characters now use data-only blueprints.
- Items no longer tick by default.
- Reduced the amount of times cosmetics spawn and despawn.
- Made weapons only tick when equipped.
- Interactable gear now use timers instead of tick functions.
- Allowed only certain crew member characters to tick in helicopters.
- Utilized texture atlases for certain cosmetic items to reduce draw calls.
- Doors and Supply Crates only tick when they are in an opening or closing transition.
- Destroyed prop vehicles will now extinguish their flames after 40 seconds so the fire/smoke particle doesn’t stay forever.
New Features
- Doors can now be breached by being kicked down.
- Added visual feedback system for Commanders, Observers and teammates to indicate where Fire Support is being called in and what type of Fire Support it is. Colored smoke appears on the target area.
[list] - Security
[list] - Gunship - Green
- Autocannon Strafe - Yellow
- Explosive Artillery - Red
- Smoke Artillery - Blue
- Minigun Support - Purple
New Content
- New maps “Crossing” and “Summit”
- New Greased Bolt upgrade option for bolt action rifles under the new “Chamber” upgrade category.
- Added Hoodie Camo cosmetic and variations.
- Added Leather variations.
- New optic rail for AK’s.
- New water explosion particles for artillery shells.
- Proper third person meshes for C4, IEDs and detonators.
- New bus model and textures.
- New music for the Loadout menu.
Gameplay Improvements
- Player Movement
[list] - Reworked character equipment weights which impact top sprint speed and stamina.
- Reduced top sprint speed for characters by 5% before weight and stamina based slowdowns are applied.
- Removed sprint speed increase for players when they were in a suppressed state.
- Slightly reduced standing movement speed.
- Reduced standing move backward speed.
- Decreased sliding speed.
- Increased slow walk speed.
- Increased slow crouch walk speed.
- Slightly increased jump height.
- Slightly increased vault radius.
[list]
[list]
Updated Content
- Animation
[list] - Updated animations and blending for character movement.
- Reworked ragdoll physics to use correct weight and limb rotation limits, resulting in more natural looking ragdolls on death.
- New animations for characters using bipods.
- New animations for characters using binoculars.
[list]
Fixes
- User Experience
[list] - Taglines now populate correctly into the player’s profile.
User Interface
- Penetration is now represented as “PP” (Penetration Power) instead of “Joules” in the Loadout menu.
- Rearranged the upgrade category order in the Loadout menu.
- Movement and vehicle controls can now be bound to the same key.
- Weapon in the Loadout menu can now be rotated slightly.
- Added generic Extended Magazine description.
- Added weapon selection icons for the GP25 Explosive and GP25 Smoke.
- Compass can now be toggled on and off in spectator mode.
Map Balance & Fixes
- Crossing
[list] - Actor merge pass.
- HLOD pass.
Minimum Setup
- OS: Ubuntu 12.04
- Processor: Dual core from Intel or AMD at 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 8600/9600GT. ATI/AMD Radeon HD2600/3600 (Graphic Drivers: nVidia 310. AMD 12.11). OpenGL 2.1Hard Drive: 10 GB available spaceSound Card: OpenAL Compatible Sound Card
Recommended Setup
- Graphics: Video card 2048 MB or moreHard Drive: 10 GB HD space on a SSD
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