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Insurgency: Sandstorm News

1.6 CTE Now Open

Today we are launching a preview of our upcoming version 1.6 update. This includes a new map ‘Power Plant’, two new weapons (the Tavor 7 and ACE 52), ingame mod support, new cosmetic options, and more!

This content is now playable on the Community Test Environment. However please remember this is a preview build, so some issues are expected (see ‘Known Issues’). If you encounter any problems or have feedback for the development team please respond in the CTE sub-section of the Steam forums or use our 1.6 CTE Feedback Survey.Our team will be monitoring feedback during the CTE and aim to push this update to players on the live version of Insurgency: Sandstorm soon.

You can find some of the key new features and known issues below:

[h2]New Features[/h2]
  • New map “Power Plant”
    • Playable in Firefight, Push, Domination, Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint.
    Tavor 7 battle rifle for the Security Advisor class.
    • Replaces the Mk 14 EBR
  • ACE 52 battle rifle for the Insurgents Advisor class.
    • Replaces the SVD
  • Mod support for community created content on community servers
    • Mod submenu on the main menu will allow you to browse and subscribe to download mods
    • Joining a modded community server will prompt you to download required modded content or cancel joining
    • Community Server Browser will allow filtering modded servers
  • Improved Spectator Camera
    • Improved spectator camera after being killed to point in direction of killing shot or explosion
      • Player can either click to skip or after a period of time will be forced into regular spectator mode
      • Players can turn this feature off for themselves under Game settings
      • Community Server Admins can turn this off for the server
      • Disabled in Competitive and Hardcore Checkpoint playlists
    • Implemented toggleable x-ray trails from thrown projectiles and fire support and a beam indicating the direction a player is facing
    • Implemented controller support for spectator mode
  • New Security Cosmetics
    • Compression Shirt
    • Headset with various Headgear
  • New Insurgent Cosmetics
    • Leather Jacket
    • Smooth Mask
  • Community Feedback Improvements
    • XP Boosts will be listed on playlists
    • Selecting Random during a map vote will no longer result in replaying the current scenario
    • Players cannot be autobalanced during the last two minutes of a match or during the Last Stand in Push/Frontline
    • Added some spawn protection in Versus modes to prevent the Attacking team from being wiped when they are spawned in on final waves
  • Main Menu Improvements
    • Updated the Review pane of the main menu to accept and display dynamic messages
    • Added a banner message area for displaying short text messages
  • Insurgent Fire Support Improvements
    • Doubled the number of rockets in the Rocket Barrage and added a delay between each volley
    • Doubled the duration of the Chemical Mortar fire support’s smoke clouds to remain after exploding
    • Doubled the duration of the Smoke Mortar fire support’s smoke clouds to remain after exploding
    • Increased the duration of Explosive Mortar fire support by 50%

[h2]Gameplay Improvements[/h2]
  • Adjusted AI so they will no longer attack players in spawn areas in standard and Hardcore Checkpoint scenarios (they will attack in Frenzy
  • Removed insertion and drivable vehicles from all Checkpoint levels to improve level flow and performance

    [h2]General Improvements[/h2]
    • Replay Improvements
      • Improved reliability of replay recording
      • Improved replay control reliability
    • Improved Gamepad Support
      • Implemented multiple sensitivity curves which can be selected from the settings menu
      • Implemented Per-Axis Controller Sensitivity
      • Updated Controller Button Mapping
      • Adjusted Gamepad Weapon Recoil and Sway Modifiers
      • Improved aim dampening implementation
      • Improved Default UE4 Deadzones
      • Added gamepad support most menus
      • Implemented Dual Shock 4 controller support

    [h2]Visual Changes[/h2]
    • Updated the lighting in the main menu
    • Updated the look of magazines for the Mk. 18 CQBR and Alpha AK
    • Visual optimization pass on Hideout
      • Increased performance in troubled areas of the map
    • Improved the flashbang effect to reduce the performance cost when used

    [h2]User Experience[/h2]
    • Moved Steam notification to stop blocking important UI elements
    • Added clock icon to indicate that fire support is on cool down to binocular view for Commander
    • Made Preview Selection of Items and Cosmetics consistent between Appearance Screen and Loadout Screen
    • Improved visibility of HUD markers and provided multiple preconfigured color schemes
    • Improved how HUD markers are anchored to the screen they represent objects outside your field of view (Objectives, Supply Crates, Friendly Players)
    • Improved UI hint when close to doors that can be kicked open
    • Improved tutorial hints for the ADS Focus ability
    • Updated icons for scoreboard to indicate columns are hidden while player is alive
    • Added a consistent Apply button to all Settings screens
    • Improved the visibility of the Find Match button and added a sound for when it is clicked
    • Improved the visibility of damage indicators
    • Added a contextual hint to the screen when players are in the spawn or close to resupply crates to indicate they can Change Class or Change Loadout

    [h2]Noteable Fixes[/h2]
    • Removed unintended exploitable rooftop access from various maps
    • Fixed exploitable capture zones in some Domination layouts
    • Fixed Farmhouse Checkpoint map to correctly display the supply crate location
    • Fixed bullets not showing up in the 3rd person reload animations on rifles with stripper clips
    • Fixed crouched and prone reload animations in 3rd person for some rocket launchers
    • Improved consistency of Lesson popups

    [h2]Known Issues[/h2]
    • [Tavor 7] Textures for the Tavor 7 are not final
    • [Tavor 7] Some animations may clip through player models
    • [Tavor 7] In the Loadout menu, the magazine is in the incorrect position
    • Some menus are not accessible using a gamepad
    • X-ray trails from projectiles and fire support will not display in Replays
    • Summit Domination still has a placeholder tactical map
    • The extraction vehicle in the tutorial level will get stuck shortly after you enter it
    • Spawning a vehicle in the Shooting Range will not work correctly
    • The new cosmetics are not yet available in the Appearance menu
    • Localization of new content has not yet been implemented
    • Power Plant image is missing for map vote screen
    • Some scenario name strings are being shown instead of game mode in various maps
    • In the Coop New Map: Power Plant playlist, scenarios are not being properly labeled with Frenzy and Hardcore

    Update 1.6 Community Test Environment Begins Tomorrow

    In anticipation of our Spring update, we will be previewing some upcoming content on the Community Test Environment. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. The CTE will be open from Thursday, March 5 from 10:00 AM MST until 1:00 AM on Monday, March 9.

    We’ll be running a “Play with the Devs” event on the CTE on Thursday, March 5 (in Versus Matchmaking) & Friday, March 6 (in Co-op Matchmaking) from 11:00 AM MST - 1:00 PM MST.

    We’ll be testing on the US East servers in the official matchmaking, NOT on a server under Community Servers as we’ve done in the past. To join us, just boot up the CTE, please set matchmaking regions to US East, go to Play, select Versus (on Thursday) and Co-op (on Friday), and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!

    During the CTE we will be restricting the playlists to focus solely on the new content. On Co-op there will be one playlist called New Map: Power Plant and on Versus there will be two options, New Map: Power Plant and New Domination Maps

    [h3]Included in tomorrow's CTE will be the following major features:[/h3]
    [h2]New Map: Power Plant [/h2]


    [h2]4 New Domination Layouts:[/h2]
    • Precinct
    • Outskirts
    • Refinery
    • Summit
    • Power Plant

    [h2]2 New Weapons:[/h2]
    • ACE 52
    • Tavor 7
    Please note that the Tavor 7 is currently not textured, but we want player feedback on the feel and balancing of the weapon

    [h2]Additionals[/h2]
    • Improvements to Spectator and Replay System: Improved spectator camera after being killed to point in direction of killing shot or explosion
    • Improved Main Menu Communication
    • Improved Controller Support
    • Map Voting: Selecting "Random" during map vote will no longer launch the same scenario
    • Show XP boost on Playlist UI
    • Improvements to Insurgent fire support

    In addition to the content above, our team continues to focus on optimisation.

    Once the CTE goes live, we will have a survey linked in the Message of the Day, you can also post your feedback in our Steam CTE Sub Forum here. We will NOT be collecting feedback anywhere else but these two places. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.

    See you on the CTE!


    - DaraDef
    Community Manager

    Insurgency: Sandstorm releases August 25 on consoles

    Hello,

    For PAX East 2020, we are excited to announce that Insurgency: Sandstorm will release for PlayStation 4 and Xbox One on August 25th, 2020. With over one million players in the game’s first year on PC, the award-winning tactical shooter is renowned for its realistic depiction of modern warfare focusing on lethal close-quarters combat, objective-oriented multiplayer and cooperative gameplay.

    https://www.youtube.com/watch?v=74iltAzkcmo

    Insurgency: Sandstorm invites console players to prepare for a hardcore depiction of combat with deadly ballistics, destructive artillery, and unprecedented audio design that puts the fear back into the genre. Death comes fast, ammunition must be carefully managed, and the environment must be tactically navigated at every step towards victory.



    “The console market has been craving a hardcore modern-day tactical shooter for a long time. Expanding our tried and tested PC formula to the console market is a huge step in our company’s evolution and we are excited to bring our signature style of tactical FPS to the console market for the very first time” - Keith Warner, President.

    Insurgency: Sandstorm is now available on Steam and will launch on PlayStation 4 and Xbox One on August 25th, 2020. Stay tuned for more information.

    Meet us at PAX East on the Focus Home Interactive booth (#29017).

    Community Update Blog #1

    Hey all! We have noted that there could be some more communication from the team beyond the State of Production posts. So I'm resurrecting the community blogs that were produced a few times before I came on board with NWI. To differentiate from the SoP posts, these blogs will be more community-focused. This could include promoting community events, sharing content - screenshots, videos, etc., community spotlight interviews with members, and more!

    First off, I don’t think I ever did a proper introduction! I’m DaraDef. I’m the Community Manager for New World. I was born and raised here in Calgary (where New World HQ is). I grew up playing Nintendo 64 (GoldenEye 007, Gauntlet Legends, and Mario Party FTW), Goosebumps books, and watching Pokemon - Classic 90s kid! I got into PC games when a friend introduced me to Counter-Strike 1.6 when I was in 8th grade, which I quickly became obsessed with. Since then, gaming and pop culture have been an integral part of my life.



    I graduated from Mount Royal University with a degree in Communication and even made a gaming club while I was there called Club N3Rd. My favourite weapons in Sandstorm are the VHS-2 and the QBZ-03. Being community manager for NWI so far has been awesome! I’ve met a lot of great community members, and I'm looking forward to the future, and making more of these blog posts!

    [h2]Mod Tools Alpha[/h2]We recently rolled out the first phase of our alpha level editor to a group of 200 awesome modders. This is the full Unreal Engine editor that we use internally. It allows you to create maps, custom gamemodes, mutators, and theaters.

    Since we released the alpha build of our level editor, we have already received valuable feedback on the current state of the tools and documentation. We included a quick-start guide with our tools to allow everyone to create exciting new levels for Insurgency: Sandstorm.

    The initial rollout has been primarily focused on custom maps, but the tools are capable of a lot more than that. We’ve included a custom Blueprint which you can use as an example of how to create custom gamemodes. We’re looking to expand the capability of the tools over time and expose more functionality through Blueprint scripting.

    When we’re ready to release mod support to the public, you’ll be able to browse, subscribe, and automatically download mods through our in-game mod menu. In addition, you will automatically download any mods required to play customized community servers.

    We're looking forward to publicly rolling out the first phase of our mod tools this Spring which will feature the level editor, mutators, and custom gamemodes.

    Here is a sneak peak of a couple of maps being worked on by the community!

    From @iTomBass

    "In terms of the actual map, it's coming along nicely, it still super early but the main theme I am aiming for is a heavy urban environment with my main inspiration coming from the Battlefield 3 DLC “Aftermath” I've also taken inspiration from many real-world locations with areas of conflict; watching a couple [of] documentaries always tends to give me some cool ideas."



    "Right now, a lot of the map is super basic and blocky. I'm generally just trying to get an idea for the space, and I haven't really gotten into many small details nor really meshing interiors. I'm generally just having fun! I think progress isn't too bad especially considering I missed out on the first wave of keys and had to jealously watch others in the discord channel for a week before I could start."





    "That's about all I can say right now, I'm really loving the mod tools ATM and back when Sandstorm was announced a few years ago I made a promise to myself that I'd hopefully try to make myself at the forefront of the mapping scene for it when it was to release...so we will see how things go. And I'd just like to thank you and the rest of NWI for creating such an amazing game!"

    From @invalid_nick
    Map: Wolf-Land


    "Ever since I first got my hands on Insurgency I've wanted to play in a forest environment, this map takes inspiration from the Caspian Hyrcanian forest in northern Iran. It’s very lush, very green, with 40-50 meter high beech trees. I started designing this map when I first heard that the Sandstorms tools were coming, so far I've spent about 10 hours playing around with the Insurgency tools and roughly 20 hours creating the map. The map is divided into three distinct themes: pasture farmlands with stables and cabins, dense forest with rocks and creeks, and a clear-cut logging area."

    This vista image shows some of the surroundings. Another layer of high snow covered mountains will be added in the distance.

    This image shows a road leading through the forest. On this humid morning, the fog lies dense in the forest.

    This image was grabbed close to the river at the bottom of the valley where the fog is most dense.

    "The fog is based on height; the higher up you are in the map the further you can see. [it] also plays an important part in the uniqueness of the gameplay. Dense fog means shorter distance and easier to sneak past enemy defences."

    Currently, the map only has firefight-mode implemented, but I'm aiming to support all major game modes. It's very early in development and I've only tested it with bots, I'm looking forward to at some point releasing it to the community and hear what everyone has to say!

    [h2]Sandstorm Partner Spotlight: xSinpaiix[/h2]Having recently rolled out our Partner Program, it’s time to showcase one of our partners! Meet streamer and content creator, xSinpaiix. I had the chance to ask Sinpaii a few questions about getting into gaming, Sandstorm, and content creation.



    Q: Let's start with who you are - a brief introduction. How did you get involved in gaming, and how did that transition to streaming/content creating?
    A: Hello everyone my name is Sinpaii (pronounced Sin-Pie) I’m a Twitch/Youtube content creator & also dabble in neon animation. I got my start in gaming with the Sega Genesis and have been in love ever since. My first game was Mortal Kombat so I was essentially raised to be Kompetitive.

    Q: Are there any content creators that you look up to?
    A: I look up to small content creators who work for their goals. Those streamers & content creators with the Mamba mentality the ones who love what they do and never give up. There are tons of dope big content creators as well that I love to see succeed. But Sinpaii is more of a started from the bottom now we here sort of guy. Speak anything you want into existence.

    Q: When did you play your first FPS? What was it, and why did you like it? A: I honestly cannot remember my very first FPS, I want to say it was GoldenEye, But my most vivid memories are that of my brother and I playing Time splitters 2 and me being the ape running around the arena killing things. I think I’ve been in love ever since.

    Q: How did you get into Insurgency: Sandstorm? A: I played source around the same time sandstorm was in beta. At the time if you owned source you could get Sandstorm at a discount. So I bought it and immediately fell in love.

    Q: What is your favourite mode?
    A:Competitive firefight without a doubt. My runner up is Push.

    Q: What keeps you coming back to the game? A: It’s the gunplay and immersion that I just can’t get away from. I play other fps, but there always seems to be something missing. I love how grounded in realism it is. And those moments where shit hits the fan.

    Q: What was your biggest accomplishment in the game? A: Probably some of my weapon review videos! All of which I record in Max fidelity, & in 4k for the community, hope you guys enjoy! Insurgency Sandstorm - AK-74 Weapon Review (4K)

    Q: What upcoming content are you looking forward to?
    A: In order:
    1: As-Val (please gibs)
    2: Mod support
    3: More official Maps

    Q: What do you get up to when you're not streaming or gaming?
    A: I’m practicing neon animation that appears in my gameplay & other videos, brewing coffee, EATING FOOD & falling asleep, then waking up to a random YouTube video that has nothing to do with what I was watching.

    Q: Will we see you in the upcoming DGL Tourney? A: Possibly! That all depends on my schedule. If I am unable to participate in this one, you will eventually see Sinpaii competing in a DGL tourney. !So Linkypoo

    That’s it for now! Be sure to check out Sinpaii’s content below.

    Twitch: Twitch.tv/xSinpaiix
    Youtube: xSinpaii
    Twitter: @xSinpaiixTV
    Instagram: @xSinpaiix

    [h2]Dev Live Streams[/h2]As an effort to further improve our communication, we have fired back up our regular Twitch live streams. We will be streaming every 2nd Wednesday of the month. I’ll feature some gameplay if there’s new content or limited modes to show, and then follow with a Q&A with Mikee, our Lead Game Designer. We’ll answer questions from the chat as well as some pre-made questions collected from the Steam Forums. For the next stream on Wednesday, February 27 at 2:00 PM MST, I'll be away at PAX East! So Mikee and Lead Level Designer, Jeroen Van Werkhoven will be taking over the stream, giving a sneak peak of the new upcoming map Power Plant, and continuing to field questions from the chat. Be sure to follow us on Twitch and turn notifications on to see when we go live! You can check out our last live stream here.

    [h2]Upcoming Competitive Events[/h2] The Digital Gaming League (DGL) is hosting their second International Insurgency: Sandstorm World Cup on Saturday, March 7 and Sunday, March 8. For more information and to sign up click here.

    The Sandstorm Esports League (SEL) season 1 kicked off on February 15. Be sure to check out a few matches tomorrow on their Twitch channel.
    Match Schedule: 1st game: TAW vs RAGE :: 5 PM CET
    2nd: Spice Boiz vs MOLOT :: 7 PM CET
    3rd: SoB vs ERROR :: 8 PM CET

    If you’re planning a competitive event or would like to promote your league, please reach out to me at [email protected]

    [h2]Double XP Monthly[/h2]
    Lastly, I'd like to announce that we will be adding double XP across all playlists the last weekend of each month, starting at 11:00 AM MST on Friday, February 27 - 11:00 AM MST Monday, March 1.

    That's it for now folks! Thanks for being a part of the community, and talk to you soon!

    - DaraDef Community Manager

    New Limited Time Playlist: Double Hardcore

    Double the hardcore. Double the pant-shitting. Jump into our next limited time Co-op playlist, Double Hardcore. Everyone dies with one shot! On until March 3.



    Let us know in the comments what limited time playlist you'd like to see next!