This game has received a Metascore® of 74 from Metacritic.
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Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience.
- Made on Valve's most up-to-date Source 1 Engine (CSGO).
- 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.
- 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.
The respawn system involves dead players being placed in a pool and waiting to be respawned in a "reinforcement wave". That pool will build up with other players that have died for a set amount of time. When the timer reaches zero, all the players that are currently waiting will respawn, and the process repeats until all reinforcement waves for that team have depleted.
In most game modes, players are able to see how many reinforcement waves are remaining for both teams at the bottom of the HUD.
Different game modes will provide each team with varying numbers of waves. "Tactical Operations" game modes typically either do not allow reinforcements, or only provide a team with a wave when an objective is completed. "Sustained Combat" game modes involve both teams starting with a large number of waves, which are added to when objectives are completed. In "Push", one of the most widely played game modes in Insurgency, the attacking team starts with fewer waves than the defending team, but on the final objective the defenders lose all of their remaining waves.
Weapons and loadout
Players are allowed to pick from a variety different classes when they join a team. The classes available are determined by the gamemode, the player's team and squad, and what roles have already been taken by other players. Each class provides the player with a specialized set of weapons and equipment to choose from.
Players are allowed to pick one primary weapon, secondary weapon, up to two explosive types, a vest for supplies and ammunition, body armor, and nightvision (for night maps). Chest rigs and chest carriers provide the player with more ammunition and the ability to select a secondary explosive (of which they are given an extra if they have a chest carrier). Most primary and secondary weapons also are able to be modified with attachments such as red dot sights, flashlights, armor-piercing rounds, grenade launchers and much more.
However, each item the player selects may also affect their weight; too much weight will affect movement speed and prevent the player from carrying more items. Most items also cost the player "supply points", which are typically earned from completing objectives or killing enemies. Weight and supply restrictions force players to make strategic decisions between items, such as trading body armor for a more suitable weapon.
While most weapons and items have some sort of counter-part for each team, the cost and availability of weapons may differ. For example, Security forces can recieve light body armor for free, but body armor costs more supply points for Insurgents.