The AMC Squad is an epic story-driven FPS running on the Build Engine. It offers a blend of fast-paced and tactical heroic action, complete with a story-driven narrative that spans over several episodes.
Each episode is a full-length campaign featuring multiple varied locations to explore and many hidden secrets and collectibles to discover. Experience an overarching story that is loosely based on the worlds and settings of other classic Build Engine games. Pick from more than 8 different character classes, each with a unique loadout of items, weapons and abilities, and fight a large selection of different enemy factions that threaten the safety of the world.
The game currently contains 4 fully playable episodes, with 6 episodes planned total.
Check out the official wiki here!
Repository for the engine source code
Story background:
The AMC Squad is a paramilitary group formed by a man whose identity is unknown to all but a select few in the EDF and EAF. Using funds from both agencies, he hired an old friend to track down 7 of the best and most skilled fighters in the Solar System, after the disappearance of Earth's greatest hero. This squad was formed to tackle the most severe threats to Earth's safety, including fighting off the notorious Cycloid race of aliens. However, they inadvertently set into motion a sequence of events that dramatically increase the scale of conflict, and they must soon deal with a threat that is new to even the most supernatural members of the team.
Can you fight as the AMC Squad, and take care of this threat? Will you scour the battlefield, find and acquire research and equipment and tackle the threat strategically, or simply run in guns blazing? Will you choose to play as Sangluss, a warlock with great power who overcame a dark past? Or as Merlijn, a knight from Holland who wields ancient weaponry to deadly effect? As Mikko, the cybernetic leader of MS Corp industries, who brings a range of deadly and hi-tech weaponry to the battlefield? Or as Highwire, who relies only on his good old-fashioned military rifles, and a trusty bottle of Vodka?
Whomever you choose, be prepared for the fight of a lifetime.
Features:
The Developers:
Episode One consists of maps built by James Stanfield, Rusty, Geoffrey, Highwire, Mikko Sandt and Sangman, and a map donated by Mike Norvak.
Episode Two consists of maps built by James Stanfield, Michael Crisp, Sangman, Mikko Sandt, Cedric 'Zaxtor Znort' Lutes, Loke, and Snowfall. It also consists of maps built from unfinished segments by Highwire, DavoX, and Mike Von Skellington.
Episode Three consists of maps built by James Stanfield, Michael Crisp, Sangman, Cedric 'Zaxtor Znort' Lutes, Rhaisher, Loke, Alicatgamer, and Snowfall. It also consists of maps built from unfinished segments by Highwire and Jenz/Amaka; and a map donated by Mr. Sinister.
Episode Four consists of maps built by James Stanfield, Michael Crisp, Sangman, Loke, Alicatgamer, sebabdukeboss20, and Highwire. It also consists of maps donated to us by DanM, Mike Norvak, Forge, Drek; and unused sections from the cancelled Survival project by Numan and Toadie.
Welcome to another surprise release! We took a very brief break from episode 5 and decided to push a big update to the existing release, with a huge swathe of improvements! Download AMC Squad 4.5 right now, and read on for the new features.
As always, please join our Discord if you wish to join the discussion - we have a friendly and open community and there's always someone around to help newcomers. We're aiming to try and get internal testing begun by the end of the year, but as always we're all adults and life will inevitably get in the way of work. If you're interested in trying to help, by all means join the discord and ask. Have a good summer and stay safe - we're aiming for next year for Episode 5's release!
If you enjoyed AMC Squad, please spread the word for us! We're growing in size and exposure but still flying under the radar of many people; "Why have I never heard of this?!" is a common phrase thrown around by people playing AMC for the first time.
An update on AMC development as well as some new user levels!
Flatpak and Steam input configuration for Linux & Steam Deck users
Small news post on AMC Squad's continued development into 2024.
Information on new features and progress on AMC Squad development.
AMC Squad 4.5 Interim release - featuring episode 1, 2, 3 and 4.
Patch for Episode 4 of the AMC Squad. Includes a bunch of fixes.
The AMC Squad v4 -- a standalone single-player FPS running on EDuke32. This release contains Episodes 1-3, as well as the brand-new Episode 4, with original...
The AMC Squad 10th Anniversary Edition -- a standalone single-player FPS running on EDuke32. The game takes place in a universe loosely based on Duke...
Episodes One, Two and Three of the AMC TC - a standalone game based on Duke Nukem 3D. This release contains all released Episodes the AMC TC, so if you've...
How exactly do you get supply drops? I have the supply and im in range of an airport but the button doesnt enable it on the deployment screen, it just says theyre available
It's done with the PDU in a level; switch to scan mode, than toggle with the right-mouse button to select air drop or supply drop (Didn't have time to put this in a tutorial section)
New version?
A surprise, to be sure, but a welcome one.
i figured it out how to edit max ammo for all characters i still have to experiment on the ammo pick ups
but i don't know how to edit the temp weapons max ammo capacity and pick up amount
I think i got the pickups.
But i don't think any of the developers are going to tell me where to find the files where i can edit the temp weapons' max ammo and pickup amounts.
it's not a easy solution, you'd have to go through the item code file and change them all manually
Is it a txt, ini or con file?
CON file, ACTORS/ITEMS.CON
Thank you very much.
I want to report some bugs.
Secret playable characters (Cultist, Bombshell, Jane, Maarten) cannot spawn their doppelgangers with Ripper Hearts.
There are some severe graphical glitches when Cultist uses the Guardian Head weapon. Guardian Head sprite are either missing entirely (primary fire mode) or quickly cycle through different sprites (secondary and tertiary fire modes). Also when Cultist uses the Chainsaw, its sprite is almost always bright red.
Cultist's Sawn-off Shotgun and Tommy Gun are less accurate than temporary Sawn-off Shotguns and Tommy Guns.
When firing incendiary bullets, Cultist's Tommy Gun consumes regular ammo instead.
Cultist cannot use temporary Missile Launcher and FN FAL. Instead, when picking them up he gets ammo for his Rotary Gun and Tesla Gun (probably some leftover code from previous version).
Sang's Heart Leech and Rusty's Brain Trap probably do not work as intended. I remember that in previous versions of the game they did continuous damage but it seems they do one relatively low-damaging attack now. Or maybe now they just deal very low damage (to the point of being barely usable), I don't really understand.
When upgraded, Riotgun Minigun loses the ability to use Tesla ammo. Also this upgrade does not persist when you change temporary weapons, so it's a good opportunity to lose your polymers.
It is said that golden weapons are effective against all types of enemies equally, but in fact they inflict reduced damage to chitin enemies. I believe Magic Axe green mana alt-fire deal the same damage to any type of enemies? Maybe it will be better to give golden weapons the same damage type?
Switching to alternate type of ammo is very cumbersome. Maybe it will be better to implement a wheel menu like you did with inventory items?
Thanks for the reports, Many of these are already fixed now for the next episode. I'll take a look at some of the others too.