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Hello, beta 2 has finished testing and is now archived.

Bugs discovered and fixes for next version:

Deadlock could occur when joining a game, this should be fixed now.

FPS setting is not very accurate and was replaced with vsync as default.

Weapons firing is sometimes not in sync due to using UDP, semi-automatic weapons now use TCP.
Text rendering used nearest sample algorithm which is a bit ugly, now uses linear sampling.

All executables and dlls are now in the root folder instead of separate for server/client.
Text rendering was optimized.
Thermal imaging in vehicles was optimized and made prettier.

Helicopters now lose lift when reaching too high, instead of bouncing at the map limit.

Small tweaks for some maps.
Small tweaks for some weapons.

I am currently working on getting a stable version to put on Steam.

on itch:


Main features

Online or LAN play up to 64 players, human or bot.

Character kits with differing weapons for varying strategies.

Terrain destruction.

Terrain building.

Vehicles with room for multiple players.

Squad teamplay.

Unlockable weapons.

Gain rank and points.

Fog of war.

Minimum requirements

2.2Ghz dual core

ATI Mobility Radeon HD5650

OpenGL 4.3

Windows 7

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Strid Alpha 6.1

News 1 comment

Strid is an online 2.5D Shooter that has been in development since June 2016. It is written by me alone as a hobby project in C++.

The game is all about fast, unforgiving action with intense infantry and vehicle battles. Teamplay is an important factor as the various classes have different functions that can synergize with eachother.

Whats new since the last article of Alpha 3.0? Much work has been put into making the game look better, more content has been made, and the game should now be a bit easier for beginners.

New content

APC hatch gunner positions


APC's give ammo and health to passengers. Passengers couldn't do anything from their seat before, only rearm and heal themselves, not that fun. Now they have small machineguns and so the APC can act as a little moving fortress.



Added an anti-air-vehicle as hard-counter to helicopters. They have the same body as APC's but with a different turret and one passenger is placed openly at the roof.

Flying Egg


Added a new helicopter that is a lot less beefy than the first one. It has a 20mm machine gun and room for an open passenger. It is a lot more versatile than the bigger helicopter but also has a lot less firepower, making it ideal for smaller infantry maps where the older helicopter felt a bit out of place.

Armored Car


Added an armored car with a minigun, laser and radio. One passenger can use laser to target air strikes like the ranger class, the other one can call them in with a radio like the officer class.

New Map Black Sand

black sand

Added a new map similar to the most popular map Desert. This is also a tug-of-war map with only a single level and there are 3 tanks available for each side, making it a map ideal for heavy armor battle.

Top 15 High Scores Display


Players can now see the names and points of the top 15 players.

Graphics Engine Updates



The terrain can now add decals like blood and bullet-holes. Terrain can also be built with a predetermined texture for the entire map, this image shows the castle walls have a different texture than the overall rock, and there are doodles and text written with red paint.



Added bloom lighting for the entire scene and pointlights for muzzle flashes and explosions. The images shows the difference on a night-map.


Added support for Intel HD Graphics.

Countless fixes and tweaks.

Removed friendly fire and self-damage completely, to make things easier and less frustrating.

Nerfed all small firearms, most now require one more bullet to kill.

Added air resistance and limited range to bullets.

Changed colors of teams from red and blue to light green and light blue

Strid Alpha 6.0

Strid Open Alpha 3

Strid Open Alpha 3


The time has come to release Strid open alpha version 3. What is Strid and what is new in this version?

Strid Open Alpha Version 2: Holiday Edition

Strid Open Alpha Version 2: Holiday Edition


Presenting Strid Open Alpha Version 2: Holiday Edition

Add file RSS Files
Strid beta 2 free

Strid beta 2 free


Free version of beta 2. Everything is included except account login and hosting of public games.

Strid Beta 1.0

Strid Beta 1.0


Latest version of Strid, client and server program included.

Strid Alpha 12.0

Strid Alpha 12.0


Most recent version of Strid. Server program included.

Strid Open Alpha Demo Version 2: Holiday Edition

Strid Open Alpha Demo Version 2: Holiday Edition

Demo 3 comments

This is the second version of Strid Open Alpha. There should be one server in Europe up and running at all times.

Strid Open Alpha Demo Version 1

Strid Open Alpha Demo Version 1

Demo 1 comment

This is the first open alpha demo of Strid. It should run out of the box, so just connect to a server and start blowing stuff up. EDIT: This file is now...


Hey, sorry I haven't played in a while. Figured out that the game was using a bunch of data and I don't have unlimited. I'll try and run around some in the game tonight, try out helicopters again

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kelkka Creator

cool, nice to hear from u :) It is possible to host your own game and just play locally as well, points for rank will still be gained, and it will use very little data. There's not much activity anyway on the official game server.

Please tell me if you run into any problems.

Reply Good karma+1 vote

Thanks, and thanks for letting me know about feedback.

About the heli though, i'm not having issues with the rotation of the vehicle itself, the acceleration/engine power seems sluggish.

After playing around with it some more, i've noticed its not because of a delay, its because the heli dosn't have any power until about the throttle is above 80%. Control wise it makes it to where the engine basically has an on/off switch instead of a variable throttle, and makes hovering and slow flying almost impossible.

I think it could be improved by making it to where the heli falls quickly with throttle below 50%, basically engine off. Around 75% it would hover, then at 100% it would have the same control feel as it does now at 100%.
This would make hovering and slow flight possible, while keeping it realistic.

A side note; making it the same as other games where you simply tell it to go up or down and it will hold that height no matter what, would make it easy for anyone to fly without any learning curve. But it would make it much less fun overall.

Thanks for changing apc's to cars, it will be interesting to see how it affects gameplay. APC's just seemed overpowered there, if you controlled the APC you controlled the bottom half of the map lol.

Edit; meant for this to be a reply below.. oops

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kelkka Creator

Thanks for the feedback. I have made it so the throttle is a lot faster, and it will stay in place, not decay over time. It should now be easier to fly slow and hover in version 7.0. check it out if u get the time

Reply Good karma+1 vote

Nice game, pretty fun
pro; Has helicopters
con; Helicopters are rather hard to fly lol

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kelkka Creator

Thanks :) Yeah I agree, will try to make the heli controls better.

Reply Good karma+1 vote

Sent some feedback through the game on helis, and on the scoreboard still saying red team.
In case there's a bug in the feedback thing i'll restate what i sent here;
I like how the helis are, they're rather realistic right now which i think makes them alot more fun than if you simply set an altitude and it constantly stayed there. The thing i would change though is the throttle seems to have a delay, it needs to respond quicker i think. This would also add to the realism a bit, because helis in real life change power instantly by changing rotor pitch, not RPM

Edit: also, when you run out of space in the feedback bar it sends it instead of stopping you from typing more, which for me resulted in an incomplete message, sent a second one to complete it

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kelkka Creator

Hey, congrats on 2nd place :D

The feedback works fine, I have read your messages. They will only carry 256 characters though, so it will automatically be sent if you reach that limit, then you can just send another one. Might seem a bit weird I guess, but it's how the ingame-chat works and I just copied it for the feedback function.

I'm glad you like the controls now. The problem with the delay is that the rotation is determined by the server currently on all vehicles. So first the server has to get your input, then rotate, then send whatever the rotation is back to you. I see that you are from the USA, so I assume you have at least 100 ping on the France server? So this will be your delay when rotating the heli. You can see your ping in the top left text to the right of the FPS.
I'll try to make it so the rotation is on the client, so controls will at least feel more responsive.

I changed the APC spawns to cars on Bridge too btw.

I'm glad you like the game, and thanks a lot for all your feedback!

Reply Good karma+1 vote
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Latest tweets from @stridgame

professional #AI #programming #gamedev #indiedev T.co

Jul 10 2018

Beta 2 open. Soon on Steam if stable Youtube.com #gamedev #indiedev

Jun 3 2018

New version, moving to Beta 1.0 Youtube.com #gamedev #indiedev

Oct 29 2017

woosh #gamedev #indiedev T.co

Sep 7 2017

hax #gamedev #indiedev T.co

Sep 5 2017

bomb drop #gamedev #indiedev T.co

Sep 3 2017

heli AI since v.11 #gamedev #indiedev T.co

Sep 2 2017

More effects, AI, optimization et.c. in version alpha 11 now. #gamedev #indiedev T.co

Aug 27 2017

more effects, version 9 now. #gamedev #indiedev T.co

Jun 29 2017

shattering "air-burst" ammo #gamedev #indiedev T.co

Jun 25 2017

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