Yeah, I watched some recordings of dev livestreams a while back, and while the humour isn't so much my thing, the mechanics look cool. Kind of something in between 'modern' slog-between-cover-while-watching-possible-avenues-of-attack and 'retro' bunnyhop-and-dodge-bullets, leaning closer to the latter.
I always appreciate it when developers realize that 'Competitive FPS' and 'Infantry simulator' are DIFFERENT things.
Competitive FPSes are dueling, dancing things that test the spatial awareness, manual ("twitch") skill, and reflexes of people against each other by the primary mechanic of connecting projectiles with the other guy while taking advantage of your mobility to complicate him doing the same. (Engagements often last for several seconds of cat-and-mouse). Setting and mechanics vary, but generally involve humanoids with some form of projectile weapons and superhuman acrobatic ability. Ability to shrug off damage varies. Weapons are generally quite cheap to use, but difficult to connect with their target in a significant fashion. (Weapons that are easier to hit with usually have more restrictions on their use)
Infantry simulators are just as brutal and tense as you would imagine, involving careful strategic/tactical exercises in area-control/suppression and target recognition and punishing the smallest mistake severely. (Engagements generally consist of one burst of automatic gunfire from one or both parties, barring standstills at bottlenecks, with no time to reposition while actively fighting) Setting is military, usually with a time period between WWII and the distant future. Hitscan or near-hitscan weapons dominate, with high-traveltime weapons generally being severely limited use (though powerful). Ability to shrug off damage is generally very limited, but easily replenished (by regeneration or other mechanics) to reduce player frustration (getting into battles where not being hit is impossible while severely weakened is widely considered unfun).
Elements from both are almost always mixed (neither extreme attracts a very wide audience), but the mixing should be conscious. Far too much modern AAA game development involves designing a FPS without thinking carefully about what elements from each category you want. (Generally following the "like X but Y" pattern where X is a recent successful FPS and Y is a setting or graphical gimmick.)
Loadout falls somewhere that looks pretty unique, and that alone (plus being free on Steam) is reason enough that I am probably going to download this over the weekend.
...Also, I'm a sucker for customization (even though it's limited, it's a lot more than you usually see).
Looks like great fun, will have to see how the F2P model goes.