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Message from Squad Command: Player Survey Follow-up

Attention Squaddies!


We have \[O] SgtRoss here with an update to the previous announcement from Squad Command.


For those who may have missed it, SgtRoss is now the Lead Community Designer of a brand new Community Design Team that we have as part of the core dev team behind Squad. From reworking the Infantry Combat Overhaul (ICO) to improving performance, onboarding, and delivering new content, we’re committed to building Squad with you, not just for you.


Check out the full video here:

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This is part of an ongoing update to our game and our new approach to communication with you, our valued community of players. If you haven't seen it yet, check out \[O] Skywarp's Muzzle Smoke Tweaks for Update 10.1, in addition to the announcement of our brand-new PvE game mode Fireteam, releasing in Update 10.1.


Please, as always, leave us feedback on the changes to make sure we’re heading in the right direction on Discord.


Offworld out!

Continue reading...
 

Update 10.1 Preview: Muzzle Smoke Fixes

Hello Squaddies!


I’m Robin Andrew, aka Skywarp, the lead game designer on Squad, and I’m here to address a concern on gameplay that many of you have been very vocal about (among the list of many other things, but one step at a time).

We have seen your feedback about “Muzzle gas,” or as it’s also known as the “musket smoke” (or the more eloquently referred to as "I can't see what the f@*k I am shooting at") issue.

As part of an initiative to release community-driven updates in a more timely manner, we are happy to share that we have addressed the muzzle gas issue in Update 10.1, scheduled for release on December 3, 2025.

Here is the side-by-side difference so you can see exactly what we did for this specific issue to tone down the Muzzle gas:

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AS-VAL comparison - Update 10.0 vs. Update 10.1


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PPSh-41 comparison - Update 10.0 vs. Update 10.1

This change is not limited to the weapons we used as an example above - you will see this change applied to all guns in Update 10.1.


This is part of an ongoing update to our game and our new approach to communication with you, our valued community of players. In addition to the upcoming update from \[O] SgtRoss to the players' survey we collected, there’s lots more to come, so stay tuned! Please, as always, leave us feedback on the changes to make sure we’re heading in the right direction on Discord.


\[O] Skywarp


Offworld out!

Continue reading...
 

Fireteam: A Brand New PvE Game mode for Squad!

Attention Squaddies!

Howitzer here, with a detailed look at Fireteam, the brand-new Squad PvE gamemode launching in Update 10.1. This 5-player co-op PvE mode condenses the game’s most memorable moments into shorter, intense tactical missions.

This is the initial glimpse of Fireteam. Leading up to the release, we’ll be releasing follow-up Dev Diaries so you can get a closer look at what is coming with this exciting new addition to Squad. So, keep an eye on our socials throughout the month. But to start with a bang below we have something special for you all the announcement trailer for Fireteam. Enjoy Squaddies!



Much like we have been doing with our ongoing development work on Squad for the past 10 years, we will look to the community. We encourage all Squaddies to give us feedback in the Squad Community Discord when Fireteam is available to help guide Fireteam’s roadmap of features and content. Since Fireteam is part of Squad, the experience will feel familiar to all players: teamwork, communication, tension, and tactical play are essential for victory.


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With Fireteam, we aim to expand the appeal of Squad, introducing the game to new players who want to experience the magic of Squad while also giving seasoned veterans new ways to challenge their skills in combat. It provides a fresh experience while retaining the core principles that make Squad so much fun. Over time, Fireteam will:


  • Provide a different experience for players who enjoy Squad's teamwork but prefer PvE over PvP.


  • Create new opportunities for modders and mission makers to expand scenarios in fresh directions.


  • Allow new players to experience Squad in a more approachable way, training them to tackle the larger 50v50 experience.

At its core, we are developing and focusing on a set of tools and believable enemy bot behaviours. Our team and modders will utilize these tools to create various types of missions for players to experience. At the same time, we will use these tools to create a new, seamless first-time user experience that eases new players into Squad.

Our long-term goal is to establish a robust mission creation and selection process for Offworld, enabling modders to create and play missions of all types. Ideally, the types of missions possible for creation will be endless and limited only by one’s imagination. Fireteam will also have its own living roadmap of features and content that we plan to release to the community.

This brings us to what we are releasing in Update 10.1 and how we plan to roll out this mode, as it will be significantly different from how we have traditionally launched content and modes.


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The experience the community will be getting in Update 10.1 is our first early offering of the potential that Fireteam holds—a mini “early access,” if you will. We will engage the community in the long-term development of this mode, but to accomplish our vision, we need your financial support. Given this, we will launch this mode with two paid tiers, in addition to the free one. All owners of Squad will get free missions upon release that we will add to with future updates, so that they can experience what Fireteam is all about, while the rest of the missions will be released as content inside the Supporter / Founders Pack. This approach will enable everyone to contribute feedback and help guide its development, while also providing us with the necessary support to make the investments we want to make.


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The Founders Pack will be released with three tiers. The pack will provide a variety of mission types on different maps, giving players a wide range of potential experiences.

We will be retiring the Exclusive rewards in the Founders Pack within 6 months of release. Players will still be able to purchase the missions after this.


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The content we will be releasing in Update 10.1 is as follows:


Fireteam Free Tier

\[FREE]


Fireteam Supporter Pack

$7.99 USD


Fireteam Founder Pack

$14.99 USD

\[LIMITED TIME OFFER]





  • 4 Free Tier Missions





  • All Missions in Previous Tiers + 9 Additional Missions (13 total)






  • All Missions in Previous Tiers (13 Total)

Exclusive Content:


  • Fist Bump Gesture


  • “Fire Support” Weapon Skin - M4 Carbine and M16 Rifle


  • Community Voted Weapon Skin (Coming in February 2026)




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Exclusive Weapon Skin Preview - Fire Support


Free Tier Missions \[4 Missions]


  • Combined Arms - Hunt down enemy mortar bases in a fortified area, coordinate with armoured vehicles and dismounted infantry to clear obstacles and reach your objective.

    • On Mutaha

  • Destroy - Cross the frontline and fight through hostile territory to overrun and destroy key enemy targets.

    • On Fallujah


    • On Sumari

  • Extraction - Shot down over enemy territory near the frontline, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.

    • On Narva


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Fireteam Premium Tier Missions

  • Combined Arms - Hunt down enemy mortar bases in a fortified area, coordinate with armoured vehicles and dismounted infantry to clear obstacles and reach your objective.

    • On Harju

  • Destroy - Cross the frontline and fight through hostile territory to overrun and destroy key enemy targets.

    • On Narva (Castle)


    • On Mutaha


    • On Narva

  • Extraction - Shot down over enemy territory near the frontline, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.

    • On Mutaha


    • On Fallujah

  • Vehicle Hunt - Cross the frontline and fight through hostile territory to destroy enemy armor.

    • On Mutaha


    • On Fallujah


    • On Narva

We are excited to release this game mode to the community and start carving out a roadmap with you all for this new experience within Squad. Heading into 2026, we plan to release additional free and paid-tier missions to these packs as a free update.


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Fireteam was conceptualized and prototyped at Offworld's 2024 Company Summit. During these annual events, we give our teams a week to prototype bold ideas or work on things they might not normally have time to. It’s a week of innovation and exploration.

A small team created a PvE mission in Fallujah. The objective was to destroy three ammo caches in a compound with one Squad against bots. Below is a video of that mission. In the video, you will see civilians. We will not have civilians in the first version of Fireteam in Update 10.1.

We discovered something special - a familiar Squad experience with teamwork, tension, and tactical play, without the head-to-head pressure of PvP. It was instantly enjoyable, and everyone who had a chance to play had huge smiles on their faces while playing.

It was clear to everyone that this concept had to be explored further. And now, one year later, we cannot wait for you to play Fireteam for yourself.


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How many of the Squad team are working on it?


  • A small portion of the overall Squad team is working on this mode.


  • We want to test the waters with this mode to determine how much effort we dedicate to this mode in the future.

Can I play missions from the paid tiers with my friends?


  • You will all need to own at least the Supporter Pack to play it together.


  • Free Missions can be played with anyone.

Will modders be able to make missions?


  • Yes! We aim to utilize the same toolset that modders have access to to create our missions.


  • Over time, we will improve this experience to make it easier for modders to upload and for players to play modded missions.

Will we be updating the paid tiers with more missions?


  • In January, we will be adding one mission to the free tier, increasing the total to 5 missions, and adding one mission to the paid tier, increasing the total to 10 missions as a free update.


  • In February, we will do the same thing.

What other kinds of mission types will there be?


  • With the toolset we are creating, we hope the sky will be the limit.


  • We have many ideas, but we want the community to help us prioritize the types. If there are types you would love to see, please let us know!

Will there be more missions on other maps?


  • Absolutely! Future Squad updates will feature the addition of new missions.

What other features can we expect for Fireteam?


  • We aim to develop the toolset to the point where our team can create a comprehensive tutorial for Squad, helping to set players' expectations for 50v50.


  • Rewards for completing missions are something we’d like to look into. Think skins, emotes, patches—that kind of thing.


  • Again, after we launch this mode, we will review the community's feedback to help build out this mode with additional features.


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Team up with your squad and take on intense PvE operations. Communicate. Coordinate and Conquer. We want your support to bring the entire vision to life, creating it alongside the community. Wishlist Fireteam using the link below today!


https://store.steampowered.com/app/4012030/Squad__Fireteam/

Continue reading...
 

Squad 10.0.0 Hotfix 1

Hello Squaddies,


We've released Hotfix 1 patch for Update 10.0. This is a client-side only update, so please restart your client to receive the update.


  • Performance optimizations to reduce hitching during gameplay for systems with 8GB or less of VRAM.

You may experience some textures and LODS taking longer to load in, it can take up to a minute for this to complete, but we decided this was better than the 'hitching' that players were experiencing before. We will continue to monitor the situation!


Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.

Offworld out!

Continue reading...
 

Squad 10.0 Patch notes - Trident Strike

Welcome back Squaddies!

Our 10.0 update is just around the corner, releasing at 11:00AM PT (7:00PM GMT) this Wednesday 12th November! The Trident Strike update introduces the Armed Forces of Ukraine (AFU) faction, bug fixes, systems and gameplay updates, and balancing, as well as a new pack of weapon skins, a new pack of emotes, and updates to the store and customization screens.

Armed Forces of Ukraine (AFU) Faction

The Armed Forces of Ukraine (AFU) are a conventional BLUFOR faction. With modern weapons and vehicles it has all the tools needed to take on conventional REDFOR and Independent factions in the game. Their equipment focuses on a mix of indigenously-produced Ukrainian and modernized Soviet-era equipment.

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AFU Units:

  • 95th Air Assault Brigade (Air Assault)

    • The 95th air assault brigade is the Air Assault battlegroup for AFU. They focus on high mobility with access to three helicopters available immediately, and a variety of light vehicles.
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  • 1st Tank Brigade (Armored)

    • The 1st Tank Brigade is the Armored battlegroup for AFU. They focus on firepower over speed, with access to tracked vehicles and two main battle tanks.
      ca23a46c313f152f74cb76dd83acd23e5c091c65.png


  • 11th Army Corps (Combined Arms)

    • The 11th Army Corps is the Combined Arms battlegroup for AFU. Jack of all trades, master of none, they have tools for every scenario but lack a focus in any one area.
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  • 10th Mountain Assault Brigade (Light Infantry)

    • The 10th Mountain Assault Brigade is the Light Infantry Battlegroup for AFU. They focus on infantry combat and mobility with access to the AGS-17 grenade launcher emplacements, access to the 5.56 variants of the Malyuk, extra Heavy-Anti Tank role availability, and a variety of MRAPs and light vehicles.
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  • 28th Mechanized Brigade (Mechanized)

    • The 28th Mechanized Brigade is the Mechanized Battlegroup for AFU. They focus on using tracked vehicles and IFVs, using firepower and protection to move infantry close to the enemy for intense assaults.
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  • 58th Motorized Brigade (Motorized)

    • The 58th Motorized Brigade is the Motorized Battlegroup for AFU. They focus on wheeled vehicles and IFVs, making use of the BTR-4 to move mechanized infantry quickly around the battlefield.
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  • 148th Artillery Brigade (Support)

    • The 148th Artillery Brigade is the Support Battlegroup for AFU. They focus on FOB construction with access to extra logistics vehicles, emplacements, as well as artillery - fielding the BM-21 Grad MLRS.
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  • 35th Marine Brigade (Amphibious Assault)

    • The 35th Marine Brigade is the Amphibious Assault battlegroup for AFU. This battlegroup is only available on select amphibious assault invasion layers, focusing on amphibious vehicles and overwhelming firepower.
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AFU Vehicles:
KrAZ-6322 Utility Truck

3 Variants - Logistics, Transport, BM-21 Grad Artillery

The KrAZ-6322 is a rugged, multi-purpose Ukrainian military truck that serves as the backbone of logistics and mobility on the battlefield. In Squad, it fulfils multiple vital roles: ferrying infantry to the front lines, delivering construction and ammunition supplies to forward bases, and acting as the chassis for the fearsome BM-21 rocket artillery system.

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Kozak-2M1 Open-Top Armored Car

2 Variants - NSV Heavy Machinegun, AGS-17 Auto Grenade Launcher

The Kozak-2M1 is a Ukrainian MRAP designed for patrol, convoy escort, and protected troop transport across rough terrain. Seating 9 troops, in Squad it serves as a mobile, armored force multiplier—getting squads safely to objectives while offering immediate suppressive fire and light fire-support. We include two combat variants: one fitted with an NSV 12.7mm heavy machine gun for long-range suppression and light anti-material tasks, and a second armed with an AGS-17 automatic grenade launcher for area suppression and clearing cover.

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BMP-1TS Tracked IFV

The BMP-1TS is a modernized infantry fighting vehicle built from the classic BMP-1 chassis, upgraded for improved battlefield relevance. In-game it functions as a fast, amphibious IFV that carries a complement of dismounts into the fight while laying down direct fire support from its turret-mounted cannon and anti-armor launcher.

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BTR-4 Wheeled IFV

The BTR-4 is a modern Ukrainian wheeled infantry fighting vehicle designed for mobility, protection, and fire support in combined-arms operations. In Squad it operates as a high speed, road-capable IFV that can transport a full infantry squad, can lay down sustained suppressive fire from its turret-mounted 30mm auto cannon and coaxial machine gun, and can engage light armor with its guided AT missiles. Note this is the first IFV in Squad to have a fully modeled interior for all crew and passengers.

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T-64BM2 Bulat Main Battle Tank

The T-64BM2 "Bulat" is a modernized Ukrainian main battle tank that upgrades the classic T-64 platform with improved fire control, reactive armor, and a potent 125mm smoothbore gun. In Squad it serves as a heavyweight spearhead for armored assaults—absorbing punishment, breaching fortified positions, and providing decisive direct fire support for advancing infantry.

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BRDM-2M1 Closed-Top Armored Car

The BRDM-2M1 is an indigenously produced Ukrainian variant of the famous scout car. The AFU variant has some minor hull differences (different hatch locations) and lacks the infamous belly wheels, which allows for a few additional interior seats: 1 driver, 1 gunner and up to 6 passengers. Note this vehicle has a fully modeled interior.

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MTLB Tracked APC

2 Variants - Logistics, PKT Machinegun
Classic Vehicle with a unique AFU camo pattern.

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BMP-1 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

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BMP-2 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

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Mi-8MTV-5 Transport Helicopter

Classic Vehicle with a unique AFU camo pattern.

AFU Emplacements:
Stugna-P ATGM Emplacement

Stugna-P is a powerful ATGM emplacement with 2 new special features: The emplacement is remote controlled via a Control Unit (CU) resembling a large laptop. Soldiers can pick up the CU and place it within 30m of the launcher, then use the CU to remotely control the launcher, which allows them to remain in cover. The weapon can also be reloaded by any soldier by interacting with the launcher, so the player on the CU can remain in place while a buddy can help them reload.

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AGS-17 AGL Emplacement

AGS-17 is a Soviet era heavy hitting Automatic Grenade Launcher Emplacement which rivals the Western equivalent Mk19 AGL. Available to deploy at FOB’s with an Iron Sight or Scope, and in a low profile Tripod or Bunker variant. Available for AFU Light Infantry, Air Assault and Support Battlegroups, as well as IMF, MEI, GFI, RGF, VDV Light Infantry and Air Assault Battlegroups.

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AFU Weapons:
AK-74 & AKS-74 Rifles

The Classic 5.45mm Rifle platform that has been fully re-modeled for v10.0 and includes several optic variants. Note: more optic options are planned for an upcoming release - take a look at the bottom of the notes!

AK-74:
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AKS-74:
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Malyuk Rifle

The Malyuk is Ukraine’s modern bullpup assault rifle, developed as a homegrown evolution of the AK platform. Compact, reliable, and distinctive in silhouette, it reconfigures the classic Kalashnikov design into a shorter, more maneuverable weapon without sacrificing firepower. In Squad, the Malyuk is represented across multiple calibers—5.45×39mm, 7.62×39mm, and 5.56×45mm NATO—giving the Armed Forces of Ukraine a versatile primary weapon suited to a wide range of combat roles and scenarios.

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RPK-74 Light Machine Gun

Soviet era 5.45mm LMG that has been fully re-modeled for v10.0.

RPK-74:
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RPK Light Machine Gun

Soviet era 7.62 Light Machine Gun that has been fully re-modeled for v10.0,

RPK + 45 Mag:

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RPK +Drum Mag:
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SVD Marksman Rifle

Soviet era Marksman Rifle that has been fully re-modeled for v10.0, including an updated model of the PSO-1 Scope:

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Zbroyar UAR-10 Marksman Rifle

The UAR-10 is a precision battle rifle developed in Ukraine, chambered in 7.62×51mm NATO. Designed for accuracy and reliability, it serves as a designated marksman weapon that bridges the gap between standard infantry rifles and sniper systems. In Squad, the UAR-10 provides the Armed Forces of Ukraine with long-range precision firepower, offering players a modern marksman platform that complements the Malyuk’s close-to-mid-range versatility.

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PKM Machine Gun

Soviet-era weapon currently used by GFI, TLF, IMF, and MEI, now also used by AFU in Iron Sight and 1P29 Scope variants.

RPG-7 Light Anti-Tank Weapon

Soviet era anti-tank weapons platform, fully remodeled for v10.0. Includes an upgraded UP7V Iron Sight variant that can range Tandem rounds up to 500m, as well as a PGO-1 Scope variant.

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RPG-7 Heat Projectile:

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C90-CR Light Anti-Tank Weapon

The C90-CR is a lightweight, single-use light anti-tank launcher that gives infantry a fast, highly portable option for engaging vehicles and hardened positions. Shoulder-fired and simple to operate, it’s ideal for hit-and-run teams who need one-shot punch without the logistics of heavier AT systems.

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NLAW Heavy Anti-Tank Weapon

Existing weapon from BAF, now used by AFU.

AFU Commander Abilities

  • Commander Precision Bomb Strike

This new commander ability calls in an SU-25 that drops 2 FAB250 bombs on a precise target area.


  • Bayraktar TB2 Recon UAV


  • 152mm Artillery Static Barrage


  • 152mm Artillery Creeping Barrage
Updated Menus

We are introducing a new and improved customization menu (now called the “Armory”) as well as a refined store screen.

You can now preview and inspect any weapon from any faction:

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We’ve also improved the look of the training screen:

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System & Gameplay Updates

  • Added Safir armed with an AGS-17 AGL to the GFI air assault battlegroup.


  • Added Tigr armed with an AGS-17 AGL to the RGF and VDV light infantry battlegroups.


  • Added Technical armed with an AGS-17 AGL for the IMF and MEI light infantry battlegroups.


  • Updated Scout Drones have been rebalanced to prevent exploits, encourage reuse, and make them easier to counter:

    • Reduced max flight ceiling


    • Reduced max speed


    • Reduced battery life


    • Reduced camera magnification


    • Fixed exploit of Scout drones being able to flip, stop, or destroy vehicles by colliding with them.


    • Fixed drone collision issues with vehicles and helicopters. Drones will not survive vehicle collisions, and will no longer be able to flip, stop, or destroy vehicles and helicopters.

  • Updated ALL vehicles to have improved tuning for brakes and handbrakes:

    • Updated vehicle handling tuning across all vehicles to coincide with brake improvements.


    • Updated CPV and Technical to have reduced chances of flipping over during normal maneuvering.


    • Updated all BRDM-2 Scout Car’s to now have a fully modelled interior.


    • Updated AKS74U to use ew close-up firing sounds.


    • Updated CRF Bangerite IED with a unique inventory icon.


    • Updated C7A2 and C8A3 rifle firing sounds.


    • Updated AK-12 rifle firing sounds.


    • Updated IMF flag and battlegroup badges.


    • Improved 30mm HE projectile impact SFX.


    • Updated VO lines for TLF, IMF, and CAF (SL).
General Bug Fixes

  • Fixed a crash related to returning to the main menu.


  • Fixed an exploit where players could avoid fall damage.


  • Fixed an issue with various kinds of smoke sometimes disappearing.


  • Fixed scope lens shadow projecting separately onto the environment.


  • Fixed several scopes which had incorrect lens tint.


  • Fixed an issue where reflex sight (holo / red dot) reticle markings could look too pale / not glow when using TSR upscaling.


  • Fixed the HAR-66 LAT Iron Sights being too blurry.


  • Fixed C14 Sniper Rifle scope reticle being too bright.


  • Fixed M1117 smoke launchers having 4 shots instead of 2.


  • Fixed M39 DMR feeling too rigid when looking around while aiming, should now feel closer to similar marksman rifles.


  • Fixed CAF CH146 CAS Gau-21 HMG Door Gun not using correct 50cal projectiles.


  • Fixed TLF weapon names missing on multiple kits in the deployment menu dropdown.


  • Fixed TLF having incorrect voiceovers for squidbot callouts.


  • Fixed stretched rally point icons for WPMC, VDV, TLF, and USMC squad leaders.


  • Fixed USMC MATV TOW, USMC M1151 TOW, GFI M1151 TOW costing incorrect amount of tickets.


  • Fixed the PLANMC Air Assault (Offense) battlegroup not having access to 2x ZTD05.


  • Fixed vehicle-borne beam-riding ATGMs maintaining guidance when switching weapons.


  • Fixed BMP-3M hull clipping into the driver viewport.


  • Fixed BMP-3M driver view missing its left most viewport.


  • Fixed WPMC Tracked MSV spawner getting disabled when one of its tracks got destroyed.


  • Fixed Quad Bike’s wheels moving up and down erratically when the vehicle was flipped over.


  • Fixed a bug where spamming the left mouse button could prevent the anti-tank mine placement animation from playing properly.


  • Fixed helicopter landing UI sometimes having missing information.


  • Fixed Support Battlegroups having MBTs when they should not.


  • Fixed the spawn time for the MEI Support Battlegroup (Offensive)’s T-62 being incorrect.


  • Fixed MEI battlegroups not having the correct number of Ural375 Transport Trucks.


  • Fixed PLA and TLF not having command actions listed in the battlegroup info menu.


  • Fixed USA Rifleman's M4 weapon descriptions showing incorrect fire mode info on Deployment Menu.


  • Fixed Armored Technical's viewport windows being too bright.


  • Fixed Leopard 2A6M’s turret not aligning properly on the wreck once destroyed.


  • Fixed the soft lock in deployment screen after switching teams.


  • Fixed Scout Kits sharing the same kit limit as HAT kits.


  • Fixed certain Commendations not appearing as options when commending another player.


  • Fixed Commendation rank images on the after-action report to not appear when reaching rank 2 of a commendation.


  • Fixed Commendations ranks appearing incorrectly after switching teams.


  • Fixed a bug that caused the tabs on the main menu to display incorrectly.


  • Fixed an issue where attempting to switch teams while spawned in with teams being imbalanced would result in respawning, while the team change failed. Now, the team change will fail as expected, but without respawning.


  • Fixed weapon descriptions for SV98, C14, Timberwolf Sniper Rifles showing inaccurate magazine capacity.


  • Fixed TLF Cobra II Armored Car M2 Browning turret yaw getting reset when the reload animation played.


  • Fixed CAF/WPMC M2 Carl Gustav VFX not appearing as intended.


  • Fixed SKS & SKS Tazco Rifle not having deploy and undeploy SFX.


  • Fixed a bug that prevented smoke grenade SFX from looping properly.


  • Fixed a bug where some elements of the RGD-5/F1 grenade SFX were missing.


  • Fixed a broken texture on MEI RPG-29 character model.


  • Fixed an issue with texture shading on the ZTD-05 turret.
Map Updates & Bug Fixes


General



  • Improved memory usage on foliage-heavy maps.


  • Invasion - Standardized the capture zone layout for the following maps:

    • Al Basrah


    • Anvil


    • Chora


    • Fallujah


    • Fools Road


    • Gorodok


    • Kamdesh Highlands


    • Kohat Toi


    • Kokan

  • Fixed various minor collision issues across some of our maps.

Black Coast


  • Added an Invasion v3 layer.

Gorodok


  • Added an Invasion v3 layer.

Harju


  • Fixed a bug that prevented players from climbing the ladder on the crane tower at the construction site.

Yehorivka


  • Fixed a bug that caused the grass to disappear under the map.
New Weapon Skins
Defender - AFU Weapon Skin (Free!)

This new skin for the AFU AK-74 and AKS-74 rifles has been added to your Armory:

d8fb32addfb1affaa8a96d2274be491e5081c403.png


Kobzar Pack ($14.99 USD)

This new pack contains eight new cosmetic items for the new AFU faction:

ccfca19eaae671ad24dd40754eb412028f7f2a97.png

Here is a closer look at each item in the pack:

Outpost - AK-74 and AKS-74 Rifles for woodland maps:

c1a08ad44caa0700e3b39b604d0b8f2128496bcc.png


Perch - Malyuk Rifle for woodland maps:

c8e00bec034338ce3a9531a683272dd6a1404aff.png


Fortress - RPK-74 and RPK Light Machine Guns for woodland maps:

6a9b19214445cb1e51bcf08b957ad3da578f6f1a.png


Steppe - PKM Machine Gun for woodland maps:
32f8725b86625dd47880f71417d64db6562e5e60.png


Falcon - SVD Marksman Rifle for woodland maps:

d35663b463c9211956cef383dbc3853305574307.png

Grove - UAR-10 Marksman Rifle for woodland maps:
d4bb76d6424d55be0b719aaeaf388ce125290ece.png


Surprise - RPG-7 Rocket Launcher for woodland maps:

c0fa1eb5c5fc92cd3df60217f8a13486e1143fa5.png


Vine - Makarov Pistol for woodland maps:
37f11d92c56054c396786475804e8b2ccbc9b258.png


New Emotes
Downtime Pack ($7.99 USD)

The Downtime Pack adds three new gestures and two new emotes to make your time at the main base more enjoyable:

44adfb4036426b2139aadc3db3fe1e0b8f0480cd.jpg


Here is a closer look at each emote in the pack.

Shadow Boxing (Emote):
0bb6bb910ee83f495100472127a88e3d1d7ef8cb.jpg

Brick Breaker (Emote):
be2e55f4d8a9d518e60bc1a806df1104426df790.jpg

Coin Flip (Gesture):
de5f34ddc86e8373eb8efb5f1804df97e1ac14b1.jpg

Throw and Catch (Gesture):
1c427b87d9b1887d0d969da62a1e36d6da908007.jpg

Mug Salute (Gesture):
44ae572acdff3fde96e337e36c9a4e1398541936.jpg


Mod SDK Update

  • Updated the Mod SDK to v10.0. It is available on the main Squad Editor branch.


  • Updated mod versioning to v10.0. This means that all mods will need to be re-cooked with the v10.0 SDK to be compatible with the updated version of the game.


  • Fixed the issue with prefab tool plugin, which caused the user to be unable to drag & drop the prefab assets from the content browser to the level.


  • We've added the ability to attach workshop tags to mods on upload. This should help to improve the discoverability of mods. Here are the tags available for Modders to attach to their Mods when uploading to Steam Workshop:

    • Content Type:

      • Total Conversion


      • Game Modes


      • Maps


      • Map Layers


      • Factions


      • Faction units


      • Roles


      • Items


      • Weapons


      • Deployables


      • Vehicles


      • Commander Actions


      • Balance changes


      • Tournament


      • Tools


      • Misc

    • Gameplay Focus:

      • PvP


      • PvE

    • Server operation notes:

      • Voting Compatible


      • Vanilla Rotation Compatible


      • Customizable Settings


      • Plugin

That's all for 10.0! We are already underway for 10.1, which will contain more bug fixes, balancing changes, and Vehicle updates. We are also changing the majority of the scopes and optics on the AFU to be more accurate to their ~2022 era. This change came about from the Playtesting Discord feedback - you can join the discussion and playtests HERE!

Here's a sneak peek of what's coming in 10.1:

08c1aebda8ae3fac91f9e95b8019efdeb33d4251.png


See you out there, Squaddies! OFFWORLD OUT!

Continue reading...
 

A message from Squad Command

Hey Squaddies!

Thank you for all the feedback we've received so far from our survey from last week. We have received over 3,000 responses so far, and we're reviewing them as a development team. If you haven't had a chance, please fill out the survey {LINK REMOVED}https://store.steampowered.com/feeds/news/app/393380/#. We will be closing it on Monday, November 10, at 10:00 AM PT, so that our team has sufficient time to review all the responses.

Once we close out the survey, we'll identify and triage the issues or feedback that we aren't already tracking internally. We'll also provide an update to the community on our findings and the first things we'll be tackling as a team after Update 10.0.0, which is releasing shortly.

We still have quite a way to go, and we'll continue to address the bugs and issues that have been plaguing Squad.

This is just one of many steps we'll be taking over the coming months, and I am excited to serve this community.

See you on the battlefield, soldier!

SgtRoss

Continue reading...
 

Announcement from Squad Command

Message from Sgt. Ross:
Hey Squaddies,

It's been a while since we last spoke like this.

I'm Dustin, some of you may know me as SgtRoss. In the early days of Offworld, we thrived on our close relationship with our community. That connection has been weakened at a fundamental level. As a Founder and Director of Community, I see and hear your frustration that we don't listen, feedback is ignored, playtests are disregarded, updates are rushed, and many more issues persist. And you're right. Trust has been shaken, and that's on us.

We want to make this right. Over the past couple of months, we have been working on a new development strategy for Squad where you matter, we listen, we are transparent, and collaboration with you is at the center of how we move forward with Squad.

Part of the changes we are making is leadership. I will be stepping down as an executive to help lead a new Community Development Team within Squad, while the highly experienced and tenured Executive Producer Peter Maurice will step in to support Howitzer and the team, and guide Squad's overall development. I will let Peter provide more details on what to expect next.

We’d also like to thank Alex Boyce for his passion and his service as the Lead Designer to the game and to the team. And sincerely wish him every success on the next front.

I am excited for what the future of Squad holds. Thank you for holding us accountable and for caring so deeply about Squad and our community. Without you, Squad wouldn't exist.

Message from PMO
Hey everyone,

I wanted to take a minute to introduce myself properly. I’m PMO, the Executive Producer for Squad here at Offworld. I joined the team a few months back, and honestly, it’s been a bit of a whirlwind — a lot of learning, listening, and trying to understand what really makes Squad tick.

The more time I’ve spent with the game and with all of you, the more I’ve come to appreciate what Squad truly is at its core — a community-driven experience built on teamwork, communication, and passion. Somewhere along the way, we’ve lost sight of that. We haven’t done a good enough job listening, engaging, or delivering on the things that matter most to you. That needs to change, and that change starts now.

We’re shifting our focus back to community-first development. It won’t happen overnight, and we’ll probably stumble a few times along the way — but we’re committed to owning our mistakes and learning from them. That’s my promise to you.

As part of this shift, we’ve made some changes on the design leadership side to help us move forward with a renewed vision for Squad. A big piece of that vision is a brand-new Community Development Team. Their entire purpose is to listen, engage, and deliver — to focus on the things you’ve been asking for: long-standing bugs, quality-of-life improvements, and community wishlist items.

You’ll be hearing from me and this team a lot more often, and they’ll be putting together a public roadmap so you can see what’s being worked on and what’s coming next. The goal is to be more transparent, more responsive, and more consistent in how we communicate and update the game. That starts today, as we want to hear from you. Below this update, there is a {LINK REMOVED}https://store.steampowered.com/feeds/news/app/393380/#where we want to hear about your honest thoughts on the current state of Squad.

We know we’ve dropped the ball when it comes to regular updates, and we’re going to fix that. This new structure will help us get smaller, meaningful updates out more frequently, rather than waiting for huge patches that take too long to land.

One of the first things we’re tackling is vehicle handling — something we know hasn’t felt great for a while. We’re rolling out improvements in phases, and below you’ll see a mini-roadmap showing how that work will unfold.

Vehicle Handling Roadmap
Our goal: reduce frustration and make driving and vehicle combat in Squad feel smoother, more predictable, and more fun.

We’ll be rolling these improvements out in phases to be included with the next three game updates — each building on the last — while gathering your feedback at every step along the way.

10.0 – November 2025
Our Goal: Reducing frustration around braking and overall handling
Focus:
  • Brake and handbrake tuning across all vehicles
  • Steering and handling updates across all vehicles
  • CPV and Technicals have received an initial flip-handling pass
10.1 – December 2025
Our Goal: Reducing frustration with vehicles flipping too easily or getting stuck
Focus:
  • Flip pass on all vehicles (they’ll be much harder to flip)
  • Tracked vehicle object-interaction pass – tanks can now climb obstacles more naturally, reducing those “stuck on a tiny rock or stump” moments
10.2 – January 2026
Our Goal: Continued refinement and fine-tuning based on community feedback
Focus:
  • Spring-arm tuning pass
  • Additional vehicle tuning (suspension, gear ratios, improvement to overall feel)
  • Targeted bug fixes

We’ll keep gathering feedback between each phase and adjust as needed. Expect ongoing discussion, community playtests, and transparent updates as we go.

This is just the first step of our community-first roadmap — more areas of focus will follow as we stabilize vehicle handling and expand the development team’s scope.

Thank you for continuing to push us, hold us accountable, and care about this game as much as you do. We’ll keep working to earn that trust back — one update at a time.

See you on the field,
Peter … PMO
Executive Producer, Squad

Squad Player Feedback Survey Link:
{LINK REMOVED}https://store.steampowered.com/feeds/news/app/393380/#

Continue reading...
 

Squad Hotfix 9.0.4b

Hello Squaddies,

Today's 9.0.4b hotfix includes further adjustments to the Muzzle Smoke VFX attached to weapons by reducing Muzzle Smoke opacity across the board. We want to extend our thanks to the community for their help in identifying some of the underlying issues. While no changes have been made to impact effects and smoke grenades at this time, we will continue to investigate these issues.

We'll be monitoring the impact of these changes to the Muzzle Smoke VFX, so please continue to provide us feedback on Discord.

Thanks for your patience.

Offworld out!

Continue reading...
 

Squad Hotfix 9.0.4

Hello Squaddies,


Today's hotfix includes an adjustment to the Muzzle Smoke VFX attached to weapons. We have reduced the reflections that were appearing on the smoke, making it seem much more opaque than we initially intended. This iteration, depending on your feedback, will continue to receive adjustments.

We are also aware that these smoke VFX affect some other aspects of Squad, including the thrown smoke grenades and terrain smoke. We are working on those issues as well, but we do not have a timeframe for resolutions just yet.

Vehicle handling and physics are also very high up on our priority list. This system is quite complex and takes time to rework and make adjustments that feel valuable and authentic. We are working on a series of patches that will adjust vehicles in a phased approach as soon as possible. We will have more community updates on this soon!

Thanks for your patience.

Offworld out!

Continue reading...
 

Pick up Squad for a cool 60% off as we head into the Steam Autumn Sale!

“We've intercepted new transmissions. Ready to receive!”

Listen up Squaddies. The Steam Autumn Sale is here! From September 29th - 10 AM PT (GMT-7) until Ocotber 6th - 10 AM PT (GMT-7), save 60% off on Squad! Now is a great time to join Squad, as we have just launched our Unreal Engine 5 update, and have the Ukrainian Ground Forces coming soon as our next Faction!

8ffa613f82e8b70b70995c677e5934c84a32ebd7.png


Join the Squad Discord here, to discuss all things Squad.

Offworld Out.

https://store.steampowered.com/app/393380/Squad/

Continue reading...
 

Squad Hotfix 9.0.3

Hello Squaddies,

Today, we have a short update for you for our 9.0.3 hotfix rolling out this morning.

Bug Fixes

  • Fixed a crash that can happen mid-game after the player changes the settings.


  • Fixed a crash related to triggering emotes with an invalid player ID.


  • Fixed a crash in the world icon subsystem that happened more likely a bit after approaching instruction signs in tutorials.


  • Fixed the issue where players could place SZ-1 explosives on certain parts of the Scout's recon drone.


Map Updates & Bug Fixes

General



  • Reduced memory usage on foliage-heavy maps.

Al Basrah


  • Fixed missing orchards in the northeast corner of the map.

Goose Bay


  • Fixed a bug that caused blue artefacts to appear on grass.

Gorodok


  • Fixed various foliage assets blocking grenade and explosion damage.

Sanxian Islands


  • Fixed missing wooden dock meshes at one of the Sanxian Main Bases.

Yehorivka


  • Fixed a bug that caused a lake to float in mid-air.

Mod SDK Update


  • 9.0.3. Mod SDK is now available on the Public Testing Branch. Note that we will be archiving and sunsetting the latest UE4 Mod SDK next week, so please make sure to back-up your files.


Offworld out!

Continue reading...
 

Enlist now during the Free Weekend + Graphics Settings Guide

Welcome to Squad!

70612a557fc14c2b5a77101ba1c5c12d5eec8d2a.png


Squad is free to play this weekend from September 11, 10AM PT to September 15, 10AM PT. That's right, enlist now and get in the action for free this weekend with this deep, tactical FPS shooter that provides authentic combat experiences through teamwork, communication, and realistic combat. We recently released Update 9.0, a significant update moving Squad from Unreal Engine 4 to Unreal Engine 5. You can read all about the update by checking out the patch notes here.


Squad will also be 60% off during this time, so grab your buddies and join the fight now in Squad!


https://store.steampowered.com/app/393380/Squad/

Graphics Settings Guide

For all new players joining us this weekend or returning players booting up Squad with Update 9.0, here is a graphics settings guide to help you get into Squad and play. You can also check out the Update 9.0 FAQ, which we'll keep updating with frequently asked questions by the community.

Note, please keep these in mind with Update 9.0:


  • DX11 is not supported.


  • Make sure you have at least 6GB of VRAM.


  • Update your GPU drivers and Windows to the latest version.
SETTINGS

We strongly recommend that you tweak your graphics settings after updating to Update 9.0, as our upgrade from UE4 to UE5 has changed how those settings work. Visually, the “Medium” setting in UE5 provides higher quality than the “Epic” setting on UE4. The "High" and "Epic" settings on UE5 fully utilize the power of the modern GPU generation and are not recommended for previous GPU generations.

8e86b6b4eea46fff05589f704906a519412538a6.png



  • Use the Defaults button to run the benchmark.


  • Tweak your upscaler resolution.


  • Lower demanding settings such as Global Illumination Quality and Shadows.

    • Alternatively, start from Low settings and work your way up.

  • If you are using Frame Gen, please keep these in mind:

    • Intel Frame Gen is supported from GTX 10XX and newer.


    • AMD Frame Gen is supported from RTX 20XX and newer.


    • Nvidia Frame Gen is supported from RTX 40XX and newer.

NOTE


  • On the first launch, textures might temporarily be low quality to prevent hitching.


  • Wake Simulation is currently not recommended, as it causes PiP scope issues.
RETURNING PLAYERS

  • Save your settings and clear your cache.


  • Unsubscribe from all Squad workshop mods.


  • Consider lowering your settings: in UE5, Medium settings provide higher quality than Epic on UE4.

3a8952ee05854a84bc5bdc6101a88d435b0c952b.png


Continue reading...
 

Squad Hotfix 9.0.2

Hello Squaddies,


Today we have a short update for you for our 9.0.2 hotfix


System & Gameplay Updates


  • Added a pop-up that advises to update GPU driver when on a known unstable driver version

Bug Fixes


  • Fixed a crash in the world icon subsystem that happened more likely a bit after approaching instruction signs in tutorials


  • Fixed a crash related to vehicle physics


  • Fixed TLF 4th Armored Brigade battlegroup having too many MBTs when on defense


  • Fixed several skirmish layers where too many vehicles were spawning in

Map Updates & Bug Fixes

Manicouagan


  • RAAS v2 - Fixed CRF not being available


See you out there!

Continue reading...
 

Update 9.0 FAQ

Welcome to Update 9.0's Frequently Asked Questions! We've put together answers from the dev team to some of the most frequently asked questions we've started to see coming from the community. If you missed it, we released Update 9.0 this past week, moving from Unreal Engine 4 (UE4) to Unreal Engine 5 (UE5), with a whole list of changes to Squad. You can read all of the patch notes here.


Note that the below does not encapsulate every question we've seen bubbling up from the community—some require more input from other members of the dev team, and some are still being investigated. We will continue to update this FAQ in the coming weeks, as Update 9.0 is a major, major update to Squad.


If you have further questions, hop onto our Discord and provide feedback and bug reports! You can join the Squad Community server here.


Now, without further ado, let's get started with Update 9.0's FAQ!


What steps do I need to take before loading up the update?


  • Make sure you update your graphics driver to the latest version.


  • Make sure you update Windows to the latest version.


  • Please clear your cache if you are updating from the UE4 version of Squad to the UE5 update.

How do I clear the cache?


  • We highly recommend that all users updating from the UE4 version of the game to UE5 to clear their cache.


  • To fully clear Squad’s game cache outside of the game, locate INSTALLDRIVE:\\Users\\USERNAME\\AppData\\Local\\SquadGame and delete the ‘Saved’ folder.

I have issues launching the game (or with an infinite load issue). What are some steps I can take to help resolve these issues?


  • Please remove all mods before launching this update for the first time. Some Squad mods have yet to be updated and released for UE5, and if they are still pointing to the UE4 versions, the game will not load.

Does my hardware meet the minimum requirements for this update?


  • Please refer to the updated specs for Update 9.0 on the store page here.

What is the minimum VRAM required to play Squad?


  • The minimum required GPU to play Squad is a GTX 1060 or RX 580 with at least 6GB of VRAM.

Does the UE5 / 9.0 Update support Linux?


  • Squad doesn’t have a native Linux build, but can be played through Proton. The challenge with Proton is anti-cheat. EAC has Linux support, and we do our best to integrate the latest updates as needed. Sometimes, we miss a step there as we don’t usually test on Linux clients, so we appreciate the Linux gaming community reporting any issues. The best place to provide feedback and bug reports is on the Squad Community Discord.

Does the UE5 / 9.0 Update support DX11?


  • No, DX11 is no longer supported in Update 9.0 and onwards because it does not support Shader Model 6, which our new rendering features rely on.

Should I use the same graphics settings I used in UE4 Squad in UE5?


  • Several settings categories have been added, removed or changed with Update 9.0. Almost all of them do things differently to some extent. Visually, “medium” settings in UE5 are better than “epic” was on UE4. The high and epic settings on UE5 are meant to fully utilize the power of modern GPU generations released in the last couple of years. They may be some performance issues with older hardware. The “defaults” button runs a benchmarking algorithm on your GPU to determine sensible defaults for your hardware. This should be used as a starting point.

What are some settings I can tweak to improve performance for my machine?


  • We strongly recommend that you tweak your graphics settings after updating to Update 9.0, as our upgrade from UE4 to UE5 has changed how those settings work. Visually, the “Medium” setting in UE5 provides higher quality than the “Epic” setting on UE4. The "High" and "Epic" settings on UE5 fully utilize the power of the modern GPU generation and are not recommended for previous GPU generations.


  • Please use the “Defaults” button in the Graphics Settings menu as a starting point. It will run a benchmarking algorithm on your current GPU to determine recommended defaults for your hardware. From there, you can tweak your upscaler resolution settings to get better quality vs performance. Finally, you can further tweak settings if desired by lowering demanding settings like Shadows and Global Illumination Quality.

Does the new UE5 update use Lumen?


  • No, we do not currently use Lumen. We use a custom solution that allows us to have a more performant version of Global Illumination, while still meeting the visual goals of the game.

How do I fix textures not loading and/or popping?


  • Textures being temporarily low quality, especially noticeable on VFX for the first time they are playing, is a compromise we have taken for now. A goal with UE5 was to reduce hitching. We found that some hitches were caused by some effects having very high-resolution textures that were getting loaded. We made that loading spread over time and not stall the game anymore. As a result, there is visual degradation in the beginning. This will get resolved as we optimize the VFX.

I’m noticing that there are sometimes long load times on first launch. What is causing this issue?


  • The game now pre-compiles shaders on load to avoid hitching while playing. This is most significant when loading into the first map and won’t be needed after. Shaders are stored locally. They will only get recompiled when the GPU driver gets updated. All regular load times are reduced compared to UE4.

Help! My issue isn’t listed here. Where can I go to report my issue or get support?


  • Please join our Squad Community Discord, and you can provide feedback HERE or bug reports HERE.

Continue reading...
 

Squad 9.0.1 - Patch Notes

Hello Squaddies,


Today we have released the 9.0.1 Hotfix for Squad. Here are the issues that were addressed. We are aware that there are other issues ongoing, and we will continue to work towards resolving those as soon as we can.


System & Gameplay Updates

  • Adjusted some vehicle turrets' minimum depression angle, allowing them to aim farther downwards

Bug Fixes

  • Fixed missing movement sounds for new "jog/walk" left + right animations


  • Reworked AT launcher reloading to address reload bugs, please report any remaining issues


  • Fixed using the Second Tour Pack’s M4/M4A1 Field Mod skin on an M4/M4A1 with an M68 scope attached resulting in a ring in the scope while in ADS


  • Fixed the music player and Infantry Tutorial buttons missing from the Main Menu


  • Fixed unusable scope on CAF HAT's Carl Gustav when using HE rounds


  • Fixed a crash when switching to Low quality mode while using TSR for AA or upscaling


  • Fixed an “array out of bounds” client crash


  • Fixed Skirmish layers allowing players to vote for broken RGF and USA Light Infantry battlegroups


  • Fixed commendation rank increases not immediately showing up on round end scoreboard - an animation will not play to show the rank increase


  • Fixed the right tracks on the CAF M113A3 not animating


  • Fixed clipping into terrain after vaulting onto front tire of a Minsk bike


  • Fixed CRF M1151 wreck using the wrong texture


  • Fixed tracked vehicles playing "gravel" SFX at match start, and occasionally when stopped


  • Fixed AT mine placement ghost sometimes flickering red while trying to place mine


  • Fixed reflex sights being blurry / noisy when using upscaling


  • Fixed various visual issues with reflex sight lenses when looking at smoke, high contrast scenes, or dim scenes


  • Fixed some reflex sights being washed out and hard to see in bright conditions and overly bright in dark conditions


  • Fixed some issues with shadows in picture-in-picture (PiP) scopes


  • Fixed the M1126 M240 Woodland APC allowing weapons with lower penetration than Armor Penetrating rounds (such as autocannon Fragmentation rounds) to damage the vehicle


  • Improved auto exposure behaviour when entering / exiting ADS with a PiP scope


  • Fixed several CRF vehicles using the wrong wreck model / texture


  • Fixed USMC LAT/Medic/Rifleman weapon name not showing up in Deployment Screen


  • Fixed Mi-17 Helicopter becoming invisible when viewed from up close, from specific angles


  • Fixed Lee Enfield Iron Sight Bolt Action Rifle zeroing not being correct for 200m, 300m, 400m


  • Removed the Sapper role commendation. All Sapper commendations now count toward the Engineer


  • Fixed the GFI UH-1H Helicopter having the wrong wreck texture


  • Fixed GFI's M1151 variants showing the USA/USMC wreck when destroyed


  • Fixed GFI soldier berets, helmets and rally points showing the old MEA logo


  • Fixed BAF LPPV RWS + FV432 L37A2 RWS gunners missing some reticle elements when zoomed in


  • Fixed some hitbox issues on M1A1 and M1A2 MBT tracks


  • Fixed the GFI Combined Arms battlegroup having 2 BMP-2 spawns rather than 1, as intended


  • Fixed Minsk bikes being pushed too far when using the "push" functionality (under vehicle reset), and Quad bikes missing this functionality


  • Fixed vehicles that can fire multiple ATGMs as part of one “magazine” (eg. Spandrel, ZBL08) only being able to resupply their ATGM ammunition when all shots have been fired; can now resupply ATGM ammunition regardless of number of shots left


  • Fixed USMC Light Infantry SL having no weapon name on the deployment screen


  • Fixed a bug where the WPMC M1117, CPV, and modern technical showed broken textures when using 'dark black' vehicle paint


  • Fixed CAF LUV A1 Transport and Logi vehicles missing the “push” functionality


  • Fixed PLANMC Raider having the wrong weapon icon on Deployment Screen


  • Fixed CAF LAV C6 RWS Desert variant using wrong hull decoration


  • Fixed cables clipping windshield on the Simir car


  • Fixed commendation ranks displaying incorrectly in Chinese and French


  • Fixed multiple translation issues


  • Fixed some vehicle turrets being able to damage their own vehicle

Map Updates & Bug Fixes

Anvil



  • Fixed an exploitable wall section

Al Basrah


  • Seed v2 - Added bots to seeding layer

Chora


  • Fixed landscape filling in under bridges

Fallujah


  • Skirmish v1 + v2 - Fixed a bug where the main bases for both teams were missing ammo crates

Goose Bay


  • Fixed the underwater effect appearing on land in certain locations


  • Frozen lakes on the map now show proper reflection captures

Harju


  • Fixed missing grass tiles and broken collision on certain types of trees

Known Issues

  • Missing tint on PiP scopes

Continue reading...
 

Letter from the Squad Leader - August 2025

Hello Squaddies,


September is upon us, which means 9.0 is coming very soon. I’m back with a few updates, a sneak peek, and something exciting we’ve been working on.


SQ-SITREP.

Let's talk about 9.0. Over the past months, many of you joined our playtests, shared feedback, and helped us shape this release. Thanks to your efforts, 9.0 has become the most thoroughly tested update in Squad's history. Together, we've uncovered and resolved long-standing issues and strengthened the game's foundation during this huge engine upgrade milestone.


We know there will always be more to refine and improve, but our goal is to give you 9.0 imminently so everyone can finally experience the game we're building together.

We're excited to get it in your hands, establish a new solid baseline for Squad, and continue shaping the game for the future.

Here's what you'll find added into 9.0:


  • Commendations system


  • Ground Forces of Iran


  • Unreal 5.5 integration (with a lot of performance optimization work)

Looking beyond launch, we're excited to share that we will start prototyping the new Territory Control Rework soon and hope to start playtesting it early next year. More progress on UX updates continues as well. For 9.0, there will be some Main Menu updates, and for 10.0 later this year, we plan to improve the Store / Customization pages. The party system is also well underway.


607e8350bdfc040897ba214d94a36a3a184866fc.png


BATTLEFIELD BRIEFING.

Before I wrap up, I want to talk about something that isn’t yet on the showcase. A brand new co-op PvE gamemode we have been working on.

It was conceptualized and prototyped at Offworld's 2024 Company Summit. We give our teams a week to prototype bold ideas or work on things they might not normally have time to–a week of innovation and exploration.

A small team created a PvE mission in Fallujah. The objective was to destroy three ammo caches in a compound with one Squad against AI bots.


We discovered something special - a familiar Squad experience with teamwork, tension, and tactical play - without the head-to-head pressure of PvP.


It opened the door to something new: a way to expand Squad, while staying true to its core.


PvE has the potential to:


  • Provide a different experience for players who enjoy the Squad's teamwork but prefer PvE play over PvP.


  • Create opportunities for modders and mission makers to expand scenarios in fresh directions.


  • Welcome new players into Squad in a more approachable way.


This mode is different from our traditional 50v50 PvP, and we believe the best way to shape it is together with you. So stay tuned for public playtests, devblogs, and more detailed information.

To finish off, here are some screenshots from the Eastern European Biome rework. It’s coming along quite nicely!


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Thanks, Squaddies!


- Howitzer

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Server Browser Spoofing Update - August 2025

Hello Squaddies,


We’d like to take a moment to address an issue with the server browser that many of you saw over the weekend.

We've been monitoring this spoofing issue for some time. While our original plan was to address it after the release of 9.0, recent events made it clear that we need to act sooner. Work on 9.0 continues, but we've also shifted resources to work closely with the community to deliver a fix for this problem in the next update.

We will also be posting August’s Letter from the Squad Leader later this week giving some more general updates.

See you in the next one!


Thanks, Squaddies!


\[O] Howitzer

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Celebrating Offworld's 10th Anniversary

“Attention Squadies, announcement incoming!”

Listen up, Squaddies. Offworld's hit the big 1-0 and is celebrating with a publisher sale from July 31st to August 3rd. Get Squad, Squad 44, Starship Troopers: Extermination, and Beyond the Wire for 50% off. That's right, all of Offworld's titles are 50% off to celebrate our 10th Anniversary!

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This is a big year for Squad, as we are working towards moving the game into Unreal Engine 5. Read the latest Letter From The Squad Leader HERE, and join the Squad Discord to discuss all things Squad.

Offworld Out.

───

https://store.steampowered.com/app/393380/Squad/

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LETTER FROM THE SQUAD LEADER - July 2025

Hello Squaddies,


July is almost over! This time around, I have a SITREP and a Battlefield Briefing. We’ll cover a lot, and I’m excited to expand these letters over time.

SQ-SITREP.

Following feedback from the "final" 9.0 Unreal Engine 5 playtest, I released an update last week outlining our plan to revise release timelines. In this Letter from the Squad Leader (LFTSL), I will cover where we are at with that and the general plan.

Including v9.0, we had 4+ releases planned for this year, yet we have only released one hotfix. July is almost over, and as always, the end of the year will be upon us sooner than we think. Now that we are rethinking the 9.0 timeline, what does this mean for the releases later this year? We have merged some of the smaller updates we had planned after 9.0, leaving us with two major releases before the end of the year, with v9.0 and v10.0. Each contains large pieces of content, features, and improvements. This new plan gives the team two solid releases to focus on and allows some room between v9.0 and v10.0 if we need to hotfix.

All this shifting around will give us a few more opportunities for Public Tests with Unreal Engine 5, allowing us time to iron out the creases with this engine update. We will keep everyone updated on timelines in the next LFTSL in August.

SQ-BATTLEFIELD BRIEFING.

So… In the last Letter, I mentioned I’d touch a bit more on other things we have in development outside Unreal Engine 5 and v9.0. There have been several public-facing roadmaps in Squads' history, and we’d like to try something like this again, with a few changes.

External factors change roadmaps all the time (like what just happened with v9.0), so rather than a concrete roadmap with dates and months, we will be presenting more of a “development showcase” (shoutout to Discord member IBIS for the suggestion). The “Next Update” section, believe it or not, will cover things coming in the next update! These are things we are more certain of showing up in the next update. The middle section, “In Progress”, will cover things we are actively working on, but we will not cover what release they are planned for, as that might change over time. The final section, "Planning," outlines concepts, with most currently in the early planning & testing stage. The items in this section are generally long-term plans and are not slated for the near future.


We will provide periodic updates and discussions regarding the showcase as its contents become more definite or items are added or removed.

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With an overview of the showcase complete, let's delve into some specific items. Ukraine's active player base is tied for the third and fourth largest. So, I’d like to announce that the Armed Forces of Ukraine will join Squads' lineup of factions later this year! Our Worlds team has also been working on updating and remastering our Eastern European Biome assets. This includes things like foliage, props, and buildings for that biome.


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Another item on the showcase is Commendations. This feature is very close to being finished. The Commendations system is a socially-driven progression system in which players gain the ability to give a 'commendation' to another player, giving them agency to recognize them for being good at playing their role, or being a good leader, teacher, or teammate.

As players receive commendations, they will progress down a track relevant to the type of commendation they've received, allowing them to unlock better versions of the commendation icons.

This icon will appear next to their name on in-game scoreboards, in-game HUDs, and anywhere that a role icon would normally appear. We will harness these icons as part of the first-time user experience and encourage newer players to seek out experienced players who other players have recognized as good leaders or teachers to mitigate the possibility of having a negative first-time experience in the game.

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So that wraps up this LFTSL. We’re all excited to start talking more about what we are working on and showing off things when possible. Expect to see more pretty much every month going forward.

See you in the next one!

\[O] Howitzer

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