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Squad 10.3 Patch Notes

Hello Squaddies, and welcome to Patch 10.3


We have a slew of great stuff for you in this Patch! 10.3 introduces new content for the PLA factions including modernized infantry weapons and iconic PLA vehicles, a new emplacement, and a static landing ship. It also introduces our first installment of Community-made map layers and the removal of Faction Restrictions. Get ready to play way more factions on maps that you have never seen before! We have also added gestures usage inside vehicles and emotes usage out of main base. And as always a number of bug fixes.





PLA Faction Additions


The PLA faction has been expanded to better represent modern Chinese combined arms warfare. This update introduces a new generation of PLA small arms, expanded mechanized and air assault capabilities, and full-scale amphibious operations. With modern infantry weapons, new armored and wheeled vehicles, utility helicopter, and a dedicated amphibious landing ship, PLA forces are now equipped to conduct rapid assaults across land, air, and sea. Distinct equipment sets further separate PLA, PLANMC, and PLAAGF, reinforcing their individual battlefield roles while strengthening the overall identity of China’s armed forces in Squad.


Overview

  • PLA now has access to new infantry weapons (QBZ-191 family) and new vehicles / emplacements. Support battlegroup are still using older infantry weapons.


  • PLAAGF retains use of the older infantry weapons (QBZ-95 family)


  • PLANMC now has access to new infantry weapons (QBZ-191 family). Support battlegroup are still using the older infantry weapons
Weapons

  • QBZ-191 Rifle

    • Multiple Variants including grip pod, suppressor, 3 types of optics


    • The centerpiece of the PLA’s "Integrated Soldier Combat System," the QBZ-191 replaces the bullpup legacy of the QBZ-95 with a conventional, modular design focused on superior ergonomics and rail-mounted versatility. Several variants including configurations with reflex sights, magnified scope, grip-pods, suppressor—it serves as the new standard-issue workhorse across all primary roles, from Squad Leaders to Medics.


  • QBZ-192 Carbine

    • Multiple Variants including grip pod, suppressor, 3 types of optics


    • The compact carbine variant of the QBZ-191 series, the QBZ-192 is engineered for maximum maneuverability in confined spaces without sacrificing the stopping power of the 5.8mm cartridge. With its shortened barrel and optimized ergonomics, it serves as the primary defensive weapon for vehicle crews and specialized support roles, offering a lightweight, high-performance solution for high-intensity, close-range engagements.


  • QBU-191 Designated Marksman Rifle

    • 2 Variants


    • Built on the same modular architecture as the QBZ-191, the QBU-191 DMR features a cold-hammer-forged long barrel and integrated bipod for sustained long-range precision. Equipped with the QMK-191 high-magnification optic, it provides the Marksman kit with a sophisticated tool for suppressing threats at extended distances.


  • QCW-05 Sub Machine Gun

    • 4 Variants


    • A compact, bullpup PDW (Personal Defense Weapon) optimized for high-capacity suppression and stealth operations. Featuring a unique 50-round quadruple-stack magazine and a high rate of fire, it provides exceptional firepower in close-quarters engagements.


  • QJB-201 Light Machine Gun

    • 2 Variants - Irons and Magnified Optic


    • A modern, belt-fed squad automatic weapon designed to replace the magazine-fed QBB-95, providing a significant increase in sustained suppressive fire. It features a dual-feed system and high-capacity 100-round belts, allowing Automatic Riflemen to maintain fire superiority during high-intensity engagements while utilizing the ergonomics and rail-mounting capabilities of the new weapon family.


  • QJY-201 General Purpose Machine Gun

    • 2 Variants - Irons and Magnified Optic


    • Chambered in the powerful 7.62x51mm NATO-equivalent cartridge, the QJY-201 serves as the PLA’s modernized General Purpose Machine Gun (GPMG), offering superior range and stopping power over previous squad-level arms. This belt-fed system utilizes a lightweight, ergonomic design and integrated bipod, providing the Machine Gunner kit with a highly portable platform for delivering devastating sustained fire across long distances.


  • QLZ-87 Heavy Grenade Launcher

    • 2 Variants - Irons and Magnified Optic


    • A unique, man-portable automatic grenade launcher that grants infantry squads high-mobility explosive fire support. Utilizing a 6-round drum and integrated bipod, it allows a single operator to engage grouped infantry and light vehicles at medium to long range with 35mm high-velocity grenades while maintaining the ability to rapidly reposition during an assault.

Optics

  • QMK-171A Rifle Scope - used on QBZ-191/QBZ-192 Rifles

    • The QMK-171A is a modernized 3x fixed-power prism sight that serves as the standard-issue optic for the QBZ-191 infantry family. Optimized for the "Integrated Soldier Combat System," it features a high-clarity reticle with built-in bullet drop compensation (BDC), providing infantrymen with enhanced target acquisition and lethal accuracy at medium-to-long ranges compared to traditional iron sights or older legacy optics.


  • QMK-191 DMR Scope - used on QBU-191 DMR

    • 3-12x Magnification


    • Designed specifically for the QBU-191 Designated Marksman Rifle, the QMK-191 is a 3-12x variable-power scope optimized for long-range precision. It features a specialized reticle with integrated ranging tools and sophisticated elevation adjustments, allowing marksmen to identify and neutralize high-value targets at distances well beyond the reach of standard infantry sights.


  • QMK201 LMG Scope - used on QJB-201 Light Machine Gun

    • A specialized 3x magnification prism optic tailored for the QJB-201 Light Machine Gun to maximize the effectiveness of sustained suppressive fire. Featuring a wide field-of-view and a high-contrast reticle, it allows the Automatic Rifleman to maintain superior situational awareness while delivering accurate, long-range bursts against entrenched enemy positions.


  • QMK201 LMG Scope - used on QJY-201 General Purpose Machine Gun

    • The QMK-203 is a ruggedized, 6x magnification optic purpose-built for the QJY-201 General Purpose Machine Gun to ensure accuracy at extreme ranges. Engineered to withstand the heavy recoil of 7.62mm sustained fire, it features a specialized reticle designed for rapid target acquisition and long-distance ranging, allowing the Machine Gunner to effectively suppress enemy movements and light vehicle assets at medium to long distance engagements.


  • YOLOSON LH510S Reflex Sight - used on QBZ-191/QBZ-192 Rifles

    • A high-performance, non-magnified reflex sight designed for CQB. Featuring a wide, clear aperture and a sharp illuminated reticle, the LH510S provides infantrymen with maximum situational awareness and "both-eyes-open" shooting capability, making it the ideal choice for high-speed urban operations and point-blank engagements where speed is the deciding factor.

Emplacements

  • QLZ-87 Heavy Grenade Launcher

    • The tripod-mounted configuration of the QLZ-87, optimized for defensive fortifications and sustained area denial. This variant utilizes a larger 15-round drum and a stabilized mounting system, significantly increasing accuracy and volume of fire over the hand held variant, to create a formidable weapon against enemy infantry and open top vehicles.

Vehicles

  • Lynx 8x8. Fast, unarmed amphibious light tactical vehicle intended for transport and rapid deployment.

    • Available on the following battlegroups:

      • PLA: Air Assault, Light Infantry, Support


      • PLAAGF: Amphibious Assault, Support


      • PLANMC: Amphibious Assault

    • Transport Variant: Configured with seating for a full infantry squad, providing high-speed insertion capabilities for flanking maneuvers and objective-capturing in difficult terrain.


    • Logistics Variant: A dedicated supply platform capable of ferrying critical ammunition and construction materials to forward positions that are inaccessible to standard logistics trucks.


    • Fire Support QJZ-89 HMG: Equipped with a heavy machine gun, this variant transforms the agile Lynx into a mobile suppression platform, ideal for harassing enemy flanks and supporting light infantry advances.


    • Fire Support QLZ-87 AGL: This formidable fire-support configuration integrates the QLZ-87 automatic grenade launcher onto the agile 8x8 Lynx chassis. It provides the PLA with a highly mobile "infantry artillery" platform capable of delivering rapid, high-velocity 35mm explosive fire to suppress enemy positions and clear buildings, all while maintaining the ability to relocate instantly across rugged terrain.


  • ZSD-89 Tracked APC

    • Amphibious tracked personnel carrier for mechanized infantry support.

      • Available on the following battlegroups:

        • PLA: Armored


        • PLAAGF: Amphibious Assault, Armored, Combined Arms, Mechanized

      • ZSD89 (Open Top HMG): The standard personnel carrier configuration, equipped with a 12.7mm heavy machine gun for self-defense and infantry suppression during troop delivery.


      • ZSD89 (Open Top QLZ-87): A specialized fire-support variant featuring the 35mm automatic grenade launcher. This configuration provides mechanized squads with a high-mobility "explosive punch" to clear buildings and suppress enemy movement.


      • ZSD89 (30mm Autocannon): A lethal upgrade that equips the chassis with a 30mm autocannon, transforming the APC into a light infantry fighting vehicle capable of engaging enemy light armor and fortified positions.

  • WZ-551 Wheeled IFV. Amphibious wheeled infantry fighting vehicle equipped with a 25mm autocannon and fully modeled interior.

    • Available on the following battlegroups

      • PLA: Combined Arms, Motorized

    • ZSL-92 APC Open Top HMG: The basic troop transport variant, equipped with a 12.7mm heavy machine gun. It prioritizes infantry capacity and speed, allowing squads to reach objectives quickly while providing basic self-defense and suppressive fire.


    • QLZ-87 Open Top Variant A specialized modernization variant that replaces the standard HMG with the QLZ-87 automatic grenade launcher. This configuration transforms the WZ551 into a mobile area-denial platform, capable of raining 35mm high-velocity explosives downrange to clear infantry-heavy zones while benefiting from the protection and mobility of the armored 6x6 chassis.


    • ZSL-92B IFV (30mm Autocannon): A modernized infantry fighting vehicle variant featuring a 30mm autocannon and 7.62 cupola machine gun. This configuration allows motorized units to engage enemy IFVs and fortified positions directly while maintaining the high mobility of a wheeled platform.

  • Z-9A Utility Helicopter. A modernized utility helicopter that serves as the primary aerial transport and logistics platform for PLA air units. Its sleek, aerodynamic design allows for the swift insertion of infantry squads and FOB radios into contested landing zones.

    • Available on the following battlegroups:

      • PLA: Air Assault, Combined Arms


      • PLAAGF: Amphibious Assault, Support.
Amphibious Warfare Expansion

  • PLA Type 071 Amphibious Transport Dock

    • New amphibious main base enabling large-scale invasion gameplay for PLAAGF and PLANMC.

  • New Invasion Layers. Sanxian Islands, Skorpo, and Goose Bay now feature amphibious assault layers launched directly from the 071.





Community Design Team Updates


Faction Restrictions Update:


  • Updated faction restrictions on all gameplay layers, so now any faction can fight against any other faction, and there are less biome restrictions across all maps.

    • War Games

      • Server owners can now configure an option to enable / disable faction alliance restrictions.


      • Restrictions will still be in place for same faction vs same faction team, i.e., United States Army vs United States Army is still not allowed (as there is no identifier to see who is friend or foe)

    • Biome Faction Restrictions:

      • These are the remaining biome restrictions in place for v10.3:


      • Afghanistan / Central Asia RESTRICTED:

        • CRF


        • IMF

      • Middle East RESTRICTED:

        • CRF

      • Eastern Europe RESTRICTED:

        • CRF


        • MEI

      • Northern Europe RESTRICTED:

        • MEI


        • GFI


        • CRF

      • North America RESTRICTED:

        • MEI


        • GFI


        • IMF

      • Asia RESTRICTED:

        • CRF


        • GFI


        • MEI


        • IMF


Community Layers:

  • Added 4 new map layers that were designed by the community. These layers are the first of hopefully many that are going to be implemented in every major patch that we do going forward. It may take us a little time to get our feet under us, but there will be a way to submit your own Layer suggestions to us for Community Voting each patch.

    • Sanxian RAAS v3 _CL


    • Al Basrah AAS v3 _CL


    • Harju RAAS v3 _CL


    • Manicouagan Seed v2 _CL

To check out how each of these Layers were planned out, you should have a look at Community member Sharkman's new tool. Many of you will know him from his creation of SquadCalc, and Squad Guessr!

https://build.squadcalc.app/

We would also like to thank AidanHoff, EyeoftheHawks, MyEggo, Logano, Schmeckles, Sasi, Vohk, Gangry and Dragoon, along with Sharkman for helping with these initial Community Layers. It would not have been possible without your help!

Soldier Locomotion:

  • Increased the minimum fall height required to trigger fall damage.





New Weapon Skin Pack


Dragon Pack ($11.99 USD)


Includes eight cosmetic items for the PLA and PLANMC factions:


  • Desert Profile - QBZ-191 and QBZ-192 Rifles for desert maps


  • Forest Profile - QBZ-191 and QBZ-192 Rifles for woodland maps


  • Desert Mantis - QBU-191 Marksman Rifle for desert maps


  • Forest Mantis - QBU-191 Marksman Rifle for woodland maps


  • Desert Patrol - QCW-05 SMG for desert maps


  • Forest Patrol - QCW-05 SMG for woodland maps


  • Desert Ambush - QJB-201 LMG and QJY-201 GPMG for desert maps


  • Forest Ambush - QJB-201 LMG and QJY-201 GPMG for woodland maps


44e072c9ee0ee9f87caa65b8ca6483e84d69ef79.jpg


d8a548bd2e334689a00f5dbd94445af9c6705e72.jpg


cd8d296827a401ae258d3abe98ee0a9ad44c6284.png


7bc7e8f0a3f5a46e51cde7be3c6c8ddbd3ac156c.png





Fireteam Updates


Quality of Life Features:


  • Scoreboard - Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam!

Bug Fixes:

  • Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text.


  • Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? Yes…


  • Added a server.cfg config option - AllowFireteamLayersInRotation - to servers to allow coop layers to be included in layer rotations but defaulted to off


  • Fixed a bug that could cause an “Invalid Password” crash when hosting a private Fireteam server while connected to a passworded PvP server

Experimental Missions:

We will be leaving the Experimental Missions in for the February update. However, In the March update we will be removing all the current Experimental Missions for review and reassignment. So play them while you can!


Upcoming Missions:

We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).


  • Fireteam Free Tier Mission \[+2 Missions]

  • Sand in your TOWs (Pacific Proving Ground) - A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you.


  • Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back.



  • Fireteam Paid Tier Mission \[+1 Mission]

  • Waves of Thunder (Sanxian Islands) - The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within.





Emotes Outside of Main Base


All Emotes now can be used outside of Main and during Forward Staging!


  • In order to keep the gameplay fair, all emotes outside of Main will only play in first person


  • Emotes can now be used from the crouched stance (the character will change stance automatically)


Passenger Gestures in Vehicles

Gestures can now be used by vehicle passengers in rear compartment seats:


  • Troop seats in trucks and helicopters


  • Rear compartment seats in light armored vehicle


  • Open passenger seats on quads, bikes, technicals and boats

Note: Overwatch, Move Out, Cease Fire, and Disregard gestures cannot be used in vehicles






System & Gameplay Updates

  • Weapon magazines in the HUD will now visually deplete, making ammo reserves more visible at a glance, especially for colorblind players.


  • Single-shot weapons and other items now have a variety of unique icons to represent remaining uses in the corner of the HUD instead of the standard rifle magazine icon.


  • Updated all Battlegroup icons to use stylized icons instead of NATO map symbols.


  • Implemented M121 Mortar firing animations for the M1064A3 Mortar Carrier


  • Added the zoom functionality to the IMF's ZiS-3 field gun emplacement


  • Added new MG3 close firing sounds


  • Added new TLF SOR109 SMG close firing sounds


  • Added new M2 50cal HMG close and mid firing sounds


  • Added new DSHK HMG Close and Mid firing sounds


  • Added new RPD close firing sounds


  • Added new Vz61 SMG firing and foley sounds


  • Added new Makarov pistol firing sounds


  • Updated the RGF LAT1 (with RPG7) to include Binoculars in their kit inventory.


  • Adjusted RPD recoil to be less, more in line with similar machine guns.


  • Improved SquidBots vision systems. SquidBots should now be more successful at spotting targets in windows and behind fences.


  • ⚙️Added new server settings for changing Match Staging time on AAS, RAAS, TC and Match Start time on Skirmish:

- PrepTimeStandard: Time for each team to prepare before the match starts (Staging duration). This doesn't affect Invasion, Insurgency, Destruction, or Skirmish. Limit 60-300(s).

- PrepTimeSmallScale: Time for each team to prepare before the match starts for game modes like Skirmish. Limit 60-300(s).






General Bug Fixes

  • Fixed a bug with USMC AAVP7A1 APC exit points caused players to get stuck


  • Fixed the AFU C90 stadiametric rangefinder not working properly


  • Fixed zeroing and stadiametric rangefinder on the PSO1 Scope for SVD Marksman Rifle


  • Fixed a bug where the IMF AS-VAL rear iron sight looked too narrow, making it difficult to aim.


  • Fixed the frame skipping when swapping the aim positions for the PLANMC ZSD05 Logistics QJY88


  • Fixed the BMP-1, BMP-2M, BMP-3M, BMD-4M, BTR-4, and BMP-1TS weapons not following vehicle weapon slot type standards


  • Fixed a visual issue with the VDV BMD-1M and BTR-D track texture displaying incorrectly


  • Fixed a texture issue on the SDO Scope for the USMC faction


  • Fixed a bug with the USMC SL underslung grenade launcher item’s switching animations


  • Fixed a visual issue with AFU Mi-8MTV-5 Helicopter which had a misspelled word on the tail of the helicopter.


  • Fixed a bug where the BRDM-2 commander character was not animating left and right with the periscope traversal


  • Fixed a bug with the “Crash Test” weapon skin where the magazine tape appeared to be inverted


  • Fixed an issue with AFU soldier poses


  • Fixed AFU Stugna-P ATGM Control Unit (laptop) not having projectile collision. Rifle bullets will still penetrate the screen and hit players using the laptop.


  • Fixed a bug where players would be teleported when un-deploying the bipod on the IMF Hull Down and Observation Tower fortifications


  • Fixed Destruction game mode layers showing inconsistent descriptions during staging


  • Fixed the QLZ87's firing animation and first-person weapon inspection animation


  • Improved bullet hit sounds on armored vehicles


  • Fixed a bug where the WPMC M14 Rifle + Meupold Scope’s ranging at 900m to 1,000m was unreliable


  • Fixed the bug where players could flip some MBT by running into them


  • Fixed the vehicles flipping into space when driving under low surface or trees


  • Fixed the bug where tracked vehicles had little to no lateral friction on slopes preventing acceleration

Map Updates & Bug Fixes


Al Basrah



  • Added AAS v3_CL, Community designed layer


  • Fixed a broken material displaying dirt rather than a layer of tiles and dirt on the Terminal building at grid E5-3-9

Black Coast


  • Added Invasion_v3 layer


  • Fixed a bug where some rocks were missing backface.

Chora


  • Fixed missing end of wall section

Goose Bay


  • SQ-38793 - Grounded the floating tree


  • Added Invasion v2, PLA naval invasion layer

Gorodok


  • Added Invasion_v3 layer

Harju


  • Added RAAS_v3_CL, Community designed layer

Manicouagan


  • Added Seed_v2_CL, Community designed layer

Sanxian


  • Added Invasion_v3, PLA naval invasion layer


  • Added RAAS_v3_CL, Community designed layer

Skorpo


  • Added Invasion v3, PLA naval invasion layer





Mod SDK Update


A SQGameModeEntry blueprint struct layout was changed, reordering some of its existing properties and adding new ones, related to the changes in regards to being able to use emotes outside of main base and allowing to change the staging phase length via a server setting.

This change will require all mods that use a custom game mode data table in their layer data assets to be recooked, as this struct is used as data layout template for those data tables. Mods that are using custom game mode tables could cause a crash upon the game start if not recooked.


Known Issues

  • PLA and PLAAGF can now fight each other, despite sharing the same uniform, making identifying friend/foe difficult. This will be resolved in a future update.


  • The MINSK bike received some accidental tuning that it was not meant to receive. This will be fixed in a Hotfix that will be sent out after the 10.3 update. The Minsk is usable, its just not in the correct state.


OFFWORLD OUT!

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Squad Commander Edition is 60% off for PVP Fest!

Squaddies!


We're taking part in the Steam PVP Fest sale! From February 9th - 10 AM PT (GMT-7) and running until February 16th, 2026 - 10 AM PT (GMT-7), save 60% off on Squad Commander and ULTIMATE Editions! Join your fellow Squaddies and check out the latest in Squad:

Offworld Out.


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

Continue reading...
 

Squad: Fireteam Sitrep - January 2026

Hello Squaddies!

Howitzer back with a Fireteam Update! This time we’ll cover some modded mission adventures and what more to expect from Fireteam in Squad’s next update.

Modding

In December's update, we mentioned that modded missions had already started to turn up in the Steam Workshop. After our holiday break, we decided to pick a handful of modded missions to play through as a team. We had an absolute blast! It’s incredible to see some of the crazy things modders are doing with Fireteam. We want to make this a regular thing for us to do to see what the community is up to.\

[/p]

We recommend these two by Harryhoot1. You’ll definitely need a full team of 5 to take these on.


Operation Boreal Guard
https://steamcommunity.com/sharedfiles/filedetails/?id=3624269456&searchtext=
Operation Ashfall

https://steamcommunity.com/sharedfiles/filedetails/?id=3626020773&searchtext=

This is a little playthrough summary we made of Boreal Guard. It was an action packed operation. Well paced and very hectic at points. Also just to point out this was just one playthrough. Subsequent playthroughs may very well play out differently depending on how the mission was made!


e0d7505eee43dfebee932009034c2b4dc3e15cc0.png



  • 1 & 2 - We had to defend our position from an RGF push.

  • 3 - We advanced forward in some vehicles we acquired and destroyed a mortar cache.


  • 4 - We headed into the village from the north to support friendly troops that were there. We encountered pretty stiff resistance here! As several counter attacks took place.


  • 5 - Heading out to the last objective, we took vehicles and B-Lined it to the objective through a lot of enemy resistance. Rather than dealing with them, we just drove through in our vehicles.


  • 6 & 7 - After some light resistance we finally got to the objective! Mission over.

The whole thing took around 35 minutes. A great time! Go check it out!


Quality of Life Features

Scoreboard
- Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam! Check out the image below to see what that looks like.

dd3e3dcdf366d438149f8c487ae8c52ce87e05bb.jpg


Bug Fixes

  • Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text.


  • Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? yes…

Experimental Missions

We will be leaving the Experimental Missions in for the February update. However, In the March update we will be removing all the current Experimental Missions for review and reassignment. So play them while you can!


Upcoming Missions

We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).

Fireteam Free Tier Mission \[+2 Missions]

  • Sand in your TOWs (Pacific Proving Ground) - A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you.


ac409327fb98c7e2c633439a97f7fec72b6fda5d.png



  • Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back.


4ae9c1402c84713c152ba7b236b3240c817ad363.png


Fireteam Paid Tier Mission \[+1 Mission]

  • Waves of Thunder (Sanxian Islands) - The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within.

76e8dee6f1c363d392056bebdedc27056b586ee2.png


Community Voted on Weapon Skin

The 'Makeshift' theme was the winner of the community weapon skin vote. We are currently developing a skin based on this theme and will show off the final design when it’s ready.


777c804b3d9774ff71840ccb86b142138634b33a.png


Thank you so much for playing Squad: Fireteam! See you in the next mission.

Continue reading...
 

Squad 10.2 Patch Notes

Hello Squaddies!

Welcome to Squad in 2026! Today we bring you Patch 10.2, containing multiple updates for Fireteam and a slew of bug fixes and optimizations for Squad overall.


The Community Development team have been hard at work as well with a couple of gameplay changes including changes to Heli timers and more. Read on to find out more!


General Optimizations

Mesh Streaming:
Memory use has been improved with an implementation of mesh streaming LODs for most static and skeletal meshes. This results in clients only keeping the minimum required quality level of meshes in memory and streaming in higher quality meshes as needed.


  • All vehicles now have LOD’s streamed on demand.


  • All soldiers now have LOD’s streamed on demand.


  • All weapons now have LOD’s streamed on demand


Fireteam Missions & Experimental Missions

10.2 brings new bug fixes, QoL updates and content for Fireteam!


Quality of Life Features:

  • The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button.


  • In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player.


  • All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective)


Please see this previous post for the full name list - https://store.steampowered.com/news/app/393380/view/507348444540568605?l=english

Bug Fixes:

  • Fixed the "FTL marker always visible" and "SL marker always visible" settings.


  • Fixed issue where ESC key does not close the Select Fireteam Pack screen.


  • Fixed issue where half of the squad did not have shadows - they are no longer vampires


  • The “Founder” tag in Fireteam server browser now reads as “Supporter”.


  • Fixed issue with free missions being unavailable when Epic Online Services has an outage.


  • Hid the “Close” button in the “New Round Screen” as it was redundant.


  • Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.


  • Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…


  • Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit.


New Missions:

  • Fireteam Free Tier Mission \[+1 Mission]

    • Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target.

  • Fireteam Paid Tier Mission \[+1 Mission]

  • Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland.


Something New - Experimental Missions:

We will also be launching a few new missions with the tag \[EXP]. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test!


  • \[EXP] Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles.
    Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this.


  • \[EXP] High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position.
    Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.



  • \[EXP] Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack.
    Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.



Community Design Team Updates

- Helicopter timing changes from 10 mins to 5 Mins

- Fall height threshold increased for causing damage

- Updated Transport ticket costs from 5 to 3

- Set all vehicle hulls to use Continuous Collision Detection (CCD)

- M1151 flip tuning adjustments increased flip threshold

- M1151 Light flip tuning adjustments increased flip threshold

- BRDM-2 flip tuning thresholds increased


System & Gameplay Updates

  • Added "Waiting For Host" text to the co-op victory/defeat screen so all players know that the host can select the next mission


  • Renamed all free and paid tier Fireteam missions with new stylistic names to reflect our ambition to make each mission unique and stand out


  • Added and changed several lines in the default Excluded Layers server config file so that the new and renamed Fireteam missions will not show up in layer rotation

General Bug Fixes

  • Fix the clipping issue on hands when holding certain grenades


  • Fixed effect volume slider not affecting vehicle burning sound.


  • Fixed the intensity of suppression and other depth-of-field blur effects scaling depending on the player's Resolution, Screen Percentage, Aspect Ratio, Upscaling, and Field Of View settings.


  • Fixed SPG9 AT Emplacement having no backblast damage.


  • Vehicles with closed turret tops should now display a turret icon whenever using a repair box


  • Fixed FV107 and FV432 woodland wrecks still using desert assets


  • Fixed the soft lock in deployment screen after switching teams


  • Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.


  • The music player will now track its paused state so as to not force play the song when adjusting volume if you had it paused


  • Fixed the gap that was appearing in the commander ability list


  • Armory weapon icons sometimes were shrinked sometimes


  • Fixed a visual issue with AFU Stugna-P ATGM Emplacement where you could see your own soldier without a head when looking at yourself using the Control Unit.


  • Fixed store screen forcing weapon skins into 2 columns causing the scrollbar to be offset by large amount


  • Proper emote will be played in emote screen in armory after you open it for the first time


  • Fixed AFU Rallypoint being stacked too high.


  • Armory - changed M110 weapon and skin preview to the suppressed version


  • Fixed Meupold MK4 scopes geometry disappearing in ADS view


  • Wrist weight issues are on all roles. Updated weights on all AFU soldiers. Submitted on CL 529274.


  • Fixed overlapping of Equipped Emote toast with Navigation Bar


  • Fixed incorrect AFU commander VO


  • Scope Update Rate Setting fixed


  • Landed helicopters no longer slide around if the pilot jumps out while the engine is still running.


  • Fixed AFU Battlegroups on Skirmish and Seed map layers having access to 2 HABs.


  • Fixed the tail rotors of many helicopters being too easy to break in a tail-strike landing.


  • Increased WPMC Radio FOB chatter to match other FOB's volume


  • Player is no longer killed whenever Stugna is destroyed through an explosive


  • Armory option 'Only show weapons with skins available' presented few weapons with no premium skins


  • Fixed some issues with name tag visibility.


  • Turret rotation sounds are now interpolated.


  • Fixed AK-74 Rifles animation not moving when switching the fire mode while aiming down the sights.


  • Mutaha Olive trees with corrected bullet collision behaviour.


  • Fixing the floating weapon when entering M1151 M2 series


  • Fix the deploy animations for the open turret


  • Fixed AFU MT-LB Logistics Vehicle costing only 1 ticket instead of 5.


  • Fixed M60T, M1128, M113 TLAV, TAPV weapons not following vehicle weapon slot type standards.


  • Fixed being able to always swap your kit in Fireteam missions, even if the vehicle or FOB had insufficient ammo for the swap


  • Fixed glass on Ural trucks partially blocking player's vision


  • Fixed blue tint on technical glass

Map Updates & Bug Fixes


Al Basrah



  • Fixed a broken material at the Terminal building

Black Coast


  • Fixed a couple of trees that were blocking a dirt road at grid I11-5-6

Chora


  • Fixed murder hole blocking projectiles on two compounds present on the map

Harju


  • Added ambient music

Sanxian Islands


  • Adjusted brightness of some foliage materials so they're not extremely bright


  • Fixed bots not being able to walk along seawall


10.3 is just around the corner with even more content and changes so stay tuned!


OFFWORLD OUT!

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Squad: Fireteam - End of Year Update from [O] Howitzer

Hello Squaddies,


A quick message from the Fireteam…team… before we all go on winter break.

We wanted to give a massive thank you to all Squaddies for your support, and valuable feedback on Squad's newest gamemode, Fireteam, since its launch.

It’s fantastic to see everyone playing, providing feedback and having fun. A few modded fireteam missions have also emerged already! In future Fireteam update posts, we definitely want to highlight what mods we have tried so you can try them out too! Check them out in the steam workshop by searching with the co-op missions tag. Link found here: Steam Workshop Link

We didn’t want to leave everyone hanging over the holidays not knowing what is coming up for Fireteam, so here is what to expect from Fireteam in the January update. We have a bit of everything. Content, QoL updates, bug fixing and more!


Quality of Life Features:


  • The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button.


  • In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player.


  • All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective)



Old Name


New Name



Sumari Search and Destroy


Back Alley Backstab


Fallujah Search and Destroy


Poseidon's Trident


Mutaha Combined Arms


Urban Bushwhacker


Narva Extraction


Deadly Crossing


Mutaha Search and Destroy


Gauntlet Safari


Narva Search and Destroy


Volatile Goods


Narva Assault Compound


Siege or Be Sieged


Harju Combined Arms


Coastal Crashout


Fallujah Extraction


No Shortcuts


Mutaha Extraction


Highway Fulcrum


Fallujah Vehicle Hunt


Rooftop Revenge


Mutaha Vehicle Hunt


Armored Eviction


Narva Vehicle Hunt


King of the Crossroads



Bug Fixes:


  • Fixed the "FTL marker always visible" and "SL marker always visible" settings.


  • Fixed issue where ESC key does not close the Select Fireteam Pack screen.


  • Fixed issue where half of the squad did not have shadows - they are no longer vampires


  • The “Founder” tag in Fireteam server browser now reads as “Supporter”.


  • Fixed issue with free missions being unavailable when Epic Online Services has an outage.


  • Hid the “Close” button in the “New Round Screen” as it was redundant.


  • Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.


  • Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…


  • Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit.


Upcoming Missions:

We will be adding two new missions to Fireteam. One into the Free Tier and one into the supporter pack. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).



  • Fireteam Free Tier Mission \[+1 Mission]

  • Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target.

272dd076dc242999f6ba41d9c5d443465cc29965.png



  • Fireteam Paid Tier Mission \[+1 Mission]

  • Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland.

6d090cc244ee05ba41fb4505ff91693fa2f4b83b.png


Something New - Experimental Missions:

We will also be launching a few new missions with the tag \[EXP]. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test!



  • \[EXP] Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles.
    Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this.


  • \[EXP] High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position.
    Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.



  • \[EXP] Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack.
    Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.



Community Voted on Weapon Skin

We are getting together a handful of themes for the community to vote on early next year. So stay tuned for that vote!


Thank you so much for playing Squad: Fireteam!


Have a great holiday break and see you in the new year.
- \[O] Howitzer

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Squad is 60% off this Steam Winter Sale!

Squaddies!


We're taking part in the Steam Winter Sale! From December 18th - 10 AM PT (GMT-7) and running until January 5th, 2026 - 10 AM PT (GMT-7), save 60% off on Squad!

Join your fellow Squaddies and check out the latest in Squad:

Offworld Out.


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

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A Message from Squad Command: Upcoming Roadmap from the Community Design Team

Hey Squaddies,

Below is the Community Development Team’s three-month roadmap beginning in January 2026. Several initiatives highlighted here directly address the top five categories of feedback from our recent player survey.


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While optimization efforts continue to be a major pillar for us, they will appear primarily in individual update patch notes rather than this roadmap. Rest assured, they remain a part of every update cycle.

A key component of infantry combat is how players move through and interact with the environment. We’ll be making adjustments to fall damage to make it more reasonable, improving stamina behavior, and restoring the ability for machine gunners to lean.


We also heard your concerns around suppression. Our goal is to reduce the impact of small-arms suppression while preserving the lethality and battlefield influence of machine guns, keeping them close to their current role.

Because gunplay is the heart of any shooter, we are continuing to refine it. You can expect improvements to ADS timing, reductions in weapon sway, and updated recoil patterns to create a more consistent and satisfying experience.

Finally, while we’re proud of the PiP scope technology we introduced and the industry-leading standard it represents, it will always come with a performance cost. To give players more control, we are rolling out a new scope standard, with PiP scopes becoming optional going forward.


We cannot wait to deliver on this roadmap and in the new year we will share more about the rest of the cool things the Community Development Team will be up to in 2026.

If you've missed out on the previous updates from the CDT, check out the updates from Squad Command, our progress reports #1 and #2, and update #3 below.

\[O] PMO out!


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Squad 10.1 Hotfix 2

Hello Squaddies,


We've released Hotfix 2 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.


  • Further refinement to the server browser: Hitches in the server browser should be significantly reduced, and the server list should populate a lot faster for most players.


  • Fireteam: Fixed mods in the create lobby menu appearing as "Unknown Mod". All installed mods will now appear in the create lobby menu - previously, only mods containing Fireteam missions would appear.


Known Issues

  • For some users, there still appears to be some sort of throttling issues when pinging many servers at once, which seems to be due to hardware or service-provider issues. These players will still see all servers, but with incorrectly increased pings, up to 9999. Maxing out the ping filter will allow those users to see all servers (and relatively quickly), but the ping displayed will not be reliable.


  • Some users may experience slowdowns using the Armory screen. If you are experiencing any issues, please restart your game client. This should help alleviate issues.


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

Offworld out!

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Squad Fireteam is available now!

Squad Fireteam is available now!


https://store.steampowered.com/app/4012030/Squad__Fireteam/Fireteam is Squad's new PvE gamemode that has launched with Update 10.1. This 5-player co-op PvE mode condenses the game’s most memorable moments into shorter, intense tactical missions. You can read all about it in our dev blog here.

If you haven't yet, you can catch our announcement trailer:

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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.

Squad Fireteam by default comes with 4 free missions for all Squad owners! Players can unlock additional missions and exclusive rewards by purchasing the Supporter and Founders Pack.


0efbd605b1c9903574dd131f08d022a6773b7d13.jpg


Fireteam comes with a variety of mission scenarios for Squaddies to choose from, such as Combined Arms, Search and Destroy, and more!

So 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. Experience Fireteam today!

Continue reading...
 

Squad 10.1 Hotfix 1

Hello Squaddies,


We've released Hotfix 1 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.


  • Addressed slow loading times and hitches in both the Fireteam and regular Squad server browsers.

With this hotfix, it may take a few seconds for the main server browser to fully populate. However, this should reduce the issues we had with the 10.1 Update.

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

Offworld out!

Continue reading...
 

Squad 10.1 Patch Notes - Fireteam

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Welcome back Squaddies!

This is a special update for Squad. Today, we are introducing our first foray into the PVE world of Squad with FIRETEAM! We also have some major changes to our Vehicle tuning, as well as an update to the AFU faction changing a lot of their sights and scopes. Read all the way to the end to catch up on this round of bug fixes and map fixes. But first of all, we wanted to list a couple of our game optimizations that we have been working on, in order to make your Squad experience a little smoother. We have more planned, so stay tuned!

This update will be live on Wednesday December 3rd @ 11am PST!


OPTIMIZATIONS

  • Decreased Texture VRAM usage.


  • Fixed vulnerability allowing server licences to be spoofed for commendations


  • Black Coast - Instanced meshes along with Fortress, Sub Pen and Monastery as well for further asset fixes and optimisations


  • Lashkar - Fixed missing WPO Disable and Shadow Cache setup for further GPU optimisations


Fireteam

f255a0c3104676607acbf7702f588ec8160137c9.jpg


We are proud to present our new co-op mode: Fireteam! A new co-operative experience. Please visit our DevBlog / Announcement post for much more information on the mode.


Fireteam in 10.1

The experience the community will be getting in v10.1 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.


We will retire the Founders Pack within 6 months of its release. Players will still be able to purchase the missions after this, but without the exclusive content.


Fireteam Free Tier

\[Free]


Fireteam Supporter Pack

$7.99 USD


Fireteam Founder Pack

$14.99 USD



4 Free Tier Missions


4 Free Tier Missions + 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 Feb 2026)




Fireteam Free Tier Missions \[4 Missions]


  • Sumari Search and Destroy (3 players) - Fight through hostile territory behind enemy lines to find and destroy key enemy targets before withdrawing to safety.


  • Mutaha Combined Arms (5 players) - Hunt down enemy mortar bases in a fortified city, coordinate between your squad's armoured vehicle and dismounted infantry to reach your objective.


  • Fallujah Search and Destroy (5 players) - With a convoy of light vehicles, break through enemy lines to reach and overrun a heavily defended ammunition depot.


  • Narva Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.

Fireteam Paid Tier Missions \[9 Missions]


  • Narva Assault Compound (5 players) - Coordinating with friendly forces, assault and breach an enemy compound to destroy AA emplacements.


  • Harju Combined Arms (5 players) - Hunt down enemy mortar bases around an occupied bay, coordinate between your squad's amphibious vehicle and dismounted infantry to reach your objective.


  • Mutaha / Narva Search and Destroy (5 players) - With a variety of vehicular assets, break through enemy lines to reach and overrun a heavily defended ammunition depot.


  • Fallujah / Mutaha Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.


  • Fallujah / Mutaha / Narva Vehicle Hunt (5 players) - Cross the frontline and fight through hostile territory for a hit-and-run attack on identified enemy armor.


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Vehicle Handling Changes


This update introduces a few changes to vehicle handling.


  • Full flip tuning pass on all wheeled and tracked vehicles (making them less prone to flipping)


  • Resetting vehicle when flipped timer -> tuned to be less time to reset the vehicle now ( max of 12 seconds for the heaviest of vehicles vs max 20 seconds in 10.0)


  • Tracked vehicle obstacle traversal update (All tracked vehicles now are able to traverse objects much easier without getting stuck as easy)

AFU Changes

  • Added AFU Battlegroups to the Northern European Biome, which include the following maps:

    • Harju


    • Narva


    • Skorpo

  • Updated AFU Battlegroups to have access to the following emplacements:

    • Dshk HMG Tripod


    • AGS-17 AGL Bunker

  • Added a YOLOSON Red-dot sight based on a real-world counterpart used in the region to replace most of the OKP-7 reflex sights.


  • Added new AK74 Rifle variants specifically for AFU:

    • AK74 + M68 Reflex Sight


    • AKS74S + M68 Reflex Sight


    • AK74 + YOLOSON Reflex Sight


    • AK74 + EXPS Reflex Sight


    • AK74 + GP25 + EXPS Reflex Sight

  • Updated the AK74SU Carbine to use the YOLOSON Reflex Sight on the Raider 2nd variant.


  • Updated the AKS74 Rifle to use the PSO-1 Scope minus the standard eye cup normally seen on the SVD rifle.

    • The AKS74 + PSO-1 can be ranged from 100-400m.

  • Added a new Malyuk Rifle variant with EXPS Reflex Sight.


  • Replaced the 1p78 Scope with the TA31 Scope on all Malyuk rifles with an optic sight.Updated the RPK LMG on the Automatic Rifleman 1st variant to use the YOLOSON Reflex Sight.


  • Updated the RPK-74 LMG on the Automatic Rifleman 4th variant to use the TA31 Scope.


  • Updated the PKM MMG on the Machine Gunner 2nd variant to use the TA31 Scope.

System & Gameplay Updates

  • Updates to server browser.


  • Further reduced muzzle smoke / gas VFX opacity.

While we're working on addressing the deeper underlying technical issue that causes some transparent VFX to show up more opaque than intended in specific lighting conditions, we have strongly lowered muzzle smoke / gas opacity in the interim to avoid scenarios where it could obscure your sight picture, until we can fix the root cause.


As part of this change, projectile impact VFX are now similarly less opaque, further helping obscure your target less.


General Bug Fixes

  • Fixed a bug where the grid on the map was not correctly matching the scale of the map


  • Fixed a visual bug with the AFU BTR-4 IFV where backpacks were clipping into the interior cabin.


  • Fixed AFU Kozak-2M1 gunner/turret/hull being too bright with a glowing light in the interior.


  • Fixed AFU BMP-2 and BMP-1TS IFV incorrect ammo rack destruction behavior which kept the autocannon still functional during ammo cook off event.


  • Fixed AFU T-64BM2 MBT turret getting launched into low orbit when the ammo rack was destroyed.


  • Fixed emplaced MK19/AGS17 40mm automatic close impact sounds so that they don’t sound so sharp / overwhelming.


  • Fixed several AFU kit role inventory issues, including HAT 2 tandem RPG rearm costs.


  • Fixed SPG9 Emplacement soldier reload animation stretching in unintended ways.


  • Fixed AFU Stuga-P Control Unit displaying English instead of Ukrainian text.


  • Fixed AFU Stugna-P Control Unit being deployable on vertical surfaces, causing the soldier to sit sideways.


  • Fixed AFU handheld rally point item appearing sideways in the soldiers hands.


  • Updated AFU Stugna-P ATGM Emplacement to now have turret rotation sounds.


  • Fixed visual issues on PSO scope used on SVD, VSS, and AS VAL:

    • Fixed PSO scope on VSS using SVD reticle.


    • Fixed PSO scope on VSS and AS VAL having incorrect magnification.


    • Fixed PSO scope on VSS and AS VAL missing adjustable ranging.


    • Fixed miscalibrated stadiametric rangefinder on PSO scope on VSS and AS VAL.

  • Fixed the zeroing on the AGS-17 AGL and the PAG17, where optic ranges of 300m+ were falling further than they should.


  • Fixed a bug where the PLA ZTD05 MGS had stretching textures on the track wheels.


  • Fixed an issue where infantry smoke grenades (including UGL smoke) were blocking deployable placement (eg. ammo bags)


  • Fixed a bug where helicopters were flying away when the pilot exited while just above the ground.


  • Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.


  • Fixed various issues with UE5 vehicle collision detection related to high ping.


  • Fixed a bug with skins not showing properly on M16A4 M203 when the underbarrel launcher is selected


  • Fixed a bug where AI-controlled machine guns in the Infantry Tutorial were missing firing sounds.
Map Updates & Bug Fixes

Al Basrah


  • Fixed a bug where a large transmission tower appeared to float above the ground.

Black Coast


  • Fixed a visual bug with the ivy on a couple of stone bridges near the Fortress.

Goose Bay


  • Fixed a bug where underwater effects were appearing on land in some locations.


  • Fixed an issue where some rocks weren’t appearing properly.

Gorodok


  • Fixed river VFX not spawning when shooting at the water.

Lashkar


  • Fixed incorrectly set snow material on some trees.

Mutaha


  • Fixed an issue where players could become stuck in rocks.

Sanxian Islands


  • Fixed a bug where a doorway was blocked by a storage shelf.

Yehorivka


  • Fixed a bug where an excavator appeared to be floating above the ground.


Mod SDK Update

  • Updated the Mod SDK to v10.1. It is available on the main Squad Editor branch.


  • Mod SDK v10.1 now has Mission creation tools available to support the new Fireteam mode.

  • Updated mod versioning to v10.1. 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.


  • Added a new event dispatcher that is triggered on player name prefix change.


  • Added new OnProjectileSpawned event dispatcher, that returns a reference to created projectile.


  • Updated and added new Steam workshop tags modders can add to their mods.


That's all for 10.1! This is our last large update for 2025 (bar any hotfixes that come up), so we will see you all in 2026 for another year of Squad!


OFFWORLD OUT!

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Update 10.1 Preview #2: Introductions, Vehicle Tuning Update, and more

Hey Squaddies!


Skywarp, Lead Game Designer for Squad, here with another preview, this time with a few things to show off to you that’s coming in Update 10.1!

But first, let me also introduce another member of the team that’s part of the revamped design team (and is my commanding officer):

[c]Hey Squaddies,[/c]

[c]I'd like to officially introduce myself. I’m Josh Mitchell (aka Sundog), and I’ve taken on the role of Design Director for Squad.[/c]

[c]Some of you might be wondering, "Who is this guy, and does he actually have a working mic?"[/c]

[c]I’ve been working in game design for over 20 years, cutting my teeth at studios like Radical Entertainment and Hothead Games. I’ve worked on everything from open-world action games to systems-heavy RPGs. Throughout my career, I’ve learned that while systems and mechanics are important, the soul of a game lives in its community and the stories players create together.[/c]

[c]So, why Squad? Simply put, there is nothing else like it. Squad isn’t just a shooter; it’s a platform for teamwork, chaos, and tons of unforgettable moments that can only happen when 50 people decide to work together (or at least try to).[/c]

[c]I know this community is passionate about the direction of the game. My job isn’t to reinvent the wheel or turn Squad into something it’s not. My focus is on ironing out all the little friction points in the game, refreshing the current content, and making sure everyone here wants to keep playing for many more years. Also, our design choices will continue to respect the tactical authenticity that brought everyone here in the first place.[/c]

[c]I’m here to listen, iterate, and help the team deliver the polished, immersive experience you deserve. I have a lot of respect for the Project Reality roots and the legacy we're building upon. [/c]

[c]I'm excited to help guide Squad into its next chapter.[/c]

[c]I’ll be lurking in our community channels and reading your feedback (yes, even the more spirited posts). [/c]


[c]See you on the field... don't give up, I'm 10m away.[/c]

[c]-\[O] Sundog[/c]

Now, onto the rest of this preview for Update 10.1! Armour players, we've got a sweet as plum fix coming in the upcoming update for you…


We’ve seen and experienced y’all trying to take a tracked vehicle and roll over various obstacles, only to get stuck. Hey look! It’s that one pesky rock that got stuck in your treads like bacon between your teeth, stomping you dead in your tracks! That’s fun, huh? Yeah, we didn’t like that too, as it didn’t make much sense! Well, in Update 10.1, that fixes it dramatically. Check it out:


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Tracked Tank comparison - Update 10.0 vs. Update 10.1


Even more vehicle work has been done, which will also be included in Update 10.1. All vehicles have undergone a flip sensitivity pass, meaning that while it may not be impossible to flip vehicles, we have made it more difficult to do so. If (or when) you do flip it, we have shortened the time it takes to reset the vehicle. You are at peak vulnerability at this point, so this takes some of the frustration out with this pass.

If you missed our previous preview for Update 10.1 about the Muzzle Smoke changes, make sure to check it out. Speaking of seeing, you will now be able to see through camo netting, and it's far more realistic! It can be used so much more tactically now, as you can see if someone is sneaking around, or you can post up in the tower, defending like being in a duck blind. Great for marksmen!


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There are a lot more changes in the full patch notes, but these are just a few of the things we have coming in Update 10.1. Stay tuned for the full patch notes, which will be released next week, along with Update 10.1 on December 3, 2025. As always, please leave us your feedback on Discord here. Along with the above changes, we are also excited to have you try out our new cooperative PvE game mode, Fireteam, which you can wishlist now here.


\[O] Skywarp


Offworld out!

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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!

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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.
      5c55fc3c378c0e5c19182bbf3cb3264003f7b3bf.png


  • 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.
      6b8278baefb1fd4326c18727a54aee18c43d6422.png


  • 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.
      a8c2db90a810dec5249f4751b21edf760c874385.png


  • 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.
      58b15e0f44217a9e1ed51289e5d7ea6e1024d33a.png


  • 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!

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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

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