• You are not yet a member of GhostingSquad. Applying is fast and simple.
USCCA Referral
Sponsored / Referral
Concealed carry protection made simple
Training, legal defense, and peace of mind with USCCA.
Disclosure: I may earn a referral commission.
Learn More

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

Continue reading...
 

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/

Continue reading...
 

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.


7b99e9be63545d77c25b2132ab1d830de4897e41.png

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!


youtube_16x9_placeholder.gif


Continue reading...
 

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!

Continue reading...
 

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:

youtube_16x9_placeholder.gif


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

6290da625990fdfb4cbda8f9e78f0e79de7fdc29.jpg


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.


1440fe0cbbbb7b603e5ed09ee49e6efa8523f94e.jpg


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!

Continue reading...
 

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:


youtube_16x9_placeholder.gif


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!


youtube_16x9_placeholder.gif

youtube_16x9_placeholder.gif

youtube_16x9_placeholder.gif


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!

Continue reading...
 

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:

youtube_16x9_placeholder.gif


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


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


Offworld out!

Continue reading...
 

Update 10.1 Preview: Muzzle Smoke Fixes

Hello Squaddies!


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

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

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

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

youtube_16x9_placeholder.gif


AS-VAL comparison - Update 10.0 vs. Update 10.1


youtube_16x9_placeholder.gif


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.


445fe3229f2ef77ec5e37f373238ef915074bf8f.jpg


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.


6290da625990fdfb4cbda8f9e78f0e79de7fdc29.jpg



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.


1c830880a606c8827dcaed6ff7c635bcef3c07c9.png


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.


c30f7323e897e4261de7cfefb9495fe8d0792fd9.png


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)




10798274bd50c1ce5a5fa4f9a4340ce01eb1cdbb.png
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


721caae2cfc7aae8cfa557c660e45668f064b39c.png


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.


cd3f317b840feeab47f82217ff02f74cc8178750.jpg



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.


2e33fcf55ca678fad62b34081ca6dd89f2b11798.jpg



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.


25ca469cf62e3e50967b3d7b82d3b26ff85a95d9.jpg


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.

389eb6b7454beca0cb78190c4d424d3b8ba3f1c8.png


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.
      852134b012f0d7f2c82ca1bf8936916b594fb0be.png


  • 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.
      7dcaf5a82323b0252f6ed1e62cdd0a398d7c95ba.png


  • 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.
      14cd4249857c2473516e35c3dc19083ff8d7eda0.png

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.

d3b1465dccffbfbcaa70406ffc6374762aedc641.png


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.

7fb8bfda2d2fef79cd7729a79c5af3eb62ef8237.png
69891a04e1d8ecfecc09782783f8be0daa9817b6.png


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.

56cef1c0c07df9b904cf232dcdb832323a82fe97.png


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.

23e13e27dccfcb5342fa5fcf35e2b931e7c10b48.png


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.

1817d1005149bf3d5f18f3d5d3d315696285fb04.png


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.

a2728db3eec022ecf4d2bd569e8d8e0255821168.png
2b7918e38ad77ea594ee7469083e1ffefde07fd3.png


MTLB Tracked APC

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

f634efbaf5e5d85fef2979c56cff8ea529f59f99.png


BMP-1 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

0171073d30db2ff45a25f1cc2466177b30bc4790.png


BMP-2 Tracked IFV

Classic Vehicle with a unique AFU camo pattern.

fef00a926e1e15866d9c502bfaf210071351f7b2.png


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.

752e3859f9193883f88e55538b6458db6f9bf8a7.png


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.

7b768c1065679f5043abc96ba37caa576b081623.png


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:
39135de57c97dfd4fecddd701cefdd71b08910eb.png


AKS-74:
d78fe74d34c77ba70dbf649ff65d94df34f501cf.png


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.

e7738a0028e78eb42924e1b275ac1cf4ec0db1e7.png


RPK-74 Light Machine Gun

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

RPK-74:
6f3b631a698934560f2cd942517ce7dfc600728f.png


RPK Light Machine Gun

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

RPK + 45 Mag:

c47e5e94e6423822149d4f392eb9e6ace7005511.png


RPK +Drum Mag:
2d6ce61bea278f213e32da791f3ff3f949f4ba6d.png


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:

f0e9c677e4c3b2c69a415cae04170c8fd38de015.png
c62fcd9c6c60d1538c472ab5e88f3a2467414764.png

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.

57ee37d36f41f989dc6326479fbf1b2b7b8710c5.png


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.

7e4f0c560e26b04b7d8e9969dee99defe1976977.png


RPG-7 Heat Projectile:

8ef0ab29e9480010aa3e2374ba6c022729f9d0d2.png


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.

eb9cf64f16257a9b100af98c3a1eaa7a2c5003d1.png


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:

c253b9a36238fae64867fe7f999b2bfee3e8ba0d.png

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

7dec787c84a30bc914cc412fcb6b991bca03bc06.png

1d7d0bf46ba712f4b7a03a58c1eb33e67d05c743.png


System & Gameplay Updates

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


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


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


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

    • Reduced max flight ceiling


    • Reduced max speed


    • Reduced battery life


    • Reduced camera magnification


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


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

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

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


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


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


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


    • Updated CRF Bangerite IED with a unique inventory icon.


    • Updated C7A2 and C8A3 rifle firing sounds.


    • Updated AK-12 rifle firing sounds.


    • Updated IMF flag and battlegroup badges.


    • Improved 30mm HE projectile impact SFX.


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

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


  • Fixed an exploit where players could avoid fall damage.


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


  • Fixed scope lens shadow projecting separately onto the environment.


  • Fixed several scopes which had incorrect lens tint.


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


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


  • Fixed C14 Sniper Rifle scope reticle being too bright.


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


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


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


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


  • Fixed TLF having incorrect voiceovers for squidbot callouts.


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


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


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


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


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


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


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


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


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


  • Fixed helicopter landing UI sometimes having missing information.


  • Fixed Support Battlegroups having MBTs when they should not.


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


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


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


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


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


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


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


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


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


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


  • Fixed Commendations ranks appearing incorrectly after switching teams.


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


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


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


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


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


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


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


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


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


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


General



  • Improved memory usage on foliage-heavy maps.


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

    • Al Basrah


    • Anvil


    • Chora


    • Fallujah


    • Fools Road


    • Gorodok


    • Kamdesh Highlands


    • Kohat Toi


    • Kokan

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

Black Coast


  • Added an Invasion v3 layer.

Gorodok


  • Added an Invasion v3 layer.

Harju


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

Yehorivka


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

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

d8fb32addfb1affaa8a96d2274be491e5081c403.png


Kobzar Pack ($14.99 USD)

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

ccfca19eaae671ad24dd40754eb412028f7f2a97.png

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

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

c1a08ad44caa0700e3b39b604d0b8f2128496bcc.png


Perch - Malyuk Rifle for woodland maps:

c8e00bec034338ce3a9531a683272dd6a1404aff.png


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

6a9b19214445cb1e51bcf08b957ad3da578f6f1a.png


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


Falcon - SVD Marksman Rifle for woodland maps:

d35663b463c9211956cef383dbc3853305574307.png

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


Surprise - RPG-7 Rocket Launcher for woodland maps:

c0fa1eb5c5fc92cd3df60217f8a13486e1143fa5.png


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


New Emotes
Downtime Pack ($7.99 USD)

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

44adfb4036426b2139aadc3db3fe1e0b8f0480cd.jpg


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

Shadow Boxing (Emote):
0bb6bb910ee83f495100472127a88e3d1d7ef8cb.jpg

Brick Breaker (Emote):
be2e55f4d8a9d518e60bc1a806df1104426df790.jpg

Coin Flip (Gesture):
de5f34ddc86e8373eb8efb5f1804df97e1ac14b1.jpg

Throw and Catch (Gesture):
1c427b87d9b1887d0d969da62a1e36d6da908007.jpg

Mug Salute (Gesture):
44ae572acdff3fde96e337e36c9a4e1398541936.jpg


Mod SDK Update

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


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


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


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

    • Content Type:

      • Total Conversion


      • Game Modes


      • Maps


      • Map Layers


      • Factions


      • Faction units


      • Roles


      • Items


      • Weapons


      • Deployables


      • Vehicles


      • Commander Actions


      • Balance changes


      • Tournament


      • Tools


      • Misc

    • Gameplay Focus:

      • PvP


      • PvE

    • Server operation notes:

      • Voting Compatible


      • Vanilla Rotation Compatible


      • Customizable Settings


      • Plugin

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

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

08c1aebda8ae3fac91f9e95b8019efdeb33d4251.png


See you out there, Squaddies! OFFWORLD OUT!

Continue reading...
 

A message from Squad Command

Hey Squaddies!

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

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

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

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

See you on the battlefield, soldier!

SgtRoss

Continue reading...
 

Announcement from Squad Command

Message from Sgt. Ross:
Hey Squaddies,

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

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

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

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

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

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

Message from PMO
Hey everyone,

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Continue reading...
 

Squad Hotfix 9.0.4b

Hello Squaddies,

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

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

Thanks for your patience.

Offworld out!

Continue reading...
 

Squad Hotfix 9.0.4

Hello Squaddies,


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

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

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

Thanks for your patience.

Offworld out!

Continue reading...
 

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

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

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

8ffa613f82e8b70b70995c677e5934c84a32ebd7.png


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

Offworld Out.

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

Continue reading...
 

Squad Hotfix 9.0.3

Hello Squaddies,

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

Bug Fixes

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


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


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


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


Map Updates & Bug Fixes

General



  • Reduced memory usage on foliage-heavy maps.

Al Basrah


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

Goose Bay


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

Gorodok


  • Fixed various foliage assets blocking grenade and explosion damage.

Sanxian Islands


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

Yehorivka


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

Mod SDK Update


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


Offworld out!

Continue reading...
 
Back
Top