Squad - Ceeg
Hello Squaddies!

The time has come! Open playtesting for Unreal Engine 5 is arriving this Friday!

Here’s what to expect:
  • You will need to download a special Playtesting Branch of Squad, that will be released later this week, with access on Friday Apr 11, 2025, around 11am PDT.

  • There will be multiple servers being hosted by Community names that you will know and recognize! Feel free to play wherever you like, but servers will open and close to accommodate the population needs! The general public will not be given access to the Server hosting branch for testing.

  • There is a special Squad Testing Discord that has now been opened to the public. Please be aware that all the normal Squad Community server rules apply in this server as well. Please refer to the onboarding channels for help if you need it! https://discord.gg/testsquad
We want to also mention that this is a WORK IN PROGRESS build of Unreal Engine 5, and is still in active development. That means you are likely to come up against bugs, or features that don’t work/feel the same way as the current 8.2 version of Squad. We have included some known issues in this post, but anything that you come up against can be reported in the previously mentioned Discord Server for testing.

Testing will run over the weekend from April 11th to April 14th, and then the UE5 builds will be taken down. Our goal is to run these tests every 2 weeks, with iterations to try each weekend of Public playtesting!

We are also hoping you can take the time to fill out a survey for us, answering some questions about your experience during testing. This will be available IN GAME, in the News Box on the main menu. We will send out a reminder of this later on as well.


Known Issues:

  • We are aware of an issue that causes the player's FPS to drop to 1 for an amount of time. We are tracking this issue and would appreciate any and all reports of this.
  • We have yet to add the final pass on many of the Vehicles across the Factions. Paired with the new Vehicle physics, many of the vehicles may feel foreign or behave differently than you expect. Some Vehicles can get stuck on objects easier than in UE4 as well. Please leave us feedback on this in Discord.
  • There are some issues with PiP scopes that we are still working on.
  • Some areas of the map may be too dark or too light when looking into or out of buildings.
  • There are some known client crashes. Using the Unreal Engine crash report tool that pops up once Squad crashes, is a good way for us to receive a client crash.If you crash WITHOUT seeing the crash reporter, please let us know through the Testing Discord Server.
  • There are some texture streaming related issues, which can cause microstutters especially when a VFX is starting to play.
  • There are some visual artifacts relating to lighting and upscalers. There may be reduced sharpness, smearing, shadows or water surface shimmering or flickering may occur. This is something we are working to adjust for the next public playtest.
  • For other issues, please report bugs in a bug report channel with as much information as possible.

Stay tuned for more information in the coming days!

OFFWORLD OUT!
Squad - Ceeg
Hello Squaddies!

Today, we have something a little different for you all! Squad Partner Slay3Kilo came to us with the idea of presenting some of the more technical aspects of the Unreal Engine 5 update to help the community better understand some of the work that our team is putting in behind the scenes!

Slay3Kilo and Norby, our Director of Technology (and a Founder of Offworld), get into the nitty gritty of a whole slew of topics, including:

  • UE5 as a Toolkit.
  • Key focus areas.
  • High-level goals for the transition.
  • Nanite technology.
  • Lighting improvements, including our custom Global Illumination system.
  • Anti-Aliasing.
Stick around throughout the video to also get some first looks at UE5 gameplay, recorded during some of our most recent closed testing!

You can find the video on Slay3Kilos channel, or watch here:



We hope you enjoy the video! Let us know in the comments on Slay's channel if you would like to see more Dev Blogs in this format!

PS - News on Open Playtesting is around the corner. Stay frosty, Squaddies.

OFFWORLD, OUT!
Squad - [O] eLbotz
Save big during the Steam Spring Sale

From now until March 20th, save big on all our games during the Steam Spring Sale. Save up to 60% off on all Offworld games. Read more about each game below, and we'll see you on the battlefield soldiers!

Squad - 60% Off
https://store.steampowered.com/app/393380/Squad/
Squad is a tactical FPS that provides authentic combat experiences through teamwork, communication, and realistic combat. It bridges the gap between arcade shooter and military realism with 100-player battles, combined-arms warfare, and base building.

Squad 44 - 50% Off
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Team up and join the frontline in Squad 44, the most authentic tactical WW2 shooter. Experience ruthless realism with an immense arsenal of faithfully recreated weapons and vehicles across massive WW2 battlefields.

Starship Troopers: Extermination - 60% off
https://store.steampowered.com/app/1268750/Starship_Troopers_Extermination/
Starship Troopers: Extermination is a 16-player co-op FPS that puts you on the far-off frontlines of an all-out battle against the Bugs! Squad up, grab your rifle, and do your part as an elite Deep Space Vanguard Trooper to take back planets from the Arachnid threat!

Offworld out.
Squad - [O] eLbotz
“We've intercepted new transmissions. Ready to receive!”

Listen up Squaddies. We're taking part in the Steam Spring Sale from March 13 - March 20, and you can get your friends and soon-to-be fellow squaddies in for 60% off. You heard right. The game's on sale from now until the Steam Spring Sale ends.

Offworld Out.

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


LISTEN UP SQUADDIES!

For the last transmission of the year, we at Offworld wanted to thank you for being the best community we could ask for. This year has truly been incredible and we are excited to show what we have planned for next year!

But for now, eat well, spend time with loved ones, and we will see back in the studio, January 6th!

HAPPY HOLIDAYS!!!

OFFWORLD OUT!

Pick up Squad for 60% off during the Steam Winter Sale until January 2, 2025:

https://store.steampowered.com/app/393380/Squad/
Squad - Ceeg
“We've intercepted new transmissions. Ready to receive!”

Listen up Squaddies. We're taking part in the Steam Winter Sale from December 19th - January 2nd, and you can get your friends and soon-to-be fellow squaddies in for 60% off. You heard right. The game's on sale from now until the Steam Winter Sale ends.


You can also check out our most recent DevBlog here, where we show a sneak peek at our upcoming work in UE5 for Squad!

Offworld Out.

https://store.steampowered.com/app/393380/Squad/
Squad - Ceeg
ATTN Squaddies!

Hotfix 8.2.1 contains multiple fixes for some issues that appeared after the 8.2 release. Thank you to everyone who reported these issues!



  • Fixed MGS vehicles costing 30 tickets when they should only cost 10.
  • Fixed CAF Leopard MBT engine component sticking through the armor mesh on the rear of the vehicle.
  • Kohat Toi RAAS v1 - Fixed an issue with the south main base with certain helicopters blowing up on spawn on the center helipad.
  • Fixed issue where all non-automatic rifleman roles using M27 IAR had 12 magazines instead of 7
  • Fixed USMC M39 EMR Marksman Rifle reticle being too pixelated at higher magnification levels.

OFFWORLD OUT!
Squad - Ceeg
Welcome, Squaddies, to the 8.2 Patch notes! Today we are going to show off a lot of balancing changes to multiple Factions, some new weapons coming in the patch, as well as the long-awaited feature, the Friends List!



New Weapons
USMC M39 EMR
Replaces the M38 rifle for USMC marksman:



WPMC AUG rifle
Replaces M4 Simon Offense + M150 on WPMC rifleman 08. It used to appear on a single layer as the F88 for the Australian faction but has been absent since voting was introduced.

USA M110 Suppressed
Replaces the non-suppressed M110 on the USA marksman role for Light Infantry & Air Assault Battlegroups.

INS Mosin Carbine
Appears on a new raider role variant for Insurgents. It was previously in the game and removed.






Balance Updates
We have made some changes to improve the balance and viability of key factions and maps:
  • Reduced the number of PMV RWS from 2 to 1 on ADF Combined Arms Battlegroup.
  • Increased number of ASLAV IFVs from 3 to 4 on ADF Mechanized Battlegroup.
  • Replaced 2x PMV with 2x PMV RWS on ADF Mechanized Battlegroup.
  • Reduced number of Coyote recon vehicles from 2 to 1 on CAF Armored Battlegroup.
  • Reduced number of BMP1AM from 3 to 2 on RGF Armored Battlegroup.
  • Removed 2x ZBD04A and added 1x ZSL10 on PLA Armored Battlegroup.
  • Increased number of ACV-15 M2 from 1 to 2 on TLF Armored Battlegroup.
  • Increased number of ACV-15 MG3 from 1 to 2 on TLF Armored Battlegroup.
  • Replaced 2x PARS III M2 with 2x PARS III IFV on TLF Combined Arms Battlegroup.
  • Reduced number of M7A3 from 2 to 1 on USA Armored Battlegroup.
  • Removed 1x LAV-25, and added 2x AAVP to USMC Armored Battlegroup.
  • Increased number of LAV-25 IFVs from 3 to 4 on USMC Motorized Battlegroup.
  • Reduced number of ZBD05 IFVs from 2 to 1 on PLANMC Combined Arms Battlegroup.
  • Increased number of ZTD05 MGS from 3 to 4 on PLANMC Combined Arms Battlegroup.
  • Added 2x CSK HJ8 to PLANMC Armored Battlegroup.
  • Increased the number of wheeled IFVs that spawn in for ADF, CAF, and USMC Combined Arms Battlegroups from 2 to 3.
  • Updated MEA Combined Arms Battlegroup to spawn with 2 BRDM scout cars instead of 1.
  • Replaced the 2x Ural ZU23 with Technical ZU23 on Insurgent Motorized Battlegroup.
  • Added 2x Technical BMP to Insurgent Motorized Battlegroup.
  • Increased respawn delay for main battle tanks from 15 minutes to 20 minutes on all mechanized battlegroups, except for TLF (remaining at a 15-minute delay), IMF, and INS (remaining at a 10-minute delay).
  • Reduced spawn time for transport helicopter from 10 minutes to 6 minutes on all Air Assault Battlegroups.
  • Adjusted CAF Leopard 2A6M MBT ammo rack location, now located in the rear of the vehicle and the size has been reduced to make it less vulnerable.
  • Updated the USA M113A3 M2 and M113A3 Mk19 desert variants to randomly spawn in with cage armor 50% of the time.
  • Reduced total supply capacity from 3000 to 2000 on the TLF BMC logistics truck.
  • Removed FOB mortars from WPMC battlegroups and added 2 mortar technicals to each battlegroup.
  • Updated PLA & PLAAGF woodland camouflage with the newer “Starry Sky” camouflage pattern. The previous woodland camouflage will still appear as a winter camouflage on the Goose Bay map. The PLANMC will continue to use its blue camouflage.
  • Updated CAF AR 01 role to use a C9A2 with CQB-length barrel and foregrip.
  • Updated USMC marksman 01 role to use an M39 EMR instead of an M38 on all USMC battlegroups except for light infantry.
  • Updated USMC roles to no longer use the M27 IAR. SL 02 now uses M4 + foregrip, AR 01 now uses an M249 PIP with iron sights.
  • Updated USMC Light Infantry Battlegroup to represent a more modern USMC setup.

    • Crewmen roles unchanged.
    • Pilot roles unchanged.
    • Only 1 SL role variant making use of M27 IAR without bipod, and M17 pistol.
    • Only 1 rifleman role variant making use of M27 IAR without bipod.
    • Medic 01 role unchanged.
    • Medic 02 role makes use of M27 IAR without bipod, and M17 pistol.
    • AR 01 makes use of M27 IAR ironsights + bipod, and M17 pistol.
    • AR 02 makes use of M27 IAR + bipod, and M17 pistol.
    • Grenadier 01 makes use of M27 IAR without bipod, and M320 grenade launcher.
    • Only 1 LAT role variant making use of M27 IAR without bipod, and AT4 launcher.
    • Marksman role makes use of M38 DMR, and M17 pistol.
    • Heavy Grenadier role appears in the ‘specialist’ role category making use of M27 IAR without bipod, and the MGL grenade launcher. Only 2 are available per team. The MGL is still using the TLF texture, and will be updated in the future.
    • Machinegunner role unchanged.
    • Only 1 HAT role variant making use of M27 IAR without bipod, and the M3 MAAWS launcher.
    • Engineer role unchanged.
    • M1151 vehicles replaced with MATV variants using the same weapons systems.
    • Increased the number of TOW vehicles from 2 to 3.
    • Removed tank spawn.
    • These light infantry battlegroup roles will appear on Jensen's Range along with the standard roles from other USMC battlegroups.
  • Updated RGF Light Infantry and Support Battlegroups to have access to build up to two ZU23 AA gun emplacements on FOBs.
  • Updated the USA Grenadier role to use the standalone M320 grenade launcher instead of an underslung grenade launcher.
  • Updated WPMC Rifleman 08 role to use an AUG rifle instead of M4 Simon Offense with M150.
  • Updated WPMC LAT 02 role to use M16 Wormpool with M150 instead of M4 Simon Offense with M150.
  • Updated the following MEA roles to use a KLT (Iranian copy of the AKMS rifle) instead of a G3A3: Squad Leader 01, Rifleman 01, Medic 01, LAT 01.
  • Added an additional rifleman role to MEA making use of a G3A3 + foregrip.
  • Added a second marksman role to MEA which uses the SVD. This role is available in the direct combat category, similar to BAF's second marksman role.
  • Updated MEA Automatic Rifleman 01 role to use the RPK instead of a G3A3 with drum magazine. Their Automatic Rifleman 02 role continues to use the G3A3 with drum magazine and ZF1 scope.
  • Added a marksman role to the USA faction making use of a suppressed M110 rifle. This role replaces the standard marksman role in the Light Infantry and Air Assault Battlegroups. Both roles will appear on Jensens Range.
  • Added a HAT role to all TLF battlegroups making use of the RPG-7 with tandem rounds. The TLF Air Assault battlegroup continues using their Carl Gustav HAT role with extra availability. Both HAT roles will appear on Jensens Range.
  • Updated TLF Machinegunner 01 to use PKM instead of MG3.
  • Added a Marksman role to VDV Air Assault and Amphibious Assault Battlegroups using an AS VAL + PSO-1 scope. This role will also appear on Jensen’s Range.
  • Added 2x RGO grenades to VDV scout role.
  • Renamed the “Insurgent Forces” faction to “Middle Eastern Insurgents” and updated/added several roles and role variants:

    • 6 SL variants:
      • AMD-65
      • PPSH + stick magazines
      • PM md. 63
      • M16A2
      • FAL
      • AKS-74 + 1P29
    • 3 medic variants:
      • AMD-65
      • FAL
      • M16A2
    • 7 rifleman variants:
      • AKM
      • M16A2
      • FAL
      • Mosin Nagant
      • G3A3
      • AKS-74 + 1P29
      • SKS + PU
    • 3 LAT variants:
      • FAL + HEAT rifle grenades
      • AKMS w/ RPG-7
      • AKS-74 + 1P29 w/ RPG-7
    • 3 raider variants:
      • PPSH + drum magazines w/ 2 frag grenades, 2 AT grenades
      • AKM + drum magazines w/ 2 frag grenades, 2 AT grenades
      • Mosin Carbine, vz61 Skorpion w/ 4 frag grenades, 4 AT grenades
    • 2 grenadier variants:
      • AKM + GP25
      • FAL + fragmentation rifle grenades
    • 2 marksman variants:
      • M16A2 + 3x scope
      • SVD
    • 2 HAT variants:
      • AKMS w/ RPG-7
      • SKS w/ RPG-29
    • 2 sapper variants:
      • PPSH
      • AKMS
    • 2 machine gunner variants:
      • PKM
      • MG3
    • The sniper role is unchanged.
    • Automatic rifleman roles are unchanged but are now in the ‘fire support’ roles category.
    • The crewman roles are unchanged (but the SL crewman now has AKMS instead of vz61).
  • Added REDFOR Alliance (RGF and VDV) battlegroups as voting options for all Sanxian Islands layers.
  • Adjusted Seed Game Mode to limit the following deployables to a max of 5 per FOB: Sandbag Wall + Firing Port, Ammobox, Hesco Wall, Oil Barrel Wall, Dirt Crate Wall + Firing Ports.
  • Adjusted Seed Game Mode to remove the IMF deployables: Camo Nettings, Hull Down, Observation Tower, and Hedge Hog Tank Trap.
  • Adjusted the number of tickets gained when capturing a flag on invasion from 130 to 125.
  • Completed standardization of Invasion layers:

    • All invasion layers will now have 5 flag layouts.
    • The first 2-3 objectives are generally closer together to reduce instances where attackers need to maneuver the entire team and set up new FOBs to attack the next point unless it's across more open terrain. Also attempted to reduce instances where areas of thick concealment or urban areas lie between the first flags, which generally bog down attackers and cost them high amounts of tickets to clear. The 4th and 5th objectives will generally be more challenging to attack.
    • Most invasion layers will no longer have forward vehicle spawns for defenders and will only have infantry spawns closer to the first objective.
    • Some invasion layers will now have multiple potential lanes to increase replayability.
Gunplay Adjustments
We have made some changes to Squad’s gunplay with the following goals in mind:
  • Make weapons feel more responsive overall.
  • Reduce punishment in the form of weapon destabilization that players receive after movement.
  • Create more standardized weapon archetypes, which will lead to distinct playstyles for players to master.
  • Improve the effectiveness of machine guns when not bipoded.
  • Improve the control of sub machineguns at short distances making them more ideal for close quarters and flanking.
Medium Machineguns (M240 family, PK family, MG3, QJY-88)
  • Reworked M240 family recoil & sway to be more controllable, particularly in prone and bipod stances.
  • Standardized hipfire to be more controllable than it was previously.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 40% of normal movement speed.
  • Standardized per-stance ADS times to be between 0.3 to 0.75 seconds depending on stance and optic. Bipod ADS time is always 0.3 seconds.
  • Slightly increased the amount of suppression that medium machine guns can output.
  • Standardized the time it takes to stabilize weapons to be faster than it was previously, but will now be very slow compared to other weapon types.
  • Increased the time it takes before the weapon is automatically put into the 'lowered' position from 0.15 to 30 seconds.
Light Machineguns (M249 family, RPD)
  • Improved MOA on M249 family from 12 to 6.
  • Standardized Hipfire to be more controllable.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 40% to 50% of normal movement speed depending on optic.
  • Standardized per-stance ADS times to be between 0.3 to 0.55 seconds depending on stance and optic. Bipod ADS time is always 0.3 seconds.
  • Standardized the time it takes to stabilize the weapon to be faster than it was previously, but will be slow compared to other weapon types.
Battle Rifle / Marksman Rifle / Bolt-Action Rifle (C14, FAL, G3, KNT-76, M110, M14, Mosin, MPT-76, QBU-88, SV-98M, SVD)
  • Added new camera shake effects to make these weapons feel more powerful when shooting them.
  • Removed the heavy recoil curve that was present on most battle rifles and replaced it with a standard recoil curve.
  • Reworked recoil configurations for G3, FAL, M110, and MPT-76 rifles to be more controllable.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 50% to 60% of normal movement speed depending on optic.
  • Standardized per-stance ADS times to be between 0.3 to 0.55 seconds depending on stance and optic. Bipod ADS time is always 0.3 seconds.
  • The time it takes to stabilize a weapon has been standardized to be faster than it was previously. It will now be faster than machine guns but slower than rifles.
  • Slightly reduced the damage on the G3 damage curve, now that these weapons are easier to control, they will less frequently cause one-hit kills but still cause high damage that will require immediate bandaging to survive.
  • Battle rifles with foregrips now provide a small benefit to control recoil.
Automatic Rifles (M27 IAR, RPK family, G3A3 w/ drum, QJB95-1)
  • Reworked recoil configuration of RPK family of weapons.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 60% to 70% of normal movement speed depending on optic.
  • Standardized per-stance ADS times to be between 0.3 to 0.45 seconds depending on stance and optic. Bipod ADS time is always 0.3 seconds.
  • The time it takes to stabilize a weapon has been standardized to be faster than it was previously. It will now be faster than machine guns but slower than rifles.
Rifles (M4 family, AK family, L85 family, EF88 family, SKS family, QBZ95-1 family)
  • Reworked recoil configuration of AKM family of weapons.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 60% to 70% of normal movement speed depending on optic.
  • Standardized per-stance ADS times to be between 0.3 to 0.45 seconds depending on rifle length, stance and optic. Bipod ADS time is always 0.3 seconds.
  • The time it takes to stabilize a weapon has been standardized to be faster than it was previously. It will now be the fastest weapon type to stabilize other than sub-machine guns and pistols.
  • Reworked configurations for M4 Simon Offense to perform better in close quarters but weaker at range than other rifles.
  • Rifles with foregrips now provide a small benefit to control recoil.
Sub Machineguns (MP5 family, SAR-109T, PPSH, Vz61)
  • Standardized recoil and sway configurations to make these highly controllable weapons.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 90% of normal speed.
  • Standardized per-stance ADS times to be 0.2 seconds.
  • The time it takes to stabilize the weapon has been standardized to be faster than it was previously. It will now be the fastest weapon type to stabilize other than pistols.
Pistols
  • Reworked sway to be more controllable.
  • Standardized ADS move speed, equip movement speed, and reload movement speed to be 100% of normal movement speed.
  • Standardized per-stance ADS times to be 0.2 seconds.
  • Standardized the time it takes to stabilize the weapon to be faster than it was previously, it will now be the fastest weapon type to stabilize.
Friends List
We have added a friends list to the Squad main menu. This should make joining your friends’ servers easier. This is our first iteration of this feature, and we expect to see it grow into something more in the future!
  • Updated WPMC Loach Helicopters to use new "Scout" and "Light CAS" map icons, which more accurately depict their vehicle roles.
  • Admin's can now cycle between different local voice chat modes:
    • Hear only friendlies. Only heard by friendlies.
    • Hear everyone. Only heard by friendlies. (New Default)
    • Hear everyone. Heard by everyone.
    • Hear everyone. Only heard by enemies.
General Bug Fixes
  • Fixed an issue with the WPMC Loach Helicopter bouncing soldiers away when they attempted to get close to the front, rear, and sides of the vehicle.
  • Fixed WPMC Loach Helicopter emergency recovery "Push" being too strong.
  • Fixed a bug where the M134 minigun on the WPMC Loach CAS Helicopter appeared to be pristine even when wrecked.
  • Fixed an issue with the WPMC CPV M139 minigun impact VFX.
  • Fixed an issue with the WPMC M16 Wormpool rifle family text description listing the weapons using 3-round burst fire mode instead of auto.
  • Fixed the alignment on the WPMC M16 Wormpool with Meupold Scope.
  • Added correct firing sounds for C6 CROW for the CAF TAPV vehicle.
  • Fixed an issue with the USMC/WPMC M27 IAR ABD HK416 Rifles not allowing a +1 round in chamber.
  • Fixed a visual bug with the USMC AAVP-7A1 APC.
  • Fixed an issue with the IMF UB32 Emplacement using the mortar map icon instead of its own unique icon.
  • Fixed WPMC AK-101 PushCo Rifle where players middle finger on the right hand was clipping into the trigger guard.
  • Fixed an issue that WPMC Crewman and Pilot kits had more mags for MP5A3 than they should have.
  • Fixed WPMC AK101 PushCo Rifle to now use a 5.56mm mag (was using a 5.45mm mag previously).
  • Made specific attenuation adjustments to vehicle exterior engine sounds. Volume now decreases quicker further out, but is still just as audible as before.
  • Increased FOB Radio audio attenuation radius to be heard at 50 meters.
  • Fixed potentially inconsistent armor hit damage in rare edge cases.
  • Fixed VDV Armored Battlegroup having access to build ATGM emplacements when defending.
  • Fixed RGF Motorized Battlegroup having access to build ATGM emplacements when defending.
  • Fixed BAF L85A2 Classic + SUSAT to use the correct name in HUD and Kit Role Select Menu.
Map Updates
General
Fixed some faction vehicle layouts for Seed and Skirmish maps.

Anvil
Skirmish v1 - Fixed a bug where WPMC was not an option during voting.

Mutaha
RAAS v2 - Fixed an issue with Team Two’s middle helipad destroying Helicopters directly after spawning.
Invasion v1 - Fixed Quad bikes not spawning in attackers base.

Pacific Proving Grounds
AAS v1 - Fixed mercy bleed instantly ending the round after last capture point taken.

Sanxian Islands
Invasion v1 - Fixed an issue with USMC helicopter spawning in sideways.
Localization
  • Reverted localization for capture point names back to English to ensure consistency for players from different regions playing on the same server.
  • In order to better facilitate player communication we reverted layer names to English.
  • In order to better facilitate player communication we reverted game mode names to English in all languages (except Chinese).
Known Issues
We are currently not aware of any new known issues created with this update. If you happen to come across something that you would like to report, please use the Community Discord and we will update this thread accordingly.

This concludes our debrief for the 8.2 Squad Release Notes! Stay tuned to our Steam forums for all our upcoming comms!

Offworld Out!
Squad - [O] eLbotz
Listen up Squaddies. With the Steam Autumn Sale kicking off today, the 2024 Steam Awards nominations are underway. We hope you'll consider nominating Squad for the Labor of Love Award.

Squad is the epitome of a labor of love, evolving from its humble beginnings as the mod Project Reality.

Over the years, countless passionate developers have poured their heart and soul into Squad, guiding it from its initial Early Access release in 2015 to its official launch in 2020.


In 2024, we released 5 major updates, including the following:

We’ve also recently announced that Squad is making the leap to Unreal Engine 5! This migration will empower us to leverage cutting-edge tools and features, ensuring that Squad continues to look and feel as exceptional as ever in the years to come.

Our community reflects the same unwavering dedication to Squad that drives our development team. Nominating us for the Steam Award for Labor of Love would be an incredible honor, not just for us, but for the entire community that has supported and lifted Squad to where it is today.



If you haven't picked up Squad yet, you can join your soon-to-be fellow squaddies for 50% off during the Steam Autumn Sale.

Offworld out.

https://store.steampowered.com/app/393380/Squad/
Nov 27, 2024
Squad - [O] eLbotz
“We've intercepted new transmissions. Ready to receive!”

Listen up Squaddies. We're taking part in the Steam Autumn Sale from November 27 - December 4, and you can get your friends and soon-to-be fellow squaddies in for 50% off. You heard right. The game's on sale from now until the Steam Autumn Sale ends.


You can also check out our most recent DevBlog here, where we show a sneak peek at our upcoming work in UE5 for Squad!

Offworld Out.

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