Squad - Chuc
https://www.youtube.com/watch?v=_7IeTHV8LAA

Hi Squaddies,

We're almost there! Alpha V7 is just on the horizon and it's time for us to do an overview of all the major changes and features coming in the next patch. As the majority of the team has been singularly tasked with V7 Development over the month of July, this post will replace this month's Recap for your monthly dose of Squad development updates.

Major Changes

New Feature: Vehicles - M1151 Enhanced Armament Carriers, M939 Truck, Technical, Ural 375D and BTR-80 APC



Squad kicks it into gear with the introduction of vehicle warfare, Squad drives further towards the combined arms warfare meta the game has been built for from the ground up. Truck transported troops dismounting in throngs pushing a flank; APCs giving heavy fire support for mechanized infantry assaults; counter armor ambushes; teams running logistics and resupply lines to support FOBs at the front, as well as a revamped forward operating base system, will enter the game soon.Coming in the next version each faction will be receiving a compliment of vehicles divided into 3 categories: Transport, Logistics and Fire Support.



No matter how fast or accurate you draw and fire your weapon, Squad provides a multitude of gameplay roles, from medic to spawn point firebase defense, and now the introduction of logistics and resupply to Forward Bases adds another way for players to get in the action while not physically holding the point. On the flip side, crafty saboteurs can now infiltrate and ambush enemy supply lines.



To maintain a level of order and to prevent teams devolving into a massive free-for-all, we are implementing a reserve vehicle system to open full vehicle control to pro-active Squad Leaders with coherent squads.






New UI: Radial Menu

As the first part of our new UI make-over, the Radial Menu has undergone a significant upgrade. The Orders and Enemy Spotting functions have been integrated into the radial menu, where markers can be placed in 3D World space simply by looking at and pressing the corresponding button on the radial menu.





New Weapons: PPSH-41, SKS, M110 SASS, G3 series, RPG HEAT Rocket, RKG-3 AT Grenade and DShK-M Heavy Machine Gun



The Insurgents will have their kit considerably expanded with the addition of the PPSH-41 Papasha Submachine gun, SKS rifle and G3 family of rifles. These weapons will be added to the existing lineup available to the Insurgents, giving players more varied means of dealing damage to the enemy. The SKS will also be featured for the Militia.








The RPG-7 will now also be deployed with the ubiquitous PG-7VL HEAT rocket, capable of dealing with most vehicle threats on the battlefield. The existing Fragmentation rocket will still be in use, but users will now have to choose between one or the other depending on the intended target as both excel at dealing with either armoured (HEAT) or infantry-based (Fragmentation) threats.

Previously shown off many months ago, the RKG-3 Anti-Tank grenade will be making its debut on the battlefield. It is a thrown grenade capable dealing with armoured targets same as a HEAT rocket, but the only caveat is that you need to be extremely close to your target to make the throw. Happy hunting!



Finally a new deployable Heavy Machine Gun will be debuting in Alpha Version 7! The DShK-M is an old Soviet era machine gun that fires the massive 12.7x108mm round, capable of obliterating infantry and light vehicles. It will be mounted both on a tripod and also on the back of armed Technicals for both the Insurgents and Militia, giving gunners a full 360 degree arc of fire. Gunners need to be even more aware as they can also quite vulnerable to enemy fire.



New US Army Soldier Models

Our brand new US Army Soldier models are ready to rock and roll! These will completely replace the older generation soldier models we have been using since the beginning of the game. While they have served us well over the course of development, it is time to put out the old and bring in the new hotness!





New Map: Yehorovika

Storming into Squad is our new map, Yehorovika. Designed from the ground-up to be a vehicle-orientated map, it is making its debut along with vehicles so prepare yourselves for some high-speed mechanised infantry combat on a level never-before-seen in Squad.







New Map Layers: Gorodok Dusk, Chora Night, and Infantry Only Versions

You will now find even more variety among the maps in SQUAD. There have been new layers added including Gorodok Dusk and Chora Night. As well, with the addition of vehicles, each map will have an infantry only version available for those who enjoy the pacing and gameplay of infantry combat.





Unreal Engine 4.12 Upgrade



Squad has been made compatible with the newest version of the Unreal Engine, and along with this comes a whole host of optimisations and improvements including dynamic foliage density and adaptive property replication. Both of these alone allow us to make a lot of savings on the client and server end when it comes to performance. Combined with many engine-level bug-fixes, 4.12 allows us to take that one step closer to having a smoothly running game for all coming into the new patch.



Modding Update



Making a quick trip to the Modding sphere, a couple of very awesome projects are taking shape including a full Al Basrah remake and a Pacific islands-inspired map. Keep an eye out for their next update via the Modding Subforums, as well as on Discord.





What you've seen here is just the tip of the iceberg. On release day we will be releasing much more detailed patch notes and a full changelog, so please look forward to that in the near future!

Offworld Out.
Squad - Chuc
https://www.youtube.com/watch?v=_7IeTHV8LAA

Hi Squaddies,

We're almost there! Alpha V7 is just on the horizon and it's time for us to do an overview of all the major changes and features coming in the next patch. As the majority of the team has been singularly tasked with V7 Development over the month of July, this post will replace this month's Recap for your monthly dose of Squad development updates.

Major Changes

New Feature: Vehicles - M1151 Enhanced Armament Carriers, M939 Truck, Technical, Ural 375D and BTR-80 APC



Squad kicks it into gear with the introduction of vehicle warfare, Squad drives further towards the combined arms warfare meta the game has been built for from the ground up. Truck transported troops dismounting in throngs pushing a flank; APCs giving heavy fire support for mechanized infantry assaults; counter armor ambushes; teams running logistics and resupply lines to support FOBs at the front, as well as a revamped forward operating base system, will enter the game soon.Coming in the next version each faction will be receiving a compliment of vehicles divided into 3 categories: Transport, Logistics and Fire Support.



No matter how fast or accurate you draw and fire your weapon, Squad provides a multitude of gameplay roles, from medic to spawn point firebase defense, and now the introduction of logistics and resupply to Forward Bases adds another way for players to get in the action while not physically holding the point. On the flip side, crafty saboteurs can now infiltrate and ambush enemy supply lines.



To maintain a level of order and to prevent teams devolving into a massive free-for-all, we are implementing a reserve vehicle system to open full vehicle control to pro-active Squad Leaders with coherent squads.






New UI: Radial Menu

As the first part of our new UI make-over, the Radial Menu has undergone a significant upgrade. The Orders and Enemy Spotting functions have been integrated into the radial menu, where markers can be placed in 3D World space simply by looking at and pressing the corresponding button on the radial menu.





New Weapons: PPSH-41, SKS, M110 SASS, G3 series, RPG HEAT Rocket, RKG-3 AT Grenade and DShK-M Heavy Machine Gun



The Insurgents will have their kit considerably expanded with the addition of the PPSH-41 Papasha Submachine gun, SKS rifle and G3 family of rifles. These weapons will be added to the existing lineup available to the Insurgents, giving players more varied means of dealing damage to the enemy. The SKS will also be featured for the Militia.








The RPG-7 will now also be deployed with the ubiquitous PG-7VL HEAT rocket, capable of dealing with most vehicle threats on the battlefield. The existing Fragmentation rocket will still be in use, but users will now have to choose between one or the other depending on the intended target as both excel at dealing with either armoured (HEAT) or infantry-based (Fragmentation) threats.

Previously shown off many months ago, the RKG-3 Anti-Tank grenade will be making its debut on the battlefield. It is a thrown grenade capable dealing with armoured targets same as a HEAT rocket, but the only caveat is that you need to be extremely close to your target to make the throw. Happy hunting!



Finally a new deployable Heavy Machine Gun will be debuting in Alpha Version 7! The DShK-M is an old Soviet era machine gun that fires the massive 12.7x108mm round, capable of obliterating infantry and light vehicles. It will be mounted both on a tripod and also on the back of armed Technicals for both the Insurgents and Militia, giving gunners a full 360 degree arc of fire. Gunners need to be even more aware as they can also quite vulnerable to enemy fire.



New US Army Soldier Models

Our brand new US Army Soldier models are ready to rock and roll! These will completely replace the older generation soldier models we have been using since the beginning of the game. While they have served us well over the course of development, it is time to put out the old and bring in the new hotness!





New Map: Yehorovika

Storming into Squad is our new map, Yehorovika. Designed from the ground-up to be a vehicle-orientated map, it is making its debut along with vehicles so prepare yourselves for some high-speed mechanised infantry combat on a level never-before-seen in Squad.







New Map Layers: Gorodok Dusk, Chora Night, and Infantry Only Versions

You will now find even more variety among the maps in SQUAD. There have been new layers added including Gorodok Dusk and Chora Night. As well, with the addition of vehicles, each map will have an infantry only version available for those who enjoy the pacing and gameplay of infantry combat.





Unreal Engine 4.12 Upgrade



Squad has been made compatible with the newest version of the Unreal Engine, and along with this comes a whole host of optimisations and improvements including dynamic foliage density and adaptive property replication. Both of these alone allow us to make a lot of savings on the client and server end when it comes to performance. Combined with many engine-level bug-fixes, 4.12 allows us to take that one step closer to having a smoothly running game for all coming into the new patch.



Modding Update



Making a quick trip to the Modding sphere, a couple of very awesome projects are taking shape including a full Al Basrah remake and a Pacific islands-inspired map. Keep an eye out for their next update via the Modding Subforums, as well as on Discord.





What you've seen here is just the tip of the iceberg. On release day we will be releasing much more detailed patch notes and a full changelog, so please look forward to that in the near future!

Offworld Out.
Squad - Merlin
Check out our interview with Hitbox TV before we get to live streaming this weekend.

Drop in on Sunday at 18:00 EST and watch the Squad Devs match up with the Hitbox.tv team live. We'll do some Q&A and giveaways live on stream, and maybe drop some knowledge on Alpha v7.

Squad - Merlin
Check out our interview with Hitbox TV before we get to live streaming this weekend.

Drop in on Sunday at 18:00 EST and watch the Squad Devs match up with the Hitbox.tv team live. We'll do some Q&A and giveaways live on stream, and maybe drop some knowledge on Alpha v7.

Squad - Merlin
We are now pushing a version 6.5 hotfix release, which contains:
  • Bugfixes for RCON to allow for additional testing on live servers.
  • A crashfix in code relating to soldiers.
Squad - Merlin
We are now pushing a version 6.5 hotfix release, which contains:
  • Bugfixes for RCON to allow for additional testing on live servers.
  • A crashfix in code relating to soldiers.
Squad - Chuc
Hi Squaddies,

June has been an extremely busy time for us, with work on Version 7 well underway and a majority of the team focusing on getting vehicles into your hands! Without any further adieu.. Here is what we worked on in June!

Systems

Vehicles Update

A lot of work has continued behind closed doors with respect to vehicles, namely sorting out the physics, handling, player interaction and gameplay systems involved. Below is a heavily Work in Progress video.

https://www.youtube.com/watch?v=p1e_XzpdrXA

Vehicle handling is something we are paying careful attention to, and with that a sense of reality in responsiveness and drive capabilities of our vehicles. Not only physical behavior but also input responses are tweaked for each vehicle. Different tires and suspension designs have strength and weaknesses. For example, the technical is much more nimble compared to the armoured Humvee. This is going to provide some very interesting bits of asymmetry with the way these vehicles will be used, with Insurgents and Militia factions opting for hit-and-run tactics while the Americans and Russians prefer more stout but slower convoys to move around the battlefield.

Production has made significant progress since the beginning of the month, with Effects dealing mostly with what happens when a vehicle is damaged or destroyed as well as handling different damage types, Audio with general engine and drive sounds (the video above is not the final product), Animation with passenger behaviour and vehicle weapons.

Logistics has also been heavily worked on in the next version, where vehicles now play a huge role in keeping FOBs supplied and armed. In the next version, Construction and Ammo points will be regenerating at a significantly reduced rate, encouraging the use of vehicles to run logistics from main base to FOBs in the field. In the first release of Logistics, the supply will be channeled from vehicle to FOB, rather than dumping all of the supplies into crates. What you will see is a rough first implementation of the system, and we will be developing it further in future iterations.

Upgraded Radial Menu

As part of our expanded redesign of our User Interface, we are upgrading the look and functionality of the Radial Menu used by Squad Leaders and ordinary Squad members to access kit roles and deployables for construction in the field.



One exciting development to accompany this upgrade is tying the marker system with the Radial Menu, meaning that Squad Leaders can place map markers via pointing and marking with the Radial Menu, in addition to placing it directly onto the map.

Art



New US Army Soldiers

Our art team is proud to show off to you our new set of United States Army soldier models, finally in the game! Crafted from scratch with help from our Military Advisors whom have served in the US Armed Forces, the level of authenticity is hard to beat. We will continue to iterate and add more variations to the soldier models well into the future.



M1937 82mm Mortar

"Mortars INCOMING!"

This old Soviet mortar pre-dates World War 2. Don't let its age fool you, when those 82mm shells start flying, youll be running for cover regardless of its age! Planned for much later down the track as a FOB deployable, the M1937 Mortar will see service with our irregular factions, while our more conventional factions will have appropriate mortar models down the line, and when the mortar system is developed further.



DShK Heavy Machine Gun

Featured in a previous recap, the DShK is now fully animated and textured, and will soon be featured in the battlefield both in static tripod mode (as a Deployable Machine Gun), and on the back of the Technical. In its tripod configuration, the weapon offers full 360 degree coverage with excellent pitch range, making it an excellent all-round-defense weapon. However, the gunner is extremely exposed as it requires him to stand up to operate the weapon, so be careful!



M110 SASS

The M110 Semi-Automatic Sniper System is now in-game and will be featured in the US Army Marksman kit in the next version. In its current state it will sport a TA31 4X ACOG optic, in lieu of technical blockers preventing us in using the standard 10x Leupold scope. Rest assured that we will be working at getting that particular optic working in due time.



PPSH-41 SMG & SKS Rifle

Our artists have also been hard at work bringing two more irregular forces weapons to the fold, the SKS rifle and PPSH-41 submachine gun. Both fully animated and configured, expect these to come to a battlefield near you!

https://www.youtube.com/watch?v=iO0Hvjg6V78

Apartment Blocks Update

An update from the environment team comes in the form of Apartment blocks, where we've been working on more variations and the exteriors to really get the ball rolling on a more urban-style environment.



Mapping



Yehorivka

Our new Eastern European theatre map, Yehorivka, has been growing since the last recap. The map now has the first settlements in it. They're agricultural themed, surrounded by open fields, roads and highways. Inside the settlements you'll find sturdily built house yards covered with fences and gateways. These settlements are going to be very easy to dig in and will provide the much needed cover for your whole team.



Gorodok

Work continued on Gorodok with the addition of new objective areas for upcoming layout variations as well as multiple visual improvements including sky and lighting adjustments.



Sumari Bala Detail Pass

They say "It's all in the details" and that's exactly why we've spent the last month adding props and detail to the remaining areas of Sumari Bala. In addition to giving it a more lived-in feel, the details should provide added cover and concealment for its wide streets, narrow alleys, and even interiors. We've also made a few tweaks to the AAS layers and added even more caches for the Insurgency layer.





Before we close out, the development team like to thank Tom Landry for the continued contributions to the Squad Wiki. If you are new to Squad and joined us during the summer sale, this is a fast evolving resource to get yourself up to speed on all of Squad's content and gameplay concepts. For those who have been with us through development, we ask that you join in contributing, knowledge is power, power is strength, stronger Squaddies make a stronger Squad.

We hope ya'll enjoyed this months recap, and please stay tuned to the website and forums for more in Squad development!

Offworld Out.
Squad - Chuc
Hi Squaddies,

June has been an extremely busy time for us, with work on Version 7 well underway and a majority of the team focusing on getting vehicles into your hands! Without any further adieu.. Here is what we worked on in June!

Systems

Vehicles Update

A lot of work has continued behind closed doors with respect to vehicles, namely sorting out the physics, handling, player interaction and gameplay systems involved. Below is a heavily Work in Progress video.

https://www.youtube.com/watch?v=p1e_XzpdrXA

Vehicle handling is something we are paying careful attention to, and with that a sense of reality in responsiveness and drive capabilities of our vehicles. Not only physical behavior but also input responses are tweaked for each vehicle. Different tires and suspension designs have strength and weaknesses. For example, the technical is much more nimble compared to the armoured Humvee. This is going to provide some very interesting bits of asymmetry with the way these vehicles will be used, with Insurgents and Militia factions opting for hit-and-run tactics while the Americans and Russians prefer more stout but slower convoys to move around the battlefield.

Production has made significant progress since the beginning of the month, with Effects dealing mostly with what happens when a vehicle is damaged or destroyed as well as handling different damage types, Audio with general engine and drive sounds (the video above is not the final product), Animation with passenger behaviour and vehicle weapons.

Logistics has also been heavily worked on in the next version, where vehicles now play a huge role in keeping FOBs supplied and armed. In the next version, Construction and Ammo points will be regenerating at a significantly reduced rate, encouraging the use of vehicles to run logistics from main base to FOBs in the field. In the first release of Logistics, the supply will be channeled from vehicle to FOB, rather than dumping all of the supplies into crates. What you will see is a rough first implementation of the system, and we will be developing it further in future iterations.

Upgraded Radial Menu

As part of our expanded redesign of our User Interface, we are upgrading the look and functionality of the Radial Menu used by Squad Leaders and ordinary Squad members to access kit roles and deployables for construction in the field.



One exciting development to accompany this upgrade is tying the marker system with the Radial Menu, meaning that Squad Leaders can place map markers via pointing and marking with the Radial Menu, in addition to placing it directly onto the map.

Art



New US Army Soldiers

Our art team is proud to show off to you our new set of United States Army soldier models, finally in the game! Crafted from scratch with help from our Military Advisors whom have served in the US Armed Forces, the level of authenticity is hard to beat. We will continue to iterate and add more variations to the soldier models well into the future.



M1937 82mm Mortar

"Mortars INCOMING!"

This old Soviet mortar pre-dates World War 2. Don't let its age fool you, when those 82mm shells start flying, youll be running for cover regardless of its age! Planned for much later down the track as a FOB deployable, the M1937 Mortar will see service with our irregular factions, while our more conventional factions will have appropriate mortar models down the line, and when the mortar system is developed further.



DShK Heavy Machine Gun

Featured in a previous recap, the DShK is now fully animated and textured, and will soon be featured in the battlefield both in static tripod mode (as a Deployable Machine Gun), and on the back of the Technical. In its tripod configuration, the weapon offers full 360 degree coverage with excellent pitch range, making it an excellent all-round-defense weapon. However, the gunner is extremely exposed as it requires him to stand up to operate the weapon, so be careful!



M110 SASS

The M110 Semi-Automatic Sniper System is now in-game and will be featured in the US Army Marksman kit in the next version. In its current state it will sport a TA31 4X ACOG optic, in lieu of technical blockers preventing us in using the standard 10x Leupold scope. Rest assured that we will be working at getting that particular optic working in due time.



PPSH-41 SMG & SKS Rifle

Our artists have also been hard at work bringing two more irregular forces weapons to the fold, the SKS rifle and PPSH-41 submachine gun. Both fully animated and configured, expect these to come to a battlefield near you!

https://www.youtube.com/watch?v=iO0Hvjg6V78

Apartment Blocks Update

An update from the environment team comes in the form of Apartment blocks, where we've been working on more variations and the exteriors to really get the ball rolling on a more urban-style environment.



Mapping



Yehorivka

Our new Eastern European theatre map, Yehorivka, has been growing since the last recap. The map now has the first settlements in it. They're agricultural themed, surrounded by open fields, roads and highways. Inside the settlements you'll find sturdily built house yards covered with fences and gateways. These settlements are going to be very easy to dig in and will provide the much needed cover for your whole team.



Gorodok

Work continued on Gorodok with the addition of new objective areas for upcoming layout variations as well as multiple visual improvements including sky and lighting adjustments.



Sumari Bala Detail Pass

They say "It's all in the details" and that's exactly why we've spent the last month adding props and detail to the remaining areas of Sumari Bala. In addition to giving it a more lived-in feel, the details should provide added cover and concealment for its wide streets, narrow alleys, and even interiors. We've also made a few tweaks to the AAS layers and added even more caches for the Insurgency layer.





Before we close out, the development team like to thank Tom Landry for the continued contributions to the Squad Wiki. If you are new to Squad and joined us during the summer sale, this is a fast evolving resource to get yourself up to speed on all of Squad's content and gameplay concepts. For those who have been with us through development, we ask that you join in contributing, knowledge is power, power is strength, stronger Squaddies make a stronger Squad.

We hope ya'll enjoyed this months recap, and please stay tuned to the website and forums for more in Squad development!

Offworld Out.
Squad - Chuc
News Time Squaddies, rally up and listen in!

Steam Summer Sale 2016

Squad is proud to be part of the Steam 2016 Summer Sale, and will be available at a 25% discount from regular retail price, which is US$30 or regional equivalent.



Gamers on average have 22 hours of gameplay in Squad, and that's just the current infantry-only Alpha 6. This is the one and only chance to buy on sale before vehicles are released in Alpha 7 this summer.

This is also the first time Squad has been discounted since winning the 2015 IndieDB.com Editors Choice Award for Best Upcoming Game. And to answer the often asked question, yes this Steam Sale price is a Buy once, own forever purchase, with continued content updates over the next year and a half as both Squad and the Unreal Engine 4 continue to add content and features.

Squad Modding SDK released on Epic Launcher


In conjunction with Epic Games, Inc., the developers at Offworld Industries are proud to announce the release of the official Squad SDK, you can download it today by clicking the Get Unreal button at https://www.unrealengine.com.



The core of Offworld Industries were members of the Project Reality Mod for Battlefield 2, as well as RoyAwesome being the Lead Developer for Empires Mod for Half-Life 2. We are where we are today because of the access to mod the files of our favorite games years ago.

The team has had a goal since the first days of this company to Pay It Forward and release a full SDK to the public to open up Squad to modding and assist the next generation of realism FPS modders bring about the next iteration of tactical teamwork based, paced and strategic FPS. Several founders will devote substantial amounts of their time bridging between the modding community and the official branch.

To celebrate Squad gaining a SDK tab next to Ark and Paragon, RoyAwesome is a guest on the Unreal Engines official Twitch channel, on Thursday June 23rd 2PM Eastern, 6PM GMT HERE live, you can watch the replay video here later this week to learn more about the future of Squad modding and the nearly 1500 member Modding community that has grown on Discord.[/b]


Vehicles will be inbound in late July

Q. What do you call a Lada at the top of a hill?

A. A miracle

Substitute Lada for Squad in-game vehicles. Substitute climbing hill for 9 months of developer coding. Remember to maintain discipline and not skyline your vehicle in game or the ATGMs and RPGs will get you.

The good news, you will be able to drive a vehicle to the top of a ridgeline in Squad by the end of July.



With the Summer Sale comes new Squaddies. Let's welcome them and get them up to speed.

Squad has a learning curve.

The learning curve is Squad cost of entry to this world of tactical gameplay, as actions, reactions, and inactions all have round changing consequences.

We ask veterans to adopt a new player, and we ask new players to speak up and let people know you're learning the ropes, we come from a 10 year strong modding community where communication, camaraderie and sportsmanship are the cornerstones of our success, to help get your feet wet we have several places to start:

Squad's Official Wiki

Squad Beginner Tutorial Series

Go check out the 100+ active communities in game, spanning a dozen+ languages and spread around the world.


Squad Organised Play

Itching for some competitive and special event Squad? Check out the following:

SquadOps sponsored by BlueFangSolutions at http://SquadOps.gg. A structured role-play style event running each weekend, for those that want to take their Squad experience to the next level.

Squad League organized clan vs clan tournaments at http://squad.gg/. Currently running exhibition-style matches!

Community Clan Fight Night, a weekly event for the last 26 weeks and growing.


EFusion livestream on Hitbox.tv




On Monday June 27, at 2 PM Eastern, 16:00 GMT, RoyAwesome and SgtRoss will be guests on the EFusion livestream on the frontpage of Hitbox.tv. You can check them out here:http://www.hitbox.tv/nationfusion. EFusion will be kicking off Monday, and will run all week with video game industry developers and celebrities dropping in for livestream events.

Offworld Out.
Squad - Chuc
News Time Squaddies, rally up and listen in!

Steam Summer Sale 2016

Squad is proud to be part of the Steam 2016 Summer Sale, and will be available at a 25% discount from regular retail price, which is US$30 or regional equivalent.



Gamers on average have 22 hours of gameplay in Squad, and that's just the current infantry-only Alpha 6. This is the one and only chance to buy on sale before vehicles are released in Alpha 7 this summer.

This is also the first time Squad has been discounted since winning the 2015 IndieDB.com Editors Choice Award for Best Upcoming Game. And to answer the often asked question, yes this Steam Sale price is a Buy once, own forever purchase, with continued content updates over the next year and a half as both Squad and the Unreal Engine 4 continue to add content and features.

Squad Modding SDK released on Epic Launcher


In conjunction with Epic Games, Inc., the developers at Offworld Industries are proud to announce the release of the official Squad SDK, you can download it today by clicking the Get Unreal button at https://www.unrealengine.com.



The core of Offworld Industries were members of the Project Reality Mod for Battlefield 2, as well as RoyAwesome being the Lead Developer for Empires Mod for Half-Life 2. We are where we are today because of the access to mod the files of our favorite games years ago.

The team has had a goal since the first days of this company to Pay It Forward and release a full SDK to the public to open up Squad to modding and assist the next generation of realism FPS modders bring about the next iteration of tactical teamwork based, paced and strategic FPS. Several founders will devote substantial amounts of their time bridging between the modding community and the official branch.

To celebrate Squad gaining a SDK tab next to Ark and Paragon, RoyAwesome is a guest on the Unreal Engines official Twitch channel, on Thursday June 23rd 2PM Eastern, 6PM GMT HERE live, you can watch the replay video here later this week to learn more about the future of Squad modding and the nearly 1500 member Modding community that has grown on Discord.[/b]


Vehicles will be inbound in late July

Q. What do you call a Lada at the top of a hill?

A. A miracle

Substitute Lada for Squad in-game vehicles. Substitute climbing hill for 9 months of developer coding. Remember to maintain discipline and not skyline your vehicle in game or the ATGMs and RPGs will get you.

The good news, you will be able to drive a vehicle to the top of a ridgeline in Squad by the end of July.



With the Summer Sale comes new Squaddies. Let's welcome them and get them up to speed.

Squad has a learning curve.

The learning curve is Squad cost of entry to this world of tactical gameplay, as actions, reactions, and inactions all have round changing consequences.

We ask veterans to adopt a new player, and we ask new players to speak up and let people know you're learning the ropes, we come from a 10 year strong modding community where communication, camaraderie and sportsmanship are the cornerstones of our success, to help get your feet wet we have several places to start:

Squad's Official Wiki

Squad Beginner Tutorial Series

Go check out the 100+ active communities in game, spanning a dozen+ languages and spread around the world.


Squad Organised Play

Itching for some competitive and special event Squad? Check out the following:

SquadOps sponsored by BlueFangSolutions at http://SquadOps.gg. A structured role-play style event running each weekend, for those that want to take their Squad experience to the next level.

Squad League organized clan vs clan tournaments at http://squad.gg/. Currently running exhibition-style matches!

Community Clan Fight Night, a weekly event for the last 26 weeks and growing.


EFusion livestream on Hitbox.tv




On Monday June 27, at 2 PM Eastern, 16:00 GMT, RoyAwesome and SgtRoss will be guests on the EFusion livestream on the frontpage of Hitbox.tv. You can check them out here:http://www.hitbox.tv/nationfusion. EFusion will be kicking off Monday, and will run all week with video game industry developers and celebrities dropping in for livestream events.

Offworld Out.
...