Squad - OWI_Icare
There is plenty of new content coming with Squad update 4.3 and we will reveal more as we approach the final release date, but in the meantime let’s talk about the cornerstone of this update, the rework of the Irregular Militia Forces! This is not an exhaustive list and we will communicate all the changes in the Release Notes!

The Irregular Militia Forces faction is getting an overhaul to bring them more up to par with the other factions in the game. We’ve long felt that the militia were the weakest faction compared to the rest and have been looking forward to bringing them on par with our latest factions. We’ve updated them in a way that also leans into the concept of creating more unique-feeling factions.

Eventually we want each faction to have a unique feel, strengths, and weaknesses, leaning into asymmetrical design. For militia our changes have focused around making them more ambush and entrenchment/defensive focused, as well as improving the quality of their infantry since their vehicle line-up still leaves a lot to be desired when compared to conventional factions.

Faction strengths: The faction will excel at rapid mobility, ambushing, entrenchment (ie. defensive positions), and mobile artillery. These strengths will be emphasized by teams who use higher degrees of coordination and communication.

Faction weaknesses: The faction suffers from a weaker line-up of vehicles, especially having no helicopters and older-generation infantry fighting vehicles and main battle tanks. In addition to this they also have weaker command strike abilities compared to conventional factions.

NEW ROLES

Ambusher



The ambusher is a special role that only the irregular militia forces will have access to. As their name implies, they are expected to lay ambush positions enabling their squad to launch surprise attacks on passing enemy infantry or vehicles, or to provide concealed camouflage positions as part of a larger defensive effort. Having only weapons with iron sights and limited ammunition will mean that they will need to rely on the rest of their squad to help them clean up targets that aren’t taken out in the initial ambush.

You will find them in the ‘direct combat’ roles category. They will make use of a deployable personal camouflage net that will conceal one soldier lying prone on even ground. You will have access to two loadout variants available, one with fragmentation rifle grenades, and one with short-range anti-vehicle hand grenades. These weapons are more difficult to use than their conventional equivalents.

  • Ambusher 01
    • FAL
    • 5x Fragmentation Rifle Grenades
    • 1x Personal Camouflage Net
  • Ambusher 02
    • M4
    • 2x RGD-5 Frag Grenades
    • 2x RKG-3 Anti-Tank Grenade
    • 1x Personal Camouflage Net

Infiltrator



The infiltrator is a close-quarters focused role versatile against infantry and vehicle that will best serve their squad by being present during the opening moments of a close-range ambush or by maneuvering under cover fire to enemies hunkered down in hardpoint positions such as buildings or bunkers, letting their grenades loose and being on point for clearing them out.

They are available in the ‘fire support’ role category and will be of limited use at long range. Similar to the ‘raider’ role of the insurgents faction, they make use of a high-capacity, short-range primary weapon (AKS-74U with 45-round magazines) and fragmentation grenades. In addition to this they also carry a machine pistol as a secondary weapon, and RKG-3 anti-tank grenades.

  • Infiltrator
    • AKS-74U + 45-round magazines
    • Vz 61 Skorpion
    • 2x RGD-5 Frag Grenades
    • 4x RKG-3 Anti-Tank Grenade

NEW VEHICLES

BM-21 “Grad” Rocket Artillery Truck



The BM-21 “Grad” is the first MLRS (multiple launcher rocket system) to be added to the game, and arguably the first true self-propelled artillery vehicle that we have added. It fires powerful 122mm rockets with a minimum arming distance of 100 meters, has a minimum firing distance of 900 meters, a maximum firing distance of 1500 meters on even ground, and will only be present on larger maps within the game.

Due to its limited effectiveness at shorter ranges, getting the most bang for your buck out of this weapon system will involve closely communicating and coordinating with spotters to ensure that you are hitting an area populated with relevant targets, and that your rockets are landing on target. It will be used most effectively against mass concentrations of infantry in the open, enemy FOBs, or static light to medium vehicles.

Armored Ural & Technical 



The militia will be receiving several variants of an improvised, up-armored Ural 375, as well as the modern pickup truck. The idea behind these vehicles was to offer a bit more protection to the light vehicles of militia since their overall vehicle line-up is lacking compared to more conventional factions. Hastily-welded steel sheets will protect some of the vehicle’s occupants from small-arms fire although larger caliber ammunition will still pass through.

The up-armored vehicles will provide limited survivability to occupants when inadvertently running into enemy infantry. The up-armored technicals will still be served best by ambushing enemies or used in defensive positions that offer maximum protection. The armored Urals will provide slightly more reliable transport and logistical support for the militia, as they will rely on supplies for their defensive specialization, and doubly-so as they continue to lack helicopter support

NEW EMPLACEMENT

ZIS-3 Field Gun



The ZIS-3 field gun is the first of its kind to be added to the game. It is a weapon emplacement, with up to two being able to be constructed within Irregular Militia Forces FOBs. It will have fragmentation, HEAT, and smoke ammunition types available so will be effective against both infantry and vehicles at long range but be cautious as prolonged use will sap a FOB of ammunition supply.

The ZIS-3 will best be employed in ambush positions, covering choke points or used in positions with long lines of sight where the threat of return fire will reduce the likelihood of quickly incapacitating the operator. This weapon is a relic of world war 2 and as such its HEAT ammunition lacks the armor penetration capabilities of modern weapons but will still need to be taken advantage of in order to offset the Irregular Militia Forces’ lack of conventional heavy vehicles.

NEW FORTIFICATIONS

Camouflage Netting



As part of the update, the Irregular Militia Forces will get access to several new camouflage net fortifications. The lean-to, wall, and canopy will provide multiple opportunities for concealing not only infantry fighting positions but the canopy in particular is large enough to conceal vehicles, HABs, hull-down positions, or can just be used as a decoy position to confuse enemy UAVs.

The camouflage netting fortifications will help the militia both set up ambush positions at critical choke points or simply enhance a larger defensive position.

Hull-down Position

The hull-down position is a fortification whose primary intent is to offer additional frontal and side armor protection for armored vehicles such as the BMP-1 or T-62 on even ground. Up to two can be built per FOB and will allow the militia’s older-generation armored vehicles to contend against their better conventional counterparts.
Squad - OWI_Icare
Attention Squaddies,

Update Squad 4.3 will be here soon on the 15th of March!

It will bring with it a massive rework for the Irregular Militia Forces, the Manicouagan new map (a complete remake of Manic-5), a new Quick Play feature and many more bug fixes, improvements, and optimizations to the game. Keep an eye out for more details coming soon!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.3.

At ease,
Feb 8, 2023
Squad - OWI_Icare
Attention Squaddies,

Squad 4.2 is now live and ready to be downloaded! For all the details about the new content and fixes, head to our Release Notes.

We would love to hear your thoughts on the update and get feedback on any new issues you might encounter, so please share with us directly in our Technical Issues Report thread in the forums. 

At ease,
Squad - OWI_Icare
Hey Squaddies! 

In addition to bug fixes and cool new content that will be part of this week’s release, update 4.2 also includes an Engine Upgrade. This update is a technical back-end improvement that may not add flashy content to the in-game experience, but is an integral part of us continuing to upgrade Squad and ensure that it has a lot of longevity to come. It will also help to better support us in all of the exciting content plans we have for 2023. 

We’ll be keeping a close eye on how this engine upgrade impacts performance, and thank you all in advance for any bug reports you send our way. We will add a dedicated forum thread for reporting issues directly related to the engine upgrade.

For those of you that are interested in all of the technical nitty-gritty, we’ve got a great breakdown of the engine upgrade below! For those of you that are less inclined to keep reading, just be on the lookout for anything you wish to report - performance edge cases or new bugs, we want to be aware of all of it. Thank you for partnering with us in the continued quest to make Squad better!

---------------------------------------

What is an engine upgrade?

Squad is built using Epic’s Unreal Engine. In this blog we’ll use the term Unreal Engine or UE here to refer to both UE4 and UE5. UE5 is an evolution of the development line of UE4, not a separate development started from scratch.

Squad’s origins are closely tied to UE4. Squad started development on one of the first versions in 2014, and released on Steam with version 4.10 in 2015.

Since then Epic has released 20 major updates to the Engine, and Squad has been following. Often multiple engine releases were combined in one update, leading to a total of 6 engine upgrades since launch. Engine upgrades are often a major effort, especially for a large game like Squad, since existing game functionality will need to be adapted to changed engine functionality.

Why upgrade the engine?

It is possible to get engine improvements into the game without updating the engine. We can bring individual fixes from new engine versions into an older version (merging), which we frequently do for crash fixes for example, or we can even start developing the engine independently from Epic. The former becomes harder the further behind we are in engine versions, as changes pile up on top of each other. The latter would prevent us from benefiting from the work all the talented people at Epic do.

We decide, whether to update the engine, based on a number of factors

  • How meaningful the improvements of the new engine version are for Squad
  • The time we have to invest into upgrading the engine
  • How much complexity we remove by reducing the number changes we have back-ported from newer engine versions
  • What benefits are we getting from 3rd party plugins, which are only available for the latest engine versions

Improvements in the engine could be better performance, better visuals, supporting new features, as well as new tools and workflows to support the development.

Does it give better performance?

In the early days of the engine, there weren’t any large-scale multiplayer games like Squad on UE, and the requirements of this type of game weren’t well supported. Squad launched with a maximum player count of 40 per server. Successive updates to the engine, especially during the “Fortnite period”, enabled a much larger scale for the game, but in turn usually required us to remove some of our own optimizations, in favor of using the engine’s way of making the game run better. That’s why an initial release of Squad on a new engine version often didn’t significantly increase performance, but the following updates did, as we were able to gather more information on shifting bottlenecks and used the new tools to their full potential. Engine upgrades enable us to make the game run better, or to maintain performance while we’re increasing the scale and features available.

DirectX 12

From a technical perspective the most impactful change we made in this update is in the graphics API. While UE4 has supported Direct3D 12 (the graphics API part of DirectX 12) for years, in the past the disadvantages outweigh the benefits of using the low level API in Squad. With UE 4.27 we found that DirectX 12 is now ready for Squad and enabled it as the default graphics API. Direct3D 12 brings huge gains in rendering scenes with lots of objects, as it allows the necessary CPU work to be better distributed. This has the potential to create new bottlenecks, with buffers getting flooded with the sheer amount of data available and the frame rate potentially being less stable.

In the past months we spent a lot of time on overcoming issues like this. We expect that DirectX 12 will be the best choice for almost all Squad players, but since there are countless possible system configurations we can’t know for sure and included the option to switch back to DirectX11 in the main menu. If you experience issues, please give it a try and send us feedback. DirectX 12 also allows support for advanced temporal upsampling algorithms.

AMD FSR 2

We have integrated AMD FSR version 2.1.2, which is the latest version available for Unreal Engine. FSR 2 is an open-source temporal upsampler. Based on information in the current and previous frame, as well as information passed in from the game, like how the camera is moving, it can calculate more detail into images than has been rendered. This allows to render games in a lower resolution than the native monitor resolution and then upsample the image to the native resolution, without a significant loss in image quality.

This upsampling process takes far less time and memory on the GPU, then rendering the image natively at that resolution would take. In short, using FSR gives better performance in scenarios where you are GPU-bottlenecked. There are also temporal upsampling solutions from Nvidia and Intel, which we’re evaluating. For this release we decided to ship with FSR 2 only, as it is supported on all GPUs and as an open-source solution was easy to integrate.

What else can we expect from UE 4.27?

The focus of the engine upgrade has been performance. Depending on your individual system, it is possible to get double the frame rate, or more, in some scenes compared to previous versions. The gains will be more limited or non-existing when there are lots of moving objects, like other players, vehicles and projectiles around you. That is because all the necessary updates your client computes and you receive from the server will start taking up more time than the rendering of the scene. Squad is making heavy use of distance and visibility based optimizations, to reduce how many times objects are updated. The engine comes with advanced methods to help determine what information is most relevant to you at any given time and focus on updating what really matters to you. We are now working on transitioning some of our optimizations to these advanced methods, to unlock better performance in situations, which are full of action.

A difference that will be immediately visible is the new water, which was possible to create thanks to better support by the engine for the features required to render it. The new engine version also comes with many bug and crash fixes, as well as tools and workflow improvements. Over time these will enable us to rework existing features and content in Squad for better performance or visuals. In total there are tens of thousands of engine changes between UE 4.23 and 4.27. Some of these changes will bring new bugs, many of which we have found and fixed, but there will be others which we haven’t. As always, please report any new bugs you encounter in discord.

Why not upgrade to Unreal Engine 5 instead?

Unreal Engine 4.27 is generally considered a very stable and mature release, as many of the more ambitious and experimental changes to the engine were developed for UE5. Taking this intermediate step allows us to gather information on the state of the game with this version, making it easier to pinpoint the root cause of any issues we may face in a future engine upgrade. If an issue doesn’t appear on UE4.27, but it does on UE5, we can look at the changes between those versions. If we try to jump a lot of engine versions at the same time, this becomes much harder due to the accumulation and stacking of changes.
Squad - OWI_Icare
Attention Squaddies,

Update Squad 4.2 will include and focus on the upgrade of the game engine to Unreal v4.27, improvements to the visuals of the US Army faction (new uniforms & character models), a new map layer (Mutaha Seed v1, USMC vs RUS), new emotes introduced to the game and many more bug fixes, improvements, and optimizations to the game.

Check out the full detailed list of new features and changes down bellow.

System & Gameplay Updates

  • Upgraded game engine to Unreal v4.27
    • Added DX12 as the default graphics API
    • You can still opt to use DX11 by selecting it in the Settings menu
    • Added support for FSR2 upscaling
  • Reimplemented and updated the Graphics Benchmark tool
    • Clicking the "Defaults" button on the Graphics Settings Menu will run a benchmark test on both your CPU and GPU and automatically apply recommended graphics settings once complete. As there have been some changes and optimizations to the graphics settings as part of the engine upgrade, we strongly recommend running this benchmark once you have updated Squad.
  • Increased HAB spawn activation delay from 20 to 30 seconds
  • Added a new map layer, Mutaha Seed v1 (USMC vs RUS)
  • Increased PLA ZSL10 APC cupola gunner mags from two to ten
  • Made improvements to the visuals of the US Army faction, including:
    • New and improved uniforms, including a new forest camo variant
    • New and improved character models
    • A complete remodel of the M17 MHS Pistol
    • Updated ammo boxes and equipment

Features

  • Added a new feature, Emotes
    • Access the emotes radial menu in-game by holding the “X” key (Learn more about emotes: LINK)

General Bug Fixes

  • Fixed a server crash that could occur in EOSServerSubsystem when kicking players - This fix addresses the main issue with modded layers and those should now work
  • Fixed a rare issue that could cause a user to disconnect from a server while pushing a helicopter from the rear
  • Fixed an issue that could cause servers to hitch on ensures, causing player disconnects
  • Fixed a long-standing issue where enemy zones could become impossible to capture after placing a friendly HAB inside of the area in Territory Control
  • Fixed an issue that caused modern technical vehicles to accelerate extremely fast after backing up into the water
  • Fixed an issue that caused the engine sounds for several vehicles to be quieter and harder to hear from afar than intended
  • Fixed an issue that caused the aim down sights animation for rocket launchers and binoculars to not appear to other players Removed unnecessary notifications in the tutorial
  • Fixed a bug that caused frag grenades not to play SFX or VFX on concrete
  • Fixed an issue where the GB FV432 APC’s engine could not be destroyed with weapons
  • Fixed a minor visual issue that could occur while aiming down sights in the AUS Mag58 Jeep
  • Fixed a minor visual bug with the PLA ZBD04A’s turret
  • Made several improvements to the appearance of the PLA ZTZ99A MBT
  • Fixed a bug that prevented the rangefinder of the PLA PF98 launcher from displaying properly in local training mode
  • Fixed an issue that caused the PLA QJY88 RHIB to cost five tickets instead of one
  • Fixed an issue that caused the PLA QLG10 grenade launcher to cost ten ammo instead of seven
  • Adjusted several PLA weapon and vehicle names for accuracy
  • Corrected the item description for the PLA QBU88 marksman rifle
  • Fixed a bug that caused the PLA LAT kit role to display rifles incorrectly
  • Fixed an issue that prevented the wrecks of PLA ZSL10, ZBL08, and ZBD04A vehicles from sinking
  • Fixed an issue that prevented environmental effects (sand, snow, mud) from appearing on PLA soldier uniforms
  • Fixed a bug that allowed the driver of the PLA ZBL08 IFV and ZSL10 APC to be killed by explosive rounds hitting the vehicle’s front side
  • Fixed a bug that prevented the front water shield of PLA ZBL08, ZSL10, and ZBD04A vehicles from successfully deploying in the water
  • Adjusted the PLA ZBD04A IFV’s weapon loadout to follow the standards set by other vehicles in the game
  • Adjusted the order of the BTR80 Woodland APC’s gunner weapon selection
  • Fixed a missing ammo rack component on the PLA ZBL08 HJ73C desert variant
  • Improved animations on the PLA ZSL10 APC when interacting with the open-top turret
  • Fixed a visual issue with the turret of the PLA ZTZ99A MBT vehicle
  • Fixed an issue with the reticle on the T72B3 MBT’s turret
  • Fixed several issues relating to vehicle icons appearing incorrectly
  • Fixed several visual issues with Insurgent soldier models
  • Fixed an issue that could cause the medic role to appear as available when there are already two medics in the squad

Map Updates & Bug Fixes

  • Black Coast
    • Minor visual fixes
  • Chora
    • Minor visual fixes
  • Fallujah
    • Fixed an issue where a weapon cache would spawn floating in the air on Insurgency v1
    • Fixed an issue that caused water splash VFX to display inappropriately while shooting inside tunnels
  • Gorodok
    • Added obstruction to an exploitable spot for radio placement
    • Minor visual fixes
  • Harju
    • Fixed an issue where defender and attack staging zone text was incorrect on Invasion v5
    • Added new loading screen music
  • Kohat
    • Updated the minimap
    • Fixed an issue where PLA players were mistakenly able to build the HJ8 ATGM
  • Lashkar
    • Fixed a bug that allowed PLA SLs to use the buddy rally feature and the commander to use CO abilities near vehicles on Invasion v4
  • Narva
    • Fixed an issue where PLA had four logis and no transport truck on RAAS v6
  • Pacific Proving Grounds
    • Fixed an issue that caused the vehicle list on v2 (PLA vs USMC) not to appear
  • Skorpo
    • Fixed an issue where helicopters crashed into the water would not respawn
    • Fixed an issue with the minimap on RAAS v2 and v3
    • Fixed an issue that caused a player to hit an unintended obstacle while running in the trench at M8-2-7
    • Minor visual fixes
  • Sumari
    • Fixed an issue that could cause the map to appear washed out, negatively impacting performance


SDK Updates & Bug Fixes


  • Updated mod SDK to v4.2
  • Updated mod versioning to v4.2. This requires mods to be re-cooked with the v4.2 SDK — any mods using the v4.0 SDK will be incompatible with v4.2


Known Issues


  • Depending on the specific hardware setup, some players may experience frame rate stutters during gameplay - most notably while aiming down sights. If this happens to you, please switch to DX11 in the Graphics Settings Menu, restart the game, and try again.


NOTE: With this update, we have forced a cache clear (reset of game options) due to changes and optimizations to the graphics settings as part of the engine upgrade. There are new options to explore, so go check them out! Additionally, remember that you can use the "saved keybind preset" feature to load your old keybinds if you’d like.
Squad - OWI_Icare
Attention Squaddies,

Update Squad 4.2 is well on its way and will be here on February 8th 2023! 

It will include and focus on the upgrade of the game engine to Unreal v4.27, improvements to the visuals of the US Army faction (new uniforms, character models), a new map layer (Mutaha Seed v1, USMC vs RUS), new emotes introduced to the game, and many more bug fixes, improvements, and optimizations to the game.

With this update we continue to improve the playing experience of Squad and hope to hear your feedback on the changes when they go live!

Next week we will publish the complete Release Notes for you to check and learn all the latest additions that made it to the game in 4.2.

At ease,

- OFFWORLD OUT!
Jan 20, 2023
Squad - OWI_Icare
Attention Squaddies,

We know you have questions, so let’s talk in depth about the emotes that will be coming along with the rest of the 4.2.

Emotes are animations which you can use to support VOIP communications, interact with each other, celebrate in-game situations, or brighten up down time. We hope they will enhance the social, gameplay, and cinematic aspects of your Squad experience. Our approach to introducing emotes is grounded in authenticity. Above all we wish to preserve the spirit of Squad and protect the immersion that each of you seek in its cooperative experience.

Firstly emotes will come in two flavors: Emotes and Gestures.

Emotes and Gestures

Emotes are full body animations. When triggered they will display a 3rd person view of your character. Moving, aiming down sight, jumping, crouching or going prone, switching gear or similar action will interrupt the emote. Emotes can only be used in the main base or during the staging phase, as they show a 3rd person view, we wanted to make sure players couldn't use this feature to give themselves an advantage by peeking around corners.

Gestures are an upper body hand sign animation that you can trigger. Unlike Emotes it only involves movement of the hands and arms. Gestures happen in 1st person, without obstructing your movement. Gestures offer more leeway before being interrupted, you will be able to move while performing them, however aiming down sight, jumping, going prone, firing your weapon, switching gear or similar action will interrupt the gesture. Gestures are available at all times throughout the battlefield.

Using Emotes

The emotes you have acquired can be equipped on the Customize screen which can be accessed from the Main Menu. It will display a preview of the emote as well to help you make a choice. A checkmark on the emote will also inform you of which one you currently have equipped.



Now that we have our emotes equipped, let’s use them!

Before anything, there is a new keybind that activates emotes (X by default) and can be changed in Settings. While in game you can press the assigned key to bring up a radial menu.

Hold the Emote key to open the emote wheel and click on an emote of your choice to activate it. This cannot be done while aiming down sights.



On the release of Squad 4.2 we will have a few available options for you to try. Free options will be directly available on release. Other options will be available for purchase a few hours later (Grunt and R&R Pack). Both the Grunt and R&R Pack will be available for 3.99 USD upon release. Prices may vary depending on regional currencies. Take a look at the exhaustive list below to know the content of each pack.


Free - Inventory

Every player will be receiving for free one Emote and two Gestures in their inventory directly. The Wave Hello (Emote), Point Forward (Gesture) and Move Out (Gesture).

Wave Hello - Emote



Point Forward - Gesture



Move Out - Gesture



Free - Recruit Pack

The free Recruit Pack will be available to all players on the launch of Squad 4.2. You can claim the pack for yourself from the Main Menu, open the Store and select the Free Recruit Pack. Clicking "Claim" will take you to the Steam store, where you can acquire it for free. It should quickly appear in your inventory of the Customization Menu afterward. The pack includes two Emotes (Salute and Shrug) and two Gestures (Come Here and Thumbs Up).


Salute - Emote


Shrug - Emote


Come Here - Gesture


Thumbs Up - Gesture


Grunt Pack


For all of you grunts out there we have the Grunt Pack, it includes one Emote (Slow Clap, best used when your heli pilot misses the landing pad... again). and four Gestures (Horns, Finger Snap, Fist and Palm, and High Ready).


Slow Clap - Emote


Horns - Gesture


Finger Snap - Gesture


Fist and Palm - Gesture (PLA Faction Exclusive)


High Ready - Gesture (Only available with Rifles, Handguns and LMGs)


R&R Pack

If you want to let loose a little, the R&R Pack is there for you. It includes one Emote (Facepalm, because really, we all have those moments) and four gestures (Hang Loose, Applause, Shh and Finger Wag).


Facepalm - Emote


Finger Wag - Gesture


Applause - Gesture


Shh - Gesture


Hang Loose - Gesture



Thank you for your continuing support as we continue improving Squad through creating new content, features, and other improvements for you to enjoy.

OFFWORLD OUT.
Squad - OWI_Icare
Attention Squaddies,

With the upcoming release of Squad v4.2 we will be introducing something new for both Squad and Offworld as a studio! Alongside the usual improvements, bug fixes, and a game engine update v4.27 will be the first update where we add a new form of content to Squad with the introduction of Emotes! Emotes are animations which you can use to express yourself, interact with each other, celebrate in-game situations, or brighten up down time. We hope they will enhance the social and cinematic aspects of your Squad experience.

As a thank you for all your years of support for Squad, all players will be receiving a free Emotes pack on initial release. There will also be two packages of paid Emotes that will be sold through an in-game connection to the Steam Store. We will walk you through them and how they appear in Squad very soon in another blog and we will be showcasing more about Emotes as we get close to the launch of v4.2!

Emotes are a totally optional feature in Squad. If you do not feel like buying additional Emotes you do not have to, and your playing experience will be no different than it is now without Emotes. Those of you who enjoy the additional customization and way of showing off your personality in game that Emotes provides are able to purchase additional ones at what we feel is a reasonable price.

After years of releasing free updates for Squad this is our first foray into monetizing Squad beyond the initial purchase. We understand that paid content in gaming can be controversial and that previous leadership at Offworld had stated that paid DLC would never be added to Squad. Given this we wanted to inform you of this change prior to the release of v4.2 early.

So why this shift, this far into the life of Squad? As we look into the future we see a long and healthy life for Squad. It has a large and dedicated playerbase. We have plans for more updates and to support the game beyond 2023. While many of these planned updates will be free, we also realize that we need a way to continue to fund the development of Squad. Paid content like Emotes is one such way to help fund that development and continue our work on improving the game.

Rest assured that we are continuing to work on free updates for Squad.

We will be providing all Kickstarter Backers that qualify for physical rewards with all Emote packs available at launch for free. This will take us a bit of time as we work to reach out to everyone, so we thank our Kickstarter backers in advance for their patience as we continue to work towards creating the outstanding physical rewards. Thank you for your continued support of Squad.

At ease,
Offworld Industries



Q&A

Will there be servers set up with no emotes allowed? Can they be toggled off by server owners?

This will not be an option. However, we have made sure that emotes will be as unobtrusive as possible. We want them to be part of Squad without affecting the gameplay and keep Squad a great experience whether or not you purchased additional content.

Does this mean we will see more monetization in the future? What about gun skins or uniforms?

The introduction of emotes and this new form of support for Squad is something we are excited to try. We will be closely monitoring the popularity of emotes and the interest of the community in them. As you well know some initial backers of the Kickstarter have currently access to a variation on weapon skins and we are not excluding the possibility to broaden the selection we offer. However we will communicate more on the topic if and when the time comes.

Will you start charging for maps or factions in the future?

Our approach to the future of Squad is to keep it as inclusive as we possibly can. Creating maps and factions takes a lot of time and effort and we wish for our entire community to be able to enjoy the fruits of our hard work.

What will be your refund policy?

Our refund policy hasn’t changed and will stay in its current state. You will be able to purchase emotes through the Steam Store and to make your claims as per usual through it.
Squad - OWI_Wedge
Squad will be updating its game engine the team wants to playtest it on a full server to help identify any unforeseen issues that we may need to address before that happens. As such we are holding a playtest this Thursday January 12th at 21:00 UTC / 13:00 PST.

The main goal of this is to get 100 players active on a server.

We would like all players that are able to to jump into the game at that time on the Squad - Public Testing game that's below Squad in Steam.*




A successfully attended public playtest will go a long way to improving the update's success when it's launched in 2023, and help us discover issues that would be frustrating if we did not see them early. We ask all players who can to join us on Thursday January 12th at 21:00 UTC / 13:00 PST on the Squad - Public Testing game to road test this future engine upgrade.

Tell your friends - tell your neighbours, tell anyone you know who plays Squad and get them on!
Thank you all for the continued support of Squad!

* If you have previously been playing on a Beta please ensure that you're not on a Beta build for this but just the standard Squad - Public Testing app.
Squad - OWI_Wedge


Attention Squaddies,

From everyone at Offworld we wish you a wonderful holiday season with your friends, family, and loved ones as we celebrate the end of another year!

This year has been a busy one at Offworld Industries, as we detailed in our recent post looking back at 2022 [[url=https://joinsquad.com/2022/12/14/squads-2022-in-review/]URL LINK[/url]]. We are excited about what lies ahead for both Squad and our studio, and look forward to sharing more of that with you in the new year.

Please note that the Offworld Industries studio will be closed from December 16th until January 3rd. Please continue to share your thoughts with us via our channels such as our Twitter account [[url=https://twitter.com/JoinSquad]LINK URL[/url]], our Discord Server [[url=https://discord.gg/squad]LINK URL[/url]], and our Facebook page [[url=https://www.facebook.com/gaming/JoinSquad]LINK URL[/url]].

You will still be able to reach our Customer Support Team through our Support Portal [[url=https://offworldindustries.zendesk.com/hc/en-us]Link URL[/url]], but please keep in mind that responses will take longer than usual during the holiday closure. In the meantime please visit our Technical FAQ for commonly reported issues [[url=https://offworldindustries.zendesk.com/hc/en-us/sections/204726888-Squad]LINK URL[/url]].

Thank you again for your support and happy holidays from the OWI Team!

Over and out,

Offworld
...