Squad Update Tracker

Patch notes, hotfixes and announcements from Offworld Industries, pulled straight from the official Steam feed. Full posts included — no need to go looking.
Latest build v10.6 15 patch notes 30 posts tracked Refreshed just now
Patch notes 21h ago

Squad Hotfix 10.6 - Hotfix 2 Release Notes

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Hello Squaddies. We’re back with Hotfix #2 for Update 10.6.

Today’s Hotfix addresses a server de-sync issue players and server hosters have been reporting.

We want to thank all the players who have taken the time to report issues in detail. Your reports have been of great benefit to our development team, helping us identify and address these problems as quickly as possible.

If you encounter an issue that hasn’t been resolved by this hotfix, We ask that you please continue contributing to existing threads and or starting new conversations in our Discord! Detailed reports and reproduction steps are incredibly helpful to our teams when investigating problems.

Squad Bug Reports

Thank you for your continued patience and for helping us make Squad a better game.

We appreciate your hard work Squaddies!

—The Offworld Team


🪖 SQUAD - UPDATE 10.6 - HOTFIX 2


FIXES


SERVER FIXES

  • Fixed a server and client de-synchronization that would cause delayed teleportation and re-synchronization after being revived.

Read the original on Steam →
Patch notes 22h ago

Squad Hotfix 10.6 - Hotfix 1 Release Notes

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Hello squaddies! Following up the release of Update 10.6, we’ve been eagerly following your feedback about the ups and downs of the release. While we’re glad to see the celebration about some of the improvements and changes that have been made to the experience, we also feel your frustration accompanying the appearance of new issues and the re-emergence of old pains that still need to be addressed.

Today’s hotfix is aimed at addressing some of the initial issues that have arisen following the release, primarily targeting issues with the UI and navigability of the front-end.

Beyond this, we absolutely recognize that there are still major concerns to address: the bug impacting tracked vehicles taking on a new form, ongoing concerns with the UI, issues with the terrain and collision on certain maps, and a variety of other problems being raised by all of you. We appreciate everyone who has taken the time to report these in great detail, and encourage you to continue contributing to threads or starting new conversations over on Discord:

Squad Bug Reports

Our Community, QA, Design, Production, and Programming teams will all be digging into these reports today and into the weekend in preparation for our next Hotfix. While the contents will depend on how quickly we can reproduce and fix the issues, our aim is to get you another build with fixes as soon as we are able.

Keep the reports coming, and thank you for your patience as we get things sorted.

—The Offworld Team


🪖 SQUAD - UPDATE 10.6 - HOTFIX 1


FIXES


PARTY SYSTEM

  • Added the ability to collapse the Party UI panel in any screen other than the ‘Home’ screen.

  • Fixed an issue which would result in the Party UI pushing part of the screen to the side.

  • Fixed a bug where a player's party status displays as ‘locked’ when that isn't the case.

GENERAL

  • Fixed a bug where white bars would appear on the server browser.

  • Fixed a bug where map/layer names are not truncated on the server browser.

  • Fixed a bug where multiple ‘Browser Detail’ panels would remain open and stay stacked.

  • Fixed an issue which would cause the client to hitch when populating the Friends list in-game.

  • Fixed an issue where the client would take longer than usual to close out after exiting the game.

  • When trying to rebind a key, pressing \ will no longer back you out of the control settings page.

  • Tallil: Fixed a issue which would result in mortar craters appearing in the world as a block of grey, untextured material.

SERVER FIXES

  • Fixed an issue (in a server-only release) which would result in server crashes. Please continue to report crashing issues alongside your game logs so we can escalate these to our programming team.

Read the original on Steam →
Patch notes 2d ago

Squad Update 10.6 Release Notes

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Hello Squaddies!

Welcome to Update 10.6!

We are excited to introduce the latest changes, updates, and bug fixes to Squad! Since the release of Update 10.5 back in June, the team has been working hard to improve the experience, address issues, and implement new systems to expand your arsenal. Here are a few of the key features coming with 10.6:

  • A new party system allows you to team up and play with your friends! (No more splitting the party!)

  • Improvements to the compass system that highlights important objectives, including new observation markers placed by any member of the squad.

  • Significant performance improvements throughout the game, including updates to various maps, models, and even the UI!

  • Two quality-of-life changes: the HAB now comes with a built-in ammo kit, and downed soldiers can now see their revive progress.

  • An updated map vote config will help server owners prevent repetitive matches from striking your queues.

  • Fixes for numerous notorious issues, including “turret surfing,” vehicles getting stuck in the terrain, and VOIP being disrupted by your Windows settings.

  • Improvements to suppression which includes a noise reduction for bullet snaps.

  • ...and more!

As always, we want to extend our appreciation to every Squaddie for continuing to report issues, offer feedback, and join into our playtests as we continue the development of Squad. THANK YOU! And please keep the reports and conversations coming so we can continue to make improvements in 10.7 and beyond!

See you on the battlefield!

— The Offworld Team

 

Looking to connect with fellow Squadmates, share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

 


🫵 COMMUNITY COMMENDATIONS


With our Community, Community Development, QA, and Production teams working to identify and integrate your reports into the development process, we wanted to shine the spotlight on the issues that came from YOU and led to changes in the game TODAY.

  • Various update have been made to the suppression effects based on community feedback. Shooters now need to strike within 3 meters of their target to be most effective, and targets will have more control over their soldier when suppressed.

  • The noise of bullet snaps has also been reduced to prevent them from overpowering the directional sound of the shot being fired.

  • The recoil of several vehicle-mounted machine gun turrets has been adjusted to prevent them from being too unstable to use.

  • Adjusted the iron sights on the AK-12 to be easier to see through.

  • Fixed an issue which would result in the initial helicopter spawns being delayed for the PLANMC Amphibious Assault battlegroup.

  • Fixed an issue where in-game VoIP would stop transmitting if you queued up for another server while already on a server (while the queue popup was open).

  • Fixed an issue which resulted in the Crewman / Pilot having 8 mags as opposed to 4.

  • Add binoculars to the IMF LAT 03 FN FAL kit.

  • Fixed an issue where the CAF Combined Arms Unit (Offensive) was missing two time-delayed MSVS Transport Trucks.

  • Players can now aim down sight (ADS) after being revived without having to move first.

  • Fixed the UB-32 Rocket Pod weapon on the GFI's BRDM-2 from firing in the wrong direction after aiming upwards.

  • USMC Armored Battlegroups on the Fallujah and Mutaha layers will now (properly) use the defensive setup instead of offensive setup.

  • Fixed excessive screen shake when firing scoped NSV and QJZ-89 emplaced machine guns.

  • Al Basrah: RAAS v3: Fixed an issue where invisible collision areas could block projectiles along certain edges of the map.

  • Al Basrah: Invasion V2: Fixed a collision issue above the northeast main base which would result in helicopters crashing.

  • Harju: Fixed an issue on Harju where players could walk inside of a rock wall and shoot from within. (Hax!)

  • Harju: Invasion_v4_CL: Repair stations now function as intended.

  • Harju, Tallil: Fixed a collision issue that was blocking players from easily passing through a door on the concrete hangar structure on Tallil and Harju.

  • Manicougan: Road crews have removed a rock blocking a road lane.


🪖 SQUAD - GAME UPDATE 10.6.0


NEW FEATURES


NEW: PARTY SYSTEM

Squad’s new Party System allows you to group up with friends in the main menu before joining a match. Create your crew, switch servers together, and automatically deploy into the game as a unified squad.

CORE PARTY FEATURES

  • Party Limits: Form groups of up to 9 players and join a PVP server, or up to 5 players for Fireteam missions.

SOCIAL & PARTY MANAGEMENT

  • Social Controls: Add, Remove, or Block players directly from the social menu.

  • Party Controls: Party leaders can effortlessly Kick, Mute, or Promote players within their group.

  • Recently Played List: A new menu tab refreshes after every match, allowing you to easily find and add players from your previous game.

  • Party Privacy Settings: Toggle your party to "Locked" for invite-only access, or "Unlocked" to allow friends to drop in freely.

  • Party VOIP: When you’re in the menu players can communicate via VOIP. Once launched into a server the VOIP will transition to Squad/Proximity VOIP

MATCH FLOW & IN-GAME INTEGRATION

  • Auto-Squadding: Upon loading into a server, the party is automatically placed into its own in-game squad.

  • Leadership Assignment: The Party Leader automatically steps in as the in-game Squad Leader.

  • Squad Privacy: Auto-created squads default to "Unlocked" so other players can fill empty slots.

  • Server Switching: When the Party Leader selects a new server from the browser, the entire party will automatically transition and join together as soon as space allows.

SERVER ADMINISTRAITON & BALANCE

  • Anti-Stacking Measures: Added new rules for server owners to address team-stacking concerns.

  • Updated Queue System: The server queue has been modified to respect the new anti-stacking rules.

  • Admin Tools: Added new server-side options for managing party tracking and team imbalance.

COMPASS IMPROVEMENT

A variety of updates have been made to empower communication within your squad. Members will now have the ability to place observe markers that are shared with your squad, while the compass now features a number of upgrades to help direct soldiers to the various objectives marked by their fellow squad members and squad leader.

  • Squad members can now place an ‘Observe Marker’ that are seen by members of their squad. This will appear as a blue full circle icon that appears only on the compass and is visible only to the individual’s squad.

  • Markers have a set duration and a cooldown to prevent the ability to spam the marker.

  • Members creating an observe marker will also perform a hand gesture, similar to when other observe markers are placed by Squad and Fireteam Leaders.

UPDATED MAP VOTING

We’ve tweaked the defaults around map votes in an effort to create more variety and less duplication when moving from round to round. Most notably, we’ve reduced the number of available maps to choose from, creating more separation before you’re able to pick a repeat faction, and added an additional game before returning to a previously played map.

Note that while these config changes will be the default for NEW servers, but will NOT override the config of existing servers. Server owners will have full control over these settings, and will need to decide whether to adopt these changes come 10.6. We do recommend giving them a shot: both to see how they play and to provide your thoughts about the experience.

  • Players will now be able to choose from 3 teams/factions during the map voting phase, down from 6.

  • The cooldown delay to replay a particular faction has been increased from 3 to 5 rounds.

  • The cooldown delay to replay a specific faction unit has been changed from 3 to 4 rounds.

  • The cooldown delay to replay a particular map has been increased from 1 to 2 rounds.

\ EXPERIMENTAL HELICOPTER FEATURES

To support our hardcore helicopter pilots owning the skies above the battlefield, we’ve spun up a 10.6-compatible branch that enables multi-device HOTAS and TrackIR™ support for their peripherals.

Please be aware that this is a *HIGHLY* experimental branch that has not been fully tested—so issues may arise—but we hope it gives us an early opportunity to gather community feedback and work with all of you to iterate and improve on the system.

More information about the features and how to access this branch can be found here:

🚁 Experimental Helicopter Features: HOTAS and TrackIR \[10.6 BETA]

GAME


GENERAL

  • Fixed an emote exploit which allowed players to clip into thin walls.

  • Soldier hands will now display the correct death state when the soldier attached to it is killed.

STABILITY & PERFORMANCE

  • Players will no longer crash when disconnecting from Fireteam missions.

  • General improvements have been made to the performance of the server browser.

DEV NOTE: A variety of improvements have been made to the performance of the game in one of the largest art replacements in Squad history. Most foliage in the Eastern European biome has been replaced, and work continues to replace and optimize the environment assets throughout the game. The combined result of these changes is an overall reduction of the minimum requirements to play the game. We hope to be able to update our official recommendation from 6GB to 4GB of VRAM with additional testing, and look forward to hearing whether you notice the impact on your game in this and future builds.

  • Various changes have been made to the maps, foliage, and assets used to improve the performance throughout the game.

  • Foliage now uses voxelized representations at long distances. This better preserves their volume while aiding game performance by occluding more efficiently.

  • Most textures have been switched to a virtual texture system to save VRAM. (Please report any texture issues on Discord or Steam.)

  • Adjusted the set-up for clouds, volumetric fog, and lighting to improve performance.

DEV NOTE: To further reduce memory usage, we’ve also implemented a level streaming system (a UE5 system called “World Partition”) in one map, Yehorivka. This change *should* result in an average ~1GB improvement in memory usage depending on your hardware and graphics settings. This is on top of a ~700MB improvement gained with the foliage updates on the map.

The following layers are using the new level streaming system to reduce their memory footprint:

  • Yehorivka_AAS_v1_WP

  • Yehorivka_Invasion_v1_WP

  • Yehorivka_RAAS_v1_WP

  • Yehorivka_Skirmish_v1_WP

Some known issues:

  • There might be some texture/material swapping visual issues at a distance. We have identified and fixes a large majority of these for a future update.

  • Some rocks might go missing at a distance; this is also something that's been remedied for a future release.

We’d love to hear how this impacts your experience, as we will look to optimize all maps in a similar way if it proves effective; be sure to let us know on Discord or Steam so we can collate that feedback for the team!

DEV NOTE: We’ve also made various tweaks to ensure that low graphics presets further improve performance at the cost of visual fidelity. If you notice a greater downgrade to visual at low settings, it is recommended you revisit your graphics options and adjust them to your liking.

GRAPHICS

  • Several emotes and gestures have had their animations adjusted to blend more smoothly into the idle animations.

  • Fixed a visual issue where infantry equipped with a Mosin Rifle would not raise it above their heads when in the water.

  • Fixed an issue where the preview model for deployables could be difficult to see in dark areas.

  • Fixed a visual issue where all vehicle smoke launcher VFX were not firing from the correct smoke launcher locations.

  • Fixed smoke effects resetting when changing the particle quality setting.

  • Fixed an issue where shooting at vehicles would sometimes leave the incorrect bullet decals.

  • Fixed a minor visual issue with the CRF CPV wreck, which was mistakenly using the WPMC black CPV wreck instead of its own uniquely-colored wreck.

  • The CH-178 Helicopter will now use the correct wreck materials.

  • When changing stances, the correct bipod stow animation is now played properly.

  • Fixed the weapon-ready pose after playing certain gestures.

  • Armed Forces of Ukraine (AFU): Fixed the hand textures for several of the kits.

  • British Armed Forces (BAF): Fixed an issue which would result in the helmets not being lit correctly and not matching the rest of the uniform.

  • Middle Eastern Insurgents (MEI): Added new beard material to MEI character models.

AUDIO

  • Fixed an issue which would result in the in-game VOIP not working if ‘Audio Enhancements’ were enabled under Windows Sounds settings.

  • Fixed an issue where in-game VoIP would stop transmitting if you queued up for another server while already on a server (while the queue pop-up was open).

  • Fixed a bug where players would be unable to select or change audio input devices on the settings menu.

  • Added missing M249 foley sounds.

  • Added foley sounds to match a new M32 animation.

  • Added M240 firing sounds to the PMT-76.

UI

DEV NOTE: In 10.6, we've migrated our UI elements to a new back-end platform. This change comes with some big benefits, most notably addressing the massive and persistent memory footprint of the legacy system—meaning that the menu will no longer be consuming vram when not active.

On the downside, the early implementation of this system will result in UI elements appearing less polished than previous versions of the game: from overlapping elements and uncentered text to localized strings not displaying where/when intended. These are short term issues that are already in the pipeline to be fixed, as we believe the performance improvements will outweigh the rough edges you’ll experience in the current build.

If you encounter issues, we recommend checking out the list of known issues (below) to see what's known. If discover something that isn’t on the list, we encourage you to visit our Discord 'Bugs' forum to create or contribute to a thread so we can get it on our list to be fixed. A big thanks for your patience and persistence in helping us continue to improve Squad.

  • Incapacitated soldiers will now see a progress bar counting down the time until they’re revived on their HUD.

  • The currently loaded magazine will be shown slightly larger in the player HUD compared to reserve magazines, allowing for better visibility at a glance.

  • Fixed an issue where the scoreboard would fail to appear after turning screenshot mode on and off again

  • Irregular Militia Forces (IMF): Fixed an issue where the weapon names for the SL7, Rifleman 5, and Grenadier 2 kits were missing on the deployment menu.

  • People’s Liberation Army (PLA) / PLA Amphibious Ground Force (PLAAGF) / PLA Navy Marine Corps (PLANMC): Corrected issues in the Scout kit role description.

  • Fixed several issues with previewing in the Armory.

  • Fixed an issue where Community Layers Mode Info showed the incorrect capture point locations.

  • Fixed bug where in screenshot mode hid elements that were critical for gameplay.

MAIN MENU

  • Added a new background image to the ‘Fireteam’ button on the main menu.

  • Added a notification when the ‘Find Match’ search found no matches.

  • Updated the weapon cards for the QBZ-95 and QBZ-95B weapons.

  • Fixed an issue in the Armory where a weapon was displaying the incorrect weapon card.

LOGGING

  • Updated the format of the chat messages saved to logs from just “chat” to: "Chat Msg Player\ Channel\: 'Message'"

GAMEPLAY


GENERAL

  • Scoped weapons can now use Focus Zoom (default: \ key) to further “zoom” by narrowing the field of view, similar to iron sight weapons.

  • Updated in-game menus (such as the Commander menu) to prevent them from closing if the player attempts to move while they are open.

  • Adjusted the camouflage netting of the Observation Tower reinforcement to improve visibility when looking outward.

  • Wire-guided missiles (emplacements and vehicles) will now break the guidance of a previously-fired rocket upon reload.

  • Fixed an issue which prevented players from entering vehicles when screenshot mode was on.

  • Players can now aim down sight (ADS) after being revived without having to move first.

  • Fixed an exploit which would maintain the ADS state while sprinting by using freelook.

  • Fixed excessive post-ADS sway when looking through binoculars.

  • Fixed an issue where the stationary zoom key would remain stuck if pressed while entering and exiting a UAV.

  • Players will no longer be unable to place an item upon exiting a vehicle by switching to that deployable when entering the vehicle.

  • Players will no longer appear on top of the weapon when dismounting a SPG-9 or Stugna-P emplacement.

  • Fixed an issue with vehicle repairs visually repair vehicles but fail to fix their handling, leaving them in a broken state when commandeered.

  • Reduced the detonation delay of AT mines to ensure fast-moving vehicles cannot trigger them and subsequently escape their fate.

  • Fixed a bug where players would sometimes receive no suppression if they were crouched next to a low wall or window sill.

  • Fixed excessive screen shake when firing scoped NSV and QJZ-89 emplaced machine guns.

  • Fixed many iron sight weapons experiencing excessive camera location punch when suppressed.

DEV NOTE: We’ve taken a stab at fixing a fairly common exploit reported by players which allowed them to “surf” on the turrets of vehicles while ignoring the laws of physics. This should no longer be possible in 10.6.

  • Fixed an exploit where players could ride on a vehicle at full speed by standing on the turrets.

DEV NOTE: While the team has attempted to fix as many of the issues causing vehicles to get stuck in the terrain and props as possible, there may still be edge cases where vehicles end up stuck int he terrain. If you encounter this issue, please visit our bug discussions on Discord to report 1.) the vehicle, 2.) the map and layer you’re playing, and 3.) the precise location and steps that resulted in the problem occurring.

  • Fixed most issues with vehicles getting stuck on environmental street clutter and road obstacles when driving over them.

  • Fixed an issue where some vehicles would tumble in an unrealistic manner when hitting a curb at high speeds.

DEV NOTE: Several adjustments have been made to the new suppression system in response to player feedback. This should make it less punishing while ensuring it’s still an effective tool to lock down your enemies.

  • Suppression now prevents holding your breath to stabilize the weapon, but does not prevent you from zooming in.

  • Reduced the suppression applied by shots that miss by more than 3 meters.

  • Reduced the suppression weapon alignment punch by 80%. The punch was acting as a minimum amount of weapon movement per shot, even when the shot itself did not deal a meaningful amount of suppression.

  • Fixed the excessive suppression camera punch when aiming through many scopes. This could cause the sight picture to go black, making suppression feel exceedingly harsh.

  • Added suppression camera punch dampening to several iron sights weapons with small apertures to prevent the front post from being lost when under fire.

  • Fixed inconsistent ADS suppression punch configs on MMGs.

  • Fixed tearing, loud, and annoying close-up snaps for the 5.56 and 7.62 projectiles.

SQUADS

  • HABs will now automatically include an Ammo Crate inside, allowing for easier resupply without additional shoveling.

  • Fixed a bug when placing any FOB structure where using the \ button to rotate the structure will also cause the player to lean to the left at the same time.

  • Players will now be properly listed in the ‘unassigned’ field after they create/join and then leave/disband a squad.

SKIRMISH

  • Updated Skirmish game mode to include Logistics vehicles so teams no longer have to exclusively rely on Rally Points.

  • Updated the Skirmish game mode to include HMG emplacements.

TRAINING

  •  Added 150ms of delay to sight reaction time so bots never instantly kill a player before they can reasonably react. This should result in fewer cases of SquidBots reacting with super-human abilities—especially in close-quarters battles like the killhouse.

 

FACTIONS


BRITISH ARMED FORCES

  • The BAF Air Assault battlegroup now has access to two FV107 armored recon vehicles, as intended.

CANADIAN ARMY

  • Fixed an issue where the CAF Combined Arms Unit (Offensive) was missing two time-delayed MSVS Transport Trucks.

GROUND FORCES OF IRAN

  • Fixed an issue which resulted in the Medic having more magazines for the pistol than intended.

  • Fixed an issue which resulted in the Crewman / Pilot having 8 mags as opposed to 4.

  • The Squad Leader Crewman will now require you to be a Squad Leader to obtain the kit, as intended.

INSURGENTS

  • Fixed the texture of the cloth cover on the Insurgents HAB.

IRREGULAR MILITIA FORCES

  • Updated the faction and battlegroup flags to better represent the faction. Thanks to all the players that took the time to participate and help determine the final design of their flag.

  • Add binoculars to the IMF LAT 03 FN FAL kit.

UNITED STATES ARMY

  • Updated all USA battlegroups to use M4A1 full auto rifles instead of M4 burst rifles. Crewmen and Pilots will still use M4 burst.

UNITED STATES MARINE CORPS

  • Updated USMC Combined Arms battlegroup to now use the M27 Rifles.

  • USMC Armored Battlegroups on the Fallujah and Mutaha layers will now (properly) use the defensive setup instead of offensive setup.

  • Fixed the USMC Armored Battlegroup (Defensive) having access to TOW ATGM emplacements.

 

WEAPONS


GENERAL UPDATES

  • Fixed scoped variants of the following weapons not displaying a consistent size on screen when using a non-standard Field Of View: Lee Enfield, Malyuk M150, Mosin, QBZ192.

  • Grenades are no longer usable in main base. (Sorry, and you’re welcome.)

  • Players can now aim down sight (ADS) in the main bases.

FIREARMS

  • Adjusted Mosin / Lee Enfield / SKS to no longer have an extra round in the chamber when reloading, as this is not practical with these bolt action rifles.

  • Adjusted the iron sights on the AK-12 to be easier to see through.

  • Unified the size of aperture on all AK-12 models.

  • Fixed excessive blur in the ADS transition of the scoped QJY-201 MMG.

  • Fixed an issue with the BMP-1 barrel overpressure cone being rotated upwards instead of forward, where the main gun is pointing.

  • Fixed IMF M4 Carryhandle +M68 not shooting straight.

  • Fixed the recoil for the Timberwolf Sniper Rilfe to now allow players to see where they shot.

  • Fixed the HAR-66 Anti-Tank Launcher's ranging.

  • Fixed the AFU's BMP-2 Weapon Sight not updating when zoomed in.

  • Fixed SKS PU and M21 Meupold dealing less suppression than intended.

  • The M249 series weapon now has the correct barrel positions.

VEHICLES

  • Improved the turning performance of several Tracked APCs and Logistics vehicles.

  • The QTJ-02 5.8mm Coaxial Machine Gun will now have all 3000 bullets in its intended munitions count. (We counted.)

  • Helicopters can no longer be tilted until they’ve successfully taken off, thus preventing pilots from immediately self-destructing their vehicle.

  • The recoil of several vehicle-mounted machine gun turrets has been adjusted to prevent them from being too unstable to use.

  • Fixed the issue which allowed players to kill the co-pilot of the BAF LPPV Armored Car from outside.

  • Fixed the driver camera of the MRAP clipping through the vehicle when driving over rough terrain.

  • Fixed interior glass reflecting too much light in Kozak.

  • The Minsk 400 now accelerates more realistically, properly shifting through gears instead of accelerating endlessly to its top speed.

  • Fixed a variety of issues related to the optical zoom of vehicle-mounted weapons.

  • Fixed an issue where the M-ATV turret seat would deposit the player in the cargo bed or vehicle roof.

  • Fixed an issue where the M-ATV roof exit point would cause the player character to clip with the vehicle turret.

  • Fixed an issue where the M-ATV gunners would always exit via the roof exit point. Gunners now exit from the side doors, while all occupants use the roof exit point when the vehicle is in deep water.

  • Canadian Resistance Forces (CRF): The VT - Light Transport (CPV Variant) will now use the correct camo texture to match other faction vehicles.

  • Fixed inconsistent heights in the wheels of BMP-2 based vehicles.

  • Fixed the turret positioning in the Sprut-SDM1's wreck.

  • Fixed the BTR4 not being destroyed by ammo cookoff.

  • Fixed player input being processed relative to the horizon instead of the local frame of reference when a vehicle was positioned on a slope.

  • Fixed incorrect magazine size on PARS III Mk19 variants.

  • Fixed the UB-32 Rocket Pod weapon on the GFI's BRDM-2 from firing in the wrong direction after aiming upwards.

  • Fixed a visual issue with the BRDM-2 scout car.

EQUIPMENT

  •  Updated the CRF Bangerite IED VFX for detonation to be unique from other IED’s.

MAPS


GENERAL

  • Add new name to the Memorial: Goon Bandit (Nathan Barker)

  • Updated Gorodok, Yehorivka, Narva, Mutaha, Al Basrah, Fallujah, and Jensen's Range to use the new Virtual Texture system for level materials, map materials, and texture assets.

AL BASRAH

  • Fixed an issue on Al Basarah where players could get stuck on a staircase.

  • Skirmish_v3: Fixed a bug where the Main Base would fail to spawn and display as intended.

  • Better configuration for Orchards, Crops and Vista meshes throughout the map to reduce minor CPU overhead contributions.

BLACK COAST

  • General baseline optimizations throughout Black Coast.

CHORA

  • Fixed missing grass in several locations on Chora.

GORODOK

  • Removed the grass layer from farms so there's less overdraw and intersection happening on the farmlands.

  • Replaced some of the oddly placed reeds with bushes.

  • Fixed several texture issues on Gorodok.

HARJU

  • Fixed an issue on Harju where building a HAB could result in players falling through the map when spawning.

MANICOUAGAN

  • General baseline optimizations throughout Manicouagan.

NARVA

  • Updated Narva with new foliage assets.

  • Fixed a location on Narva that would cause HABs to be unspawnable.

SANXIAN ISLANDS

  • RAAS v2: Fixed an instance where a boat could fall through the ocean at spawn.

YEHORIVKA

  • Farm regions on Yehorivka updated with better placement of crops to increase performance.

  • Added an additional Yehorivka that's been converted to use World Partition, using its own World Partition gameplay layers for testing that have _WP at the end of the layer name.

 

FIRETEAM MISSIONS


GENERAL

  • Fixed various faction kit role tags for Automatic Rifleman, where kits are auto-selected upon mission start.

  • General updates to the Fireteam server browser.

 

MODDING


GENERAL

  • Fixed the issue where the game would allow players to join modded servers even when the client did not have the same mod files installed.

  • Fixed an issue where some Suppression effects would not scale correctly if a power-to-distance curve was used in the SuppressionInfo asset.

  • Fixed a bug causing some post-process effects to render incorrectly.

  • SDK: Fixed a bug preventing several post-process effects from being modifiable by anything but the Suppression Camera Effect handler. As part of this change, Suppression Preset configs have been reworked, and custom Suppression configs will need to be updated.

  • SDK: Camera Effects can now implement multiple Unreal Post Process Effect Stacks each with separate Blend values. This allows you to control each blend through script and still get reliable blending with other post-process volumes in the world or in other Camera Effects. See Additional Effects array.

  • SDK: Added a few optional goodies to the Suppression system which can be enabled by mods: Experimental flinch on first shot (in Mutable Soldier), and an option to implement pinhole-style suppression blur (in Suppression Preset configs and M_SuppressionBlur)"

  • SDK: Added separate Max Suppression Threshold limits in Suppression Info assets for passbys and explosives, so that passbys do not trigger effects which should be reserved for explosives.

  • Modders can now use the new Virtual Texture Check/Conversion Tool in the SDK.

DEV NOTE: We’ve added an asset filter for Content Browser, that allows to show only shipped or only unshipped assets. This filter could be found at Other Filters -> Shipped/Unshipped.

  • Shipped assets are included in the game files and can be referenced by mods right away.

  • Unshipped assets are not included in the game files and exist only in Mod SDK. To use them in mods, modders need to copy them to their mods."

MODDING FRAMEWORK ENHANCEMENT

We've added two major upgrades to the modding framework:

—Asset Replacement & Injection System

  • Allows modifying loaded content at runtime, including both vanilla and modded assets.

  • Supports adding, removing, and replacing roles (kits), vehicles, and deployables in faction units, plus modifying role inventory loadouts.

  • Uses a flexible rules system to target entities precisely. For example, replacing all M4 rifles on US & USMC faction units with a new M7 6.8mm assault rifle, but keeping M4 rifles on IMF faction units

  • Enables smaller, more granular mods:

  • No need to copy an entire faction unit just to override one weapon in one role; existing role inventories can now be modified directly.

  • Multiple mods can be stacked for combined effects (for example, one updates US faction weapons, another adds vehicles to British Army units, and a third adds deployables to Russian ground forces).

  • If two mods modify the same thing, conflicts are resolved by load order: the higher-priority mod applies first, and the lower-priority mod’s effect fails if its target no longer exists.

—Modular Game Features Subsystem

  • Integrated Epic Games’ native Unreal Engine 5 Modular Game Features framework.

  • It enables dynamic code injection by adding custom components to gameplay actors.

  • Nearly all base gameplay actor classes are enabled to receive components from this system.

  • Example use cases include:

  • Attaching an NVG goggles component to a soldier.

  • Attaching a flashlight component to all or specific weapons.

  • Attaching a custom gameplay logic component to a game mode actor.

DEV NOTE: We look forward to seeing what the community creates. Happy modding!

 


👑 SERVER OWNERS


Various updates have been made to the back-end for server owners to customize and control their Squad experience:

  • ListPlayers RCON command will now correctly display information about players inside vehicles.

  • Added logging for capture zones ownership change. Log message format:

    Capture zone %FLAG_NAME% was neutralized by team %TEAM_ID% (was owned by team %TEAM_ID%)

    Capture zone %FLAG_NAME% was fully captured by team %TEAM_ID%"

  • Added logging for map markers creation, including the following information: marker type, location and the player who placed it. The log message format: Player %NAME% (Team: %TEAM_ID%; ID: %STEAM_OR_EOS_ID%) placed a new map marker for team %TEAM_ID% : Type: %MARKER_TYPE% ; Location: %LOCATION_X_Y_Z%

  • ListSquads admin command output now includes the tickets values for teams.

  • Expanded the output of ListPlayers admin command, to show the additional information about players inside vehicles.

  • Server admin request - Added server-side logging when a deployable is spawned (structures, mines, ammo bags, etc)

    Log message format: Deployable %NAME% spawned for team %TEAMID% at location {%LOCATION X,Y,Z%} by player %PLAYERNAME% (ID: %ID%, OnlineIDs: %STEAM_EOS_IDS%)

  • Enabled RCON to control the server-side demo recording via AdminDemoRec and AdminDemoStop commands. Previously these commands were enabled for use only from in-game console while connected to a server.

  • Fixed console/RCON command "ShowServerInfo" so it prints the player counts for server population and both public & reserved queues using the actual up-to-date values instead of the ones cached in the EOS server game session.


✨ DLC


NEW DLC: SCOUT TEAM PACK

The latest DLC pack contains four new Woodland Weapons skins available to help spruce up the armory of the USA and USMC factions.

  • Tracker A & B: Two variants of a gun mounted GPS navigator for the M4 and M4A1 Carbines (USA, USMC)

  • Tiger Rag: Laced tiger stripe cover for the M110 SASS Designated Marksman Rifle (USA)

  • Moss: Paint job for the M17 Pistol (USA)

  • Wildland: Rare camo paint for the M72A7 LAW, M136 AT4, M3 MAAWS, and M153 SMAW Anti-tank Weapons (USA, USMC)

If you inspect your weapons, you may even notice that the GPS displays the current direction and round time of the match.

When purchased, these new skins can be equipped on the Armory screen accessed via the Main Menu.


💢 KNOWN ISSUES


As 10.6 releases alongside a number of fixes to the game, we are continuing to compile and track issues that require additional time and testing to fix. To provide some insight into the most critical issues being worked on for upcoming releases, we’ve created a list of known issues that we will aspire to update periodically:

Note that this is by *no* means a comprehensive list. Similarly, it will not reflect every issue we are currently tracking. We’ll look to expand it in the future (while also fighting it back with continuous fixes and improvements), and encourage you to report back with any new, game-breaking problems you encounter so we can get them tracked and added in!

 


👉 UP NEXT...


With 10.6 out in the wild, the team will be keeping a close eye on what emerges in the days to come. Barring any need for hotfixes (in which case you will *definitely* hear from us), your friendly neighborhood community team will be back next week to check in with…let’s call it a 10.6 debrief. This will be an opportunity for us to talk about anything that pops up: what sort of things arise as a result of the build, what sort of things you’re all talking about, and what the team is focusing on in the days (and weeks) following the update.

Then, beyond this release, we’ll be looking forward to the next! Many of the known issues (listed above) already have fixes in the works, and we’ll continue to prioritize, add to the list, and keep on knocking them out to the best of our ability.

The team will also continue working on several new features for Squad. As of today, here’s what we’re looking towards as the key features of the next major release:

  • NEW MAP: Oskil! We’re returning to the battlefields of Eastern Europe with a map inspired by the Oskil river region of Ukraine. This war-torn landscape will offer a variety of new spaces and terrain across which to fight, and we look forward to inviting you in to play and offer your thoughts as we plan out playtesting opportunities in the months to come.

  • Companies: A new clan system is in the works to organize your squaddies and build your communities within Squad. The aim is to give you the tools to organize, manage, and recruit powerful companies within the game—hundreds of players rallying under one war banner.

  • Community Layers: With our major updates, we want to ensure we’re adding various community-designed gameplay layers to your battlefields. We’ll talk more about the layers we have in store for you in the weeks to come!

  • Middle Eastern Insurgents visual refresh: It’s time for an upgrade. We’re overhauling the MEI faction with entirely new character assets—including high-detail heads, uniforms, and combat accessories—bringing their look and quality up to our modern standards.

  • New Hints: For our blueberries, we’ll be looking to take the first (of many) steps in smoothing out their onboarding into Squad. While a much more in-depth overhaul of the onboarding experience will come later, these new hints will be a first step toward helping new players find their feet and get into the fight.

In the months leading up to our final (major) update of the year, we’ll do what we can to peel back the curtain on our new features and answer your questions about all the hard work going on behind closed doors. To support this, we’ll be getting back to regular dev updates and insights into what we’re working on, as well as playtests to give you the opportunity to join in and see it for yourself…all to build up to actually delivering the updates, features, and fixes that make the Squad experience that much stronger after all these years.

Thanks for sticking with us on this journey, and we hope you enjoy all that 10.6 has to offer!

 


👉 ISSUE TROUBLESHOOTING


If you experience issues playing the game after downloading the update, please take a moment to Verify the integrity of the game files to ensure there were no errors in the download or installation process.

Please note that installed mods may cause issues following an update. If you are running mods and experiencing performance or stability issues following a release, it is recommended that you temporarily disable any mods until they are updated to support the latest changes to the game.

  • If you continue to experience issues, please ✉️ contact our support team for assistance.

Read the original on Steam →
Community Announcements 2d ago

Experimental Helicopter Features: HOTAS and TrackIR [10.6 BETA]

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CALLING ALL PILOTS! Alongside Update 10.6, we’ve spun up a 10.6-compatible branch that enables multi-device HOTAS and TrackIR™ support for your flight peripherals.

It is VERY important to note that this is a *HIGHLY* experimental branch that has not been fully tested. Issues are likely to arise, but we hope releasing this build gives us an early opportunity to collect community feedback and work with all of you to iterate and improve the system.

UPDATE NOTES


Added multi-device input support for helicopters:

  • Under “Controls” -> “Keyboard & Mouse” -> “Helicopter Axes” you can bind axes and tune response curves.

  • You can bind joystick and other input device buttons to actions in the “Gamepad” controls menu.

TrackIR™ support for helicopters:

  • In the “Game” settings menu under “Helicopters”, you can now toggle “Use TrackIR in Helicopter” to enable 6 degrees of freedom head tracking. You must have the TrackIR™ software running alongside the game.

Known Issues:

  • You can not bind joystick buttons to load and unload supplies yet.

  • The “reset defaults” button does not reset the axes response curves.

  • The initial collective value is not reflected when a helicopter is first started. Successive collective inputs will be received.

ACCESSING THE BETA BRANCH


From your Steam library:

  1. Right-click the Squad app in your steam library and select “Properties…”

  2. Select “Game Versions & Betas”

  3. Under the Selected Game Version section, select the “squad_pilot_testing” branch

This branch will be compatible with live 10.6 servers so you can try these features out in a real game!

FEEDBACK & DISCUSSION


While you are welcome to discuss the changes in the attached discussions thread, we’d also love to hear from you over on Discord, where we’ve created a dedicated discussion forum:

If you run into issues or have feedback for these controls, please let us know!

☁️ 🚁 ☁️☁️

🌲🌲🌲🏚️🌲🌲

Read the original on Steam →
PlayGround.ru - официальная группа 4d ago

Авторы Squad готовят систему групп и новые хабы, параллельно возвращаясь к старым проблемам

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<img src="https://i.playground.ru/e/ZWyOtQEG2qquain16b6ePw.jpeg"/>
<br />
<p>Разработчики тактического шутера Squad рассказали о планах на ближайшие обновления. Одним из главных нововведений станет Party System, которая должна упростить совместную игру, а параллельно команда продолжит заниматься стабильностью, пехотным геймплеем и социальными функциями.</p> <p>Существенная часть работы по-прежнему связана с оптимизацией. Разработчики занимаются использованием памяти и обновляют растительность на картах Yehorivka, Gorodok и Narva. Отдельно команда работает над пехотой и техникой, а первоначальный план переработки ICO приближается к завершению. После этого в приоритете окажутся упор оружия, резервные прицелы и поэтапная перезарядка.</p> <p>В будущем Squad также ждут изменения существующих режимов AAS, RAAS и Insurgency. Разработчики хотят улучшить и знакомство новичков с игрой, сделав первые шаги менее сложными. Для владельцев HOTAS готовят экспериментальную сборку: она позволит использовать авиационные контроллеры, одновременно помогая команде протестировать и настроить соответствующую систему.</p> <p>Наконец, Squad получит новые социальные возможности в виде внутриигровых хабов Companies. Судя по планам разработчиков, команда делает ставку не на радикальную перестройку игры, а на постепенное исправление накопившихся проблем и развитие уже существующих систем.</p>

Read the original on Steam →
Community Announcements 4d ago

Community Development Team - Progress Report

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Hello Squaddies!

In case you missed it, tune into the latest Community Development Team video below! We’ve been focused on improving the core Squad experience while continuing to build out new ways to play.

From infantry gameplay and optimization to vehicles and new features, here’s a look at some of the biggest changes we’ve made based on community feedback, as well as what’s coming next. With the next update, players can expect the introduction of a Party System, while we continue to improve player-to-player interactions and look to introduce in-game hubs called Companies in the near future.

In addition, the team has been working on memory optimizations and updated foliage for Yehorivka, Gorodok, and Narva. ICO improvements are also nearing the end of their initial plan, with future work looking into weapon resting, backup sights, and staged reloads. We'll also be looking into reworking game modes such as AAS/RAAS and Insurgency, improving the new-player experience, and—for you HOTAS players—we'll be sharing an experimental build for you to utilize your flight peripherals while helping us tune and iterate on the system.

Thank you, Squaddies, for your continued support and feedback!

— The Offworld Team


If you're looking to connect with fellow Squadmates, or share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

Read the original on Steam →
PlayGround.ru - официальная группа 8d ago

Squad временно стала бесплатной в Steam - в игру можно бесплатно играть до 28 сентября

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<img src="https://i.playground.ru/e/JxW4f6Mu9VMlGlAKUAlSUw.png"/>
<br />
<p>Тактический военный шутер Squad стал временно бесплатным в Steam. Игроки могут получить полный доступ к игре и поиграть бесплатно до 28 сентября, 20:00 по московскому времени, после чего акция завершится.</p> <p>Squad предлагает масштабные сражения 50 на 50, где успех зависит не только от меткости, но и от взаимодействия с командой. Игроки могут выбирать разные роли на поле боя — от стрелков и медиков до командиров отрядов и экипажей боевой техники. В игре также есть голосовое общение на близкой дистанции, военная техника и реалистичное оружие, а основной упор сделан на координацию действий.</p> <p>После окончания бесплатных выходных Squad можно будет купить со скидкой 50% — за 899 рублей вместо 1799 рублей. Скидка на игру продлится до 1 октября.</p>

Read the original on Steam →
Community Announcements 12d ago

Scheduled EOS Outage

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Hey Squaddies,

We wanted to give you a heads-up that Epic has informed us of a scheduled outage starting at 6 am UTC on 22 September 2026, lasting 90 minutes. During this time, matchmaking and server sessions will be unavailable.

Epic’s Original Message:

Epic Online Services is scheduled for maintenance on 22 September 2026, 6am UTC. During the maintenance window, there will be degraded availability for up to 90 minutes for the following services:

  • Sessions

  • Lobbies

During this window, existing player sessions will time out and clients will be disconnected. New session creation, invites, searching, and matchmaking will also be temporarily unavailable during that time.

For more information, visit https://status.epicgames.com.

Thanks folks, have a great day!

Read the original on Steam →
Patch notes 17d ago

Squad 10.5.6 Hotfix Notes

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Squaddies! Hotfix 10.5.6 is now available for download. This release aims to further reinforce the stability of the client by addressing various crashes and vulnerabilities. Please ensure you re-launch your game to download the latest build and sync with the updated servers.

  • Improved the way that custom lobby passwords are handled and communicated behind the scenes

  • Fixed a crash triggered when generating a replay file, whether via the 'Enable Auto Record Multiplayer Games' setting, following a match, or utilizing a console command

  • Implemented various improvements to protect against game crashes

Read the original on Steam →
Patch notes 23d ago

Squad 10.5.5 Patch Notes

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Hello Squaddies!

We've released Hotfix 10.5.5, which is aimed at addressing additional vulnerabilities being used to crash servers and disrupt player queues.

Thank you Squaddies for their continued bug reports, feedback, and support as we develop Squad. As we continue to monitor the situation please reach out to your Server Hosting leads if you continue to experience disruptions!

  • Fixed several server-side exploits causing server crashes. This should help mitigate some of the issues impacting Squad.

Read the original on Steam →
Patch notes 29d ago

Squad 10.5.4 Patch Notes

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Hello Squaddies!

We've released Hotfix 10.5.4, which is aimed at addressing vulnerabilities being used to crash servers and disrupt player queues.

We will continue monitoring our servers and working with both our hosts and community partners to counteract malicious behaviors, and encourage you to reach out to your server leaders if you continue experiencing disruptions.

We would like to thank all Squaddies for their continued bug reports, feedback, and support as we continue developing Squad. 

  • Fixed several vulnerabilities being used to disrupt servers, trigger crashes, and create infinite queue times for players attempting to join servers.

Read the original on Steam →
Patch notes Aug 20, 2026

Squad 10.5.3 Patch Notes

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Hello Squaddies!

Welcome to Update 10.5.3!

We've released Hotfix 10.5.3. This hotfix is aimed at addressing a few game client crashes with mods installed, and to ensure compatibility with mods for Update 10.5. 

Some info behind the issues:

Our transition to Unreal Engine 5 introduced a new storage format that caused checksum calculation errors to go undetected. This issue prevented the game from detecting outdated Steam mods, resulting in "Network object failure" errors and frequent server disconnects.

Additionally, we have resolved a bug in which signature verification rules were incorrectly applied to mods, causing crashes in mods that contain PSO cache files. All fixes for these checksum and signature issues are now live in update 10.5.3, restoring stability and mod compatibility.

We would like to thank all Squaddies for their continued bug reports, feedback, and support as we continue developing Squad. 

  • Fixed an issue causing crashes on game start with mods that ship precompiled shader cache

  • Fixed an issue where the game could have allowed clients to join modded servers when their mod files are different from the server

  • Fixed an issue that caused some mods to crash the game when attempting to apply suppression from explosive weapons

  • Minimal map is now reverted to it’s “minimal” state, removing the assets used for testing suppression changes before 10.5.2 update release

Looking to connect with fellow Squadmates, share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

Read the original on Steam →
Patch notes Aug 12, 2026

Squad 10.5.2 Patch Notes

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Hello Squaddies!

Welcome to Update 10.5.2!

Update 10.5.2 is an update focused around solely around Suppression and its features as well as some additional changes to our bullet SFXs mainly the snap/crack bullet pass-by sound.

Looking to connect with fellow Squadmates, share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

  • Completely reworked Suppression visual effects. 

  • Adjusted Suppression accumulation and decay rates. 

  • The amount of Suppression dealt by each weapon and projectile has been re-balanced.

  • The amount of VFX, sway, and other effects dealt for each tier of suppression has also been re-balanced.

  • Suppression now prevents holding your breath to stabilize the weapon, but does not prevent zooming in.

  • When using the hold breath ability to steady aim and zoom in, running out of breath will now only cancel the weapon stabilization, not the camera zoom. Currently scoped weapons will not zoom focus. We hope to bring this feature in a future update.

  • Improved bullet snap/crack pass-by sound effects. Snap and crack transition fade distance is synchronized with each caliber's suppression radius.

For a more in-depth breakdown on what has changed please check out the Suppression Blog we released.

SDK Specific Changes:

  • Added separate Max Suppression Threshold limits in Suppression Info assets for passbys and explosives, so that passbys do not trigger effects which should be reserved for explosives (as balanced in v10.5.2, Suppression values above 300% are reserved for explosives).

  • Suppression Info configs have been expanded and been made more configurable. There are many more preset configs to choose from, so make sure you assign the right config to your weapon or projectile. 

  • Added the ability to modify weapon sway speed by Suppression level, percentage of stamina consumed, and whether the player is moving. This is configured in Weapon Static Info under Sway and in the Soldier Blueprint under Suppression. 

  • Removed the old Suppression Sway system found in SuppressionInfo. It has been replaced by a Suppression Sway curve found in SQSoldier, driven by the soldier's Suppression Percentage. This ensures all suppression effects and handling changes are driven by one input.

  • Added a maximum angle off parameter in BP_MutableSoldier, controlling the maximum angle by which a shot can miss and still deliver suppression.

  • Camera Effects can now implement multiple Unreal Post Process Effect Stacks each with separate Blend values. This allows you to control each blend through script and still get reliable blending with other post process volumes in the world or in other Camera Effects. See Additional Effects array.

  • Added a few optional levers to the Suppression system which can be enabled by mods: Experimental flinch on first shot (in Mutable Soldier), and an option to implement pinhole-style suppression blur (in Suppression Preset configs and M_SuppressionBlur) 

SDK Fixes for Suppression:

  • Fixed a bug where Suppression Sway would be reset to 0 on switching weapons.

  • Fixed a bug where Suppression Sway from passbys could not be disabled. 

  • Fixed bots not always delivering the correct amount of suppression.

  • Fixed a bug where Suppression Sway did not respect Closeness Factor scaling curves

  • Fixed a bug where Suppression Sway would be reset if a projectile with a lower maximum suppression followed a shot with a higher maximum. 

  • Fixed a bug where Passby Suppression would not respect the Closeness Factor Scaling Curve if the shot was a close-range hitscan.

  • Fixed an issue where some Suppression effects would not scale correctly if a power to distance curve was used in the SuppressionInfo asset. 

  • Fixed a bug causing some post process effects to render incorrectly.

  • Fixed a bug preventing several post process effects from being modifiable by anything but the Suppression Camera Effect handler. As part of this change, Suppression Preset configs have been reworked and custom Suppression configs will need to be updated.

Read the original on Steam →
Community Announcements Aug 11, 2026

DEV BLOG: Update 10.5.2 - Reworking Suppression

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Hey Squaddies,

As always, thanks for jumping into Squad and for everything you bring to this community. It's what makes working on this game so rewarding, even when the topic at hand is a contentious one like weapon suppression.

Suppression has been a recurring point of feedback for a while, and has sparked some good debate, both among players and within the design team. Any changes we make will change how the moment-to-moment combat feels and affect how players communicate and coordinate during a match. We didn't want to rush this, so we ran several internal playtests and then invited groups of players to share their reactions. Based on their feedback, we iterated and playtested again and iterated some more until both the design team and our playtesters felt suppression was in a better place.

We're not calling this "done" in the sense that we'll never touch it again. We'll keep iterating as needed, the same way we always have. But we're excited to finally get this into your hands, because we believe it's a real improvement, and we want to hear what all of you think.

Overall Design Goals

We set out to rework suppression to address the pain points raised by players, make being suppressed feel more fair.  We also worked to re-balance the system to work better with the refined gunplay introduced in v10.4, while ensuring suppression continues to support Squad’s combat pillars. In Update 10.5.2 which is coming tomorrow you will see these new changes to suppression.

Gameplay Effects:

The following changes should make suppression a less dominant factor in close-quarters combat, while keeping it effective at range when it's used with intent and coordination.

  • Faster suppression decay - If you're not actively being shot at, you should feel like you’re spending less time being suppressed.

  • Smaller suppression radius, smarter triggering - The logic around what actually counts as a suppressing shot has been tightened up. Errant rounds that weren't really a threat to you shouldn't suppress you anymore.

  • Suppression re-balanced by weapon type - A lone rifleman now isn’t very effective at suppressing on their own, but a fireteam working together can still be very effective. Also, squads will rely more on machine guns and automatic rifles to pin down the enemy, giving these roles a more defined niche.

How Suppression Actually Works Now:

Instead of debuffing your ability to gather information about the fight around you, suppression now primarily affects your ability to shoot back with accuracy. It's meant to feel like pressure on your aim in the moment, not a fog over your senses.

  1. New suppression effects - The old fullscreen blur has been replaced with a vignette effect that gives you tunnel vision and clear gameplay feedback without obscuring the center of the screen or degrading the game's visual quality. Explosives also get their own distinct visual treatment when suppressing.

  2. Some added weapon sway - While you're suppressed, sway will be a bit more noticeable.

  3. Hold breath ineffective while suppressed - Hold breath can no longer be used to cancel out sway while you are suppressed, but to balance things out, we've made Focus Zoom usable indefinitely while aiming down sights. Hold Breath will still time out eventually, but you will remain zoomed for as long as you hold the input.

  4. Supersonic crack and snap audio - Bullet snap and crack sound effects have been updated to provide audio feedback when a shot is close enough to apply suppression and to elevate the intensity of the combat experience.

  5. Added some new depth by optimizing certain weapons for either area suppression or point suppression - These weapons should now feel closer to their real-life roles and tactics:

  • MGs and heavy weapons - Now have a wider suppression radius, letting them saturate large areas more effectively than before.

  • Marksman rifles, sniper rifles, battle rifles, and light support weapons (like the RPK) - Now deal exponentially more suppression on near misses. This change expands their battlefield role by enabling them to serve as effective point-suppression weapons.

We think this version of suppression is less punishing and rewards squads for good coordination and teamwork. It also adds a bit more depth to some weapons and roles. However, we are always interested in hearing what you think. Our goal is to continue to gather feedback and make further updates as we lead into our 10.6 Update in September.

Please continue to share your feedback. 

The Squad Design Team

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Community Announcements Jun 26, 2026

Check out the new Squad Fireteam Edition today!

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Pick up the brand new Squad Fireteam Edition today, on sale during the Steam Summer Sale from June 25 - July 9 for 60% off. The Squad Fireteam Edition includes the base Squad game, and the Fireteam Supporter Pack which includes 11 premium missions.

https://store.steampowered.com/sub/1603731/

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Community Announcements Jun 25, 2026

Pick up Squad for 60% off this Steam Summer Sale!

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Squaddies!

We're taking part in the Steam Summer Sale! From June 25th - 10 AM PT (GMT-7) and running until July 9th - 10 AM PT (GMT-7), save 50% on Squad as well as 60% on Squad: Fireteam, Commander and Ultimate Editions!

Join your fellow Squaddies and check out the latest in Squad such as our roadmap and latest Update 10.5!

Find your future Squadmates or come and discuss the game by joining the Squad Community Discord!

Offworld Out.

───

View on the Steam Workshop →

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Patch notes Jun 18, 2026

Squad 10.5.1 Hotfix Patch Notes

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Hello Squaddies,

We've released Hotfix 10.5.1. This is a client-side and server-side update to tackle some bugs, crashes and other issues Squaddies are facing, As well as an issue causing mods to crash repeatedly.

We would like to thank all Squaddies for their continued bug reports, feedback and support as we continue the development of Squad. 

  • Fixed an issue where some mods would cause a crash at client start.

  • Fixed an issue with AKS-74U Iron Sight Rifle ranging being ranged incorrectly at 100m.

  • Fixed an issue with RPK74M Iron Sights ranging being ranged incorrectly at 100m.

  • Fixed an issue where Fireteam servers would crash with some mods.

  • Fixed the issue where the Fortress Skin for the AFU RPK-74 weapon was not displaying correctly.

  • Fixed a crash when using Intel AI Boost.

  • Fixed a crash caused by a vehicle getting out of bounds.

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

Offworld Out!

Read the original on Steam →
Patch notes Jun 15, 2026

Squad 10.5 Patch Notes

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Hello Squaddies!

Welcome to Update 10.5!

This update introduces new content for Squad: Fireteam while also retiring the Founders Pack, along with a variety of bug fixes and improvements. We’re also introducing the Sliva Weapon Pack, bringing the iconic plum-coloured furniture to the AK family of weapons. Players can also make use of the new Field Rest Emote.

For our modding community, the Mod SDK has been updated to 10.5. As a result, all existing mods will require a recook before they become compatible with the latest version. If you encounter an infinite loading loop after updating, please unsubscribe from Workshop mods until their creators have updated and recooked them for 10.5 compatibility.

We would like to thank all Squaddies for their continued bug reports, feedback and support as we continue the development of Squad. 

Looking to connect with fellow Squadmates, share feedback or stay up to date with the latest Squad news? Join the Squad Community Discord!

UX/UI

  • A Language Selector is now available in the Settings under ‘General’.

Founders Pack

  • The Fireteam Founders Pack has been retired and will no longer be purchasable.

Supporter Pack

  • Four new missions have been added.

  • Blow to Morale

  • Gun Line

  • Sneaky

  • Council Decapitation 

  • The Sphere Mission has been removed from Update 10.5 for assessment.

  • Added Squad Leader Air Support feature to some missions.

  • Updated missions to use the new objective system put in for Update 10.5.

  • Updated Back Alley Backstab mission with new optional objective.

  • Updated Poseidon's Trident mission with semi-random objective locations and new outro phase objectives.

  • Replaced the 'Current Objective’ text on all map screens in Fireteam with the standard Squad game timer and player coordinates.

Squidbots

  • SquidBots will now take cover behind parked vehicles, and SquidBot driven vehicles will now drive around parked vehicles rather than forming a pile up.

  • AFU Raider now has a AK-74 + Extended Mag variant without the foregrip.

  • The RPK-74M, AK-74M, and AKS-74u have brand new models.

Weapon Skins and Emotes

  • Added the Sliva weapon skin & emote DLC Pack.

  • This pack includes the Field Rest emote and the Sliva weapon skin, the iconic plum furniture for AK-Family weapons across multiple factions:

  • AK-74 & AKS-74: AFU, IMF, MEI, VDV

  • AKM & AKMS: GFI, IMF, MEI 

  • AK-74M: IMF, RGF

  • AKS-74U: AFU, IMF, MEI, RGF, VDV

  • RPK: AFU, GFI, IMF, MEI

  • RPK-74: AFU, IMF, VDV

  • RPK-74M: RGF, VDV

  • When equipped the Sliva weapon skin will show on all maps.

    • Woodland weapon skins will now show on Woodland and Snow maps.

    • We have upped the mod version number for Update 10.5.

    • All mods will need to be RECOOKED to be compatible with Update 10.5.

  • Added a new scripting architecture for handling Fireteam objectives, the Task System

    • Significantly reduces the difficulty of creating missions with multiple stages or many simultaneous objectives.

    • Makes Fireteam mission rulesets more modular and reduces duplication of blueprint across them.

    • Automatically handles updating players' objective UI when objectives change state.

  • Converted most commonly used blueprint chains in missions into modular Tasks accessible via the CoopTaskManager:

    • Revive/Respawn All Players

    • Squad Has Role/Kit

    • Enter/Leave Radius

    • Enter/Leave Volume

    • Cross Frontline

    • Eliminate Squad/Vehicle

    • Place Deployable

    • Destroy Deployables

    • Destroy Destructibles

    • Attack/Defend Capzone

    • Occupy Vehicles

    • Protect Vehicles

  • Added optional toggle to Fireteam mission rulesets to only display the objective UI to current squad leaders.

  • Depreciated several functions related to the old Fireteam mission workflow.

    • Missions using the old system are still supported and playable, however the "Current Objective" text on the minimap is no longer shown to players.

    Servers

    • Fixed an issue where players are unable to join a server if tags or rules are defined in Server.cfg.

    SDK/Mods

    • In the SDK, the warning error of missing plugin dependency of ‘BlockoutToolsPlugin’ is fixed.

    • Fixed a crash if a modded layer asset was misconfigured.

    • Fixed a crash if a modded vehicle asset was misconfigured.

    • Modders can now properly add air support mid mission via ‘AddAirSupportAmmo’.

    Fireteam

    • A-10 gun run impacts will now play properly for the listen server host.

    • Mission projectile spawners are no longer desyncing between client and server.

    • Fixed an issue where the Mission Objective texts sometimes fail to appear.

    • Fixed helicopters for fireteam hosts and offline Jensen's range having double air resistance, leading to drastically different flight models to dedicated servers.

    • Fixed a server crash when changing maps while bots are pathfinding.

    • Fixed VoIP breaking for Fireteam hosts when playing modded missions.

    • Fixed bot vehicles in Fireteam missions being low poly.

    • Fixed on the Poseidon's Trident mission only spawning two out of three destructible objectives.

    • Fixed a bug on Coastal Crashout mission where certain kits were not spawning with thermite grenade / receiving TG on kit switch.

    • Fixed incorrect complex collision setting on Industrial Office building assets that caused bots to see through the walls and ignored projectile collision.

    • Fixed an issue where explosion effects were not showing up on listen server clients when fired by the host.

    • Fixed an issue where explosives or grenades are missing from the inventory upon respawning in certain missions.

    • Fixed issue where Hosts wouldn't have Client weapon lowering animations replicated to them.

    • Fixed a bug where bots were unable to detect drones.

    • Fixed issue where bots could see through smoke mortars.

    • Fixed issue where bots on the way to reinforce other bot squads, or patrolling would not get out of vehicles and attack when players were spotted, or when fired upon.

    Weapons

    • Fixed a bug where the PiP scope was not updating properly after switching PiP Scope Refresh rate from limited to unlimited during a match.

    • Fixed the UV issues on Wormpool M4 and M16.

    Vehicles

    • Fixed the PLANMC Landing Ship where a small portion of the exterior floor of the ship was missing collision.

    • Fixed an issue where the Loach CAS Helicopter for the WPMC was not able to take off after the engine was turned on and did not start the animation for the main rotor.

    • Fixed a bug where a lot of destroyed vehicles were sometimes causing server crashes.

    • Fixed a bug where the Quad Bike would sometimes clip into the ground going up or down inclines.

    • Fixed a bug where analog flight causes input to continue after the input is released.

    Audio

    • Fixed the A10 Airstrike projectile impact to use the correct SFX and VFX.

    Maps

    • On Anvil, fixed a building in the Ancient Ruins POI had an invisible collision blocking most of the doorways.

    • On Goose Bay, there is no long invisible collision blocking building doors.

    • On Al Basrah, at the Hotel POI at E6-9-1 there was a thin face mesh texture missing on stone pillars.

    Offworld Out!

    Read the original on Steam →
  • Community Announcements May 29, 2026

    Squad Status Update - May 2026 - Roadmap Showcase

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    Hey Squaddies,

    It’s time for an updated look at our Squad Showcase Roadmap, but before we dive into what’s ahead, we wanted to take a moment to reflect on how far we’ve come together and where we’re heading next.

    Updating our showcase reminded us just how much momentum the team has built over the past several months, and honestly, how much exciting work still sits in front of us.

    Since our Fall 2025 Showcase, we’ve delivered a lot of what we set out to accomplish. You’ve seen the return of Al Basrah in 9.0, our move to Unreal Engine 5, Squad: Fireteam, the introduction of the AFU faction, community gameplay layers, infantry combat and gunplay updates, plus major performance and optimization improvements across the game.

    One of the biggest shifts we’ve made has been moving toward a more community led development approach. We’ve spent a lot of time listening to your feedback and focusing on the quality-of-life improvements you’ve been asking for most from gunplay and vehicle physics to stamina changes and new ways to play through community gameplay layers.

    At the same time, we’ve been deep in R&D, taking a hard look at two major pillars of Squad gameplay: air warfare and faction gameplay opportunities.

    Back in our Fall 2025 Showcase, we talked about bringing the French faction into Squad. Since then, after listening to your feedback and evaluating the current state of our existing factions, we’ve started rethinking our approach. Inspired by the recent PLA faction refresh, we believe there’s a big opportunity to improve and modernize the forces already in the game.

    To be clear, this doesn’t mean we’re closing the door on new factions. But right now, our priority is making sure every existing faction feels authentic, modern, distinct, and fun to play. We think there’s huge value in revisiting and strengthening what’s already here before expanding further.

    We’re also actively exploring how anti-air systems, close air support, and faction asymmetry can better fit Squad’s tactical identity. Our goal is to create stronger battlefield interplay and more meaningful strategic decision-making as we continue shaping what modern combined arms gameplay should feel like in Squad.

    And while there’s a lot to celebrate in what’s already been delivered and what our R&D teams are investigating, we know many of you are most excited about what’s next.

    We’re continuing to build important foundations for the future through improvements to modding tools and expanding how players connect with Squad both on and off the battlefield. That includes major social features like the Companies (Clan) system and an improved Party System, both of which we know have been highly requested.

    We also hear you loud and clear when it comes to maps. Players want both fresh battlegrounds and improvements to existing ones, and we’re excited to share that a brand-new map, Oskil River, is currently in development and shaping up to be one of our best environments yet.

    With our continued focus on community-led development, we’re also excited to bring more quality-of-life improvements your way, including updates to the compass, observer markers, and additional infantry combat improvements. So with that we'll be sharing an updated Community Development Roadmap below so you can get a clearer picture of what’s ahead.

    There’s still a tremendous amount of work in front of us, but there’s even more to be excited about.

    We’re incredibly energized by the opportunity to deliver new ways to play whether that means evolving existing game modes, exploring entirely new ones, or introducing fresh tactical experiences to the battlefield.

    We’re also in the early stages of exploring systems around attack helicopters, a more robust soldier customization system, and deeper battlefield experiences that continue to evolve Squad in meaningful ways for both veterans and new players alike.

    The future of Squad is something we’re incredibly excited about, and we can’t wait to get more of it into your hands.

    Thank you for continuing to play, provide feedback, and help shape the future of Squad with us.

    Offworld Out! - \ PMO

    Read the original on Steam →
    Patch notes May 11, 2026

    Squad 10.4.1 Hotfix 2

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    Hello Squaddies,

    We've released Hotfix 2 for Update 10.4.1. This is a client-side and server-side update to tackle some bugs, crashes and other issues Squaddies are facing, so please RESTART your client to receive the update, Server MUST update to the newest version.

    • Fixed client stutter when using PiP scopes and Nvidia Frame Generation.

    • Fixed Steam Rich Presence so players can now join and be invited into games.

    • Fixed skin textures not properly displaying on the USMC M4.

    • Fixed an issue where helicopters were not spawning on certain layers for Al Basrah.

    • Fixed a client crash when using PiP scopes after changing upscalers.

    • Fixed a client crash when exiting the game.

    • Fixed a mouse input bug when the minimap was open.

    • Fixed an audio vehicle bug where QJY88 could be heard across the map.

    • Fixed a visual bug on Harju missing terrain near dirt road.

    • Fixed a visual bug on Harju where grass textures were missing.

    • Fixed SquidBots in turrets drifting away from their seats and becoming invisible.

    • Fixed a bug on Kamdesh and Mutaha where physmats were not applying correctly. Vehicles should have improved handling now.

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

    Offworld Out!

    Read the original on Steam →
    Patch notes May 4, 2026

    Squad 10.4 Hotfix 1

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    Hello Squaddies,

    We've released Hotfix 1 for Update 10.4. This is a client-side update to tackle some crash errors Squaddies are facing and a weapon skin bug, so please RESTART your client to receive the update.

    • Fixed crashes related to PiP scopes.

    • Fixed a crash related to the server browser.

    • Fixed a bug that had missing skin textures for the WPMC and CRF M4 and M16 Wormpool rifles.

    • Fixed a crash related to clearing the cache would freeze the game.

    Known Issues

    • Broken textures on the Desert M4 Skin for the USMC.

    • Client crash that occurs sometimes when exiting the game.

    • Client crash when using TSR Upscaling and have a PiP scope.

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

    Offworld Out!

    Read the original on Steam →
    Patch notes Apr 30, 2026

    Squad 10.4 Patch Notes

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    Hello Squaddies! Welcome to Update 10.4

    There is a lot to get through today, including extensive bug fixes, but we will try to keep everything as digestible as possible, with the main changes up here at the top!

    With this update, something that everyone should be aware of, is that we are working on changing how our keybinds work. This means that we had to return all your settings to default, and this time around, you cannot import your settings from previous saved files. A warning was sent out in the official Discord yesterday in order to help you all save images of your keybinds to redo them this time around. 


    Unreal Engine Update 5.7

    In Update 10.4, we’ve moved our core game engine from Unreal Engine 5.5 to Unreal Engine 5.7. You can take a look at the video HERE about the engine update. We’ve also updated DLSS to version 4.5. This engine upgrade also included some GPU Crash fixes present in previous engine versions, and some players will notice performance improvements. We will continue to monitor feedback, so please let us know if you run into any issues.


    Community Development Team Updates

    In Update 10.4, we’ve done a major overhaul of gunplay. These changes are not the end of gunplay iterations but more of a start on community feedback changes that we will be updating as we move forward in this direction. We wanted to reduce the frustration that the community feels from a variety of areas, specifically the gunplay and stamina being more authentically accessible to veterans and blueberries alike.

    Infantry changes

    ADS Times

    • Gunplay - ADS Timing Adjustments 

    • Adjusted aim-down-sights transition timing of all infantry weapons to be faster and snappier, especially for scoped weapons and heavy weapons.The adjustments were the results of the playtest feedback forms results from the community where ADS times felt very sluggish across the majority of weapons.

    Recoil Adjustments

    • v10.4 Gunplay - Reworked recoil (horizontal and vertical) on all infantry weapons as per the community playtest feedback form results to allow for more control during single / burst and full auto removing the frustration many players have been experiencing for some time where recoil was too high and pulled far to the left and right far too much. 

    Sway Adjustments 

    • Reworked sway on all infantry weapons. Sway has been slowed and made more predictable and less frustrating as per the community playtest feedback.

    Stamina Burn

    • Increased stamina.

    • Decreased standing sprint stamina burn rate by 30%.

    Vehicle Updates

    Slope and Terrain / Object Traversal / Tracked Vehicle Handling

    • Improved Vehicle Wheel initial overlap hit detection - this was causing wheels to sink into ground and get the vehicles slowing down / stuck.

    Vehicle Tuning 10.4 - Slope Tracked / Wheeled vehicles

    • Vehicle improvements to climbing objects and various slopes for tracked and wheeled.

    • Tracked Vehicles object traversal improvements allow for tracked vehicles to be able to climb over lower objects better (i.e. fences, rocks etc…).

    • Tracked vehicle handling as a result of these changes have also been improved to be more controllable and tighter with less oversteer.

    Community & CDT Map Layers

    EDIT - The previous two Community Layers on Harju and Sanxian have been adjusted to have MEDIUM units! This update should make these layers even more enjoyable.

    We have 2 new community layers from Community member and modder, Jaster:

    • Gorodok Invasion v4 - Contributed by Jaster.

    • Harju Invasion v3 - Contributed by Jaster.

    We also have a new experimental layer twist to Al Basrah, and a new layer for Fallujah.

    • Al Basrah RAAS v3.

    • Fallujah Invasion v3.

    General CDT Updates

    • Updated various IMF Kits roles with some former weaponry: Grenadier 03, LAT 03, Rifleman 06, Rifleman 07, SL 04: 

    • Added back FN FAL / FN FAL Frag Rifle Grenade (Swapped on Grenadier 03 - removing AKS74U & RPG7 Frag).

    • Added back FN FAL Rifle / FN FAL HEAT Rifle Grenade (Swapped on LAT 03 - removing AKS74 + RPG7 HEAT).

    • Added back  M4 Classic + M68 (Swapped on Rifleman 06, removing AK12 + 1P87).

    • Added back M16A2 with Old 3x20 Scope (Swap on Rifleman 07, removing AK101 +TA31).

    • Added back M16A2+M203 (Swapped on SL 04 - removing AK-101 + EXPS).

    • Removed Ak101 + TA31.

    • Removed AK12 + Red dot (Swapped on SL03 AK12 + Red dot with AKS74 + 1P29).

    • Removed SV-98 (Remove Sniper 01 role).

  • Updated vehicle turrets rotation sounds:

    • Updated all vehicle turrets to once again have turret rotation audio for the gunner seats for a better immersive experience. We intentionally kept this sound disabled from being heard in other seats within the vehicle, like driver and passengers, to minimize annoyance.

    • Soldiers outside of the vehicle will now be able to hear the turret rotation audio, as it can be useful situational awareness / immersion.

    • For stationary emplacements, the soldier on the emplacement as well as soldiers in the vicinity will be able to hear the rotation audio.

  • Fixed issues with BAF NLAW AT PLOS mode.

    • Fixed PLOS mode to track launcher movement only on horizontal plane. The projectile’s predicted path now includes vertical motion.

    • Fixed PLOS mode Lock-on indicator which was not showing up on the PiP scope (broken in PiP scope optimization work).

    • Fixed PLOS mode Lock-on indicator not disappearing when switching to Direct Attack mode after acquiring a lock.

  • Revert Return to origin on Equip change on Vehicle and Emplaced weapons .

  • BAF NLAW AT - Refactor the PLOS mode to track movement on both axis.

    • BAF/AFU NLAW anti-tank launcher: Reworked PLOS guidance mode.  Now in this mode the NLAW is able to track the target's movement in the shooter's view on both vertical and horizontal axis, making it more useful in various scenarios. It should make this guidance mode more attractive to use.

    Community Skin

    • The community-voted Makeshift weapon skin has been added to the Fireteam Founders Pack.

    • This skin is available for all factions that use the AK-74, AKS-74, AKM, and AKMS rifles:

    • AK-74 (AFU, IMF).

    • AKS-74 (AFU, IMF, MEI, VDV).

    • AKM (IMF, MEI, GFI).

    • AKMS (MEI).


    Fireteam

    General Update

    • The minimap view in co-op will now display objectives.

    • Updated the Back Alley Backstab mission with additional side objectives and a new objective UI.

  • Added a "REPLAY" button to the round end screen for hosts.

  • Added filter for password protected servers.

    • Added a Co-op filter for password protected servers.

    New Mission

    • - .--. .-. .- .. ... . / ... .--. .... . .-. .

    Mission Select Update

    • Mission Select are now organized tiles to rows and have missions Icons. 

    • Missions have better clarity to identify which category or pack they belong to.

  • Mission start popup implementation. 

    • When spawning into a mission for the first time you will see an animation showing the mission name and faction flag.

  • The deploy screen will now inform players if Squad Spawn is disabled and what the reason is. 

  • Changed sorting of missions from availability to by pack/category. 

    • Mission Select UI updated so its easier to see more missions in the list.

  • Implemented modular objective system foundations. 

  • Images are now added for Mission Packs / Categories.

  • Added to the Create Mission Popup UI to display Mission name now.

  • Mission Update (Removing Experimental Missions)

    • Removed Experimental Missions for assessment and improvement.

    Mission Balancing

    We have gone and re-balanced Fireteam missions! Including changes to bot count, placement, reinforcements and more. For reference below are the missions.

    • Urban Bushwhacker

    • No Shortcuts 

    • Back Alley Backstab 

    • Siege or Be Sieged

    • Gauntlet Safari

    • Raiders on the Storm

    • Poseidon's Trident

    • Deadly Crossing 

    • Reactor Capture

    • Sand In Your TOWs 

    • Coastal Crashout 


    UI/UX Update

    Keybinds

    • We removed the experimental Flight Stick Menu as it wasn't compatible with our new input tech.

    • We no longer have support for keybind profiles due to enhanced input changing how we handle input saves.

    • "Del" now deletes keybinds and is not a bindable key.

    We do intend on creating a profile system for this new keybind tech, however we do not have a timeline on when that is likely to happen. 


    General Changes

    • Updated PLA & PLANMC Kit Loadouts 

    • Adjusted SL Crewman to have 4 mags.

    • Adjusted Crewman to have 4 mags.

    • Adjusted Combat Engineer to have 1 frag grenade.

    • Adjusted Grenadier QLZ87 rearm cost per mag to be 40.

    • Adjusted HAT 01 to have 1 Tandem round.

    • Adjusted HAT 02 to have 2 HE rounds.

    • Adjusted LAT 02 to have binoculars and 2 frag grenades.

    • Adjusted Medic 02 to have binoculars and 2 frag grenades.

    • Adjusted Pilot to have 3 mags  - Adjusted SL Pilot to have 3 mags.

  • Updated PLAAGF Kit Loadouts 

    • Adjusted SL 04 to have 8 mags.

    • Adjusted LAT 02 to have binoculars and 2 frag grenades.

    • Adjusted Medic 02 to have binoculars and 2 frag grenades.

    • Adjusted Rifleman 04 to have 8 mags.

  • Updated PLA/PLAAGF/PLANMC Scout role inventory to include handheld drone and use holo sights.

  • PLANMC is set to Independent Faction. 

    • Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.

    • PLA v PLAAGF is now blocked after faction restriction changes. 

  • Improved visual quality when using a weapon with a bipod.

  • Added additional telemetry for gameplay improvements.

  • Various localization changes.

  • Fixed decal width scaling for decals which is currently not working (It's acting as an overall size scaler). 

  • Reverted Mortars Refinement Changes due to Visual Bugs & Exploit Risk. 

    • Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.

  • Added the new DSHK emplaced foley sounds to vehicle DSHK turret versions.

  • Updated M240 door gun reload sounds to match the handheld version.

  • Updated remaining Bipod weapon's static info BipodAds Montage after 10.3 merge. 

  • Art Updates

    • Replaced Foretwist bone animgraph logic with Control Rig logic.

    • Ensured feet are shuffling while turning with bipod. 

    • Added 3P feet shuffling to 3P bipod. 

    • Weapon System Improvement - Bipod Height logic in 3P weapon system. 

    • Animation Improvement - A better setup for Deploy actions for Emplacement Weapons. 

    • Added Return To Origin when equipping an emplaced or vehicle weapon.

  • PLA Z-9A Helicopter

    • Updated PLA Z-9A Helicopter to now have visually retracting landing gear.

    • Check if the landing wheels on the Z9A retract and extend when taking off and landing.

    • The gear should extend/retract roughly ~15 meters above the ground.

  • Updated all bipods transition duration with correct value. 

  • Updated all bipod weapon's static info. 

  • Kept the Bipod Retract animation playing while crawling. 

  • Maps

    • Map Optimization - General optimization pass on Harju.

    • Map Optimization - General optimization pass on Narva.

    • Map Optimization - General optimization pass on Mutaha.

    • Map Optimization - General optimization pass on Al Basrah.

    • Map Optimization - General optimization pass on Yehorivka.

    • Map Optimization - General optimization pass on Fallujah.

    • Map Optimization - General optimization pass on Gorodok.

    • Map Optimization - Removed unnecessary Reflection Captures to free up some VRAM usage.

    SquidBots Updates and Bug Fixes

    • SquidBots will now suppress suspected enemy locations. Before, they only suppressed locations when they had personally seen an enemy.

    • SquidBots will now miss some grenade throws, rather than being always 100% accurate.

    • SquidBots will now try to aim for soldier's chests (before they always aimed for the head). If the chest is covered, only then will SquidBots aim for the head. If only the target's head is exposed, SquidBots will have a reduced chance of noticing the target - allowing players in advantageous positions to scout bots without being noticed.

    • Added admin cam debug tools to track SquidBot behaviour.

    • SquidBots have been tuned to be more accurate and deadly, increasing the threat of each individual SquidBot to the player.

    • Bots now use cover in their behavior, considering their self-preservation as they fulfill their tasks. This should mean a significant lift in perceived intelligence of the bots, and a big improvement in their combat behavior.

  • SquidBots will now walk around in a relaxed state when they are not alert.

  • Improved SquidBots performance by multithreading all pathfinding. This should improve performance on all Fireteam missions for the host, especially with reduced hitching.

  • Fixed SquidBots' shots not leaving impact decals.

  • Fixed SquidBots playing multiple contact call voice lines at the same time. When SquidBots are shot, any current voice lines should now stop playing.

  • Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam

  • Fixed SquidBots getting stuck in vehicles when in combat.

  • Fixed SquidBots trying to relax in the middle of firefights.

  • Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.

  • Fixed SquidBots appearing as low level of detail

  • SquidBots: Fixed bots mag-dumping in full auto. Bots will now fire in semi-auto or controlled bursts unless a target is within 10m, in which case they'll fire with full auto.

  • Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.

  • SquidBots in the Jensen's Range killhouse have been rebalanced to make the killhouse more challenging. SquidBots should now use dynamic cover while in CQB environments, like the killhouse.

  • SquidBots will no longer destroy enemy abandoned vehicles, instead they'll pop the vehicle's tires / tracks and leave the vehicle for players to repair it.

  • Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.

  • Manicouagan Seed v2 - Fixed bots being stuck on spawn.

  • Mod SDK

    • Fix for Play-In Editor crash due to missing Bazaar Assets.

    • Updated mod versioning number for v10.4. Mods will need to be recooked to be compatible with v10.4. Modding community notified prior to this update.

    • Fixed a longstanding bug which caused weapons to get stuck in the bottom right of the screen when entering ADS for the first time if a weapon was configured with slow, lazy sway.

    Server Tools

    • Changed the maximum amount of RCON Connections a server can have per IP. Servers can now have multiple RCON connections from the same client host.


    Bug Fixes

    This is where it becomes a wall of text. Good luck soldier.

    • Updated several emote animations.

    • Main Menu Music Volume slider now affects all in game music. Default Main Menu music volume lowered.

    • All weapons are now configured to have the same ADS time when prone and standing, which effectively resolves an issue where weapons could unintentionally get reduced ADS times by changing stances. 

    • Fixed various Specter Scopes reticle issues. 

    • Specter scopes are now ranged correctly.

  • Harju

    • Fixed issue where the tiled floor at E4-1-4 flickers.

    • Harju AAS v2 / AAS v3 / RAAS v3 now use Medium battle-groups instead of Large.

    • Harju AAS v3 - Fixed boats spawning on land.

  • Sanxian

    • Fixed Navmesh on G7-8-4 not generating correctly near the Power Plant

    • Sanxian RAAS v3 - Changed Battlegroup sizes from Large to Medium.

    • Sanxian Invasion v3 - Fiexd having Air Assault battlegroup available which resulted in non-amphibious vehicles spawning on the landing ship.

  • Al Basrah

    • Removed rock asset blocking bridge.

    • Fixed a cliff asset out of place. 

    • Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.

  • Fallujah

    • Fixed an issue where there are random floating doors placed south of the bazaar building. 

    • Fallujah AAS v1 - Fixed out of bounds volume not working correctly.

  • Talil

    • AAS v1 / Invasion v1 / RAAS v1 / RAAS v2 / TC v1 - USMC Armored is now classified as Offensive battle-group instead of Defensive.

  • Sumari Bala

    • Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.

  • Manicouagan AAS v1 - Fixed issue where bridge road edges bleeding over sides and causing issues with player stances. 

  • Fixed glass on ZLB08 and Stryker MGS reflecting HDRI map.

  • Fixed QLZ-87 AGL Emplaced reload sounds out of sync.

  • Fixed USA & RGF UltraLightWeight faction setups being setup to auto-inject to layers.

  • Fixed issue with the M27 IAR Rifle where the weapons magazine in the dry and tactical reload animation is stretching like rubber in 3rd person.

  • Fixed issue where the aiming reticle loads in slowly when ADS'ing the first time and will be blurry till fully loaded. 

  • Fixed issue where the player is placed below the Stugna launcher when reloading the weapon.

  • Fixed Global Illumination quality settings which previously removed shadowing on certain settings.

  • Unarmed Rocket SFX - Decrease attenuation and made it quieter further out 

  • Fixed NLAW weird unarmed projectile impact sounds.

  • Fixed broken ADS on the L85A2 + SUSAT + Grippod variant of the L85 rifle when the weapon is deployed on its grip pod. 

  • Fixing Quad bike handling issues with spin outs due to steering.

  • Improved Minsk bike handbrake turn behaviour.

  • Fixed a performance issue regarding the ZBL08.

  • Fixed C9 with C79A2 scope lacking peripheral vision blur while aiming.

  • Fixed an issue where the shader of the camo netting on the Indirect Fire Shelter construction is reversed. 

  • Fixed an issue with the USMC Invasion landing ship has strange hitbox issues around the helicopter spawn points. 

  • Adjusted light's draw distance when inside of BRDM.

  • Fixed the broken animation when entering the gunner position on multiple vehicles with the QLZ-87 grenade launcher. 

  • Fixed an animation when entering the gunner position on multiple CAF vehicles where the weapon clip into the camera.

  • Fixed multiple turrets and RWS stations for vehicles having no turret rotation SFX sounds in 1st person.

  • Applied proper grenade belt material to grenade belt mesh.

  • Fixed an issue where AFU do not have grunt voice lines setup.

  • Fixed RPK-74 scope aiming with bipod where ADS positioning would be broken.

  • Fixed M4 Wormpool weapons MOA value being incorrect.

  • Fixed issue where road mesh edges causing vehicles to get stuck. 

  • Fixed the Lynx 8x8 ATV having an abnormally high armor thickness.

  • Fixed a visual bug where certain settings would allow player camera to be offset higher than intended.

  • Fixed the dry and tactical reload animation on the bunker and tripod variant of the QLZ-87 AGL. 

  • Fixed PLA / PLAAGF Lynx 8x8 Logistics not spawning on Jensen's Range.

  • Fixed PLA Lynx 8x8 allowing access to all kits instead of just the Crewman and Lead Crewman kits like other vehicles in its class.

  • Fixed collisions on the various assets which were blocking projectiles from passing through them accurately.

  • MEI / IMF - Minsk bike has too much acceleration and reverse power, and has issues with hand-brake turning. 

    • Minsk acceleration forward no longer skips gears, accelerates slower and to 125 and reverse acceleration has been fixed.

  • Interaction key will switch to None while on a server will large amounts of players. 

  • PLA WZ551 APC's interior now display without visual glitch.

  • Fixed an issue with PLA / PLAAGFZSL-92A Wheeled APC passengers clipping into each other when the vehicle was full.

  • Fixed an issue with main menu music still being audible when at 0% music volume.

  • Fixed an issue with incap wounded sound loop not being affected by the effects volume slider in sound settings.

  • Fixed PLA / PLAAGF ZSL-92A Wheeled APC open top turret variants costing 10 tickets instead of the intended 5 tickets.

  • Fixed PLA ZSD-89 Tracked APC having an ammo rack when it should not.

  • Fixed issue where if holding a placeable item, Q will rotate and lean the player. 

  • Fixed the smoke from the Engine Smoke system on all vehicles. Smoke should now be visible for the driver on Jensens Range, Al Basrah and Mutaha.

  • Fixed the hand animation on the QJZ89 HMG distorting and looking off. 

  • Fixed an issue making player unable to shoot ZSL-92 open top gunner from specific angles.

  • Fixed the hands of the gunner clipping through the top of the ZSL-92A.

  • Fixed PLA ZSD-89 APC/IFV variants using incorrect map icon.

  • Fixed a visual issue with the CPV M134 animation where the gunner is offset from the Minigun.

  • Fixed an issue with the PLA QLZ-87 AGL twitching when aiming while bipoded.

  • Fixed an issue with PLA/PLANMC Lynx 8x8 engine SFX still idling even after engine has been turned off.

  • Fixed Maximi + Foregrip MMG not playing the tactical reload animation when deployed with the bipod.

  • PLA - Lynx, WZ551, Z9 - Text has been updated. 

  • Fixed an issue where soldiers will float outside of the van when using the mortar on the MEI Technical 2 seater.

  • Fixed Sanxian Invasion layers having incorrect team objective text and voiceover audio.

  • Fixed the 1P upperbody issue for visibility and clipping issues when a player uses the Smoking Emote

  • Fixed an issue with PLA / PLAAGF ZSD89 Tracked APC, when a track got destroyed the vehicle leaned too far into the ground and parts of the mesh showed up incorrectly.

  • Fixed the M2A1/M2HB Emplacement missing deploy and reload sounds.

  • Fixed PLA WZ551 IFV and Lynx 8x8 LTV wreck collisions which were inaccurate and blocked players from climbing onto them.

  • Fixed an issue with PLA & PLANMC Marksman kits and Raider kits icons not grouped in the deployment menu.

  • Cobra LTV & ZSD05 APC - A couple of vehicles are initially spawning in a state with a bugged driver camera that fixes itself once the driver starts driving. 

  • USA - M2A3/M7A3 - The ranging for the 25mm and coax MG on both Bradley variants is not correct and slight offset to the right.

  • Switching seats with F1, F2, F3 buttons will lose functionality if player hits F while switching. 

  • PLA / PLAAGF CSK-131 QLZ87 - spawns on desert layers with wrong camo.

  • PLA / PLAAGF Z-9A Helicopter - The wreck of the Z-9A helicopter has a gun and wings attached to its left side as if it was a CAS helicopter. 

  • AFU Stugna-P ATGM Emplacement - The reload is broken and not working till a 2nd reload is finished if someone is on the laptop. 

  • Fixed a visual issue with the PLA QLZ-87 AGL (Handheld) when switching the fire mode the soldier's thumb on the right hand will clip through the grip of the weapon.

  • Fixed a visual issue with the MATV M240 open top turret where the soldiers hands were not holding the weapon properly.

  • Fixed ranging for 30mm and the coaxial MG on PLA/PLAAGF ZSD89 & WZ 551 APCs.

  • PLA Pack - Fixed an issue where Weapon Cards colors are desaturated. 

  • RGF T-72B3 MBT Woodland variant now has the woodland texture for cupola ammo box.

  • RGF/VDV/GFI - NSV HMG Emplacement/Bunker - The scope is no longer used when using ADS and instead it only zooms slight in when using ADS. 

  • Fixed an issue with the NLAW anti-tank launcher PLOS guidance mode lock-on indicator not appearing in the scope.

  • Gestures in Vehicles - Fixed the weapon hanging in the air without any support when playing gestures in passenger seats.

  • Fixed AFU BTR-4 Wheeled IFV occasionally teleporting under the landscape when reversing into objects.

  • Mortar Emplacements & Vehicles - A mortar shells is visible after reloading in front of the muzzle even if the mortar moves. 

  • Armory - Fixed missing emotes in Armory if Steam is offline.

  • PLA QJY-201 MMG - Weighted Normals are incorrect. 

  • Fixed issue where players using ultrawide monitors see a blurry weapon when they ADS with ironsights. 

  • Added the missing Veteran skin to AFU RPG-7.

  • Fixed BTR-4 exterior not having collision.

  • RGF BMP-2M Tracked IFV - The cage on this vehicle is often getting stuck in object when driven through urban clutter. 

  • WPMC - Fixed Loach helicopter traces/muzzle flash spawning in the incorrect location when using the miniguns.

  • AFU Malyuk Kobzar - Fixed issue where hand slightly clips into the mesh of the skin. 

  • AFU C90-CR LAT - Carry sling of the weapon attached to the front is detaching in the equip and ADS animation. 

  • Fixed a minor visual issue with the M9A1, Hi-Power Pistol and MP-443 where a bullet was visible in the chamber, even though the pistol cannot be fired.

  • MEI - Deployable - Fixed Tire Fire hologram rendering too far away for a player to place giving a Out of Line of Sight error.

  • Fixed the USA M110 DMR Handguard having mirrored text.

  • Fixed Deployable weapon preview ghost showing the fully built version of the weapon.

  • Fixed an issue with the M1151 Armored Car where it was possible to kill passengers through the hull armor by shooting the spare tire on the rear of the vehicle.

  • Fixed M1151 LTV wheels sometimes not rotating until the vehicle gets close to the player.

  • BAF/AFU NLAW anti-tank launcher: Fixed lock-on indicator for PLOS guidance mode not disappearing after switching back to Direct Attack mode.

  • Fixed an issue where the sound of opening closing the Map, Command and Deployment Menu sometimes do not play. 

  • Fireteam Bug Fixes

    • Fixed issue where helicopters piloted on listen servers appeared rotated incorrectly.

    • Fixed client crash when hosting a lobby.

    • Urban Bushwhacker - Sometimes, only 1 mortar base (2 mortars) spawns while 2 are intended to spawn.

    • Sand in your TOWs - Vehicle provided in the mission only fits two people, while the recommended player count is three. 

    • Sand in your TOWs - Fixed the Plant's collision box being larger than usual.

    • Sand in your TOWs - Mission should now properly end when TOWs are destroyed with certain weapons.

    • Fixed driver bots in armored vehicles dismounting upon engaging in combat.

    • Fixed objective map markers missing in several missions.

    • Fixed enemy mortars being unmanned on Urban Bushwhacker mission.

    • Fixed bot reinforcement vehicles never reaching their destination.

    • Fixed hosts not seeing client weapon lowering animations replicated.

    • Fixed a life being deducted when a player leaves a Fireteam lobby.

    • Fixed emote props being invisible for the host.

    • Fixed performance dips during missions with many bots possibly related to navmesh.

    • Fixed host not seeing world move markers.

    • Fixed driver smoke fired by clients not replicating on listen server.

    • Fixed players joining ongoing missions not seeing the team select screen.

    • Fixed vehicle turrets jiggling when used by non host and enabled turret stabilization.


    And that's it! If you made it this far, you deserve a cookie. Unfortunately I am all out of cookies.

    - \ CEEG, signing off!

    Read the original on Steam →
    Community Announcements Apr 28, 2026

    Offworld Devblog w/ Slay3k, Norby & Assi - Update 10.4 and Beyond

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    Hello Squaddies!

    Today we have a great video from Offworld Partner Slay3K, where he has spent time chatting with Norby and Assi from the Squad game team about what we have been working on for Update 10.4, as well as plans for future updates.

    "Today, we're talking with two developers from Offworld, Assi and Norby about the performance and optimization in Squad with Unreal Engine 5 and the transition up to 5.7 with Update 10.4. This discussion covers where the game and development currently is with regards to performance, as well as what to expect beyond Update 10.4 with future updates. We'll discuss how some of the performance may be noticable during your gameplay and how Offworld is looking to improve it with tools developed in the Unreal Engine." - Slay3K

    Get your favourite snacks and strap in folks, this conversation goes deep.

    Offworld Out!

    Read the original on Steam →
    Community Announcements Apr 21, 2026

    Dev Blog: Reclaiming the IMF with Fuzzhead

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    The Irregular Militia

    The Irregular Militia Forces have always held a special place in the heart of Squad. As one of our original asymmetric factions, they were designed to be an East Bloc style wildcard faction, a force that specializes in adaptable warfare in the face of standard militaries, especially in  unique scenarios and game modes like Invasion. 

    A Look Back

    The Success of v4.3

    During the development of v4.3 our goal was to pull the IMF away from the shadow of the Middle Eastern Insurgents and give them an update that felt uniquely scrappy yet capable. We introduced several fan-favourite features that defined the IMF’s tactical soul at this time:

    • Defensive Ingenuity: The introduction of the ZiS3 Field Gun, tank traps, hull-down positions for vehicles, various camo netting deployables, and dirt filled ammo boxes. 

    • The Arsenal: We expanded role variants especially for Squad Leaders and Riflemen with the FN FAL (and its rifle grenades), new AK variants and updates to the AK iron sight picture. We also returned the iconic RKG-3 AT grenade (more on this later). 

    • Heavy Support: The BM-21 Grad replaced older UB32 technicals, providing a massive leap in long-range fire support, while up-armored technicals and BMP-1 updates and variants rounded out the motor pool. 

    The feedback we received from the community was overwhelmingly positive, and the IMF became one of the most popular factions, especially in Invasion map layers. 

    The v9.0 Pivot

    Starting with v9.0, we began a staged rollout intended to represent the IMF as a Russian-proxy militia. This shifted the focus toward modern Eastern weaponry, introducing the AK-12, AS-VAL, SV-98M, and the T72A tank.

    However, this transition came at a cost. The faction lost its Western-surplus flavor (M16A2s, M4s, and FN FALs), and the transition to Unreal Engine 5 unfortunately crippled the RKG-3 grenade, rendering it ineffective against vehicles. We recognized that the “Russian-proxy” shift didn’t resonate with the spirit of the IMF or the Community overall. This direction felt less like the "unconventional" IMF you loved and more like a redundant conventional force.

    A New Vision: Restoring the Underdog

    Our new goal is to restore the fan-favorite elements that allow for unique, asymmetrical expression on the battlefield. We’re moving away from standardized gear and returning to the "acquired" arsenal that defines a true militia.

    v10.4: Bringing Back the Classics

    The first step in this course correction is returning iconic weaponry to your kits:

    • The Right Arm of the Free World: The FN FAL returns, including both Frag and HEAT rifle grenade variants.

    • Western Surplus: Re-enlist with the M4 Classic (M68), the M16A2 with the original 3x20 scope, and the M16A2+M203 grenadier variant.

    The Future plans

    We are currently working on several larger additions to help return the IMF's identity:

    • The T64B MBT: A Cold War legend is joining the motor pool. This tank is the perfect fit for the IMF.

    • RKG-3 Rework: We are rewriting the RKG-3 AT Grenade logic on CPP to ensure its impact-detonation is permanent and resilient against any future engine updates.

    • Upgraded BM-21 Grad: A visual overhaul for the Grad, featuring a new model and textures based on the AFU BM-21. 

    • Identity Refresh: We’re updating the faction flag to better represent the IMF.. \ to help us choose the new symbol of the Militia.

    Please note: these are work-in-progress and don't have a scheduled release date.

    Closing

    Some of our most entertaining player videos of all time have been from the creative chaos of players on the IMF faction. We read the feedback about this and our other factions, and look forward to providing more tools and positive changes. If you have more feedback we always want to hear from you, drop into our Discord and tell us what you think!

    Don't forget to take part in the IMF Flag vote!

    - Fuzzhead

    Images courtesy of .doubel from the Squad Cinematics Community. Images are cinematic staging and not necessarily indicative of Squads vanilla IMF

    Read the original on Steam →
    Community Announcements Apr 3, 2026

    THE WRENCH - SPRING 2026 - PART 2: MAIN GAME AND FIRETEAM MODS

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    Welcome back to The Wrench! Here we show off the latest in Squad modding. We’re back again this week for Part 2 - main game mods, and, for the first time, modded Fireteam missions! What follows are updates sent to us by the people behind the mods themselves: their words, images, and amazing work!


    Niaxa's Mod Collection By Niaxa

    View on the Steam Workshop →

    "The Vehicles Seed Layers' mod is evolving. Initially dedicated to seed layers with vehicles, the mod is becoming a 'pack' of everything I've developed, with new additional content. Please note that the mod is still in development. UPCOMING CONTENT

    • Training maps, with all playable weapons: Colosseum, a map looking like an Arena and Pyramids, a CS2/Valorant-like map.

    • Up to 20v20 battles maps: Lofoten, a Norway/Scandinavia map and Oasis, a desert map, with the Fallujah mosque in the center, an oasis, and a few POI.

    • Rework of Pacific Proving Grounds (Pacific War) : Invasion layers, alliances of several existing factions and much more to come!

    • ATTEMPT: rework of Belaya to make it compatible with UE5.

    • New layers of existing maps with dynamic weather and day/night cycle. (sandstorm, auroras, thunderstorm, etc.)

    • Most of the VSL mod content will be available in the next update: seed layers with vehicles.

    • New vehicle-based layers: motorized battles, on the ground... but also in the air.

    • A large map with a lot of content. Races, sniper shooting... a sort of map with mini-games.

    • Lapland, an event map for Christmas: snowballs and Christmas trees! (still needs work)

    • New factions/faction setups, using existing assets (also older assets still available in the SDK)

    • Training factions for infantry and vehicles. To make this easier, all kits on the same side will have the same uniform: an American soldier vs an Insurgent. A kit represents a faction. You will have access to all the weapons of a faction within the same kit.

    FEATURES

    • Local VOIP ON between teams, on certain layers

    • Most of layers are compatible with the votemap

    • Loach CAS comes in several versions

    • Ability to drive enemy vehicles on certain layers

    And much more to come, stay tuned ! :)"


    Armored Conflict By Grěy

    View on the Steam Workshop →

    "The main feature of my mod is the ability to control both movement and weapons of armed vehicles solo, without needing a driver. This, in combination with a lot of small tweaks and new additions to vehicles (for example, ATGM launchers with several tubes can have their tubes reloaded individually), infantry kits (a kit with transportable ATGM launcher, separate from FOB) and gamemode (points can be captured in vehicles; vehicles with players in them count as a player to the point) results in unique experience. Each team gets 10 tanks and 20 light armoured vehicles, so it's 30vs30, plus infantry on top. All of those vehicles can be stolen and either used against their original owners or simply returned to base to permanently decrease the amount of vehicles available for the other team. CMD gets his own vehicle that can't be taken by your teammates and features a thermal imager to help locate enemies. A thermal imager is also present on CMD's drone."


    Operation Boreal Guard By harryhoot1

    Fireteam Mission

    View on the Steam Workshop →

    "It's an action-packed fireteam mission where players enjoy a chaotic start where they defend against an assault. They then go on the offensive by proceeding tactically to destroy and capture enemy objectives. "


    RadialsForEveryone by Deathripper

    View on the Steam Workshop →

    "Gives radial build menu to non-leadership roles. Engineer gets: Tech Structures - Ammo Crate Fortifications - All available Weapons - Tripod MGs, TOW, SPG, Kornet All other non-leadership roles get access to sandbags and razor wire."


    Dynamic Weather System By Fosh - Modloader Team

    View on the Steam Workshop →

    "Using the Modloader system, we can inject the actor into any layer, and it is fully customizable to the server admins' preferences using JSON configs. Dynamic Weather System brings a change to the environment in Squad as users can use the different weather systems to their tactical advantage by pushing a point, defending a point and even some extreme weather that would ground the helicopters, or those experienced pilots can fly by wire and insert their squad onto a point. "


    Private Military Contractors By Fosh

    View on the Steam Workshop →

    "What is this mod about? Two rival billionaires. Two private military corporations. One very expensive grudge match. WPMC vs EPMC introduces a fully custom faction-versus-faction scenario in which two ultra-wealthy moguls escalate a petty feud into a full-scale proxy war. Each billionaire funnels absurd amounts of cash into their own hand-picked military contractor, and you're caught in the middle of their ego-driven arms race. This mod brings a fresh, chaotic, and darkly comedic twist to Squad's tactical gameplay, while still respecting the core mechanics and teamwork the game is known for. Mod is built around keeping troops on the points, with plenty of vehicles, spawns, and a framework for different styles of gameplay. - EMPC Faction make up of RGF Leadership, VDV specialization and MEI troops and focuses on Invasion game modes - WPMC is modified version of the real WPMC Each faction Specifics: Command Actions: ⦁ Strafing Strike ⦁ Artillery 120mm ⦁ Handheld Drone ⦁ UAV ⦁ Smoke Barrage Characteristics: ⦁ Buddy Rally ⦁ HAB+ ⦁ AccessGMG ⦁ Vehicle Commander ⦁ HAT+


    Operation Thunder Landing By harryhoot1

    Fireteam Mission

    View on the Steam Workshop →

    "It's a Fireteam Mission with scripted events and atmosphere to provide elements of a campaign mission"


    Operation Highlighter By Fosh

    Fireteam Mission

    View on the Steam Workshop →

    "Operation Highlighter is about U.S. Marines taking Ali Ali Air Base, with 2 M2A3s supporting them. However, as they get closer to the base you become ambushed and must fight your way to the objectives. There are a few different objectives to destroy/capture and use a few tools you would see inside of a Battlefield campaign. This mission is the first mission in a storyline around Talil and the assault. Future missions will include cutscenes, audio fx, visual fx, and a "Battlefield-isk" feel to it. "


    Comp Skirmish & AAS Layers By Tadeasek

    View on the Steam Workshop →

    "This mod contains Squad Vanilla Skirmish layers (old skirmish layer + new AAS and skirmish layers) without shadows for use in Comp matches. Layers from ESL S2, GSL S1, GSL S2, SOT S3, and SCT tournaments have also been added to the mod. All layers are set to a match length of 62 minutes, of which 2 minutes are a staging phase. At the same time, the Domination ticket bleed is the same -1 ticket for a lost flag, and the middle flag already causes a ticket bleed. All factions are balanced with the same number and type of vehicles for a better competitive experience. The mod also includes layers with casting overlays by modders OzzyQQ and Mark Lepninsky."


    SuperMod By Tactical Collective

    View on the Steam Workshop →

    Supermod is an overhaul designed as a natural extension of Squad: more content and depth, revisiting the core experience to new limits.

    With 32 factions, attack helicopters, and a set of custom features, it enhances combined-arms gameplay while keeping things readable and teamwork-focused. New content and systems include vehicles, weapons, and maps. We just added CAS helicopters, MANPADS, a new tank auto-zeroing system, a periscope view, and helicopter cockpit view + head-mounted display for more immersive air operations.


    Squad Vietnam By Tactical Collective

    "The development Squad Vietnam continues. We have begun integrating 3D models (characters and vehicles) using the Squad SDK. The Viet Cong and USA69 factions are almost ready to enter public testing. The NVA faction is being finalized, with work focused on the characters. We have three playable maps whose vegetation has been updated for UE5. All Vietnam content will be playable in SuperMod. Johat-boi Map Preview -

    View on the Steam Workshop →

    Kho-Khan Map Preview -

    View on the Steam Workshop →

    View on the Steam Workshop →


    Operation SkyLight By: Fosh

    Fireteam Mission

    View on the Steam Workshop →

    "Operation SkyLight is a stealth mission and really has a Navy Seal feel to it. Your weapon is silenced, you have explosives, you start downriver, and move into a target compound via RHIB to destroy the ZU-23 guarding the territory, so the rest of the team can invade. This is a 5-man mission with no supporting NPCs. Get in and get out fast."


    Echoes of Conflict By: Tadeasek

    Fireteam Mission

    View on the Steam Workshop →

    "Mod includes custom COOP fireteam missions designed for more than five players. The missions are larger and more difficult than standard ones and are recommended for about 15–20 players."


    SquadZRebirth\UE5 By PZY

    " target="_blank" rel="noopener nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=3561857375&searchtext=squadz"]"SquadZ is a distinctive mod focused on asymmetric human vs. zombie combat, designed to deliver an unprecedented zombie-themed gaming experience and immerse all players in its unique atmospheric gameplay. Currently, the mod features ten distinct game modes: Thelost, LastStand, Hives, PVE, VIP, TerminalEscort, LifeForDead, TC, Invasion and NewVIP. More exciting modes such as PVEHives and VehicleEscort will be added in future updates to keep expanding your gameplay options. Boasting a vast collection of original maps alongside the base game's maps, the mod also supports faction voting—striking a perfect balance between gameplay diversity and player experience for fresh and thrilling encounters every round. What’s more, a dynamic time system is integrated, with the in-map sky brightening or darkening in real time as the match progresses. Human classes are equipped with night vision goggles and weapon lights, while vehicles feature dedicated vehicle lights, thermal imaging and night vision capabilities. Zombies are also granted night vision and thermal vision, all tailored for intense combat in harsh weather conditions and elevating the immersion and strategic depth of every battle."


    Brazilian Armed Forces (BAF) by SPM/Tactical Collective

    "The team behind the BAF mod is happy to announce that they`ve recently joined Tactical Collective, creators of the community`s beloved Super mod! With the new found support of TC, their project continues to show consistant development, over the months the team worked tirelessly to get new content implemented, including a WIP of what will be their take on a fictional land conflict between Brazil and Venezuela. Their team is working to release the mod embeded into Supermod, that way all players that enjoy playing SPM around the world, will organicly get to meet their mod and enjoy the years of effort their team put into it." Check out their Discord for more info: https://discord.gg/FpsheDAgvg


    FAS (Fuerzas Armadas Squad) By Santini

    "The mod focuses on the Spanish Armed Forces faction, featuring equipment from the period of the official Squad factions, approximately 2008-2012. We started with the Army (ET, Legion, MOE - Special Operations), but the goal is to add the Marines, for which we already have assets in our resource library, while we are working on vehicles, weapons, and characters. We also want to add some maps, initially one based on a real mission in Afghanistan. On the other hand, I must thank Tactical Collective for their help, without which some things wouldn't have seen the light of day yet, and other independent individuals who have shown interest. We are still looking for help with the project and for valuable people who want to get involved. You can send a DM to \ Santini on the Modding Hub Squad Discord server or our discord. We need all kinds of help, but especially a Squad Editor integrator and texture artists. all models is under WIP, could be modified in the future." Check out their Discord: https://discord.gg/79wc8fJSWZ


    Operation Backfire by Repix / Tactical Collective

    Fireteam Mission

    View on the Steam Workshop →

    "A group of hardline military leaders overthrows Iraq's civilian government, takes control of southern oil fields and ports, and arms loyal fighters with advanced air-defense weapons while attacking foreign tankers and forcing Western personnel out. The U.S. responds with a new intervention: break the military regime's hold on key strategic sites, destroy their missile stockpiles, and help restore a more cooperative government in Baghdad to stabilize the region and reopen safe shipping routes. Your enemy is a modern Iraqi Army, heavily armed with Russian, Ukrainian and American equipment Your Squad is a Marine Force Reconnaissance, armed with most advanced weapons and two helicopters: UH-1Y Venom and AH-1Z Viper You have to sneak behind enemy frontlines on Helicopters to Ali AirBase, destroy 3 containers with manpads and return to the main base. Be aware that this AirBase is heavily fortified with IFV's Infantry, AA Vehicles and Tanks. This mod requires SuperMod to be installed This mod is recommended for 5 or more players"


    Hrodna Border

    " target="_blank" rel="noopener nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=3436010829&searchtext="]"Hrodna Border, set just South of the Suwałki Gap along the route between Bialystok and Grodno/Hrodna is a tribute to some of Squads greatest maps, but with its own unique flavor. It has a focus on balance, with a healthy dose of asymmetry. The more urbanized Polish side of the border focused around the border town of Kuźnica contrasts with the forested and rural outskirts of Hrodna to the South East. Capture Points/Lanes are intended to be balanced and fun for both infantry and armor players. Hrodna should feel right at home in any Vanilla or SuperMod rotation. Check out the real-life location!


    NightVisionGoggles by Jhett and Deathripper

    View on the Steam Workshop →

    "Brings NVGs to all layers and is highly configurable by server owners. Allows modders to focus on bringing better NVG materials to Squad without needing to actually make the BP backend. Player get to have a centralized experience, no need to learn new keybinds or gamble on quality. Each faction can have their own set infantry NVGs. Per vehicle config, allows gunner/spotter seats to have custom NVGs Works in other mods too, not just vanilla."


    ModLoader by Jhett, Stepan, Carnage, and Deathripper

    View on the Steam Workshop →

    "Simple tool for modders and players. Spawns the specified actors, server-side, on every layer. Config is editable by server owners so they have full control over what is spawned. Additionally, allows players to edit Enhanced Input Action keybinds from any mod. Contains a handful of "mods" that could be toggled in config such as: - Vehicle Horns - Moon Gravity - More Stamina - Toy Soldiers - Bodycam vfx


    MiniMap Manager by Deathripper

    View on the Steam Workshop →

    "Minimap Manager is a ModLoader Mod that allows Modders and Map Makers to add Area-Based Minimaps (ie underground/floors) to Modded and Vanilla Maps. It also allows the injection of More Minimaps such as HD, Topographic, Terrain, and Custom Textures. All injected minimaps are selectable in-game through a Maps widget, so users can cycle/select a type on demand. NOTE: This mod is simply the MANAGER and does NOT contain any minimap textures (see SquadCalc_Minimaps) "


    Share and Repack by Deathripper

    View on the Steam Workshop →

    "Hate having 17 billion half-used mags? Wish you could quickly repack them? Now you can with Share and Repack mod. This mod allows players to Repack most Infantry weapons and even precisely repack magazines by moving one bullet at a time. Not only can you repack mags but you can also share* them too! Each weapon can share based on its indexed caliber, meaning you can share M249 ammo with M4. Automatic Riflemans just became alot more viable. You can also share** grenades, smoke grenades, and bandages. *: in order to share magazines the weapon class must be indexed in Server side config **: currently limited to vanilla classes and its children, if you made copies your equipables will not be compatible. "


    Resurgence by Noxxid3

    View on the Steam Workshop →

    "Resurgence is a refined version of Squad’s core gunplay. Featuring overhauled suppression, revamped recoil, weapon handling and subtle Quality Of Life (QoL) enhancements to promote a mix of realism and fun. This mod aims to breathe back new life into the infantry experience by delivering balance, and immersion without removing the core aspects of vanilla. Core Features Suppression Rework: - Suppression Visual clarity: replaced blur with tunnel effect. - Role-based suppression -Rifles will suppress over sustained fire, won't instantly cause suppression -- players will be able to re-engage and be effective. Facilitates tactical implementation over immediate application. - LMGs/MMGs apply suppression quickly, giving AR's/MGs value. - Close sniper and AT flybys will cause a quick flinch, however leaves no lingering effects. Overhauled Recoil: - Reduces exaggerated recoil, adds custom recoil, and is completely fine tuned (similar to how Rising Storm 2 functions). - Focuses on player control, not randomness. - Irons/1x sights: reduced vertical recoil, slightly increased horizontal. - Optics: increased vertical recoil, rewards controlled fire. - LMG/MMG -- Reduced recoil and misalignment engage effectively at 300m - 500m. Weapon Handling: - All weapons can mount onto ledges to help with sway after exhaustion levels are reached Quality of Life Enhancements (QoL) - NATO UGLs now carry HEDP rounds: up to 51mm penetration, inspired by its real-world counter part. - TOW Vehicle/Deployable rework -- Less sporadic, reducing the chance of randomly hitting the ground. - HMG Deployable/Vehicle rework -- Tweaked MOA values to real-world values and removes spread." Join their Discord for more info: https://discord.gg/CjwRgzJv4r


    Lights And Lasers by Deathripper

    View on the Steam Workshop →

    "Gives Flashlights and Lasers to all weapons with attachments. Usable in any layer. 3 laser colors to choose from: Red Green Blue. IRLasers can be compatible with other mods. Configurable via a json file so server owners dont need to rely on modders as much."


    Skorpo: Operation FireCracker by VelvetDiamond

    Fireteam Mission

    View on the Steam Workshop →

    "A better fire team coop experience that goes beyond the vanilla content."


    Dynamic Sky Plus by Hassge

    " target="_blank" rel="noopener nofollow">https://steamcommunity.com/sharedfiles/filedetails/?id=3668296898&searchtext="]"This project transforms the complex Ultra Dynamic Sky system into a responsive and flexible tool for the player. My modification removes the barrier between the user and the engine, allowing for world customization through the user interface. I paid special attention to the network code, so a pre-configured optimization profile ensures that dynamic weather and time of day changes run smoothly even in the most intense battles. I was inspired by the idea of ​​giving players the power of the Unreal Engine while maintaining performance and the ability to customize the weather for any scenario."


    Squad Radio (WIP) by Deathripper

    View on the Steam Workshop →

    "Host will able to specify a file path or link via a json file in order to play a sound byte. Host will also be able to set "Radio" Stations to tune into while in a vehicle. Works in Fireteam, Dedicated Server and Standalone. NOTE: This mod is still a work in progress, while the prototype phase is complete, still needs fleshing out"


    Thanks to everyone who submitted! What mod are you excited to try? Let us know in the comments!

    Read the original on Steam →
    Community Announcements Mar 27, 2026

    THE WRENCH - SPRING 2026 - PART 1: ART AND CINEMATICS

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    Welcome back to The Wrench! Here we show off the latest in Squad modding.

    We’re doing things a little bit differently this time around: To encompass everyone who works on the SDK, we’re including art and cinematics to the Wrench! Here’s how it’s going to work:

    • Part 1: SDK Art and Cinematics

    • Part 2: Main Game and Fireteam Mods

    Part 1 also includes a supplementary art zine! To view all of the work in higher resolution, check out the zine here. (it's a large file, you will need to download)

    (Want to learn more about Cinematics? Check out the Squad Cinema Group on Discord: discord.gg/ey7guCe)

    What follows is Part 1: amazing art and videos created by Squad community members.

    THE WRENCH - SPRING 2026 - PART 1: ART AND CINEMATICS

    Abrams Desert Wolfpack by Gull Studios

    "I was trying to recreate the feeling of Battlefield 3. I just learned a bit about colour grading in the SDK, so I decided to put that to good use in these artworks. The classic lens flares and lens aberrations, like in BF3, were added in Photoshop."

    View on the Steam Workshop →


    SDK Photos by 21E1

    “Real action photos inspiration”


    Cut Off CG Short Film \ By Martin Wong

    "It’s a video that combines everything I experienced in the game into one video."


    Calmness By: @hbfbfc

    “I enjoy illustrating military themes away from the action itself”


    Vanilla By: SGM_ghost

    “The goal was to capture moments that define the Squad experience – the chaos of urban combat, the calm and sometimes absurd moments of everyday operations, and the often underestimated importance of logistics and coordination. I was inspired by military photography, documentaries, and Squad's emergent gameplay, where stories unfold not through scripts but through player interactions. The images are intended to convey that Squad is not just a tactical shooter, but a game that credibly portrays teamwork, tension, and unexpected situations.”


    Motion Capture By UrsoDoSono

    Our Squad Partner UrsoDoSono has started incorporating motion capture in his content creation! Check it out in his introduction in this video:


    Squad Art Renders by Repix/Tactical Collective

    "Here are some renders I created using Squad and SuperMod assets. These images reflect my work on composition, lighting, atmosphere, and color grading. I treated each render as an independent piece, carefully balancing every element to evoke a specific mood. My goal was to create visuals that stand on their own and tell a story through detail and tone. More works are available on my ArtStation page. You can check them out and support my journey!" Check out Repix here: linktr.ee/repixsquad


    STORMTIDE | SuperMod Cinematic Trailer By Repix/Tactical Collective

    "Inspired by Battlefield 1 trailers, I wanted to bring that same cinematic energy to SuperMod's USMC 2020 faction. This solo passion project was built from scratch in UE5 — I handled cameras, animation, control rigs, materials, manual sound design, and color grading from start to finish. This cinematic is my first step into game dev, and I'm committed to growing as an artist who blends realistic military action with powerful visual storytelling." - Repix


    Miscellaneous Art by ACV

    "Cinematics inspired by gameplay"


    LAST STAND by Maho

    "Last Stand is a short film produced with Squad assets, which tells the story of Canada and China jointly defending against an invasion of European forces." Check out Maho's work here:

    View on the Steam Workshop →


    To view all art submissions, check out The Wrench zine here.

    Want to learn more about Cinematics? Check out the Squad Cinema Group on Discord:

    discord.gg/ey7guCe

    Read the original on Steam →
    Community Announcements Mar 19, 2026

    Spring into Squad with the Steam Spring Sale!

    Click to read the full post ↓Click to collapse ↑

    Squaddies!

    We're taking part in the Steam Spring sale! From March 19th - 10 AM PT (GMT-7) and running until March 26, 2026 - 10 AM PT (GMT-7), save 60% off on Squad, Commander, and ULTIMATE Editions! Join your fellow Squaddies and check out the latest in Squad:

    View on the Steam Workshop →

    View on the Steam Workshop →

    View on the Steam Workshop →

    Offworld Out.

    View on the Steam Workshop →

    Read the original on Steam →
    Patch notes Mar 3, 2026

    Squad 10.3 Hotfix 2

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    Hello Squaddies,

    We've released our Hotfix patch 10.3.1. This is a client-side and Server update, so please restart your client to receive the update.

    • Vehicles no longer miss ground collision and sink into the ground causing vehicles to get stuck, especially at high speeds and through height terrain changes/driving over bridges etc...

    • Minsk vehicle wheels getting stuck in ground fixes on specific wheel colliders, handling changes for more control, friction changes for climbing terrain.

    • Quad Bike handling improvements for steering allowing players better control, friction changes for more nimble climbing improvements in addition to wheel sinking.

    • Fixed the bug where players exiting a vehicle and another getting in caused the vehicle to be stuck in neutral until the engine was turned off and on again.

    Known Issues

    • We are monitoring Vehicles especially the Minsk for any residual handling issues.

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

    Offworld out!

    Read the original on Steam →
    Patch notes Feb 17, 2026

    Squad 10.3 Patch Notes

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    Hello Squaddies, and welcome to Patch 10.3

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


    PLA Faction Additions

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

    Overview

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

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

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

    Weapons

    • QBZ-191 Rifle

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

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

  • QBZ-192 Carbine

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

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

  • QBU-191 Designated Marksman Rifle

    • 2 Variants

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

  • QCW-05 Sub Machine Gun

    • 4 Variants

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

  • QJB-201 Light Machine Gun

    • 2 Variants - Irons and Magnified Optic

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

  • QJY-201 General Purpose Machine Gun

    • 2 Variants - Irons and Magnified Optic

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

  • QLZ-87 Heavy Grenade Launcher

    • 2 Variants - Irons and Magnified Optic

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

    Optics

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

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

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

    • 3-12x Magnification

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

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

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

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

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

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

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

    Emplacements

    • QLZ-87 Heavy Grenade Launcher

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

    Vehicles

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

    • Available on the following battlegroups: 

    • PLA: Air Assault, Light Infantry, Support

    • PLAAGF: Amphibious Assault, Support

    • PLANMC: Amphibious Assault

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

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

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

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

  • ZSD-89 Tracked APC

    • Amphibious tracked personnel carrier for mechanized infantry support.

    • Available on the following battlegroups:

    • PLA: Armored

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

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

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

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

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

    • Available on the following battlegroups

    • PLA: Combined Arms, Motorized

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

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

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

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

    • Available on the following battlegroups:

    • PLA: Air Assault, Combined Arms

    • PLAAGF: Amphibious Assault, Support.

    Amphibious Warfare Expansion

    • PLA Type 071 Amphibious Transport Dock

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

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


  • Community Design Team Updates

    Faction Restrictions Update:

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

    • War Games

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

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

  • Biome Faction Restrictions: 

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

    • Afghanistan / Central Asia RESTRICTED:

    • CRF

    • IMF

  • Middle East RESTRICTED:

    • CRF

  • Eastern Europe RESTRICTED:

    • CRF

    • MEI

  • Northern Europe RESTRICTED:

    • MEI

    • GFI

    • CRF

  • North America RESTRICTED:

    • MEI

    • GFI

    • IMF

  • Asia RESTRICTED:

    • CRF

    • GFI

    • MEI

    • IMF

    Community Layers:

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

    • Sanxian RAAS v3 _CL

    • Al Basrah AAS v3 _CL

    • Harju RAAS v3 _CL

    • Manicouagan Seed v2 _CL

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

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

    Soldier Locomotion:

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


    New Weapon Skin Pack

    Dragon Pack ($11.99 USD)

    Includes eight cosmetic items for the PLA and PLANMC factions:

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

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

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

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

    • Desert Patrol - QCW-05 SMG for desert maps

    • Forest Patrol - QCW-05 SMG for woodland maps

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

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


    Fireteam Updates

    Quality of Life Features:

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

    Bug Fixes:

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

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

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

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

    Experimental Missions:

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

    Upcoming Missions:

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

    • Fireteam Free Tier Mission \[+2 Missions]

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

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

    • Fireteam Paid Tier Mission \[+1 Mission] 

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


    Emotes Outside of Main Base

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

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

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

    Passenger Gestures in Vehicles 

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

    • Troop seats in trucks and helicopters

    • Rear compartment seats in light armored vehicle

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

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


    System & Gameplay Updates

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

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

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

    • Implemented M121 Mortar firing animations for the M1064A3 Mortar Carrier

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

    • Added new MG3 close firing sounds

    • Added new TLF SOR109 SMG close firing sounds

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

    • Added new DSHK HMG Close and Mid firing sounds

    • Added new RPD close firing sounds

    • Added new Vz61 SMG firing and foley sounds

    • Added new Makarov pistol firing sounds

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

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

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

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

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

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


    General Bug Fixes

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

    • Fixed the AFU C90 stadiametric rangefinder not working properly

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

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

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

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

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

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

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

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

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

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

    • Fixed an issue with AFU soldier poses

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

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

    • Fixed Destruction game mode layers showing inconsistent descriptions during staging

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

    • Improved bullet hit sounds on armored vehicles

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

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

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

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

    Map Updates & Bug Fixes

    Al Basrah

    • Added AAS v3_CL, Community designed layer

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

    Black Coast

    • Added Invasion_v3 layer

    • Fixed a bug where some rocks were missing backface.

    Chora

    • Fixed missing end of wall section

    Goose Bay

    • SQ-38793 - Grounded the floating tree

    • Added Invasion v2, PLA naval invasion layer

    Gorodok

    • Added Invasion_v3 layer

    Harju

    • Added RAAS_v3_CL, Community designed layer

    Manicouagan

    • Added Seed_v2_CL, Community designed layer

    Sanxian

    • Added Invasion_v3, PLA naval invasion layer

    • Added RAAS_v3_CL, Community designed layer

    Skorpo

    • Added Invasion v3, PLA naval invasion layer


    Mod SDK Update

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

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

    Known Issues

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

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

    OFFWORLD OUT!

    Read the original on Steam →
  • Community Announcements Feb 12, 2026

    Squad Partners play Fireteam with Offworld Devs!

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