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 v10.6.3 16 patch notes 30 posts tracked Refreshed just now
Community Announcements 2d ago

THE WRENCH: FALL 2026 - PART 1: MODS AND FIRETEAM MISSIONS

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

We’ve had so many amazing submissions that we’ve had to split the Wrench into multiple parts:

  • Part 1 - Main game mods and Fireteam Missions

  • Part 2 - SDK art and Cinematics

  • Part 3 - Main game mods and Fireteam Missions

What follows is part 1, mods and Fireteam missions created by talented Squad modders! Make sure to check them out and show your support!

Interested in making mods? Check out the Squad Modding Discord here:

https://discord.gg/dg2NdXKwBP


Squad Esports by Rycave/Squad Esports Team

View on the Steam Workshop →

"The most comprehensive and polished caster and admin camera mod designed primarily for the competitive Squad scene, while also being suitable for public server use. Initially designed by OzzyQQ, but now owned and updated by Rycave for the Squad Esports Team.

The mod adds a polished broadcast-style UI and a wide range of tools to improve spectating, casting, match administration and post-match analysis.

Features include:

  • Enhanced admin camera UI

  • Killfeed

  • Map-based teleportation

  • First-person target camera

  • Vehicle and vehicle component health displays

  • Team statistics including kills, deaths, revives, incapacitations and vehicles destroyed

  • HAB spawn-block radius visualisation

  • Rally burn-range visualisation

  • Ability to make walls transparent for improved spectator visibility

  • Custom team/community name, tag and logo upload and displayed

  • Flag capture progress UI

  • Detailed player HUD showing health, role, equipped weapon, magazine and ammunition

  • Individual player combat statistics

  • Final scoreboard data automatically written to the server files

  • Ability to select other admin cam perspectives

  • Select which round is being played

  • Display previous round's tickets

The overall aim is to make Squad easier to follow, administer and broadcast by giving admins, casters and organisers more information and better visibility during live matches, while also improving the viewing experience for spectators.

The mod is also integrated with SquadEsports.com, the most comprehensive competitive platform ever built for Squad. The website supports the broadcast and tournament ecosystem with live-updating pre-match graphics, league tables, team and player profiles, detailed statistics, player leaderboards, match history and tournament infrastructure. Together, the website and caster mod provide an end-to-end platform for operating, presenting and following competitive Squad.”

LINKS:

Discord - https://discord.gg/KfsYjdRjTC

Website - https://squadesports.com


THE BEST AIM MAP by АМ НЯМ

View on the Steam Workshop →

“The mod creates a full‑fledged training ground for practicing shooting and aiming. Players have nowhere to practice without the risk of letting the team down in real combat, and this mod fills that need.

Bot modes:

  • Static targets — bots stand still, and the distance to them can be freely adjusted.

  • Dynamic targets — bots run around, with flexible settings: number, randomness of movement, speed, HP pool.

  • Equipment with bots — various equipment with bots inside moves around the training ground, and you can kill them. The equipment model, movement speed, and the positions where the bots are located can be configured.

Training settings:

  • Suppression simulation — you can enable the effect as if the player is being returned fire, for training under stressful conditions.

  • Tracers — they are enabled on any weapon to make the trajectory more visible.

  • Bullet‑camera — after a shot, the camera flies after the bullet and shows the point of impact.

  • “Headshot only” mode — body damage is disabled, only headshots count.

  • Hitmarker — a clear visual indicator when a bot is hit.

  • Any weapon from any faction — the entire game arsenal is available without restrictions.

  • Player HP and stamina settings — you can train under any conditions, from full health to exhaustion."


Bundeswehr Mod by BW Mod Team

“The Bundeswehr Mod aims at introducing the Bundeswehr 2020s Standard to SQUAD with multiple Bundeswehr Subfactions, the 6x6 km Fulda Gap Map, a custom-made Central European level asset kit, NATO Bunkers, modern trenches and some unique new game mechanics, such as destructible environment, auto zeroing, double optics and more.

With this Wrench, the Team is sharing news about their new H145M light helicopter family in addition to their NH90 Medium Helicopter variants, a WIP of their coming Puma IFV and their finished M113 Panzermörser with 120 mm Tampella Mortar, including a new, unique, detailed interior.

Their next Blogpost will drop in the autumn of 2026, and it will bring news about the next round of open playtests for Q4 of 2026!” 

LINKS: Discord - https://discord.gg/6xDRHx7


Platoon Operations by harryhoot1

View on the Steam Workshop →

“Halloween Missions have been added in the Fireteam Mission Pack”

LINKS:

Shoutout to CTI servers for their help!

Discord: discord.gg/CTIServers Server: CTI Command OPS PVE US East


Last call by Leviafan

“This is a completely new game mode that shifts the focus from coordinated teamwork between 50 players—a rare pleasure on public servers—to your own small squad, whether that’s a clan or a group of friends.

It puts you at the heart of a battle where the goal isn’t to kill other players. You can win without firing a single shot. Instead, it’s about coming up with the best plan, choosing the best route, and being the fastest—or the most cunning.

The mode pushes players to make decisions, make mistakes, and value their soldiers’ lives. Because only when something matters do you feel the thrill of gaining it—or the pain of losing it."

LINKS:

Discord - https://discord.gg/HmCp2jVc7F

Website - https://lastcallgame.fun


World Destruction by Kombikorm

View on the Steam Workshop →

"World Destruction makes trees, bushes and fences react to explosions and ground vehicles, allowing players to reshape vegetation cover and open gaps in fence lines.

Tree durability is based on trunk thickness, while blast damage depends on munition type and distance and accumulates across hits. Supported trees fall with physics and remain as fallen trunks that further explosions can destroy; a sufficiently powerful single hit destroys a tree outright. Explosions also destroy bushes and can tilt or destroy fences. Ground vehicles can knock trees down and flatten bushes, depending on the vehicle and the vegetation.

The destruction state is controlled by the server and replicated to players, including those who join later.

Released on 18 October 2026 as a beta. Falling trees do not yet hurt soldiers or damage vehicles, and some trees on a few maps are not yet destructible."


Southeast Asian Rebels Mod by Rookheim

"Although very intermittent, work has continued on the Southeast Asian Rebels (SEAR) faction, a mod which intends to add a new irregular force to the faction roster. Since the last The Wrench submission, I've been mostly focusing on learning animation in order to be able to implement a few brand new weapons for the faction. So far, these include the exceptionally controllable U100 Mk. 3 light machine gun and the FN FNC rifle, whose (WIP) animations can be viewed in the brief reel below. I am very much an amateur, so feedback and critique is welcome."

"Since last time I've also received some help with the project, so I would like to shout out Gull Studios (check out his Squad cinematics on YouTube) for creating 2D art for the unit icons and some animations, as well as indi, who has recently lent some of his hard surface modelling skills for the project.

If you have any inquiries about the mod or would like to help out, feel free to reach out to my Discord handle: rookheim."


That’s it for Part 1! We’ll be back next week with Part 2: SDK art and cinematics!

What mods are you going to try out? Let us know in the comments!

Interested in making mods? Check out the Squad Modding Discord here:

https://discord.gg/dg2NdXKwBP

Read the original on Steam →
Community Announcements 9d ago

Update 10.7 / Oskil River & World Partition Open Playtest (Nov 6th - Nov 9th)

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Squaddies!

We're opening up a new playtest for the community, featuring Oskil River, a new Eastern European map, alongside we'll be running some World Partition performance testing and more!

Set in a war-torn Eastern European landscape, Oskil River features a variety of environments shaped by ongoing conflict. From heavily damaged settlements and urban areas to open terrain and trenches, the map offers opportunities for engaging infantry and armored gameplay. We've also introduced more detailed environmental set dressing to help bring the setting to life and create a more immersive experience.

Alongside Oskil River, we're also looking to put our World Partition optimization and performance improvements through their paces. Performance has been a frequent topic of discussion within the community, and we want to use this opportunity to test some of the improvements we've been working on and gather valuable feedback from players across different hardware configurations. Oskil currently runs on World Partition but we'll be asking our hosts to run the following additional World Partition layers.

  • Gorodok

  • Yehorivka

  • Narva

  • Mutaha

This playtest will also give players a preview of some additional changes currently being worked on for Update 10.7

Some of the other changes you may encounter include:

  • MEI Player Models: Updated player models for the Middle Eastern Insurgent faction.

  • Identify Friend from Foe: Changes to the friend-or-foe identification system, aimed at refining how players distinguish friendly forces from enemies.

How It Works:

  • Non ADS identification:

  • Players are able at closer ranges to see player name tags in a field of vision automatically

  • This range is tuned for testing.

  • Teammate icons change from name to just an icon above head at Medium range distances

    • This range is tuned for testing.

  • Multiple can be seen if in a radius.

  • Opacity tuning based on distance to mitigate stacking.

  • Opacity based on center of sight.

  • Teammates that are fully obscured will have their icons disappear.

  • Please Note: All radius', opacity and ranges are Work-In-Progress and may be adjusted.

  • ADS as Identification: When a player presses the ADS button immediately a FRIENDLY identifying icon is seen and disappears if they move out of sight picture

    • REMOVES friendly name tags but only displays a friendly ICON in place.

    • Icon appears only if in the ADS radius and up to a max range.

    • Reduced name clutter especially at long range and allows for quick identification of players in a squad or not.

    • Lack of an icon in the players crosshairs one can assume its highly likely an enemy.

    • Magnification scopes adjust the range icons can be seen appropriately based on the magnification.

    Where is this Test Being Held?

    • The Oskil Playtest will be held on the Squad - Public Testing app. No special branch is needed! This is a entirely separate app for Squad. You may need to enable viewing Hidden Apps in your Steam library to view it for downloading.

    • A server will be hosted by a community server host. But servers will open and close to accommodate the population needs! The general public will not be given access to the Server Hosting Branch for testing.

    When is this Test?

    • This open playtest will run this weekend from November 6th to November 9th (11 AM PT UTC-7 Start/End Time)

    Known Issues

    • Player mouse may disappear on map change. To fix this press Tab or Enter multiple times.

    • Identify Friend From Foe may not appear when a player's hip is blocked by a wall.

    • Identify Friend From Foe Icon not disappearing fast enough when the friendly runs behind cover.

    • Identify Friend From Foe distances and ranges are still in the tuning phase.

    • Player names and icons appearing when incapacitated.

    • Players may experience rubber-banding on occasion.

    • Oskil River trenches may be difficult to vault out of.

    • Oskil River is still a work-in-progress so many textures and environmental prop placements are not finalized.

    We'd love to hear your thoughts on Oskil River, your experience with the World Partition performance improvements, and the additional gameplay changes included in this playtest. In particular, performance feedback and reports from different hardware configurations will be incredibly helpful. So if you want please join the Squad Community Playtesting Discord!

    Please keep in mind that these features and improvements are still subject to change and may not reflect their final implementation in a future update.

    We look forward to seeing you in Oskil!

    -

    Offworld Out!

    Read the original on Steam →
  • Patch notes 14d ago

    Squad Hotfix 10.6.3 (Client Build 2) Release Notes

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    Hello squaddies! Today’s small release targets several crashes in addition to a bug which resulted in server favorites not saving between game sessions.

    As a note, the hotfix number is not incrementing because it's a client-only build. This means servers will not need to be updated or restarted, and that you can continue playing on either the old or new build until you’re ready to update at your earliest convenience.

    There remain a variety of other issues which are continuing to be investigated: from the notorious “0/0 queue” and broken or missing sensitivity settings, to turret stabilization, map and terrain issues, and ongoing problems that popped up as a result migrating the UI over to its new back-end. These will take time to fix, and we will continue working with you to collate information and work towards those solutions together:

    —Discord Bug Reports

    —Steam Support Discussions

    As we’ve said before, we appreciate every single person taking the time to share these problems and report the findings back in our discussion spaces. We’ll continue representing your needs in the studio, and will continue looking for ways to improve your game now and into the future.

    Keep the information coming, and we’ll see you in the game!

    —The Offworld Team

     


    🪖 HOTFIX 10.6.3 (CLIENT BUILD 2)


    UI

    • Fixed an issue where ‘Server Favorites’ were cleared each time the client restarts.

    STABILITY & PERFORMANCE

    • Fixed a client crash caused when existing the game while using Nvidia Frame Gen with certain graphics cards.

    • Fixed a client crash when disconnecting from a Fireteam mission.

    • Fixed a rare crash triggered in the back-end logging when swapping maps.

    Read the original on Steam →
    Patch notes 21d ago

    Squad Hotfix 10.6.3 Release Notes

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    G’day squaddies! Today’s small hotfix comes with a handful of crash fixes and some adjustments to the gameplay based on your discussions and reports following Update 10.6.

    As noted in last week’s hotfix, the team made the call to revert the HAB changes back to their pre-10.6 behavior. While the goal of the attached ammo crate was to improve the gameplay experience of Squad Leaders and newer players, we need to revisit how we achieve that goal so it doesn’t disrupt the current gameplay or navigation around the HAB. We’ll share our updated ideas as we get time to revisit and redesign the system (though there’s no current timeline yet), and will work with all of you when they’re ready to play and see if they’re a worthy addition to Squad.

    The full notes are below, and you are ever encouraged to join us and continue sharing your thoughts about the game over on our official discussion channels:

    —Discord Bug Reports

    —Steam Support Discussions

    We’ve also begun chatting with the teams about the various projects, plans, and promises in the works and on the radar at Offworld, and we look forward to sharing (and collating your insight into) those conversations with you in the coming weeks!

    —The Offworld Team

     


    🪖 SQUAD - HOTFIX 10.6.3


    GAMEPLAY

    • The HAB has been reverted to its pre-10.6 behavior, and no longer comes with a pre-built ammo crate upon construction. We will continue to experiment with this design change and share our intentions with the community in the future.

    • Vehicle laser rangefinder will now properly display distance numbers in Jensen’s Range.

    SERVER

    • Fixed a client crash triggered when a dead player respawns while still being dragged.

    SERVER ADMIN

    • It is now possible to change the current map of an empty server (i.e. freshly-booted with no players) via RCON commands.

    Read the original on Steam →
    Community Announcements 27d ago

    Don't Forget to Claim your Free DLC Pack!

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    Hey Squaddies! In case you missed it, this is your reminder to grab your FREE Recon Team Pack DLC before it’s too late!

    View on the Steam Workshop →

    🏷️ FREE UNTIL: Sunday, October 25, 2026

    WHAT’S IN THE PACK?


    The pack contains five ‘Woodland Weapon’ skins for the USMC faction:

    • ‘Pointman’: M16A4, M27, and M38 Rifles

    • 'Liana': M39 Enhanced Marksman Rifle

    • ‘Sweep’: M249 Light Machine Gun and M240B General Purpose Machine Gun (also available to the USA faction)

    • 'Palm': M91A1 and M18 Pistols

    • ‘Sage’: M32 and M320 (also available to the USA faction) Grenade Launchers

    EQUIPPING YOUR NEW SKINS


    Once you’ve unlocked the weapon skins via the Steam store page, you can equip them on the Armory screen accessed via the main menu. Note that the Recon Team skins will show up on woodland and snow-themed maps, while desert skins will take priority on desert maps.

    Read the original on Steam →
    PlayGround.ru - официальная группа 28d ago

    Тактический шутер Squad доберётся до PS5 и Xbox Series - альфа-тест на PlayStation стартует уже 16 октября

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    <img src="https://i.playground.ru/e/vkrl74ktpNmhzh7gQH0mhg.jpeg"/>
    <br />
    <p>Популярный военный шутер Squad, который с 2020 года развивает на ПК тактические сражения с участием десятков игроков, готовится к выходу на консолях. Разработчики из Offworld Industries подтвердили версии для PlayStation 5 и Xbox Series X|S, а владельцы консоли Sony смогут опробовать игру ещё до полноценного релиза. Правда, дату выхода консольного издания пока не объявили.</p> <p>Первой возможность познакомиться с новинкой получит аудитория PS5. Закрытый альфа-тест пройдёт с 16 по 25 октября 2026 года. Чтобы принять участие, необходимо зарегистрироваться на специальной странице проекта. Для Xbox Series X|S аналогичный тест пока не анонсирован, поэтому игрокам на консолях Microsoft, вероятно, придётся ждать дальнейших новостей.</p> <p>Перенос Squad на консоли потребовал адаптации игры к новому управлению и особенностям оборудования. Разработчики обещают оптимизированную производительность, специально подобранные карты и дополнительные инструменты коммуникации. В частности, появится радиальное меню, с помощью которого можно будет отдавать команды и отмечать важные объекты на поле боя.</p> <p>При этом главная особенность Squad останется на месте — масштабные сражения в формате 50 на 50 игроков. В отличие от Call of Duty и других более динамичных военных шутеров, здесь многое зависит от взаимодействия внутри отряда, координации команд и грамотного использования техники. Одиночные вылазки редко приводят к успеху, а отсутствие связи между бойцами способно поставить под угрозу всю операцию.</p> <p>На консолях также предусмотрена возможность включить кроссплей между игроками соответствующих платформ. Разработчики пока не уточнили все детали этой функции, в том числе возможность совместной игры с пользователями ПК. Поэтому рассчитывать на полноценное объединение всех платформ до появления дополнительных разъяснений не стоит.</p> <p>Выход Squad на PS5 и Xbox Series может открыть жанр масштабных тактических сражений новой аудитории. До сих пор игра была прежде всего известна среди пользователей ПК, где успела сформировать сообщество поклонников реалистичных боевых действий. Теперь студии предстоит доказать, что командные операции с большим количеством участников способны комфортно работать и на геймпадах.</p> <p>Впрочем, конкуренция на консолях в ближайшие годы может стать серьёзнее. Например, разработчики Wardogs уже заявили о планах выпустить свой проект на консолях в 2028 году. Но Squad появится на этих платформах раньше, если команда уложится в намеченные сроки.</p> <p>Точная дата полноценного релиза Squad на PS5 и Xbox Series X|S пока неизвестна. Ближайший важный этап — альфа-тест на PlayStation 5, который позволит оценить, насколько удачно разработчики перенесли масштабные сражения и тактические механики на консольное управление.</p>

    Read the original on Steam →
    Community Announcements 28d ago

    The Squad: Console Edition technical alpha preview begins this Friday!

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    With the help of our partners at Secret Mode, we're excited to share that Squad will be coming to XBOX Series X, XBOX Series S, and PlayStation 5!

    CONSOLE ALPHA PREVIEW


    To mark the occasion, we're kicking off a free alpha preview for Playstation 5 owners starting tomorrow, Friday, October 16, and running through Sunday, October 25. Sign up, grab your controller, and get ready to jump into the action!

    >>> The alpha preview is open to all, but you will need to enlist HERE. <<<

    During the event, players will join the Armed Forces of Ukraine or the People Liberation Army to fight over the strategic rail line that runs through Gorodok.

    Want to talk about the preview? Join us on our official Discord server to find other squaddies and discuss your experience.

    FREE WEAPON SKIN PACK (LIMITED TIME)


    In addition to the console alpha preview, *ALL* Steam Squad players can now claim the Recon Team Pack for free during the event! This pack contains five woodland weapon skins for the USMC faction:

    • Pointman - M16A4, M27, and M38 Rifles

    • Liana - M39 Enhanced Marksman Rifle

    • Sweep - M249 Light Machine Gun and M240B General Purpose Machine Gun (also available to the USA faction)

    • Palm - M91A1 and M18 Pistols

    • Sage - M32 and M320 (also available to the USA faction) Grenade Launchers

    Be sure to claim the pack on the Steam store before October 25. It’s ONLY free until the end of the technical alpha, so grab it quick!

    View on the Steam Workshop →

    FREQUENTLY ASKED QUESTIONS


    For more information about Squad coming to console and even more answers to your early questions, you can check out the full announcement and FAQ here:

    https://www.joinsquad.com/updates/squad-is-coming-to-console

    Read the original on Steam →
    Patch notes 28d ago

    Squad Hotfix 10.6.2 Release Notes

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    G’day squaddies! We’re coming your way with the latest changes piggybacking off the 10.6 update. Today’s release continues to address issues that cropped up in the UI, back-end problems impacting the stability of the game, and implements a workaround to help players avoid getting trapped in the new ammo box of the HAB.

    As always, please continue to bring your critical reports and issues to our attention! Our team is continuing to collate the information you provide to get tasks logged and prioritized with the team, so let us know what continues to impact and disrupt your Squad experience:

    Discord Bug Reports

    Steam Support Discussions

    We appreciate your diligence, and we’ll be back with more updates soon!

    —The Offworld Team

     


    🪖 SQUAD - HOTFIX 10.6.2


    GAMEPLAY

    • Fixed radial damage (i.e. grenades, 30mm, etc.) not being blocked properly in layers using WorldPartition (Yehorivka).

    DEV NOTE: As we implement a workaround to improve the messaging of the new ammo crate spawned in conjunction with the HAB, we also want to acknowledge the ongoing feedback about the change. While the original goal of the change was to improve the experience of Squad Leaders and newer players, the implementation didn’t land in a way that achieved those goals while accommodating the long-term players of the game.

    To that end, while 10.6.2 implements a small (visual) change to try and avoid trapping players in the ammo crate while it remains attached to the HAB, we will ultimately be looking to BACK OUT the changes to the system in our next hotfix. This will give us the opportunity to revisit its implementation both internally and alongside our playtesting communities, who will be given the stage and opportunity to help determine whether we can truly accomplish the original goals…or whether the idea needs to be shelved and rethought from an entirely different angle.

    A huge thanks to everyone who discussed the system and raised their concerns in constructive ways! We appreciate your feedback and your fervor to do this right, and we will continue to do what we can to improve the process by which we implement, review (i.e. playtests, feedback, etc.), and ultimately ship these types of changes in the future.

    • HAB blueprints now display stakes when placed to show where the ammo crate will spawn, indicating where it will appear to avoid getting stuck in the completed structure.

    UI

    • Fixed an issue which prevented the smallest grid lines from showing up on both the deployment menu and minimap when zoomed in to the closest level.

    • The minimap will now consistently display the FOB creation marker, as intended.

    • Fixed a mislabeled element of the Nvidia Frame Gen settings.

    • Fixed an issue where the scope resolution scale setting would not apply as intended.

    STABILITY & PERFORMANCE

    • Fixed a crash which would cause some clients to crash upon queuing for a match.

    • Fixed a client-side audio VoIP crash.

    • Fixed a memory leak.

    SERVER

    • Fixed an issue where players would not receive a message after being kicked or banned from a server.

    Read the original on Steam →
    Patch notes Oct 7, 2026

    Squad Hotfix 10.6.1 Release Notes

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    Hello Squaddies. Coming at you with Hotfix 3 for update 10.6. This release includes both a client and server update, so will properly increment to 10.6.1, and aims to address several critical issues reported by the community: including the infamous track bug, new UI issues, and other problems that emerged with the release.

    We want to thank all the players who have taken the time to report issues in detail. Your reports have been of *IMMENSE* value to our development team, and have helped us identify, reproduce, and ultimately address these problems as quickly as possible. If you continue to encounter issues following this release, we ask that you continue contributing to existing threads and or starting new conversations in our official Discord server:

    Squad Bug Reports

    Thank you for your continued patience and for helping us make Squad a better game. We appreciate both your effort and diligence, Squaddies!

    —The Offworld Team


    🪖 SQUAD - HOTFIX 10.6.1


    GENERAL

    • The ammo crate attached to a HAB will now be (properly) destroyed when the HAB is destroyed. preventing players from re-arming indefinitely from a ghost crate.

    • The ammo crate has now been moved inside of the HAB.

    • Fixed an issue which prevented the ‘Frame Generation’ setting from functioning properly with compatible Nvidia Graphic Cards.

    • Adjusted the cooldown and lifetime of non Squad Lead / Fireteam Lead observe markers to a 8 second cooldown and 5 second lifetime.

    • Fixed an ‘EXCEPTION_ACCESS_VIOLATION_READ’ server crash.

    WEAPONS

    • M249: Fixed an issue where the M249 (and its variants) would be held sideways when firing.

    • Fixed Makeshift skin not showing for AKM GP25 Smoke variant.

    VEHICLES

    • Fixed an issue where tracked vehicles could enter a state where they would lean approximately 45 degrees onto their side and remain upright when repaired.

    MAPS

    • Gorodok: Fixed an issue where certain trees were missing their collision.

    UI

    • The “Give Up” button is now visible on the Deployment Menu, now allowing you to give up when you simply want to give up.

    • Fixed an issue preventing players from closing or saving the Emote Radial Wheel after attempting to equip an emote after launching the game.

    • Fixed an issue where the party member count would fail to update after adding multiple members.

    • Fixed an issue where manually entering numeric values in the Settings menu would not apply the new value unless \ was pressed.

    AUDIO

    • Fixed an issue where the gunfire sound of the CAF grenadier C7A2 M203A1 + C79A2 could be heard globally rather than locally as intended.

    Read the original on Steam →
    Patch notes Oct 2, 2026

    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 Oct 2, 2026

    Squad Hotfix 10.6 - Hotfix 1 Release Notes

    Click to read the full post ↓Click to collapse ↑

    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 Oct 1, 2026

    Squad Update 10.6 Release Notes

    Click to read the full post ↓Click to collapse ↑

    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 Oct 1, 2026

    Experimental Helicopter Features: HOTAS and TrackIR [10.6 BETA]

    Click to read the full post ↓Click to collapse ↑

    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 Sep 29, 2026

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

    Click to read the full post ↓Click to collapse ↑

    <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 Sep 28, 2026

    Community Development Team - Progress Report

    Click to read the full post ↓Click to collapse ↑

    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 Sep 25, 2026

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

    Click to read the full post ↓Click to collapse ↑

    <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 Sep 21, 2026

    Scheduled EOS Outage

    Click to read the full post ↓Click to collapse ↑

    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 Sep 16, 2026

    Squad 10.5.6 Hotfix Notes

    Click to read the full post ↓Click to collapse ↑

    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 Sep 10, 2026

    Squad 10.5.5 Patch Notes

    Click to read the full post ↓Click to collapse ↑

    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 Sep 3, 2026

    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

    Click to read the full post ↓Click to collapse ↑

    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

    Click to read the full post ↓Click to collapse ↑

    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

    Read the original on Steam →
    Community Announcements Jun 26, 2026

    Check out the new Squad Fireteam Edition today!

    Click to read the full post ↓Click to collapse ↑

    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/

    Read the original on Steam →
    Community Announcements Jun 25, 2026

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

    Click to read the full post ↓Click to collapse ↑

    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 →

    Read the original on Steam →
    Patch notes Jun 18, 2026

    Squad 10.5.1 Hotfix Patch Notes

    Click to read the full post ↓Click to collapse ↑

    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

    Click to read the full post ↓Click to collapse ↑

    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 →