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Full Steam announcements and update articles for this title.
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!
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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.
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!
A Language Selector is now available in the Settings under ‘General’.
The Fireteam Founders Pack has been retired and will no longer be purchasable.
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 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.
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.
Fixed an issue where players are unable to join a server if tags or rules are defined in Server.cfg.
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’.
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.
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.
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.
Fixed the A10 Airstrike projectile impact to use the correct SFX and VFX.
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.
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.
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.
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.
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.
There is a lot to get through today, including extensive bug fixes, but we will try to keep everything as digestible as possible, with the main changes up here at the top!
With this update, something that everyone should be aware of, is that we are working on changing how our keybinds work. This means that we had to return all your settings to default, and this time around, you cannot import your settings from previous saved files. A warning was sent out in the official Discord yesterday in order to help you all save images of your keybinds to redo them this time around.
In Update 10.4, we’ve moved our core game engine from Unreal Engine 5.5 to Unreal Engine 5.7. You can take a look at the video HERE about the engine update. We’ve also updated DLSS to version 4.5. This engine upgrade also included some GPU Crash fixes present in previous engine versions, and some players will notice performance improvements. We will continue to monitor feedback, so please let us know if you run into any issues.
In Update 10.4, we’ve done a major overhaul of gunplay. These changes are not the end of gunplay iterations but more of a start on community feedback changes that we will be updating as we move forward in this direction. We wanted to reduce the frustration that the community feels from a variety of areas, specifically the gunplay and stamina being more authentically accessible to veterans and blueberries alike.
ADS Times
Gunplay - ADS Timing Adjustments
Adjusted aim-down-sights transition timing of all infantry weapons to be faster and snappier, especially for scoped weapons and heavy weapons.The adjustments were the results of the playtest feedback forms results from the community where ADS times felt very sluggish across the majority of weapons.
Recoil Adjustments
v10.4 Gunplay - Reworked recoil (horizontal and vertical) on all infantry weapons as per the community playtest feedback form results to allow for more control during single / burst and full auto removing the frustration many players have been experiencing for some time where recoil was too high and pulled far to the left and right far too much.
Sway Adjustments
Reworked sway on all infantry weapons. Sway has been slowed and made more predictable and less frustrating as per the community playtest feedback.
Stamina Burn
Increased stamina.
Decreased standing sprint stamina burn rate by 30%.
Slope and Terrain / Object Traversal / Tracked Vehicle Handling
Improved Vehicle Wheel initial overlap hit detection - this was causing wheels to sink into ground and get the vehicles slowing down / stuck.
Vehicle Tuning 10.4 - Slope Tracked / Wheeled vehicles
Vehicle improvements to climbing objects and various slopes for tracked and wheeled.
Tracked Vehicles object traversal improvements allow for tracked vehicles to be able to climb over lower objects better (i.e. fences, rocks etc…).
Tracked vehicle handling as a result of these changes have also been improved to be more controllable and tighter with less oversteer.
EDIT - The previous two Community Layers on Harju and Sanxian have been adjusted to have MEDIUM units! This update should make these layers even more enjoyable.
We have 2 new community layers from Community member and modder, Jaster:
Gorodok Invasion v4 - Contributed by Jaster.
Harju Invasion v3 - Contributed by Jaster.
We also have a new experimental layer twist to Al Basrah, and a new layer for Fallujah.
Al Basrah RAAS v3.
Fallujah Invasion v3.
Updated various IMF Kits roles with some former weaponry: Grenadier 03, LAT 03, Rifleman 06, Rifleman 07, SL 04:
Added back FN FAL / FN FAL Frag Rifle Grenade (Swapped on Grenadier 03 - removing AKS74U & RPG7 Frag).
Added back FN FAL Rifle / FN FAL HEAT Rifle Grenade (Swapped on LAT 03 - removing AKS74 + RPG7 HEAT).
Added back M4 Classic + M68 (Swapped on Rifleman 06, removing AK12 + 1P87).
Added back M16A2 with Old 3x20 Scope (Swap on Rifleman 07, removing AK101 +TA31).
Added back M16A2+M203 (Swapped on SL 04 - removing AK-101 + EXPS).
Removed Ak101 + TA31.
Removed AK12 + Red dot (Swapped on SL03 AK12 + Red dot with AKS74 + 1P29).
Removed SV-98 (Remove Sniper 01 role).
Updated vehicle turrets rotation sounds:
Updated all vehicle turrets to once again have turret rotation audio for the gunner seats for a better immersive experience. We intentionally kept this sound disabled from being heard in other seats within the vehicle, like driver and passengers, to minimize annoyance.
Soldiers outside of the vehicle will now be able to hear the turret rotation audio, as it can be useful situational awareness / immersion.
For stationary emplacements, the soldier on the emplacement as well as soldiers in the vicinity will be able to hear the rotation audio.
Fixed issues with BAF NLAW AT PLOS mode.
Fixed PLOS mode to track launcher movement only on horizontal plane. The projectile’s predicted path now includes vertical motion.
Fixed PLOS mode Lock-on indicator which was not showing up on the PiP scope (broken in PiP scope optimization work).
Fixed PLOS mode Lock-on indicator not disappearing when switching to Direct Attack mode after acquiring a lock.
Revert Return to origin on Equip change on Vehicle and Emplaced weapons .
BAF NLAW AT - Refactor the PLOS mode to track movement on both axis.
BAF/AFU NLAW anti-tank launcher: Reworked PLOS guidance mode. Now in this mode the NLAW is able to track the target's movement in the shooter's view on both vertical and horizontal axis, making it more useful in various scenarios. It should make this guidance mode more attractive to use.
The community-voted Makeshift weapon skin has been added to the Fireteam Founders Pack.
This skin is available for all factions that use the AK-74, AKS-74, AKM, and AKMS rifles:
AK-74 (AFU, IMF).
AKS-74 (AFU, IMF, MEI, VDV).
AKM (IMF, MEI, GFI).
AKMS (MEI).
The minimap view in co-op will now display objectives.
Updated the Back Alley Backstab mission with additional side objectives and a new objective UI.
Added a "REPLAY" button to the round end screen for hosts.
Added filter for password protected servers.
Added a Co-op filter for password protected servers.
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Mission Select are now organized tiles to rows and have missions Icons.
Missions have better clarity to identify which category or pack they belong to.
Mission start popup implementation.
When spawning into a mission for the first time you will see an animation showing the mission name and faction flag.
The deploy screen will now inform players if Squad Spawn is disabled and what the reason is.
Changed sorting of missions from availability to by pack/category.
Mission Select UI updated so its easier to see more missions in the list.
Implemented modular objective system foundations.
Images are now added for Mission Packs / Categories.
Added to the Create Mission Popup UI to display Mission name now.
Removed Experimental Missions for assessment and improvement.
We have gone and re-balanced Fireteam missions! Including changes to bot count, placement, reinforcements and more. For reference below are the missions.
Urban Bushwhacker
No Shortcuts
Back Alley Backstab
Siege or Be Sieged
Gauntlet Safari
Raiders on the Storm
Poseidon's Trident
Deadly Crossing
Reactor Capture
Sand In Your TOWs
Coastal Crashout
We removed the experimental Flight Stick Menu as it wasn't compatible with our new input tech.
We no longer have support for keybind profiles due to enhanced input changing how we handle input saves.
"Del" now deletes keybinds and is not a bindable key.
We do intend on creating a profile system for this new keybind tech, however we do not have a timeline on when that is likely to happen.
Updated PLA & PLANMC Kit Loadouts
Adjusted SL Crewman to have 4 mags.
Adjusted Crewman to have 4 mags.
Adjusted Combat Engineer to have 1 frag grenade.
Adjusted Grenadier QLZ87 rearm cost per mag to be 40.
Adjusted HAT 01 to have 1 Tandem round.
Adjusted HAT 02 to have 2 HE rounds.
Adjusted LAT 02 to have binoculars and 2 frag grenades.
Adjusted Medic 02 to have binoculars and 2 frag grenades.
Adjusted Pilot to have 3 mags - Adjusted SL Pilot to have 3 mags.
Updated PLAAGF Kit Loadouts
Adjusted SL 04 to have 8 mags.
Adjusted LAT 02 to have binoculars and 2 frag grenades.
Adjusted Medic 02 to have binoculars and 2 frag grenades.
Adjusted Rifleman 04 to have 8 mags.
Updated PLA/PLAAGF/PLANMC Scout role inventory to include handheld drone and use holo sights.
PLANMC is set to Independent Faction.
Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.
PLA v PLAAGF is now blocked after faction restriction changes.
Improved visual quality when using a weapon with a bipod.
Added additional telemetry for gameplay improvements.
Various localization changes.
Fixed decal width scaling for decals which is currently not working (It's acting as an overall size scaler).
Reverted Mortars Refinement Changes due to Visual Bugs & Exploit Risk.
Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.
Added the new DSHK emplaced foley sounds to vehicle DSHK turret versions.
Updated M240 door gun reload sounds to match the handheld version.
Updated remaining Bipod weapon's static info BipodAds Montage after 10.3 merge.
Replaced Foretwist bone animgraph logic with Control Rig logic.
Ensured feet are shuffling while turning with bipod.
Added 3P feet shuffling to 3P bipod.
Weapon System Improvement - Bipod Height logic in 3P weapon system.
Animation Improvement - A better setup for Deploy actions for Emplacement Weapons.
Added Return To Origin when equipping an emplaced or vehicle weapon.
PLA Z-9A Helicopter
Updated PLA Z-9A Helicopter to now have visually retracting landing gear.
Check if the landing wheels on the Z9A retract and extend when taking off and landing.
The gear should extend/retract roughly ~15 meters above the ground.
Updated all bipods transition duration with correct value.
Updated all bipod weapon's static info.
Kept the Bipod Retract animation playing while crawling.
Map Optimization - General optimization pass on Harju.
Map Optimization - General optimization pass on Narva.
Map Optimization - General optimization pass on Mutaha.
Map Optimization - General optimization pass on Al Basrah.
Map Optimization - General optimization pass on Yehorivka.
Map Optimization - General optimization pass on Fallujah.
Map Optimization - General optimization pass on Gorodok.
Map Optimization - Removed unnecessary Reflection Captures to free up some VRAM usage.
SquidBots will now suppress suspected enemy locations. Before, they only suppressed locations when they had personally seen an enemy.
SquidBots will now miss some grenade throws, rather than being always 100% accurate.
SquidBots will now try to aim for soldier's chests (before they always aimed for the head). If the chest is covered, only then will SquidBots aim for the head. If only the target's head is exposed, SquidBots will have a reduced chance of noticing the target - allowing players in advantageous positions to scout bots without being noticed.
Added admin cam debug tools to track SquidBot behaviour.
SquidBots have been tuned to be more accurate and deadly, increasing the threat of each individual SquidBot to the player.
Bots now use cover in their behavior, considering their self-preservation as they fulfill their tasks. This should mean a significant lift in perceived intelligence of the bots, and a big improvement in their combat behavior.
SquidBots will now walk around in a relaxed state when they are not alert.
Improved SquidBots performance by multithreading all pathfinding. This should improve performance on all Fireteam missions for the host, especially with reduced hitching.
Fixed SquidBots' shots not leaving impact decals.
Fixed SquidBots playing multiple contact call voice lines at the same time. When SquidBots are shot, any current voice lines should now stop playing.
Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam
Fixed SquidBots getting stuck in vehicles when in combat.
Fixed SquidBots trying to relax in the middle of firefights.
Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.
Fixed SquidBots appearing as low level of detail
SquidBots: Fixed bots mag-dumping in full auto. Bots will now fire in semi-auto or controlled bursts unless a target is within 10m, in which case they'll fire with full auto.
Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.
SquidBots in the Jensen's Range killhouse have been rebalanced to make the killhouse more challenging. SquidBots should now use dynamic cover while in CQB environments, like the killhouse.
SquidBots will no longer destroy enemy abandoned vehicles, instead they'll pop the vehicle's tires / tracks and leave the vehicle for players to repair it.
Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.
Manicouagan Seed v2 - Fixed bots being stuck on spawn.
Fix for Play-In Editor crash due to missing Bazaar Assets.
Updated mod versioning number for v10.4. Mods will need to be recooked to be compatible with v10.4. Modding community notified prior to this update.
Fixed a longstanding bug which caused weapons to get stuck in the bottom right of the screen when entering ADS for the first time if a weapon was configured with slow, lazy sway.
Changed the maximum amount of RCON Connections a server can have per IP. Servers can now have multiple RCON connections from the same client host.
This is where it becomes a wall of text. Good luck soldier.
Updated several emote animations.
Main Menu Music Volume slider now affects all in game music. Default Main Menu music volume lowered.
All weapons are now configured to have the same ADS time when prone and standing, which effectively resolves an issue where weapons could unintentionally get reduced ADS times by changing stances.
Fixed various Specter Scopes reticle issues.
Specter scopes are now ranged correctly.
Harju
Fixed issue where the tiled floor at E4-1-4 flickers.
Harju AAS v2 / AAS v3 / RAAS v3 now use Medium battle-groups instead of Large.
Harju AAS v3 - Fixed boats spawning on land.
Sanxian
Fixed Navmesh on G7-8-4 not generating correctly near the Power Plant
Sanxian RAAS v3 - Changed Battlegroup sizes from Large to Medium.
Sanxian Invasion v3 - Fiexd having Air Assault battlegroup available which resulted in non-amphibious vehicles spawning on the landing ship.
Al Basrah
Removed rock asset blocking bridge.
Fixed a cliff asset out of place.
Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.
Fallujah
Fixed an issue where there are random floating doors placed south of the bazaar building.
Fallujah AAS v1 - Fixed out of bounds volume not working correctly.
Talil
AAS v1 / Invasion v1 / RAAS v1 / RAAS v2 / TC v1 - USMC Armored is now classified as Offensive battle-group instead of Defensive.
Sumari Bala
Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.
Manicouagan AAS v1 - Fixed issue where bridge road edges bleeding over sides and causing issues with player stances.
Fixed glass on ZLB08 and Stryker MGS reflecting HDRI map.
Fixed QLZ-87 AGL Emplaced reload sounds out of sync.
Fixed USA & RGF UltraLightWeight faction setups being setup to auto-inject to layers.
Fixed issue with the M27 IAR Rifle where the weapons magazine in the dry and tactical reload animation is stretching like rubber in 3rd person.
Fixed issue where the aiming reticle loads in slowly when ADS'ing the first time and will be blurry till fully loaded.
Fixed issue where the player is placed below the Stugna launcher when reloading the weapon.
Fixed Global Illumination quality settings which previously removed shadowing on certain settings.
Unarmed Rocket SFX - Decrease attenuation and made it quieter further out
Fixed NLAW weird unarmed projectile impact sounds.
Fixed broken ADS on the L85A2 + SUSAT + Grippod variant of the L85 rifle when the weapon is deployed on its grip pod.
Fixing Quad bike handling issues with spin outs due to steering.
Improved Minsk bike handbrake turn behaviour.
Fixed a performance issue regarding the ZBL08.
Fixed C9 with C79A2 scope lacking peripheral vision blur while aiming.
Fixed an issue where the shader of the camo netting on the Indirect Fire Shelter construction is reversed.
Fixed an issue with the USMC Invasion landing ship has strange hitbox issues around the helicopter spawn points.
Adjusted light's draw distance when inside of BRDM.
Fixed the broken animation when entering the gunner position on multiple vehicles with the QLZ-87 grenade launcher.
Fixed an animation when entering the gunner position on multiple CAF vehicles where the weapon clip into the camera.
Fixed multiple turrets and RWS stations for vehicles having no turret rotation SFX sounds in 1st person.
Applied proper grenade belt material to grenade belt mesh.
Fixed an issue where AFU do not have grunt voice lines setup.
Fixed RPK-74 scope aiming with bipod where ADS positioning would be broken.
Fixed M4 Wormpool weapons MOA value being incorrect.
Fixed issue where road mesh edges causing vehicles to get stuck.
Fixed the Lynx 8x8 ATV having an abnormally high armor thickness.
Fixed a visual bug where certain settings would allow player camera to be offset higher than intended.
Fixed the dry and tactical reload animation on the bunker and tripod variant of the QLZ-87 AGL.
Fixed PLA / PLAAGF Lynx 8x8 Logistics not spawning on Jensen's Range.
Fixed PLA Lynx 8x8 allowing access to all kits instead of just the Crewman and Lead Crewman kits like other vehicles in its class.
Fixed collisions on the various assets which were blocking projectiles from passing through them accurately.
MEI / IMF - Minsk bike has too much acceleration and reverse power, and has issues with hand-brake turning.
Minsk acceleration forward no longer skips gears, accelerates slower and to 125 and reverse acceleration has been fixed.
Interaction key will switch to None while on a server will large amounts of players.
PLA WZ551 APC's interior now display without visual glitch.
Fixed an issue with PLA / PLAAGFZSL-92A Wheeled APC passengers clipping into each other when the vehicle was full.
Fixed an issue with main menu music still being audible when at 0% music volume.
Fixed an issue with incap wounded sound loop not being affected by the effects volume slider in sound settings.
Fixed PLA / PLAAGF ZSL-92A Wheeled APC open top turret variants costing 10 tickets instead of the intended 5 tickets.
Fixed PLA ZSD-89 Tracked APC having an ammo rack when it should not.
Fixed issue where if holding a placeable item, Q will rotate and lean the player.
Fixed the smoke from the Engine Smoke system on all vehicles. Smoke should now be visible for the driver on Jensens Range, Al Basrah and Mutaha.
Fixed the hand animation on the QJZ89 HMG distorting and looking off.
Fixed an issue making player unable to shoot ZSL-92 open top gunner from specific angles.
Fixed the hands of the gunner clipping through the top of the ZSL-92A.
Fixed PLA ZSD-89 APC/IFV variants using incorrect map icon.
Fixed a visual issue with the CPV M134 animation where the gunner is offset from the Minigun.
Fixed an issue with the PLA QLZ-87 AGL twitching when aiming while bipoded.
Fixed an issue with PLA/PLANMC Lynx 8x8 engine SFX still idling even after engine has been turned off.
Fixed Maximi + Foregrip MMG not playing the tactical reload animation when deployed with the bipod.
PLA - Lynx, WZ551, Z9 - Text has been updated.
Fixed an issue where soldiers will float outside of the van when using the mortar on the MEI Technical 2 seater.
Fixed Sanxian Invasion layers having incorrect team objective text and voiceover audio.
Fixed the 1P upperbody issue for visibility and clipping issues when a player uses the Smoking Emote
Fixed an issue with PLA / PLAAGF ZSD89 Tracked APC, when a track got destroyed the vehicle leaned too far into the ground and parts of the mesh showed up incorrectly.
Fixed the M2A1/M2HB Emplacement missing deploy and reload sounds.
Fixed PLA WZ551 IFV and Lynx 8x8 LTV wreck collisions which were inaccurate and blocked players from climbing onto them.
Fixed an issue with PLA & PLANMC Marksman kits and Raider kits icons not grouped in the deployment menu.
Cobra LTV & ZSD05 APC - A couple of vehicles are initially spawning in a state with a bugged driver camera that fixes itself once the driver starts driving.
USA - M2A3/M7A3 - The ranging for the 25mm and coax MG on both Bradley variants is not correct and slight offset to the right.
Switching seats with F1, F2, F3 buttons will lose functionality if player hits F while switching.
PLA / PLAAGF CSK-131 QLZ87 - spawns on desert layers with wrong camo.
PLA / PLAAGF Z-9A Helicopter - The wreck of the Z-9A helicopter has a gun and wings attached to its left side as if it was a CAS helicopter.
AFU Stugna-P ATGM Emplacement - The reload is broken and not working till a 2nd reload is finished if someone is on the laptop.
Fixed a visual issue with the PLA QLZ-87 AGL (Handheld) when switching the fire mode the soldier's thumb on the right hand will clip through the grip of the weapon.
Fixed a visual issue with the MATV M240 open top turret where the soldiers hands were not holding the weapon properly.
Fixed ranging for 30mm and the coaxial MG on PLA/PLAAGF ZSD89 & WZ 551 APCs.
PLA Pack - Fixed an issue where Weapon Cards colors are desaturated.
RGF T-72B3 MBT Woodland variant now has the woodland texture for cupola ammo box.
RGF/VDV/GFI - NSV HMG Emplacement/Bunker - The scope is no longer used when using ADS and instead it only zooms slight in when using ADS.
Fixed an issue with the NLAW anti-tank launcher PLOS guidance mode lock-on indicator not appearing in the scope.
Gestures in Vehicles - Fixed the weapon hanging in the air without any support when playing gestures in passenger seats.
Fixed AFU BTR-4 Wheeled IFV occasionally teleporting under the landscape when reversing into objects.
Mortar Emplacements & Vehicles - A mortar shells is visible after reloading in front of the muzzle even if the mortar moves.
Armory - Fixed missing emotes in Armory if Steam is offline.
PLA QJY-201 MMG - Weighted Normals are incorrect.
Fixed issue where players using ultrawide monitors see a blurry weapon when they ADS with ironsights.
Added the missing Veteran skin to AFU RPG-7.
Fixed BTR-4 exterior not having collision.
RGF BMP-2M Tracked IFV - The cage on this vehicle is often getting stuck in object when driven through urban clutter.
WPMC - Fixed Loach helicopter traces/muzzle flash spawning in the incorrect location when using the miniguns.
AFU Malyuk Kobzar - Fixed issue where hand slightly clips into the mesh of the skin.
AFU C90-CR LAT - Carry sling of the weapon attached to the front is detaching in the equip and ADS animation.
Fixed a minor visual issue with the M9A1, Hi-Power Pistol and MP-443 where a bullet was visible in the chamber, even though the pistol cannot be fired.
MEI - Deployable - Fixed Tire Fire hologram rendering too far away for a player to place giving a Out of Line of Sight error.
Fixed the USA M110 DMR Handguard having mirrored text.
Fixed Deployable weapon preview ghost showing the fully built version of the weapon.
Fixed an issue with the M1151 Armored Car where it was possible to kill passengers through the hull armor by shooting the spare tire on the rear of the vehicle.
Fixed M1151 LTV wheels sometimes not rotating until the vehicle gets close to the player.
BAF/AFU NLAW anti-tank launcher: Fixed lock-on indicator for PLOS guidance mode not disappearing after switching back to Direct Attack mode.
Fixed an issue where the sound of opening closing the Map, Command and Deployment Menu sometimes do not play.
Fixed issue where helicopters piloted on listen servers appeared rotated incorrectly.
Fixed client crash when hosting a lobby.
Urban Bushwhacker - Sometimes, only 1 mortar base (2 mortars) spawns while 2 are intended to spawn.
Sand in your TOWs - Vehicle provided in the mission only fits two people, while the recommended player count is three.
Sand in your TOWs - Fixed the Plant's collision box being larger than usual.
Sand in your TOWs - Mission should now properly end when TOWs are destroyed with certain weapons.
Fixed driver bots in armored vehicles dismounting upon engaging in combat.
Fixed objective map markers missing in several missions.
Fixed enemy mortars being unmanned on Urban Bushwhacker mission.
Fixed bot reinforcement vehicles never reaching their destination.
Fixed hosts not seeing client weapon lowering animations replicated.
Fixed a life being deducted when a player leaves a Fireteam lobby.
Fixed emote props being invisible for the host.
Fixed performance dips during missions with many bots possibly related to navmesh.
Fixed host not seeing world move markers.
Fixed driver smoke fired by clients not replicating on listen server.
Fixed players joining ongoing missions not seeing the team select screen.
Fixed vehicle turrets jiggling when used by non host and enabled turret stabilization.
And that's it! If you made it this far, you deserve a cookie. Unfortunately I am all out of cookies.
Today we have a great video from Offworld Partner Slay3K, where he has spent time chatting with Norby and Assi from the Squad game team about what we have been working on for Update 10.4, as well as plans for future updates.
"Today, we're talking with two developers from Offworld, Assi and Norby about the performance and optimization in Squad with Unreal Engine 5 and the transition up to 5.7 with Update 10.4. This discussion covers where the game and development currently is with regards to performance, as well as what to expect beyond Update 10.4 with future updates. We'll discuss how some of the performance may be noticable during your gameplay and how Offworld is looking to improve it with tools developed in the Unreal Engine." - Slay3K
Get your favourite snacks and strap in folks, this conversation goes deep.
The Irregular Militia Forces have always held a special place in the heart of Squad. As one of our original asymmetric factions, they were designed to be an East Bloc style wildcard faction, a force that specializes in adaptable warfare in the face of standard militaries, especially in unique scenarios and game modes like Invasion.
During the development of v4.3 our goal was to pull the IMF away from the shadow of the Middle Eastern Insurgents and give them an update that felt uniquely scrappy yet capable. We introduced several fan-favourite features that defined the IMF’s tactical soul at this time:
Defensive Ingenuity: The introduction of the ZiS3 Field Gun, tank traps, hull-down positions for vehicles, various camo netting deployables, and dirt filled ammo boxes.
The Arsenal: We expanded role variants especially for Squad Leaders and Riflemen with the FN FAL (and its rifle grenades), new AK variants and updates to the AK iron sight picture. We also returned the iconic RKG-3 AT grenade (more on this later).
Heavy Support: The BM-21 Grad replaced older UB32 technicals, providing a massive leap in long-range fire support, while up-armored technicals and BMP-1 updates and variants rounded out the motor pool.
The feedback we received from the community was overwhelmingly positive, and the IMF became one of the most popular factions, especially in Invasion map layers.
Starting with v9.0, we began a staged rollout intended to represent the IMF as a Russian-proxy militia. This shifted the focus toward modern Eastern weaponry, introducing the AK-12, AS-VAL, SV-98M, and the T72A tank.
However, this transition came at a cost. The faction lost its Western-surplus flavor (M16A2s, M4s, and FN FALs), and the transition to Unreal Engine 5 unfortunately crippled the RKG-3 grenade, rendering it ineffective against vehicles. We recognized that the “Russian-proxy” shift didn’t resonate with the spirit of the IMF or the Community overall. This direction felt less like the "unconventional" IMF you loved and more like a redundant conventional force.
Our new goal is to restore the fan-favorite elements that allow for unique, asymmetrical expression on the battlefield. We’re moving away from standardized gear and returning to the "acquired" arsenal that defines a true militia.
The first step in this course correction is returning iconic weaponry to your kits:
The Right Arm of the Free World: The FN FAL returns, including both Frag and HEAT rifle grenade variants.
Western Surplus: Re-enlist with the M4 Classic (M68), the M16A2 with the original 3x20 scope, and the M16A2+M203 grenadier variant.
We are currently working on several larger additions to help return the IMF's identity:
The T64B MBT: A Cold War legend is joining the motor pool. This tank is the perfect fit for the IMF.
RKG-3 Rework: We are rewriting the RKG-3 AT Grenade logic on CPP to ensure its impact-detonation is permanent and resilient against any future engine updates.
Upgraded BM-21 Grad: A visual overhaul for the Grad, featuring a new model and textures based on the AFU BM-21.
Identity Refresh: We’re updating the faction flag to better represent the IMF.. \ to help us choose the new symbol of the Militia.
Please note: these are work-in-progress and don't have a scheduled release date.
Some of our most entertaining player videos of all time have been from the creative chaos of players on the IMF faction. We read the feedback about this and our other factions, and look forward to providing more tools and positive changes. If you have more feedback we always want to hear from you, drop into our Discord and tell us what you think!
Don't forget to take part in the IMF Flag vote!
- Fuzzhead
Images courtesy of .doubel from the Squad Cinematics Community. Images are cinematic staging and not necessarily indicative of Squads vanilla IMF
Welcome back to The Wrench! Here we show off the latest in Squad modding. We’re back again this week for Part 2 - main game mods, and, for the first time, modded Fireteam missions! What follows are updates sent to us by the people behind the mods themselves: their words, images, and amazing work!
"The Vehicles Seed Layers' mod is evolving. Initially dedicated to seed layers with vehicles, the mod is becoming a 'pack' of everything I've developed, with new additional content. Please note that the mod is still in development. UPCOMING CONTENT
Training maps, with all playable weapons: Colosseum, a map looking like an Arena and Pyramids, a CS2/Valorant-like map.
Up to 20v20 battles maps: Lofoten, a Norway/Scandinavia map and Oasis, a desert map, with the Fallujah mosque in the center, an oasis, and a few POI.
Rework of Pacific Proving Grounds (Pacific War) : Invasion layers, alliances of several existing factions and much more to come!
ATTEMPT: rework of Belaya to make it compatible with UE5.
New layers of existing maps with dynamic weather and day/night cycle. (sandstorm, auroras, thunderstorm, etc.)
Most of the VSL mod content will be available in the next update: seed layers with vehicles.
New vehicle-based layers: motorized battles, on the ground... but also in the air.
A large map with a lot of content. Races, sniper shooting... a sort of map with mini-games.
Lapland, an event map for Christmas: snowballs and Christmas trees! (still needs work)
New factions/faction setups, using existing assets (also older assets still available in the SDK)
Training factions for infantry and vehicles. To make this easier, all kits on the same side will have the same uniform: an American soldier vs an Insurgent. A kit represents a faction. You will have access to all the weapons of a faction within the same kit.
FEATURES
Local VOIP ON between teams, on certain layers
Most of layers are compatible with the votemap
Loach CAS comes in several versions
Ability to drive enemy vehicles on certain layers
And much more to come, stay tuned ! :)"
"The main feature of my mod is the ability to control both movement and weapons of armed vehicles solo, without needing a driver. This, in combination with a lot of small tweaks and new additions to vehicles (for example, ATGM launchers with several tubes can have their tubes reloaded individually), infantry kits (a kit with transportable ATGM launcher, separate from FOB) and gamemode (points can be captured in vehicles; vehicles with players in them count as a player to the point) results in unique experience. Each team gets 10 tanks and 20 light armoured vehicles, so it's 30vs30, plus infantry on top. All of those vehicles can be stolen and either used against their original owners or simply returned to base to permanently decrease the amount of vehicles available for the other team. CMD gets his own vehicle that can't be taken by your teammates and features a thermal imager to help locate enemies. A thermal imager is also present on CMD's drone."
"It's an action-packed fireteam mission where players enjoy a chaotic start where they defend against an assault. They then go on the offensive by proceeding tactically to destroy and capture enemy objectives. "
"Gives radial build menu to non-leadership roles. Engineer gets: Tech Structures - Ammo Crate Fortifications - All available Weapons - Tripod MGs, TOW, SPG, Kornet All other non-leadership roles get access to sandbags and razor wire."
"Using the Modloader system, we can inject the actor into any layer, and it is fully customizable to the server admins' preferences using JSON configs. Dynamic Weather System brings a change to the environment in Squad as users can use the different weather systems to their tactical advantage by pushing a point, defending a point and even some extreme weather that would ground the helicopters, or those experienced pilots can fly by wire and insert their squad onto a point. "
"What is this mod about? Two rival billionaires. Two private military corporations. One very expensive grudge match. WPMC vs EPMC introduces a fully custom faction-versus-faction scenario in which two ultra-wealthy moguls escalate a petty feud into a full-scale proxy war. Each billionaire funnels absurd amounts of cash into their own hand-picked military contractor, and you're caught in the middle of their ego-driven arms race. This mod brings a fresh, chaotic, and darkly comedic twist to Squad's tactical gameplay, while still respecting the core mechanics and teamwork the game is known for. Mod is built around keeping troops on the points, with plenty of vehicles, spawns, and a framework for different styles of gameplay. - EMPC Faction make up of RGF Leadership, VDV specialization and MEI troops and focuses on Invasion game modes - WPMC is modified version of the real WPMC Each faction Specifics: Command Actions: ⦁ Strafing Strike ⦁ Artillery 120mm ⦁ Handheld Drone ⦁ UAV ⦁ Smoke Barrage Characteristics: ⦁ Buddy Rally ⦁ HAB+ ⦁ AccessGMG ⦁ Vehicle Commander ⦁ HAT+
"It's a Fireteam Mission with scripted events and atmosphere to provide elements of a campaign mission"
"Operation Highlighter is about U.S. Marines taking Ali Ali Air Base, with 2 M2A3s supporting them. However, as they get closer to the base you become ambushed and must fight your way to the objectives. There are a few different objectives to destroy/capture and use a few tools you would see inside of a Battlefield campaign. This mission is the first mission in a storyline around Talil and the assault. Future missions will include cutscenes, audio fx, visual fx, and a "Battlefield-isk" feel to it. "
"This mod contains Squad Vanilla Skirmish layers (old skirmish layer + new AAS and skirmish layers) without shadows for use in Comp matches. Layers from ESL S2, GSL S1, GSL S2, SOT S3, and SCT tournaments have also been added to the mod. All layers are set to a match length of 62 minutes, of which 2 minutes are a staging phase. At the same time, the Domination ticket bleed is the same -1 ticket for a lost flag, and the middle flag already causes a ticket bleed. All factions are balanced with the same number and type of vehicles for a better competitive experience. The mod also includes layers with casting overlays by modders OzzyQQ and Mark Lepninsky."
Supermod is an overhaul designed as a natural extension of Squad: more content and depth, revisiting the core experience to new limits.
With 32 factions, attack helicopters, and a set of custom features, it enhances combined-arms gameplay while keeping things readable and teamwork-focused. New content and systems include vehicles, weapons, and maps. We just added CAS helicopters, MANPADS, a new tank auto-zeroing system, a periscope view, and helicopter cockpit view + head-mounted display for more immersive air operations.
"Operation SkyLight is a stealth mission and really has a Navy Seal feel to it. Your weapon is silenced, you have explosives, you start downriver, and move into a target compound via RHIB to destroy the ZU-23 guarding the territory, so the rest of the team can invade. This is a 5-man mission with no supporting NPCs. Get in and get out fast."
"Mod includes custom COOP fireteam missions designed for more than five players. The missions are larger and more difficult than standard ones and are recommended for about 15–20 players."
"SquadZ is a distinctive mod focused on asymmetric human vs. zombie combat, designed to deliver an unprecedented zombie-themed gaming experience and immerse all players in its unique atmospheric gameplay. Currently, the mod features ten distinct game modes: Thelost, LastStand, Hives, PVE, VIP, TerminalEscort, LifeForDead, TC, Invasion and NewVIP. More exciting modes such as PVEHives and VehicleEscort will be added in future updates to keep expanding your gameplay options. Boasting a vast collection of original maps alongside the base game's maps, the mod also supports faction voting—striking a perfect balance between gameplay diversity and player experience for fresh and thrilling encounters every round. What’s more, a dynamic time system is integrated, with the in-map sky brightening or darkening in real time as the match progresses. Human classes are equipped with night vision goggles and weapon lights, while vehicles feature dedicated vehicle lights, thermal imaging and night vision capabilities. Zombies are also granted night vision and thermal vision, all tailored for intense combat in harsh weather conditions and elevating the immersion and strategic depth of every battle."
"The team behind the BAF mod is happy to announce that they`ve recently joined Tactical Collective, creators of the community`s beloved Super mod! With the new found support of TC, their project continues to show consistant development, over the months the team worked tirelessly to get new content implemented, including a WIP of what will be their take on a fictional land conflict between Brazil and Venezuela. Their team is working to release the mod embeded into Supermod, that way all players that enjoy playing SPM around the world, will organicly get to meet their mod and enjoy the years of effort their team put into it." Check out their Discord for more info: https://discord.gg/FpsheDAgvg
"The mod focuses on the Spanish Armed Forces faction, featuring equipment from the period of the official Squad factions, approximately 2008-2012. We started with the Army (ET, Legion, MOE - Special Operations), but the goal is to add the Marines, for which we already have assets in our resource library, while we are working on vehicles, weapons, and characters. We also want to add some maps, initially one based on a real mission in Afghanistan. On the other hand, I must thank Tactical Collective for their help, without which some things wouldn't have seen the light of day yet, and other independent individuals who have shown interest. We are still looking for help with the project and for valuable people who want to get involved. You can send a DM to \ Santini on the Modding Hub Squad Discord server or our discord. We need all kinds of help, but especially a Squad Editor integrator and texture artists. all models is under WIP, could be modified in the future." Check out their Discord: https://discord.gg/79wc8fJSWZ
"A group of hardline military leaders overthrows Iraq's civilian government, takes control of southern oil fields and ports, and arms loyal fighters with advanced air-defense weapons while attacking foreign tankers and forcing Western personnel out. The U.S. responds with a new intervention: break the military regime's hold on key strategic sites, destroy their missile stockpiles, and help restore a more cooperative government in Baghdad to stabilize the region and reopen safe shipping routes. Your enemy is a modern Iraqi Army, heavily armed with Russian, Ukrainian and American equipment Your Squad is a Marine Force Reconnaissance, armed with most advanced weapons and two helicopters: UH-1Y Venom and AH-1Z Viper You have to sneak behind enemy frontlines on Helicopters to Ali AirBase, destroy 3 containers with manpads and return to the main base. Be aware that this AirBase is heavily fortified with IFV's Infantry, AA Vehicles and Tanks. This mod requires SuperMod to be installed This mod is recommended for 5 or more players"
"Hrodna Border, set just South of the Suwałki Gap along the route between Bialystok and Grodno/Hrodna is a tribute to some of Squads greatest maps, but with its own unique flavor. It has a focus on balance, with a healthy dose of asymmetry. The more urbanized Polish side of the border focused around the border town of Kuźnica contrasts with the forested and rural outskirts of Hrodna to the South East. Capture Points/Lanes are intended to be balanced and fun for both infantry and armor players. Hrodna should feel right at home in any Vanilla or SuperMod rotation. Check out the real-life location!
"Brings NVGs to all layers and is highly configurable by server owners. Allows modders to focus on bringing better NVG materials to Squad without needing to actually make the BP backend. Player get to have a centralized experience, no need to learn new keybinds or gamble on quality. Each faction can have their own set infantry NVGs. Per vehicle config, allows gunner/spotter seats to have custom NVGs Works in other mods too, not just vanilla."
"Simple tool for modders and players. Spawns the specified actors, server-side, on every layer. Config is editable by server owners so they have full control over what is spawned. Additionally, allows players to edit Enhanced Input Action keybinds from any mod. Contains a handful of "mods" that could be toggled in config such as: - Vehicle Horns - Moon Gravity - More Stamina - Toy Soldiers - Bodycam vfx
"Minimap Manager is a ModLoader Mod that allows Modders and Map Makers to add Area-Based Minimaps (ie underground/floors) to Modded and Vanilla Maps. It also allows the injection of More Minimaps such as HD, Topographic, Terrain, and Custom Textures. All injected minimaps are selectable in-game through a Maps widget, so users can cycle/select a type on demand. NOTE: This mod is simply the MANAGER and does NOT contain any minimap textures (see SquadCalc_Minimaps) "
"Hate having 17 billion half-used mags? Wish you could quickly repack them? Now you can with Share and Repack mod. This mod allows players to Repack most Infantry weapons and even precisely repack magazines by moving one bullet at a time. Not only can you repack mags but you can also share* them too! Each weapon can share based on its indexed caliber, meaning you can share M249 ammo with M4. Automatic Riflemans just became alot more viable. You can also share** grenades, smoke grenades, and bandages. *: in order to share magazines the weapon class must be indexed in Server side config **: currently limited to vanilla classes and its children, if you made copies your equipables will not be compatible. "
"Resurgence is a refined version of Squad’s core gunplay. Featuring overhauled suppression, revamped recoil, weapon handling and subtle Quality Of Life (QoL) enhancements to promote a mix of realism and fun. This mod aims to breathe back new life into the infantry experience by delivering balance, and immersion without removing the core aspects of vanilla. Core Features Suppression Rework: - Suppression Visual clarity: replaced blur with tunnel effect. - Role-based suppression -Rifles will suppress over sustained fire, won't instantly cause suppression -- players will be able to re-engage and be effective. Facilitates tactical implementation over immediate application. - LMGs/MMGs apply suppression quickly, giving AR's/MGs value. - Close sniper and AT flybys will cause a quick flinch, however leaves no lingering effects. Overhauled Recoil: - Reduces exaggerated recoil, adds custom recoil, and is completely fine tuned (similar to how Rising Storm 2 functions). - Focuses on player control, not randomness. - Irons/1x sights: reduced vertical recoil, slightly increased horizontal. - Optics: increased vertical recoil, rewards controlled fire. - LMG/MMG -- Reduced recoil and misalignment engage effectively at 300m - 500m. Weapon Handling: - All weapons can mount onto ledges to help with sway after exhaustion levels are reached Quality of Life Enhancements (QoL) - NATO UGLs now carry HEDP rounds: up to 51mm penetration, inspired by its real-world counter part. - TOW Vehicle/Deployable rework -- Less sporadic, reducing the chance of randomly hitting the ground. - HMG Deployable/Vehicle rework -- Tweaked MOA values to real-world values and removes spread." Join their Discord for more info: https://discord.gg/CjwRgzJv4r
"Gives Flashlights and Lasers to all weapons with attachments. Usable in any layer. 3 laser colors to choose from: Red Green Blue. IRLasers can be compatible with other mods. Configurable via a json file so server owners dont need to rely on modders as much."
"A better fire team coop experience that goes beyond the vanilla content."
"This project transforms the complex Ultra Dynamic Sky system into a responsive and flexible tool for the player. My modification removes the barrier between the user and the engine, allowing for world customization through the user interface. I paid special attention to the network code, so a pre-configured optimization profile ensures that dynamic weather and time of day changes run smoothly even in the most intense battles. I was inspired by the idea of giving players the power of the Unreal Engine while maintaining performance and the ability to customize the weather for any scenario."
"Host will able to specify a file path or link via a json file in order to play a sound byte. Host will also be able to set "Radio" Stations to tune into while in a vehicle. Works in Fireteam, Dedicated Server and Standalone. NOTE: This mod is still a work in progress, while the prototype phase is complete, still needs fleshing out"
We’re doing things a little bit differently this time around: To encompass everyone who works on the SDK, we’re including art and cinematics to the Wrench! Here’s how it’s going to work:
Part 1: SDK Art and Cinematics
Part 2: Main Game and Fireteam Mods
Part 1 also includes a supplementary art zine! To view all of the work in higher resolution, check out the zine here. (it's a large file, you will need to download)
What follows is Part 1: amazing art and videos created by Squad community members.
"I was trying to recreate the feeling of Battlefield 3. I just learned a bit about colour grading in the SDK, so I decided to put that to good use in these artworks. The classic lens flares and lens aberrations, like in BF3, were added in Photoshop."
“Real action photos inspiration”
"It’s a video that combines everything I experienced in the game into one video."
“I enjoy illustrating military themes away from the action itself”
“The goal was to capture moments that define the Squad experience – the chaos of urban combat, the calm and sometimes absurd moments of everyday operations, and the often underestimated importance of logistics and coordination. I was inspired by military photography, documentaries, and Squad's emergent gameplay, where stories unfold not through scripts but through player interactions. The images are intended to convey that Squad is not just a tactical shooter, but a game that credibly portrays teamwork, tension, and unexpected situations.”
Our Squad Partner UrsoDoSono has started incorporating motion capture in his content creation! Check it out in his introduction in this video:
"Here are some renders I created using Squad and SuperMod assets. These images reflect my work on composition, lighting, atmosphere, and color grading. I treated each render as an independent piece, carefully balancing every element to evoke a specific mood. My goal was to create visuals that stand on their own and tell a story through detail and tone. More works are available on my ArtStation page. You can check them out and support my journey!" Check out Repix here: linktr.ee/repixsquad
"Inspired by Battlefield 1 trailers, I wanted to bring that same cinematic energy to SuperMod's USMC 2020 faction. This solo passion project was built from scratch in UE5 — I handled cameras, animation, control rigs, materials, manual sound design, and color grading from start to finish. This cinematic is my first step into game dev, and I'm committed to growing as an artist who blends realistic military action with powerful visual storytelling." - Repix
"Cinematics inspired by gameplay"
"Last Stand is a short film produced with Squad assets, which tells the story of Canada and China jointly defending against an invasion of European forces." Check out Maho's work here:
We're taking part in the Steam Spring sale! From March 19th - 10 AM PT (GMT-7) and running until March 26, 2026 - 10 AM PT (GMT-7), save 60% off on Squad, Commander, and ULTIMATE Editions! Join your fellow Squaddies and check out the latest in Squad:
We've released our Hotfix patch 10.3.1. This is a client-side and Server update, so please restart your client to receive the update.
Vehicles no longer miss ground collision and sink into the ground causing vehicles to get stuck, especially at high speeds and through height terrain changes/driving over bridges etc...
Minsk vehicle wheels getting stuck in ground fixes on specific wheel colliders, handling changes for more control, friction changes for climbing terrain.
Quad Bike handling improvements for steering allowing players better control, friction changes for more nimble climbing improvements in addition to wheel sinking.
Fixed the bug where players exiting a vehicle and another getting in caused the vehicle to be stuck in neutral until the engine was turned off and on again.
We are monitoring Vehicles especially the Minsk for any residual handling issues.
Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.
We have a slew of great stuff for you in this Patch! 10.3 introduces new content for the PLA factions including modernized infantry weapons and iconic PLA vehicles, a new emplacement, and a static landing ship. It also introduces our first installment of Community-made map layers and the removal of Faction Restrictions. Get ready to play way more factions on maps that you have never seen before! We have also added gestures usage inside vehicles and emotes usage out of main base. And as always a number of bug fixes.
The PLA faction has been expanded to better represent modern Chinese combined arms warfare. This update introduces a new generation of PLA small arms, expanded mechanized and air assault capabilities, and full-scale amphibious operations. With modern infantry weapons, new armored and wheeled vehicles, utility helicopter, and a dedicated amphibious landing ship, PLA forces are now equipped to conduct rapid assaults across land, air, and sea. Distinct equipment sets further separate PLA, PLANMC, and PLAAGF, reinforcing their individual battlefield roles while strengthening the overall identity of China’s armed forces in Squad.
PLA now has access to new infantry weapons (QBZ-191 family) and new vehicles / emplacements. Support battlegroup are still using older infantry weapons.
PLAAGF retains use of the older infantry weapons (QBZ-95 family)
PLANMC now has access to new infantry weapons (QBZ-191 family). Support battlegroup are still using the older infantry weapons
QBZ-191 Rifle
Multiple Variants including grip pod, suppressor, 3 types of optics
The centerpiece of the PLA’s "Integrated Soldier Combat System," the QBZ-191 replaces the bullpup legacy of the QBZ-95 with a conventional, modular design focused on superior ergonomics and rail-mounted versatility. Several variants including configurations with reflex sights, magnified scope, grip-pods, suppressor—it serves as the new standard-issue workhorse across all primary roles, from Squad Leaders to Medics.
QBZ-192 Carbine
Multiple Variants including grip pod, suppressor, 3 types of optics
The compact carbine variant of the QBZ-191 series, the QBZ-192 is engineered for maximum maneuverability in confined spaces without sacrificing the stopping power of the 5.8mm cartridge. With its shortened barrel and optimized ergonomics, it serves as the primary defensive weapon for vehicle crews and specialized support roles, offering a lightweight, high-performance solution for high-intensity, close-range engagements.
QBU-191 Designated Marksman Rifle
2 Variants
Built on the same modular architecture as the QBZ-191, the QBU-191 DMR features a cold-hammer-forged long barrel and integrated bipod for sustained long-range precision. Equipped with the QMK-191 high-magnification optic, it provides the Marksman kit with a sophisticated tool for suppressing threats at extended distances.
QCW-05 Sub Machine Gun
4 Variants
A compact, bullpup PDW (Personal Defense Weapon) optimized for high-capacity suppression and stealth operations. Featuring a unique 50-round quadruple-stack magazine and a high rate of fire, it provides exceptional firepower in close-quarters engagements.
QJB-201 Light Machine Gun
2 Variants - Irons and Magnified Optic
A modern, belt-fed squad automatic weapon designed to replace the magazine-fed QBB-95, providing a significant increase in sustained suppressive fire. It features a dual-feed system and high-capacity 100-round belts, allowing Automatic Riflemen to maintain fire superiority during high-intensity engagements while utilizing the ergonomics and rail-mounting capabilities of the new weapon family.
QJY-201 General Purpose Machine Gun
2 Variants - Irons and Magnified Optic
Chambered in the powerful 7.62x51mm NATO-equivalent cartridge, the QJY-201 serves as the PLA’s modernized General Purpose Machine Gun (GPMG), offering superior range and stopping power over previous squad-level arms. This belt-fed system utilizes a lightweight, ergonomic design and integrated bipod, providing the Machine Gunner kit with a highly portable platform for delivering devastating sustained fire across long distances.
QLZ-87 Heavy Grenade Launcher
2 Variants - Irons and Magnified Optic
A unique, man-portable automatic grenade launcher that grants infantry squads high-mobility explosive fire support. Utilizing a 6-round drum and integrated bipod, it allows a single operator to engage grouped infantry and light vehicles at medium to long range with 35mm high-velocity grenades while maintaining the ability to rapidly reposition during an assault.
QMK-171A Rifle Scope - used on QBZ-191/QBZ-192 Rifles
The QMK-171A is a modernized 3x fixed-power prism sight that serves as the standard-issue optic for the QBZ-191 infantry family. Optimized for the "Integrated Soldier Combat System," it features a high-clarity reticle with built-in bullet drop compensation (BDC), providing infantrymen with enhanced target acquisition and lethal accuracy at medium-to-long ranges compared to traditional iron sights or older legacy optics.
QMK-191 DMR Scope - used on QBU-191 DMR
3-12x Magnification
Designed specifically for the QBU-191 Designated Marksman Rifle, the QMK-191 is a 3-12x variable-power scope optimized for long-range precision. It features a specialized reticle with integrated ranging tools and sophisticated elevation adjustments, allowing marksmen to identify and neutralize high-value targets at distances well beyond the reach of standard infantry sights.
QMK201 LMG Scope - used on QJB-201 Light Machine Gun
A specialized 3x magnification prism optic tailored for the QJB-201 Light Machine Gun to maximize the effectiveness of sustained suppressive fire. Featuring a wide field-of-view and a high-contrast reticle, it allows the Automatic Rifleman to maintain superior situational awareness while delivering accurate, long-range bursts against entrenched enemy positions.
QMK201 LMG Scope - used on QJY-201 General Purpose Machine Gun
The QMK-203 is a ruggedized, 6x magnification optic purpose-built for the QJY-201 General Purpose Machine Gun to ensure accuracy at extreme ranges. Engineered to withstand the heavy recoil of 7.62mm sustained fire, it features a specialized reticle designed for rapid target acquisition and long-distance ranging, allowing the Machine Gunner to effectively suppress enemy movements and light vehicle assets at medium to long distance engagements.
YOLOSON LH510S Reflex Sight - used on QBZ-191/QBZ-192 Rifles
A high-performance, non-magnified reflex sight designed for CQB. Featuring a wide, clear aperture and a sharp illuminated reticle, the LH510S provides infantrymen with maximum situational awareness and "both-eyes-open" shooting capability, making it the ideal choice for high-speed urban operations and point-blank engagements where speed is the deciding factor.
QLZ-87 Heavy Grenade Launcher
The tripod-mounted configuration of the QLZ-87, optimized for defensive fortifications and sustained area denial. This variant utilizes a larger 15-round drum and a stabilized mounting system, significantly increasing accuracy and volume of fire over the hand held variant, to create a formidable weapon against enemy infantry and open top vehicles.
Lynx 8x8. Fast, unarmed amphibious light tactical vehicle intended for transport and rapid deployment.
Available on the following battlegroups:
PLA: Air Assault, Light Infantry, Support
PLAAGF: Amphibious Assault, Support
PLANMC: Amphibious Assault
Transport Variant: Configured with seating for a full infantry squad, providing high-speed insertion capabilities for flanking maneuvers and objective-capturing in difficult terrain.
Logistics Variant: A dedicated supply platform capable of ferrying critical ammunition and construction materials to forward positions that are inaccessible to standard logistics trucks.
Fire Support QJZ-89 HMG: Equipped with a heavy machine gun, this variant transforms the agile Lynx into a mobile suppression platform, ideal for harassing enemy flanks and supporting light infantry advances.
Fire Support QLZ-87 AGL: This formidable fire-support configuration integrates the QLZ-87 automatic grenade launcher onto the agile 8x8 Lynx chassis. It provides the PLA with a highly mobile "infantry artillery" platform capable of delivering rapid, high-velocity 35mm explosive fire to suppress enemy positions and clear buildings, all while maintaining the ability to relocate instantly across rugged terrain.
ZSD-89 Tracked APC
Amphibious tracked personnel carrier for mechanized infantry support.
Available on the following battlegroups:
PLA: Armored
PLAAGF: Amphibious Assault, Armored, Combined Arms, Mechanized
ZSD89 (Open Top HMG): The standard personnel carrier configuration, equipped with a 12.7mm heavy machine gun for self-defense and infantry suppression during troop delivery.
ZSD89 (Open Top QLZ-87): A specialized fire-support variant featuring the 35mm automatic grenade launcher. This configuration provides mechanized squads with a high-mobility "explosive punch" to clear buildings and suppress enemy movement.
ZSD89 (30mm Autocannon): A lethal upgrade that equips the chassis with a 30mm autocannon, transforming the APC into a light infantry fighting vehicle capable of engaging enemy light armor and fortified positions.
WZ-551 Wheeled IFV. Amphibious wheeled infantry fighting vehicle equipped with a 25mm autocannon and fully modeled interior.
Available on the following battlegroups
PLA: Combined Arms, Motorized
ZSL-92 APC Open Top HMG: The basic troop transport variant, equipped with a 12.7mm heavy machine gun. It prioritizes infantry capacity and speed, allowing squads to reach objectives quickly while providing basic self-defense and suppressive fire.
QLZ-87 Open Top Variant A specialized modernization variant that replaces the standard HMG with the QLZ-87 automatic grenade launcher. This configuration transforms the WZ551 into a mobile area-denial platform, capable of raining 35mm high-velocity explosives downrange to clear infantry-heavy zones while benefiting from the protection and mobility of the armored 6x6 chassis.
ZSL-92B IFV (30mm Autocannon): A modernized infantry fighting vehicle variant featuring a 30mm autocannon and 7.62 cupola machine gun. This configuration allows motorized units to engage enemy IFVs and fortified positions directly while maintaining the high mobility of a wheeled platform.
Z-9A Utility Helicopter. A modernized utility helicopter that serves as the primary aerial transport and logistics platform for PLA air units. Its sleek, aerodynamic design allows for the swift insertion of infantry squads and FOB radios into contested landing zones.
Available on the following battlegroups:
PLA: Air Assault, Combined Arms
PLAAGF: Amphibious Assault, Support.
PLA Type 071 Amphibious Transport Dock
New amphibious main base enabling large-scale invasion gameplay for PLAAGF and PLANMC.
New Invasion Layers. Sanxian Islands, Skorpo, and Goose Bay now feature amphibious assault layers launched directly from the 071.
Updated faction restrictions on all gameplay layers, so now any faction can fight against any other faction, and there are less biome restrictions across all maps.
War Games
Server owners can now configure an option to enable / disable faction alliance restrictions.
Restrictions will still be in place for same faction vs same faction team, i.e., United States Army vs United States Army is still not allowed (as there is no identifier to see who is friend or foe)
Biome Faction Restrictions:
These are the remaining biome restrictions in place for v10.3:
Afghanistan / Central Asia RESTRICTED:
CRF
IMF
Middle East RESTRICTED:
CRF
Eastern Europe RESTRICTED:
CRF
MEI
Northern Europe RESTRICTED:
MEI
GFI
CRF
North America RESTRICTED:
MEI
GFI
IMF
Asia RESTRICTED:
CRF
GFI
MEI
IMF
Added 4 new map layers that were designed by the community. These layers are the first of hopefully many that are going to be implemented in every major patch that we do going forward. It may take us a little time to get our feet under us, but there will be a way to submit your own Layer suggestions to us for Community Voting each patch.
Sanxian RAAS v3 _CL
Al Basrah AAS v3 _CL
Harju RAAS v3 _CL
Manicouagan Seed v2 _CL
To check out how each of these Layers were planned out, you should have a look at Community member Sharkman's new tool. Many of you will know him from his creation of SquadCalc, and Squad Guessr! https://build.squadcalc.app/
We would also like to thank AidanHoff, EyeoftheHawks, MyEggo, Logano, Schmeckles, Sasi, Vohk, Gangry and Dragoon, along with Sharkman for helping with these initial Community Layers. It would not have been possible without your help!
Increased the minimum fall height required to trigger fall damage.
Dragon Pack ($11.99 USD)
Includes eight cosmetic items for the PLA and PLANMC factions:
Desert Profile - QBZ-191 and QBZ-192 Rifles for desert maps
Forest Profile - QBZ-191 and QBZ-192 Rifles for woodland maps
Desert Mantis - QBU-191 Marksman Rifle for desert maps
Forest Mantis - QBU-191 Marksman Rifle for woodland maps
Desert Patrol - QCW-05 SMG for desert maps
Forest Patrol - QCW-05 SMG for woodland maps
Desert Ambush - QJB-201 LMG and QJY-201 GPMG for desert maps
Forest Ambush - QJB-201 LMG and QJY-201 GPMG for woodland maps
Scoreboard - Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam!
Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text.
Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? Yes…
Added a server.cfg config option - AllowFireteamLayersInRotation - to servers to allow coop layers to be included in layer rotations but defaulted to off
Fixed a bug that could cause an “Invalid Password” crash when hosting a private Fireteam server while connected to a passworded PvP server
We will be leaving the Experimental Missions in for the February update. However, In the March update we will be removing all the current Experimental Missions for review and reassignment. So play them while you can!
We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).
Fireteam Free Tier Mission \
Sand in your TOWs (Pacific Proving Ground) - A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you.
Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back.
Fireteam Paid Tier Mission \
Waves of Thunder (Sanxian Islands) - The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within.
All Emotes now can be used outside of Main and during Forward Staging!
In order to keep the gameplay fair, all emotes outside of Main will only play in first person
Emotes can now be used from the crouched stance (the character will change stance automatically)
Passenger Gestures in Vehicles
Gestures can now be used by vehicle passengers in rear compartment seats:
Troop seats in trucks and helicopters
Rear compartment seats in light armored vehicle
Open passenger seats on quads, bikes, technicals and boats
Note: Overwatch, Move Out, Cease Fire, and Disregard gestures cannot be used in vehicles
Weapon magazines in the HUD will now visually deplete, making ammo reserves more visible at a glance, especially for colorblind players.
Single-shot weapons and other items now have a variety of unique icons to represent remaining uses in the corner of the HUD instead of the standard rifle magazine icon.
Updated all Battlegroup icons to use stylized icons instead of NATO map symbols.
Implemented M121 Mortar firing animations for the M1064A3 Mortar Carrier
Added the zoom functionality to the IMF's ZiS-3 field gun emplacement
Added new MG3 close firing sounds
Added new TLF SOR109 SMG close firing sounds
Added new M2 50cal HMG close and mid firing sounds
Added new DSHK HMG Close and Mid firing sounds
Added new RPD close firing sounds
Added new Vz61 SMG firing and foley sounds
Added new Makarov pistol firing sounds
Updated the RGF LAT1 (with RPG7) to include Binoculars in their kit inventory.
Adjusted RPD recoil to be less, more in line with similar machine guns.
Improved SquidBots vision systems. SquidBots should now be more successful at spotting targets in windows and behind fences.
⚙️Added new server settings for changing Match Staging time on AAS, RAAS, TC and Match Start time on Skirmish:
- PrepTimeStandard: Time for each team to prepare before the match starts (Staging duration). This doesn't affect Invasion, Insurgency, Destruction, or Skirmish. Limit 60-300(s).
- PrepTimeSmallScale: Time for each team to prepare before the match starts for game modes like Skirmish. Limit 60-300(s).
Fixed a bug with USMC AAVP7A1 APC exit points caused players to get stuck
Fixed the AFU C90 stadiametric rangefinder not working properly
Fixed zeroing and stadiametric rangefinder on the PSO1 Scope for SVD Marksman Rifle
Fixed a bug where the IMF AS-VAL rear iron sight looked too narrow, making it difficult to aim.
Fixed the frame skipping when swapping the aim positions for the PLANMC ZSD05 Logistics QJY88
Fixed the BMP-1, BMP-2M, BMP-3M, BMD-4M, BTR-4, and BMP-1TS weapons not following vehicle weapon slot type standards
Fixed a visual issue with the VDV BMD-1M and BTR-D track texture displaying incorrectly
Fixed a texture issue on the SDO Scope for the USMC faction
Fixed a bug with the USMC SL underslung grenade launcher item’s switching animations
Fixed a visual issue with AFU Mi-8MTV-5 Helicopter which had a misspelled word on the tail of the helicopter.
Fixed a bug where the BRDM-2 commander character was not animating left and right with the periscope traversal
Fixed a bug with the “Crash Test” weapon skin where the magazine tape appeared to be inverted
Fixed an issue with AFU soldier poses
Fixed AFU Stugna-P ATGM Control Unit (laptop) not having projectile collision. Rifle bullets will still penetrate the screen and hit players using the laptop.
Fixed a bug where players would be teleported when un-deploying the bipod on the IMF Hull Down and Observation Tower fortifications
Fixed Destruction game mode layers showing inconsistent descriptions during staging
Fixed the QLZ87's firing animation and first-person weapon inspection animation
Improved bullet hit sounds on armored vehicles
Fixed a bug where the WPMC M14 Rifle + Meupold Scope’s ranging at 900m to 1,000m was unreliable
Fixed the bug where players could flip some MBT by running into them
Fixed the vehicles flipping into space when driving under low surface or trees
Fixed the bug where tracked vehicles had little to no lateral friction on slopes preventing acceleration
Al Basrah
Added AAS v3_CL, Community designed layer
Fixed a broken material displaying dirt rather than a layer of tiles and dirt on the Terminal building at grid E5-3-9
Black Coast
Added Invasion_v3 layer
Fixed a bug where some rocks were missing backface.
Chora
Fixed missing end of wall section
Goose Bay
SQ-38793 - Grounded the floating tree
Added Invasion v2, PLA naval invasion layer
Gorodok
Added Invasion_v3 layer
Harju
Added RAAS_v3_CL, Community designed layer
Manicouagan
Added Seed_v2_CL, Community designed layer
Sanxian
Added Invasion_v3, PLA naval invasion layer
Added RAAS_v3_CL, Community designed layer
Skorpo
Added Invasion v3, PLA naval invasion layer
A SQGameModeEntry blueprint struct layout was changed, reordering some of its existing properties and adding new ones, related to the changes in regards to being able to use emotes outside of main base and allowing to change the staging phase length via a server setting.
This change will require all mods that use a custom game mode data table in their layer data assets to be recooked, as this struct is used as data layout template for those data tables. Mods that are using custom game mode tables could cause a crash upon the game start if not recooked.
PLA and PLAAGF can now fight each other, despite sharing the same uniform, making identifying friend/foe difficult. This will be resolved in a future update.
The MINSK bike received some accidental tuning that it was not meant to receive. This will be fixed in a Hotfix that will be sent out after the 10.3 update. The Minsk is usable, its just not in the correct state.
Come check out our Partners playing Squad Fireteam!
https://steamcommunity.com/broadcast/watch/76561199659014598
We're taking part in the Steam PVP Fest sale! From February 9th - 10 AM PT (GMT-7) and running until February 16th, 2026 - 10 AM PT (GMT-7), save 60% off on Squad Commander and ULTIMATE Editions! Join your fellow Squaddies and check out the latest in Squad:
Howitzer back with a Fireteam Update! This time we’ll cover some modded mission adventures and what more to expect from Fireteam in Squad’s next update.
In December's update, we mentioned that modded missions had already started to turn up in the Steam Workshop. After our holiday break, we decided to pick a handful of modded missions to play through as a team. We had an absolute blast! It’s incredible to see some of the crazy things modders are doing with Fireteam. We want to make this a regular thing for us to do to see what the community is up to.\
We recommend these two by Harryhoot1. You’ll definitely need a full team of 5 to take these on.
This is a little playthrough summary we made of Boreal Guard. It was an action packed operation. Well paced and very hectic at points. Also just to point out this was just one playthrough. Subsequent playthroughs may very well play out differently depending on how the mission was made!
1 & 2 - We had to defend our position from an RGF push.
3 - We advanced forward in some vehicles we acquired and destroyed a mortar cache.
4 - We headed into the village from the north to support friendly troops that were there. We encountered pretty stiff resistance here! As several counter attacks took place.
5 - Heading out to the last objective, we took vehicles and B-Lined it to the objective through a lot of enemy resistance. Rather than dealing with them, we just drove through in our vehicles.
6 & 7 - After some light resistance we finally got to the objective! Mission over.
The whole thing took around 35 minutes. A great time! Go check it out!
Scoreboard - Something that has been requested by the community has been adding a Scoreboard at the end of a mission. This has now been implemented in Fireteam! Check out the image below to see what that looks like.
Raiders on the Storm - Fixed some minor bugs with this mission. Multiple objective markers showing up despite there being only 1 objective and updated objective text.
Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? yes…
We will be leaving the Experimental Missions in for the February update. However, In the March update we will be removing all the current Experimental Missions for review and reassignment. So play them while you can!
We will be adding new missions to Fireteam. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).
Sand in your TOWs (Pacific Proving Ground) - A mission intended for smaller fireteams and inexperienced players, your squad must travel along the island taking out the enemy TOWs that are stopping allies from joining you.
Reactor Capture (Sanxian Islands) - Enemy forces have broken through our frontline and taken the north island. They set up a strong base at and around the power plant. Your squad must break through the enemy perimeter and capture the power plant back.
Waves of Thunder (Sanxian Islands) - The enemy has a major helicopter base on the East Side of the island which must be neutralized at all costs. Your squad needs to infiltrate the target location and destroy the ammo caches within.
The 'Makeshift' theme was the winner of the community weapon skin vote. We are currently developing a skin based on this theme and will show off the final design when it’s ready.
Hello Squaddies!
Welcome to Squad in 2026! Today we bring you Patch 10.2, containing multiple updates for Fireteam and a slew of bug fixes and optimizations for Squad overall.
The Community Development team have been hard at work as well with a couple of gameplay changes including changes to Heli timers and more. Read on to find out more!
Mesh Streaming: Memory use has been improved with an implementation of mesh streaming LODs for most static and skeletal meshes. This results in clients only keeping the minimum required quality level of meshes in memory and streaming in higher quality meshes as needed.
All vehicles now have LOD’s streamed on demand.
All soldiers now have LOD’s streamed on demand.
All weapons now have LOD’s streamed on demand
10.2 brings new bug fixes, QoL updates and content for Fireteam!
The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button.
In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player.
All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective)
Please see this previous post for the full name list -
Fixed the "FTL marker always visible" and "SL marker always visible" settings.
Fixed issue where ESC key does not close the Select Fireteam Pack screen.
Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛
The “Founder” tag in Fireteam server browser now reads as “Supporter”.
Fixed issue with free missions being unavailable when Epic Online Services has an outage.
Hid the “Close” button in the “New Round Screen” as it was redundant.
Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.
Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…
Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit.
Fireteam Free Tier Mission \
Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target.
Fireteam Paid Tier Mission \
Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland.
We will also be launching a few new missions with the tag \. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test!
\ Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles. Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this.
\ High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position. Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.
\ Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack. Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.
- Helicopter timing changes from 10 mins to 5 Mins
- Fall height threshold increased for causing damage
- Updated Transport ticket costs from 5 to 3
- Set all vehicle hulls to use Continuous Collision Detection (CCD)
- M1151 flip tuning adjustments increased flip threshold
- M1151 Light flip tuning adjustments increased flip threshold
- BRDM-2 flip tuning thresholds increased
Added "Waiting For Host" text to the co-op victory/defeat screen so all players know that the host can select the next mission
Renamed all free and paid tier Fireteam missions with new stylistic names to reflect our ambition to make each mission unique and stand out
Added and changed several lines in the default Excluded Layers server config file so that the new and renamed Fireteam missions will not show up in layer rotation
Fix the clipping issue on hands when holding certain grenades
Fixed effect volume slider not affecting vehicle burning sound.
Fixed the intensity of suppression and other depth-of-field blur effects scaling depending on the player's Resolution, Screen Percentage, Aspect Ratio, Upscaling, and Field Of View settings.
Fixed SPG9 AT Emplacement having no backblast damage.
Vehicles with closed turret tops should now display a turret icon whenever using a repair box
Fixed FV107 and FV432 woodland wrecks still using desert assets
Fixed the soft lock in deployment screen after switching teams
Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.
The music player will now track its paused state so as to not force play the song when adjusting volume if you had it paused
Fixed the gap that was appearing in the commander ability list
Armory weapon icons sometimes were shrinked sometimes
Fixed a visual issue with AFU Stugna-P ATGM Emplacement where you could see your own soldier without a head when looking at yourself using the Control Unit.
Fixed store screen forcing weapon skins into 2 columns causing the scrollbar to be offset by large amount
Proper emote will be played in emote screen in armory after you open it for the first time
Fixed AFU Rallypoint being stacked too high.
Armory - changed M110 weapon and skin preview to the suppressed version
Fixed Meupold MK4 scopes geometry disappearing in ADS view
Wrist weight issues are on all roles. Updated weights on all AFU soldiers. Submitted on CL 529274.
Fixed overlapping of Equipped Emote toast with Navigation Bar
Fixed incorrect AFU commander VO
Scope Update Rate Setting fixed
Landed helicopters no longer slide around if the pilot jumps out while the engine is still running.
Fixed AFU Battlegroups on Skirmish and Seed map layers having access to 2 HABs.
Fixed the tail rotors of many helicopters being too easy to break in a tail-strike landing.
Increased WPMC Radio FOB chatter to match other FOB's volume
Player is no longer killed whenever Stugna is destroyed through an explosive
Armory option 'Only show weapons with skins available' presented few weapons with no premium skins
Fixed some issues with name tag visibility.
Turret rotation sounds are now interpolated.
Fixed AK-74 Rifles animation not moving when switching the fire mode while aiming down the sights.
Mutaha Olive trees with corrected bullet collision behaviour.
Fixing the floating weapon when entering M1151 M2 series
Fix the deploy animations for the open turret
Fixed AFU MT-LB Logistics Vehicle costing only 1 ticket instead of 5.
Fixed M60T, M1128, M113 TLAV, TAPV weapons not following vehicle weapon slot type standards.
Fixed being able to always swap your kit in Fireteam missions, even if the vehicle or FOB had insufficient ammo for the swap
Fixed glass on Ural trucks partially blocking player's vision
Fixed blue tint on technical glass
Al Basrah
Fixed a broken material at the Terminal building
Black Coast
Fixed a couple of trees that were blocking a dirt road at grid I11-5-6
Chora
Fixed murder hole blocking projectiles on two compounds present on the map
Harju
Added ambient music
Sanxian Islands
Adjusted brightness of some foliage materials so they're not extremely bright
Fixed bots not being able to walk along seawall
10.3 is just around the corner with even more content and changes so stay tuned!
A quick message from the Fireteam…team… before we all go on winter break.
We wanted to give a massive thank you to all Squaddies for your support, and valuable feedback on Squad's newest gamemode, Fireteam, since its launch.
It’s fantastic to see everyone playing, providing feedback and having fun. A few modded fireteam missions have also emerged already! In future Fireteam update posts, we definitely want to highlight what mods we have tried so you can try them out too! Check them out in the steam workshop by searching with the co-op missions tag. Link found here: Steam Workshop Link
We didn’t want to leave everyone hanging over the holidays not knowing what is coming up for Fireteam, so here is what to expect from Fireteam in the January update. We have a bit of everything. Content, QoL updates, bug fixing and more!
Quality of Life Features:
The end-of-match screen will tell the non-host players that the host is picking the next mission, to discourage immediately clicking the Back To Main Menu button.
In missions that require all players to be revived before mission victory, a reminder popup will appear when victory is blocked by a downed player.
All missions have been renamed with distinct names, replacing the previous objective-type designations. (In the future, we aspire to make all the missions feel unique and have more varied main and side objectives - distinct names reinforce this more than names based on the main objective)
Old Name
New Name
Sumari Search and Destroy
Back Alley Backstab
Fallujah Search and Destroy
Poseidon's Trident
Mutaha Combined Arms
Urban Bushwhacker
Narva Extraction
Deadly Crossing
Mutaha Search and Destroy
Gauntlet Safari
Narva Search and Destroy
Volatile Goods
Narva Assault Compound
Siege or Be Sieged
Harju Combined Arms
Coastal Crashout
Fallujah Extraction
No Shortcuts
Mutaha Extraction
Highway Fulcrum
Fallujah Vehicle Hunt
Rooftop Revenge
Mutaha Vehicle Hunt
Armored Eviction
Narva Vehicle Hunt
King of the Crossroads
Bug Fixes:
Fixed the "FTL marker always visible" and "SL marker always visible" settings.
Fixed issue where ESC key does not close the Select Fireteam Pack screen.
Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛
The “Founder” tag in Fireteam server browser now reads as “Supporter”.
Fixed issue with free missions being unavailable when Epic Online Services has an outage.
Hid the “Close” button in the “New Round Screen” as it was redundant.
Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.
Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…
Fixed players in Fireteam missions being able to switch to any kit using vehicles and ammo crates with insufficient ammo available for the requested kit.
Upcoming Missions:
We will be adding two new missions to Fireteam. One into the Free Tier and one into the supporter pack. All Squad players will be able to play the Free Tier mission, and everyone who owns the Supporter Pack or the Founder Pack will be able to play the Paid Tier Mission (at no extra cost).
Fireteam Free Tier Mission \
Raiders on the Storm (Al Basrah) (5 players) - Insurgents are stockpiling arms on a heavily defended island. With all the bridges blocked, your squad must conduct an insertion via boat and assault the target.
Fireteam Paid Tier Mission \
Final Departure (Harju) (5 players) - Left behind as friendly lines are crumbling, traverse your way through a deadly forest battlefield to reach the coast and catch the last ride off the mainland.
Something New - Experimental Missions:
We will also be launching a few new missions with the tag \. These are missions we deem as “Experimental”, pushing the player experience in new and exciting directions, more so than other missions. We feel they are playable for a community release to gather additional feedback but not to release as “official missions”, and to see if we want to continue to develop and iterate on them going forward. These Experimental missions will be available to everyone for a limited time, and may or may not return in free or paid tiers in future. So jump in, Squad up, and give them a test!
\ Council Decapitation (Gorodok) (5 players) - Intel suggests that a high level gathering of a local militia commander and Russian forces is taking place within striking distance. Your objective is to crash the meeting, but available assets are limited to recently captured militia vehicles. Marked as experimental because it is against two enemy factions at once, with two objective phases and extraction required. Releasing early to gather feedback on longer missions such as this.
\ High Noon (Fallujah) (5 players) - Trapped behind enemy lines after a recon mission gone wrong, your squad is about to come under assault from all sides. Build fortifications, ration your supplies, and hold the perimeter until friendlies can break through to your position. Marked as experimental because the bots do not know how to destroy player deployables yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.
\ Superfob (Al Basrah) (5 players) - Command wants an outpost set up in a strategic area. Load up a convoy with supplies and pick the most defensible position, then build fast and hold your ground against the inevitable counterattack. Marked as experimental because the bots do not convincingly attack over open ground yet. Releasing early to gather feedback on the mission concept while we work on improved bot behaviour.
Community Voted on Weapon Skin
We are getting together a handful of themes for the community to vote on early next year. So stay tuned for that vote!
Thank you so much for playing Squad: Fireteam!
Check out this livestream of Slay3k, Sappermanz and the Devs playing the newest update to Squad: Fireteam!
We're taking part in the Steam Winter Sale! From December 18th - 10 AM PT (GMT-7) and running until January 5th, 2026 - 10 AM PT (GMT-7), save 60% off on Squad! Join your fellow Squaddies and check out the latest in Squad:
Squad 10.1 - Fireteam - A brand new way to play Squad in PVE format!
Squad 10.0 - Trident Strike - The addition of the Armed Forces of Ukraine!
A Message from Squad Command: Upcoming Roadmap from the Community Design Team
Below is the Community Development Team’s three-month roadmap beginning in January 2026. Several initiatives highlighted here directly address the top five categories of feedback from our recent player survey.
While optimization efforts continue to be a major pillar for us, they will appear primarily in individual update patch notes rather than this roadmap. Rest assured, they remain a part of every update cycle.
A key component of infantry combat is how players move through and interact with the environment. We’ll be making adjustments to fall damage to make it more reasonable, improving stamina behavior, and restoring the ability for machine gunners to lean.
We also heard your concerns around suppression. Our goal is to reduce the impact of small-arms suppression while preserving the lethality and battlefield influence of machine guns, keeping them close to their current role.
Because gunplay is the heart of any shooter, we are continuing to refine it. You can expect improvements to ADS timing, reductions in weapon sway, and updated recoil patterns to create a more consistent and satisfying experience.
Finally, while we’re proud of the PiP scope technology we introduced and the industry-leading standard it represents, it will always come with a performance cost. To give players more control, we are rolling out a new scope standard, with PiP scopes becoming optional going forward.
We cannot wait to deliver on this roadmap and in the new year we will share more about the rest of the cool things the Community Development Team will be up to in 2026.
If you've missed out on the previous updates from the CDT, check out the updates from Squad Command, our progress reports #1 and #2, and update #3 below.
We've released Hotfix 2 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.
Further refinement to the server browser: Hitches in the server browser should be significantly reduced, and the server list should populate a lot faster for most players.
Fireteam: Fixed mods in the create lobby menu appearing as "Unknown Mod". All installed mods will now appear in the create lobby menu - previously, only mods containing Fireteam missions would appear.
For some users, there still appears to be some sort of throttling issues when pinging many servers at once, which seems to be due to hardware or service-provider issues. These players will still see all servers, but with incorrectly increased pings, up to 9999. Maxing out the ping filter will allow those users to see all servers (and relatively quickly), but the ping displayed will not be reliable.
Some users may experience slowdowns using the Armory screen. If you are experiencing any issues, please restart your game client. This should help alleviate issues.
Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.
Fireteam is Squad's new PvE gamemode that has launched with Update 10.1. This 5-player co-op PvE mode condenses the game’s most memorable moments into shorter, intense tactical missions. You can read all about it in our dev blog here.
If you haven't yet, you can catch our announcement trailer:
With Fireteam, we aim to expand the appeal of Squad, introducing the game to new players who want to experience the magic of Squad while also giving seasoned veterans new ways to challenge their skills in combat. It provides a fresh experience while retaining the core principles that make Squad so much fun.
Squad Fireteam by default comes with 4 free missions for all Squad owners! Players can unlock additional missions and exclusive rewards by purchasing the Supporter and Founders Pack.
Fireteam comes with a variety of mission scenarios for Squaddies to choose from, such as Combined Arms, Search and Destroy, and more!
So team up with your squad and take on intense PvE operations. Communicate. Coordinate and Conquer. We want your support to bring the entire vision to life, creating it alongside the community. Experience Fireteam today!
We've released Hotfix 1 patch for Update 10.1. This is a client-side only update, so please restart your client to receive the update.
Addressed slow loading times and hitches in both the Fireteam and regular Squad server browsers.
With this hotfix, it may take a few seconds for the main server browser to fully populate. However, this should reduce the issues we had with the 10.1 Update.
Please continue to leave us your feedback and any bugs you find in the Squad Community Discord.
This is a special update for Squad. Today, we are introducing our first foray into the PVE world of Squad with FIRETEAM! We also have some major changes to our Vehicle tuning, as well as an update to the AFU faction changing a lot of their sights and scopes. Read all the way to the end to catch up on this round of bug fixes and map fixes. But first of all, we wanted to list a couple of our game optimizations that we have been working on, in order to make your Squad experience a little smoother. We have more planned, so stay tuned! This update will be live on Wednesday December 3rd @ 11am PST!
Decreased Texture VRAM usage.
Fixed vulnerability allowing server licences to be spoofed for commendations
Black Coast - Instanced meshes along with Fortress, Sub Pen and Monastery as well for further asset fixes and optimisations
Lashkar - Fixed missing WPO Disable and Shadow Cache setup for further GPU optimisations
We are proud to present our new co-op mode: Fireteam! A new co-operative experience. Please visit our DevBlog / Announcement post for much more information on the mode. You can also wishlist Fireteam as well now ahead of launch on December 3, 2025:
Fireteam in 10.1
The experience the community will be getting in v10.1 is our first early offering of the potential that Fireteam holds—a mini “early access,” if you will. We will engage the community in the long-term development of this mode, but to accomplish our vision, we need your financial support. Given this, we will launch this mode with two paid tiers, in addition to the free one. All owners of Squad will get free missions upon release that we will add to with future updates, so that they can experience what Fireteam is all about, while the rest of the missions will be released as content inside the Supporter / Founders Pack. This approach will enable everyone to contribute feedback and help guide its development, while also providing us with the necessary support to make the investments we want to make.
We will retire the Founders Pack within 6 months of its release. Players will still be able to purchase the missions after this, but without the exclusive content.
Fireteam Free Tier
\
Fireteam Supporter Pack
$7.99 USD
Fireteam Founder Pack
$14.99 USD
4 Free Tier Missions
4 Free Tier Missions + 9 additional Missions (13 total)
All Missions in Previous Tiers (13 Total)
Exclusive Content:
Fist Bump Gesture
“Fire Support” Weapon Skin - M4 Carbine and M16 Rifle
Community Voted Weapon Skin (Coming in Feb 2026)
Fireteam Free Tier Missions \
Sumari Search and Destroy (3 players) - Fight through hostile territory behind enemy lines to find and destroy key enemy targets before withdrawing to safety.
Mutaha Combined Arms (5 players) - Hunt down enemy mortar bases in a fortified city, coordinate between your squad's armoured vehicle and dismounted infantry to reach your objective.
Fallujah Search and Destroy (5 players) - With a convoy of light vehicles, break through enemy lines to reach and overrun a heavily defended ammunition depot.
Narva Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.
Fireteam Paid Tier Missions \
Narva Assault Compound (5 players) - Coordinating with friendly forces, assault and breach an enemy compound to destroy AA emplacements.
Harju Combined Arms (5 players) - Hunt down enemy mortar bases around an occupied bay, coordinate between your squad's amphibious vehicle and dismounted infantry to reach your objective.
Mutaha / Narva Search and Destroy (5 players) - With a variety of vehicular assets, break through enemy lines to reach and overrun a heavily defended ammunition depot.
Fallujah / Mutaha Extraction (5 players) - Shot down over hostile territory, your squad must fight to reach friendly lines before ammo runs out and enemy patrols close in.
Fallujah / Mutaha / Narva Vehicle Hunt (5 players) - Cross the frontline and fight through hostile territory for a hit-and-run attack on identified enemy armor.
This update introduces a few changes to vehicle handling.
Full flip tuning pass on all wheeled and tracked vehicles (making them less prone to flipping)
Resetting vehicle when flipped timer -> tuned to be less time to reset the vehicle now ( max of 12 seconds for the heaviest of vehicles vs max 20 seconds in 10.0)
Tracked vehicle obstacle traversal update (All tracked vehicles now are able to traverse objects much easier without getting stuck as easy)
Added AFU Battlegroups to the Northern European Biome, which include the following maps:
Harju
Narva
Skorpo
Updated AFU Battlegroups to have access to the following emplacements:
Dshk HMG Tripod
AGS-17 AGL Bunker
Added a YOLOSON Red-dot sight based on a real-world counterpart used in the region to replace most of the OKP-7 reflex sights.
Added new AK74 Rifle variants specifically for AFU:
AK74 + M68 Reflex Sight
AKS74S + M68 Reflex Sight
AK74 + YOLOSON Reflex Sight
AK74 + EXPS Reflex Sight
AK74 + GP25 + EXPS Reflex Sight
Updated the AK74SU Carbine to use the YOLOSON Reflex Sight on the Raider 2nd variant.
Updated the AKS74 Rifle to use the PSO-1 Scope minus the standard eye cup normally seen on the SVD rifle.
The AKS74 + PSO-1 can be ranged from 100-400m.
Added a new Malyuk Rifle variant with EXPS Reflex Sight.
Replaced the 1p78 Scope with the TA31 Scope on all Malyuk rifles with an optic sight.Updated the RPK LMG on the Automatic Rifleman 1st variant to use the YOLOSON Reflex Sight.
Updated the RPK-74 LMG on the Automatic Rifleman 4th variant to use the TA31 Scope.
Updated the PKM MMG on the Machine Gunner 2nd variant to use the TA31 Scope.
Updates to server browser:
The in-game server browser will now refresh automatically, displaying more servers.
Fixed connection issues for some regions having trouble joining a server.
Further reduced muzzle smoke / gas VFX opacity.
While we're working on addressing the deeper underlying technical issue that causes some transparent VFX to show up more opaque than intended in specific lighting conditions, we have strongly lowered muzzle smoke / gas opacity in the interim to avoid scenarios where it could obscure your sight picture, until we can fix the root cause.
As part of this change, projectile impact VFX are now similarly less opaque, further helping obscure your target less.
Fixed a bug where the grid on the map was not correctly matching the scale of the map
Fixed a visual bug with the AFU BTR-4 IFV where backpacks were clipping into the interior cabin.
Fixed AFU Kozak-2M1 gunner/turret/hull being too bright with a glowing light in the interior.
Fixed AFU BMP-2 and BMP-1TS IFV incorrect ammo rack destruction behavior which kept the autocannon still functional during ammo cook off event.
Fixed AFU T-64BM2 MBT turret getting launched into low orbit when the ammo rack was destroyed.
Fixed emplaced MK19/AGS17 40mm automatic close impact sounds so that they don’t sound so sharp / overwhelming.
Fixed several AFU kit role inventory issues, including HAT 2 tandem RPG rearm costs.
Fixed SPG9 Emplacement soldier reload animation stretching in unintended ways.
Fixed AFU Stuga-P Control Unit displaying English instead of Ukrainian text.
Fixed AFU Stugna-P Control Unit being deployable on vertical surfaces, causing the soldier to sit sideways.
Fixed AFU handheld rally point item appearing sideways in the soldiers hands.
Updated AFU Stugna-P ATGM Emplacement to now have turret rotation sounds.
Fixed visual issues on PSO scope used on SVD, VSS, and AS VAL:
Fixed PSO scope on VSS using SVD reticle.
Fixed PSO scope on VSS and AS VAL having incorrect magnification.
Fixed PSO scope on VSS and AS VAL missing adjustable ranging.
Fixed miscalibrated stadiametric rangefinder on PSO scope on VSS and AS VAL.
Fixed the zeroing on the AGS-17 AGL and the PAG17, where optic ranges of 300m+ were falling further than they should.
Fixed a bug where the PLA ZTD05 MGS had stretching textures on the track wheels.
Fixed an issue where infantry smoke grenades (including UGL smoke) were blocking deployable placement (eg. ammo bags)
Fixed a bug where helicopters were flying away when the pilot exited while just above the ground.
Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.
Fixed various issues with UE5 vehicle collision detection related to high ping.
Fixed a bug with skins not showing properly on M16A4 M203 when the underbarrel launcher is selected
Fixed a bug where AI-controlled machine guns in the Infantry Tutorial were missing firing sounds.
Al Basrah
Fixed a bug where a large transmission tower appeared to float above the ground.
Black Coast
Fixed a visual bug with the ivy on a couple of stone bridges near the Fortress.
Goose Bay
Fixed a bug where underwater effects were appearing on land in some locations.
Fixed an issue where some rocks weren’t appearing properly.
Gorodok
Fixed river VFX not spawning when shooting at the water.
Lashkar
Fixed incorrectly set snow material on some trees.
Mutaha
Fixed an issue where players could become stuck in rocks.
Sanxian Islands
Fixed a bug where a doorway was blocked by a storage shelf.
Yehorivka
Fixed a bug where an excavator appeared to be floating above the ground.
Updated the Mod SDK to v10.1. It is available on the main Squad Editor branch.
Mod SDK v10.1 now has Mission creation tools available to support the new Fireteam mode.
Updated mod versioning to v10.1. This means that all mods will need to be re-cooked with the v10.0 SDK to be compatible with the updated version of the game.
Added a new event dispatcher that is triggered on player name prefix change.
Added new OnProjectileSpawned event dispatcher, that returns a reference to created projectile.
Updated and added new Steam workshop tags modders can add to their mods.
That's all for 10.1! This is our last large update for 2025 (bar any hotfixes that come up), so we will see you all in 2026 for another year of Squad!
Skywarp, Lead Game Designer for Squad, here with another preview, this time with a few things to show off to you that’s coming in Update 10.1!
But first, let me also introduce another member of the team that’s part of the revamped design team (and is my commanding officer):
Hey Squaddies,
I'd like to officially introduce myself. I’m Josh Mitchell (aka Sundog), and I’ve taken on the role of Design Director for Squad.
Some of you might be wondering, "Who is this guy, and does he actually have a working mic?"
I’ve been working in game design for over 20 years, cutting my teeth at studios like Radical Entertainment and Hothead Games. I’ve worked on everything from open-world action games to systems-heavy RPGs. Throughout my career, I’ve learned that while systems and mechanics are important, the soul of a game lives in its community and the stories players create together.
So, why Squad? Simply put, there is nothing else like it. Squad isn’t just a shooter; it’s a platform for teamwork, chaos, and tons of unforgettable moments that can only happen when 50 people decide to work together (or at least try to).
I know this community is passionate about the direction of the game. My job isn’t to reinvent the wheel or turn Squad into something it’s not. My focus is on ironing out all the little friction points in the game, refreshing the current content, and making sure everyone here wants to keep playing for many more years. Also, our design choices will continue to respect the tactical authenticity that brought everyone here in the first place.
I’m here to listen, iterate, and help the team deliver the polished, immersive experience you deserve. I have a lot of respect for the Project Reality roots and the legacy we're building upon.
I'm excited to help guide Squad into its next chapter.
I’ll be lurking in our community channels and reading your feedback (yes, even the more spirited posts).
See you on the field... don't give up, I'm 10m away.
-\ Sundog
Now, onto the rest of this preview for Update 10.1! Armour players, we've got a sweet as plum fix coming in the upcoming update for you…
We’ve seen and experienced y’all trying to take a tracked vehicle and roll over various obstacles, only to get stuck. Hey look! It’s that one pesky rock that got stuck in your treads like bacon between your teeth, stomping you dead in your tracks! That’s fun, huh? Yeah, we didn’t like that too, as it didn’t make much sense! Well, in Update 10.1, that fixes it dramatically. Check it out:
Tracked Tank comparison - Update 10.0 vs. Update 10.1
Even more vehicle work has been done, which will also be included in Update 10.1. All vehicles have undergone a flip sensitivity pass, meaning that while it may not be impossible to flip vehicles, we have made it more difficult to do so. If (or when) you do flip it, we have shortened the time it takes to reset the vehicle. You are at peak vulnerability at this point, so this takes some of the frustration out with this pass.
If you missed our previous preview for Update 10.1 about the Muzzle Smoke changes, make sure to check it out. Speaking of seeing, you will now be able to see through camo netting, and it's far more realistic! It can be used so much more tactically now, as you can see if someone is sneaking around, or you can post up in the tower, defending like being in a duck blind. Great for marksmen!
There are a lot more changes in the full patch notes, but these are just a few of the things we have coming in Update 10.1. Stay tuned for the full patch notes, which will be released next week, along with Update 10.1 on December 3, 2025. As always, please leave us your feedback on Discord here. Along with the above changes, we are also excited to have you try out our new cooperative PvE game mode, Fireteam, which you can wishlist now here.
We have \ SgtRoss here with an update to the previous announcement from Squad Command.
For those who may have missed it, SgtRoss is now the Lead Community Designer of a brand new Community Design Team that we have as part of the core dev team behind Squad. From reworking the Infantry Combat Overhaul (ICO) to improving performance, onboarding, and delivering new content, we’re committed to building Squad with you, not just for you.
Check out the full video here:
This is part of an ongoing update to our game and our new approach to communication with you, our valued community of players. If you haven't seen it yet, check out \ Skywarp's Muzzle Smoke Tweaks for Update 10.1, in addition to the announcement of our brand-new PvE game mode Fireteam, releasing in Update 10.1.
Please, as always, leave us feedback on the changes to make sure we’re heading in the right direction on Discord.
I’m Robin Andrew, aka Skywarp, the lead game designer on Squad, and I’m here to address a concern on gameplay that many of you have been very vocal about (among the list of many other things, but one step at a time).
We have seen your feedback about “Muzzle gas,” or as it’s also known as the “musket smoke” (or the more eloquently referred to as "I can't see what the f@*k I am shooting at") issue.
As part of an initiative to release community-driven updates in a more timely manner, we are happy to share that we have addressed the muzzle gas issue in Update 10.1, scheduled for release on December 3, 2025.
Here is the side-by-side difference so you can see exactly what we did for this specific issue to tone down the Muzzle gas:
AS-VAL comparison - Update 10.0 vs. Update 10.1
PPSh-41 comparison - Update 10.0 vs. Update 10.1
This change is not limited to the weapons we used as an example above - you will see this change applied to all guns in Update 10.1.
This is part of an ongoing update to our game and our new approach to communication with you, our valued community of players. In addition to the upcoming update from \ SgtRoss to the players' survey we collected, there’s lots more to come, so stay tuned! Please, as always, leave us feedback on the changes to make sure we’re heading in the right direction on Discord.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Squad, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Squad statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.