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Squad: Fireteam Sitrep - January 2026

Hello Squaddies!
[p]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.
[/p][h2]Modding[/h2][p]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.\[/p][/p][p][/p][p]We recommend these two by Harryhoot1. You’ll definitely need a full team of 5 to take these on.[/p][p][/p][h3]Operation Boreal Guard [/h3][h3][dynamiclink][/dynamiclink][/h3][h3]Operation Ashfall [/h3][p][dynamiclink][/dynamiclink][/p][p]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! [/p][p][/p][p][/p]
  • [p]1 & 2 - We had to defend our position from an RGF push.[/p]
  • [p]3 - We advanced forward in some vehicles we acquired and destroyed a mortar cache.[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]6 & 7 - After some light resistance we finally got to the objective! Mission over.[/p]
[p]
The whole thing took around 35 minutes. A great time! Go check it out![/p][p][/p][h2]Quality of Life Features[/h2][p]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.
[/p][p][/p][h2]Bug Fixes[/h2]
  • [p]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.[/p]
  • [p]Experimental Missions now display an experimental mission image preview. So you know it’s.. More experimental…? yes…[/p][p][/p]
[h2]Experimental Missions[/h2][p]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![/p][p][/p][h2]Upcoming Missions[/h2][p]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).[/p][h3][/h3][h3]Fireteam Free Tier Mission \[+2 Missions][/h3]
  • [p]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.[/p][p][/p]
[p][/p]
  • [p]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.[/p][p][/p]
[p][/p][h3]Fireteam Paid Tier Mission \[+1 Mission] [/h3]
  • [p]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.
    [/p]
[p][/p][h2]Community Voted on Weapon Skin[/h2][p]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. [/p][p][/p][p][/p][h2]Thank you so much for playing Squad: Fireteam! See you in the next mission.
[/h2]

Squad 10.2 Patch Notes

[p]Hello Squaddies![/p][p]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. [/p][p][/p][p]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![/p][p][/p][h2]General Optimizations[/h2][p] 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.[/p]
  • [p]All vehicles now have LOD’s streamed on demand.[/p]
  • [p]All soldiers now have LOD’s streamed on demand.[/p]
  • [p]All weapons now have LOD’s streamed on demand[/p]
[p][/p]
Fireteam Missions & Experimental Missions
[p]10.2 brings new bug fixes, QoL updates and content for Fireteam![/p][p]
[/p][h3]Quality of Life Features:[/h3]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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)[/p][p][/p]
[p]Please see this previous post for the full name list - [dynamiclink][/dynamiclink]
[/p][h3]Bug Fixes:[/h3]
  • [p]Fixed the "FTL marker always visible" and "SL marker always visible" settings.[/p]
  • [p]Fixed issue where ESC key does not close the Select Fireteam Pack screen.[/p]
  • [p]Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛[/p]
  • [p]The “Founder” tag in Fireteam server browser now reads as “Supporter”.[/p]
  • [p]Fixed issue with free missions being unavailable when Epic Online Services has an outage.[/p]
  • [p]Hid the “Close” button in the “New Round Screen” as it was redundant.[/p]
  • [p]Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.[/p]
  • [p]Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…[/p]
  • [p]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.[/p]
[p]
[/p][h3]New Missions:[/h3]
  • [p]Fireteam Free Tier Mission \[+1 Mission][/p]
    • [p]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.[/p]
  • [p]Fireteam Paid Tier Mission \[+1 Mission] [/p]
  • [p]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.[/p]
[p]
[/p][h3]Something New - Experimental Missions:[/h3][p]We will also be launching a few new missions with the tag \[EXP]. 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!
[/p]
  • [p]\[EXP] 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.[/p]
  • [p]\[EXP] 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.
    [/p]
  • [p]\[EXP] 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.
    [/p]
[p][/p][h2]Community Design Team Updates[/h2][p]
- Helicopter timing changes from 10 mins to 5 Mins[/p][p]- Fall height threshold increased for causing damage [/p][p]- Updated Transport ticket costs from 5 to 3[/p][p]- Set all vehicle hulls to use Continuous Collision Detection (CCD)[/p][p]- M1151 flip tuning adjustments increased flip threshold[/p][p]- M1151 Light flip tuning adjustments increased flip threshold[/p][p]- BRDM-2 flip tuning thresholds increased[/p][p][/p][h2]System & Gameplay Updates[/h2]
  • [p]Added "Waiting For Host" text to the co-op victory/defeat screen so all players know that the host can select the next mission[/p]
  • [p]Renamed all free and paid tier Fireteam missions with new stylistic names to reflect our ambition to make each mission unique and stand out[/p]
  • [p]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[/p][p][/p]
[h2]General Bug Fixes[/h2]
  • [p]Fix the clipping issue on hands when holding certain grenades[/p]
  • [p]Fixed effect volume slider not affecting vehicle burning sound.[/p]
  • [p]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.[/p]
  • [p]Fixed SPG9 AT Emplacement having no backblast damage.[/p]
  • [p]Vehicles with closed turret tops should now display a turret icon whenever using a repair box[/p]
  • [p]Fixed FV107 and FV432 woodland wrecks still using desert assets[/p]
  • [p]Fixed the soft lock in deployment screen after switching teams[/p]
  • [p]Fixed helicopters gaining additional velocity when pilot experiences sudden game performance drops.[/p]
  • [p]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[/p]
  • [p]Fixed the gap that was appearing in the commander ability list[/p]
  • [p]Armory weapon icons sometimes were shrinked sometimes[/p]
  • [p]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.[/p]
  • [p]Fixed store screen forcing weapon skins into 2 columns causing the scrollbar to be offset by large amount[/p]
  • [p]Proper emote will be played in emote screen in armory after you open it for the first time[/p]
  • [p]Fixed AFU Rallypoint being stacked too high.[/p]
  • [p]Armory - changed M110 weapon and skin preview to the suppressed version[/p]
  • [p]Fixed Meupold MK4 scopes geometry disappearing in ADS view[/p]
  • [p]Wrist weight issues are on all roles.  Updated weights on all AFU soldiers.  Submitted on CL 529274.[/p]
  • [p]Fixed overlapping of Equipped Emote toast with Navigation Bar[/p]
  • [p]Fixed incorrect AFU commander VO[/p]
  • [p]Scope Update Rate Setting fixed[/p]
  • [p]Landed helicopters no longer slide around if the pilot jumps out while the engine is still running.[/p]
  • [p]Fixed AFU Battlegroups on Skirmish and Seed map layers having access to 2 HABs.[/p]
  • [p]Fixed the tail rotors of many helicopters being too easy to break in a tail-strike landing.[/p]
  • [p]Increased WPMC Radio FOB chatter to match other FOB's volume[/p]
  • [p]Player is no longer killed whenever Stugna is destroyed through an explosive[/p]
  • [p]Armory option 'Only show weapons with skins available' presented few weapons with no premium skins[/p]
  • [p]Fixed some issues with name tag visibility.[/p]
  • [p]Turret rotation sounds are now interpolated.[/p]
  • [p]Fixed AK-74 Rifles animation not moving when switching the fire mode while aiming down the sights.[/p]
  • [p]Mutaha Olive trees with corrected bullet collision behaviour.[/p]
  • [p]Fixing the floating weapon when entering M1151 M2 series[/p]
  • [p]Fix the deploy animations for the open turret[/p]
  • [p]Fixed AFU MT-LB Logistics Vehicle costing only 1 ticket instead of 5.[/p]
  • [p]Fixed M60T, M1128, M113 TLAV, TAPV weapons not following vehicle weapon slot type standards.[/p]
  • [p]Fixed being able to always swap your kit in Fireteam missions, even if the vehicle or FOB had insufficient ammo for the swap[/p]
  • [p]Fixed glass on Ural trucks partially blocking player's vision[/p]
  • [p]Fixed blue tint on technical glass[/p][p][/p]
[h2]Map Updates & Bug Fixes[/h2][p][/p][p]Al Basrah[/p]
  • [p]Fixed a broken material at the Terminal building[/p]
[p]Black Coast[/p]
  • [p]Fixed a couple of trees that were blocking a dirt road at grid I11-5-6[/p]
[p]Chora[/p]
  • [p]Fixed murder hole blocking projectiles on two compounds present on the map[/p]
[p]Harju[/p]
  • [p]Added ambient music[/p]
[p]Sanxian Islands[/p]
  • [p]Adjusted brightness of some foliage materials so they're not extremely bright[/p]
  • [p]Fixed bots not being able to walk along seawall[/p]
[p][/p][p]10.3 is just around the corner with even more content and changes so stay tuned! [/p][p][/p][h3]OFFWORLD OUT![/h3]

Squad: Fireteam - End of Year Update from [O] Howitzer

[h3]Hello Squaddies,[/h3][p][/p][p]A quick message from the Fireteam…team… before we all go on winter break.[/p][p]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.[/p][p]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 [/p][p]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![/p][p][/p][p]Quality of Life Features:[/p]
  • [p]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.[/p]
  • [p]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.[/p]
  • [p]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)[/p]
[p][/p]
[p]Old Name[/p]
[p]New Name[/p]
[p]Sumari Search and Destroy[/p]
[p]Back Alley Backstab[/p]
[p]Fallujah Search and Destroy[/p]
[p]Poseidon's Trident[/p]
[p]Mutaha Combined Arms[/p]
[p]Urban Bushwhacker[/p]
[p]Narva Extraction[/p]
[p]Deadly Crossing[/p]
[p]Mutaha Search and Destroy[/p]
[p]Gauntlet Safari[/p]
[p]Narva Search and Destroy[/p]
[p]Volatile Goods[/p]
[p]Narva Assault Compound[/p]
[p]Siege or Be Sieged[/p]
[p]Harju Combined Arms[/p]
[p]Coastal Crashout[/p]
[p]Fallujah Extraction[/p]
[p]No Shortcuts[/p]
[p]Mutaha Extraction[/p]
[p]Highway Fulcrum[/p]
[p]Fallujah Vehicle Hunt[/p]
[p]Rooftop Revenge[/p]
[p]Mutaha Vehicle Hunt[/p]
[p]Armored Eviction[/p]
[p]Narva Vehicle Hunt[/p]
[p]King of the Crossroads[/p]
[p][/p][p]Bug Fixes:[/p]
  • [p]Fixed the "FTL marker always visible" and "SL marker always visible" settings.[/p]
  • [p]Fixed issue where ESC key does not close the Select Fireteam Pack screen.[/p]
  • [p]Fixed issue where half of the squad did not have shadows - they are no longer vampires🧛[/p]
  • [p]The “Founder” tag in Fireteam server browser now reads as “Supporter”.[/p]
  • [p]Fixed issue with free missions being unavailable when Epic Online Services has an outage.[/p]
  • [p]Hid the “Close” button in the “New Round Screen” as it was redundant.[/p]
  • [p]Fixed issue with the Fire Support Weapon Skin leading to nowhere in the store.[/p]
  • [p]Fixed issue where hosting a new fireteam lobby from within a fireteam lobby led to a black screen - what a weird one…[/p]
  • [p]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.[/p]
[p][/p][p]Upcoming Missions:[/p][p]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).[/p][p][/p]
  • [p]Fireteam Free Tier Mission \[+1 Mission][/p]
  • [p]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.[/p]
[p][/p]
  • [p]Fireteam Paid Tier Mission \[+1 Mission] [/p]
  • [p]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.[/p]
[p][/p][p]Something New - Experimental Missions:[/p][p]We will also be launching a few new missions with the tag \[EXP]. 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![/p][p][/p]
  • [p]\[EXP] 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.[/p]
  • [p]\[EXP] 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.
    [/p]
  • [p]\[EXP] 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.
    [/p]
[p][/p][p]Community Voted on Weapon Skin[/p][p]We are getting together a handful of themes for the community to vote on early next year. So stay tuned for that vote![/p][p][/p][p]Thank you so much for playing Squad: Fireteam! [/p][p][/p][h3]Have a great holiday break and see you in the new year.
- \[O] Howitzer[/h3][p]
[/p]

Squad: Fireteam Livestream with Devs, Slay3k & Sappermanz

[p]Check out this livestream of Slay3k, Sappermanz and the Devs playing the newest update to Squad: Fireteam![/p]

Squad is 60% off this Steam Winter Sale!

Squaddies!
[p][/p][p]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: [/p][h2]Offworld Out.[/h2][p] [/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]