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Unreal Engine 5 - Playtest #5

[h2]Listen up, Squaddies!
[/h2][p]Unreal Engine 5 Public Playtest #5 is coming this Friday, June 13, at 11:00 AM PDT! Here’s what to expect:

You will need to download a special Public Playtesting Branch of Squad (View -> Hidden Games -> Right-Click on Squad - Public Playtesting and Install), with access to Servers on Friday opening up at 11AM PDT. There will be multiple servers being hosted by Community names that you will know and recognize! Feel free to play wherever you like, but servers will open and close to accommodate the population needs. The general public will not be given access to the Server hosting branch for testing.

A special Squad Testing Discord that has now been opened to the public. Please be aware that all the normal Squad Community server rules also apply in this server. Please refer to the onboarding channels for help if you need it!

We also want to mention that this is a WORK IN PROGRESS build of Unreal Engine 5, and is still in active development. That means you are likely to come up against bugs, or features that don’t work/feel the same way as the current 8.2 version of Squad. We have included some known issues in this post, but anything that you come up against can be reported in the previously mentioned Discord Server for testing.

Testing will run over the weekend from June 13 to June 16, and then the UE5 Servers will be taken down.
[/p][h3]The Important Stuff
[/h3][p]This time the build will be based on Unreal 5.5 in combination with a large amount of bug fixes that was intended for the 9.0 UE5 release: [/p]
  • [p]Large amount of medium/high priority bugfixes and improvements.[/p]
  • [p]Unreal Engine version 5.5 upgrade.[/p]
  • [p]Crash fixes.[/p]
[p]How will this affect the game?[/p]
  • [p]Better and more stable performance for low end CPU/GPU hardware (and all other hardware).[/p]
  • [p]Improved stability for the game.[/p]
  • [p]Less bugs that would negatively affect how enjoyable the gameplay would be.[/p]
[p]Known issues:[/p]
  • [p]Double suppression effect when being shot at might still occur. A fix is being worked on but not ready for this weekend.[/p]
  • [p]"1 FPS" bug might still be present, causing extreme performance drop for an extended period of time in specific conditions (work has been made to prevent this).[/p]
  • [p]Sun glare in certain lighting conditions might become unrealistically bright.[/p]
  • [p]Certain UI issues relating to vehicle weapons might still be present.[/p]
  • [p]Possible performance issues using PIP Scopes while using FSR. We are aware of the issue and have a fix in place, but it did not make it into this playtest build.[/p]
[p]We hope you can all help spread the word about this playtest, especially to friends who have had issues with performance in previous playtests, as we are eager to receive feedback on how old and low-end hardware is performing on this updated engine version of the game.

Please join us this weekend on testing out UE5.5, and as always, we want to hear from you so please submit your feedback!
[/p][h2]OFFWORLD OUT[/h2]

THE WRENCH - Summer 2025

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

What follows are updates sent to us by the people behind the mods themselves: their words, images, and amazing work!

(some entries have been edited for length and clarity)
[hr][/hr]
[h2]BAF (Brazilian Armed Forces) Mod by Smoking Snakes[/h2]

[previewyoutube][/previewyoutube]
The BAF mod team aims to bring the Brazilian Army to squad in form of multiple unique vehicles, weapons and playable maps. Been under development since 2021 it is set for release in late 2025.

Featuring 5 unique vehicles, 11 unique weapons, 4 unique deployables, and 2 Unique Commander Assets.

Links:
Discord link: https://discord.gg/mgpqE3SxEY


[hr][/hr]
[h2]Rassvet by Steez & Ruben[/h2]
[previewyoutube][/previewyoutube]
A complete re-imagining of OPFL (Operation First Light) featuring new biomes, reworked POI's, expanded and improved terrain, enhanced realtime lighting and dynamic time of day support, set in Eastern Europe.

Rassvet has seen a lot of progress this year with large central POI's like the Lumber Yard being added as well as older POI's like Storage Depot and Nilrem Village getting additional detail passes to bring the up to parity with newer work on the map and art.

The playable area is now bigger than the original OPFL and has been playtested extensively. While still not complete, it's perfectly playable with a variety of layers, including SuperMod layers.

Links:
Discord: https://discord.gg/XCbb7bmDQY
Steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2995310287
[hr][/hr]
[h2]Southeast Asian Rebels by Rookheim
[/h2]

The Southeast Asian Rebels mod is a modest faction and map mod aiming to add an unconventional force to the East Asia theatre. This includes Sanxian Islands, but also the modded map Liareng Islands as well as other future projects.
Originally a coalition of a number of different ethnic militias, popular defence forces and political groups, SEAR forces have now accrued decades of combat experience and grown into almost a pseudo-conventional force. Now, as great powers turn their gaze to the larger asia-pacific front, SEAR take up arms once more in defence of their homeland.

My experience is rather limited so I'm doing what I can with what I got :)
If you would like help out in any manner feel free to reach out to me (Rookheim) on Discord!


[hr][/hr]
[h2]Hrodna Border by rell0776[/h2]
[previewyoutube][/previewyoutube]

Located south of the strategic Suwalki Gap along the cross border route between Bialystok and Grodno/Hrodna, Hrodna Border features a fictionalized vision of the border crossing and its surroundings. This map brings new flavor to the Eastern European collection of maps in Squad, featuring many small villages, a large town, a rail line, a border crossing, a LNG terminal, dilapidated abandoned bunkers from the old Soviet WW2 era Molotov Line, and much much more.

Hrodna intends to be a throwback to what made Squad maps so great and is a love letter to my favorite game. The map strives to strike a balance between Armor and Infantry gameplay, balanced RAAS lanes that aren't predictable but still funnel the match into concise areas of the map, and in other iterations of Squad plenty of terrain to play around providing a balance between long and close range combat and facilitating larger scale maneuvers.

Links:
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3436010829
[hr][/hr]
[h2]King Of The Hill by Carnage[/h2]
(Author disclaimer: this mod was made by one of Squad’s developers, Carnage!)



King Of The Hill is the first ever persistent economy mod in Squad. In this game mode (inspired by ARMA 3) You fight as military contractors from around the world over a highly contested zone for $$$ and XP Rewards. Players can level up, purchase and unlock new weaponry, vehicles, skins, and perks, and your progress carries over between matches.

We have linked our mod with our KOTH servers to other communities, so your saves not only persist from match to match, but between Linked Economy Servers too!

The mod is very early but there is a bright vision ahead to bring seasonal content and events with our partnering communities. We are hoping to hear from more communities looking to play and run the mod!

Links:
KOTH Discord: https://discord.gg/kingofthehill
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3443779816
[hr][/hr]
[h2]Trinca Ferro/Arena Brasil
[/h2]


A representation of Brazilian crime, police and criminal factions, with more than 6 new factions and 6 maps focused on Brazil and its favelas. In addition to dozens of new weapons and vehicles.

Links:
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3159021895
[hr][/hr]
[h2]Steel Division[/h2]


Steel Division is a Special Forces mod with reduced ICO with custom features like NVG's, Thermals, Cross VOIP, FPV Drones, Attack Helicopters, MANPADS, C-130 Para-drops and more. With 8 fully fledged custom factions the mod is jam packed with content.

Links:
Discord: https://discord.gg/steeldivision
Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=2432926361
[hr][/hr]
[h2]Swiss Armed Faction[/h2]


The Swiss Armed Forces mod is not yet finished, but it will represent a wide range of elements from our alpine nation's army.

The Swiss army employs a militia system. Many men and women have fond memories of serving. Squad offers us the perfect canvas, rekindling the passion and comradery that make the Swiss Army great.

The Swiss army has changed a lot through the years, just like any other military. However, many aspects are rigid. Roughly 60% of Swiss territory is mountainous, placing infantry at a distinct advantage in conflict. On the other hand, it is clear that the other 40% of terrain is relatively flat, which means that heavier equipment like (*APCs, Tanks, IFVs, etc.*) has an increased workload in these areas.
Switzerland is also known for its abundance of man-made bunkers, creating never-before-seen combat scenarios for Squad.

Our membership stands at 4. We're making progress, but it's slow because we're developing this modification in our spare time. We know we piqued your interest in this mod. If you want to check out our progress or talk to us, join our Discord!

Links:
Discord Link: https://discord.gg/cQVhxSW9am
[hr][/hr]
[h2]Bundeswehr Mod[/h2]
[previewyoutube][/previewyoutube]

The team is focused on bringing the German Armed Forces "Bundeswehr" to Squad, including unique weapons, vehicles, character models, new game mechanics, custom-recorded weapons sounds, custom-made level props and the German Map "Fulda Gap". In addition to what you can see in their last Blog, you get to see a sneak peak into the new Puma IFV model and the also new "Auto Zeroing" mechanic for German combat vehicles, such as the Leopard 2A6M and the Boxer IFV. A new series of Blog updates is due to be published soon, as well another round of Beta playtests! (We say thank you to everyone who was part of our previous B1 Playtest event with over 5.000 downloads of our Beta phase mod in 6 days). The Bundeswehr Mod for SQUAD is currently looking for experienced UE4/UE5 level designers and level prop artists for their Fulda Gap project. Check out the recruitment channel in their Discord if you bring what they need!


Links:

Blog: https://bwmod.com/2024/08/19/progress-update-no-9/
Discord Link https://discord.gg/y9pQvr7e
[hr][/hr]
[h2]Thanks to everyone who submitted!
What mod are you excited to try? Let us know in the comments![/h2]

Unreal Engine 5 - Playtest #4

[h2]Listen up, Squaddies![/h2]

Unreal Engine 5 Public Playtest #4 is coming this Friday, May 30, 2025 11:00 AM PDT!
Here’s what to expect:

You will need to download a special Playtesting Branch of Squad, that will be released ASAP, with access to Servers on Friday around 11am PDT.

There will be multiple servers being hosted by Community names that you will know and recognize! Feel free to play wherever you like, but servers will open and close to accommodate the population needs! The general public will not be given access to the Server hosting branch for testing.

There is a special Squad Testing Discord that has now been opened to the public. Please be aware that all the normal Squad Community server rules apply in this server as well. Please refer to the onboarding channels for help if you need it!

We want to also mention that this is a WORK IN PROGRESS build of Unreal Engine 5, and is still in active development. That means you are likely to come up against bugs, or features that don’t work/feel the same way as the current 8.2 version of Squad. We have included some known issues in this post, but anything that you come up against can be reported in the previously mentioned Discord Server for testing.

Testing will run over the weekend from May 30th to June 2nd, and then the UE5 Servers will be taken down.

We are also hoping you can take the time to fill out a survey for us, answering some questions about your experience during testing. This will be available IN GAME, in the News Box on the main menu. We will send out a reminder of this later on as well.

[h3]The Important Stuff[/h3]

In place of a change log this week, I would simply like to let you know what exactly we are looking for in our test results!

  • There is currently an issue where a massive freeze happens during a match, that can seem to affect just one person, or multiple people at the same time. We are calling it the 1FPS issue. We have created a build that has better tracking specifically for this issue, so that we can try to pin down the problem and resolve it.
  • We have added more Server performance optimizations that we would like to test, including an interesting tool for Server Hosters that should allow them to Multi-Thread Vehicle animations, significantly reducing the impact that vehicles have on server side performance.
  • We have implemented an introductory option for replacing Picture in Picture (PiP) scopes for players with lower end computers, or anyone that feels the significant drop in FPS when using a PiP scope. This setting will be available for anyone to enable in the settings menu.


We did add a bunch of fixes that came in since the last playtest, but the above information is what we would love to focus on for this weekend. So if you have time, please come join us and submit your feedback! We will have a working Feedback Form (confirmed working this time, sorry about last week), and the Testing Discord is still active for those of you wanting to join the discussion over there!

[h2]OFFWORLD OUT[/h2]

Unreal Engine 5 - Playtest #3

[h2]Listen up, Squaddies![/h2]

Unreal Engine 5 Public Playtest 3 is coming this Friday, May 23, 2025 11:00 AM!
Here’s what to expect:

The build for this playtest is AVAILABLE TO DOWNLOAD NOW!

There will be multiple servers being hosted by Community names that you will know and recognize! Feel free to play wherever you like, but servers will open and close to accommodate the population needs! The general public will not be given access to the Server hosting branch for testing.

We want to also mention that this is a WORK IN PROGRESS build of Unreal Engine 5, and is still in active development. That means you are likely to come up against bugs, or features that don’t work/feel the same way as the current 8.2 version of Squad. We have included some known issues in this post, but anything that you come up against can be reported in the previously mentioned Discord Server for testing.

Testing will run over the weekend from May 23rd to May 26th, and then the UE5 Servers will be taken down.

We are also hoping you can take the time to fill out a survey for us, answering some questions about your experience during testing. This will be available IN GAME, in the News Box on the main menu. We will send out a reminder of this later on as well.

[h3]CHANGELOG[/h3]

  • New southern Basrah mainbase level artbox pass (will benefit from this test).
  • Various maps landscapes reworked to resolve nanite landscape visibility issues.
Scalability
  • Added DLSS Preset K for all quality levels except UltraPerformance.
  • This should improve the visual clarity for everyone using DLSS.
  • Separated Frame Generation options so that you can run your preferred Upscaling solution without needing to use the same provider for frame generation.
Factions
  • Bolt action rifles do damage again (as long as you hit your shots).
  • Ironsights and optics on RPK and PKM work correctly again when bipodded.
  • Deploying bipods should work correctly again.
  • Smoke grenades no longer send vehicles flying.
  • BMP2 no longer invisible when tracks are destroyed.
  • PLA ATGM's are guided again.
Known issues:
  • Loach still randomly loses its tail rotor sometimes, still being investigated.
  • Some USMC desert vehicles have bugged textures. (Or state-of-the-art dynamic camouflage, depending on how you look at it),


[h2]OFFWORLD OUT[/h2]

Unreal Engine 5 - Playtest #2

[h2]Listen up, Squaddies![/h2]

Unreal Engine 5 Public Playtest 2 is coming this Friday, May 02, 2025 11:00 AM PDT! Here’s what to expect:

You will need to download a special Playtesting Branch of Squad, that will be released later this week, with access on Friday.

There will be multiple servers being hosted by Community names that you will know and recognize! Feel free to play wherever you like, but servers will open and close to accommodate the population needs! The general public will not be given access to the Server hosting branch for testing.

There is a special Squad Testing Discord that has now been opened to the public. Please be aware that all the normal Squad Community server rules apply in this server as well. Please refer to the onboarding channels for help if you need it! Join the Discord HERE!

We want to also mention that this is a WORK IN PROGRESS build of Unreal Engine 5, and is still in active development. That means you are likely to come up against bugs, or features that don’t work/feel the same way as the current 8.2 version of Squad. We have included some known issues in this post, but anything that you come up against can be reported in the previously mentioned Discord Server for testing.

Testing will run over the weekend from May 2nd to May 5th, and then the UE5 Servers will be taken down.

We are also hoping you can take the time to fill out a survey for us, answering some questions about your experience during testing. This will be available IN GAME, in the News Box on the main menu. We will send out a reminder of this later on as well.

Here is the changelog from last playtest!

[h3]Changelog:[/h3]
  • Significant changes were included that should increase Server Performance overall. We identified a couple of things that were causing issues, including excess animations, that have been adjusted!
  • Smoke grenades no longer continuously exploding when walked over
  • Hands no longer disappear when vaulting
  • Scout drones are no longer infinite in quantity
  • Vehicles no longer instantly reload when near Repair Stations
  • Buildings no longer have bullet-proof glass
  • Technicals are no longer aggressively loud
  • Weapons (general) several LOD issues have been fixed with infantry weapons


Some more changes:

Scalability:
  • Updated to latest version of DLSS, offering greatly improved clarity in most scenes using the new Preset
  • Tweaks to volumetric clouds settings, giving better performance for low presets

Worlds:
  • Fixed landscape materials being broken on Tallil and Mestia
  • Further attempts at optimization across our worst performing maps, still more to come
  • Work is being done to the southeast corner of Al Basrah to address feedback from the first playtest, still WIP

These are just some of the changes made, that were the most popular bugs and feedback from the last playtest. We have resolved many more smaller issues.

Known Issues:
  • We have yet to add the final pass on many of the Vehicles across the Factions. Paired with the new Vehicle physics, many of the vehicles may feel foreign or behave differently than you expect. Some Vehicles can get stuck on objects easier than in UE4 as well. Please leave us feedback on this in Discord. There has been an initial pass on the vehicles since the first playtest.
  • There are some issues with PiP scopes that we are still working on.
  • Some areas of the map may be too dark or too light when looking into or out of buildings.
  • There are some known client crashes. Using the Unreal Engine crash report tool that pops up once Squad crashes, is a good way for us to receive a client crash. If you crash WITHOUT seeing the crash reporter, please let us know through the Testing Discord Server.
  • There are some texture streaming related issues, which can cause microstutters especially when a VFX is starting to play.
  • There are some visual artifacts relating to lighting and upscalers. There may be reduced sharpness, smearing, shadows or water surface shimmering or flickering may occur. This is something we are working to adjust for the next public playtest.
  • For other issues, please report bugs in a bug report channel with as much information as possible.

[h2]OFFWORLD OUT[/h2]