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Squad 10.0 Patch notes - Trident Strike

Welcome back Squaddies!
[p]Our 10.0 update is just around the corner, releasing at 11:00AM PT (7:00PM GMT) this Wednesday 12th November! The Trident Strike update introduces the Armed Forces of Ukraine (AFU) faction, bug fixes, systems and gameplay updates, and balancing, as well as a new pack of weapon skins, a new pack of emotes, and updates to the store and customization screens.
[/p][h2]Armed Forces of Ukraine (AFU) Faction[/h2][p]The Armed Forces of Ukraine (AFU) are a conventional BLUFOR faction. With modern weapons and vehicles it has all the tools needed to take on conventional REDFOR and Independent factions in the game. Their equipment focuses on a mix of indigenously-produced Ukrainian and modernized Soviet-era equipment.

[/p][h2]AFU Units:[/h2]
  • [p]95th Air Assault Brigade (Air Assault)[/p]
    • [p]The 95th air assault brigade is the Air Assault battlegroup for AFU. They focus on high mobility with access to three helicopters available immediately, and a variety of light vehicles.
      [/p]
  • [p]1st Tank Brigade (Armored)[/p]
    • [p]The 1st Tank Brigade is the Armored battlegroup for AFU. They focus on firepower over speed, with access to tracked vehicles and two main battle tanks.
      [/p]
  • [p]11th Army Corps (Combined Arms)[/p]
    • [p]The 11th Army Corps is the Combined Arms battlegroup for AFU. Jack of all trades, master of none, they have tools for every scenario but lack a focus in any one area. [/p]
  • [p]10th Mountain Assault Brigade (Light Infantry)[/p]
    • [p]The 10th Mountain Assault Brigade is the Light Infantry Battlegroup for AFU. They focus on infantry combat and mobility with access to the AGS-17 grenade launcher emplacements, access to the 5.56 variants of the Malyuk, extra Heavy-Anti Tank role availability, and a variety of MRAPs and light vehicles.
      [/p]
  • [p]28th Mechanized Brigade (Mechanized)[/p]
    • [p]The 28th Mechanized Brigade is the Mechanized Battlegroup for AFU. They focus on using tracked vehicles and IFVs, using firepower and protection to move infantry close to the enemy for intense assaults.
      [/p]
  • [p]58th Motorized Brigade (Motorized)[/p]
    • [p]The 58th Motorized Brigade is the Motorized Battlegroup for AFU. They focus on wheeled vehicles and IFVs, making use of the BTR-4 to move mechanized infantry quickly around the battlefield.
      [/p]
  • [p]148th Artillery Brigade (Support)[/p]
    • [p]The 148th Artillery Brigade is the Support Battlegroup for AFU. They focus on FOB construction with access to extra logistics vehicles, emplacements, as well as artillery - fielding the BM-21 Grad MLRS.

      [/p]
  • [p]35th Marine Brigade (Amphibious Assault)[/p]
    • [p]The 35th Marine Brigade is the Amphibious Assault battlegroup for AFU. This battlegroup is only available on select amphibious assault invasion layers, focusing on amphibious vehicles and overwhelming firepower.

      [/p]
[h2]AFU Vehicles:[/h2][h3]KrAZ-6322 Utility Truck[/h3][p]3 Variants - Logistics, Transport, BM-21 Grad Artillery

The KrAZ-6322 is a rugged, multi-purpose Ukrainian military truck that serves as the backbone of logistics and mobility on the battlefield. In Squad, it fulfils multiple vital roles: ferrying infantry to the front lines, delivering construction and ammunition supplies to forward bases, and acting as the chassis for the fearsome BM-21 rocket artillery system.


[/p][h3]Kozak-2M1 Open-Top Armored Car[/h3][p]2 Variants - NSV Heavy Machinegun, AGS-17 Auto Grenade Launcher

The Kozak-2M1 is a Ukrainian MRAP designed for patrol, convoy escort, and protected troop transport across rough terrain. Seating 9 troops, in Squad it serves as a mobile, armored force multiplier—getting squads safely to objectives while offering immediate suppressive fire and light fire-support. We include two combat variants: one fitted with an NSV 12.7mm heavy machine gun for long-range suppression and light anti-material tasks, and a second armed with an AGS-17 automatic grenade launcher for area suppression and clearing cover.


[/p][h3]BMP-1TS Tracked IFV[/h3][p]The BMP-1TS is a modernized infantry fighting vehicle built from the classic BMP-1 chassis, upgraded for improved battlefield relevance. In-game it functions as a fast, amphibious IFV that carries a complement of dismounts into the fight while laying down direct fire support from its turret-mounted cannon and anti-armor launcher.


[/p][h3]BTR-4 Wheeled IFV[/h3][p]The BTR-4 is a modern Ukrainian wheeled infantry fighting vehicle designed for mobility, protection, and fire support in combined-arms operations. In Squad it operates as a high speed, road-capable IFV that can transport a full infantry squad, can lay down sustained suppressive fire from its turret-mounted 30mm auto cannon and coaxial machine gun, and can engage light armor with its guided AT missiles. Note this is the first IFV in Squad to have a fully modeled interior for all crew and passengers.


[/p][h3]T-64BM2 Bulat Main Battle Tank[/h3][p]The T-64BM2 "Bulat" is a modernized Ukrainian main battle tank that upgrades the classic T-64 platform with improved fire control, reactive armor, and a potent 125mm smoothbore gun. In Squad it serves as a heavyweight spearhead for armored assaults—absorbing punishment, breaching fortified positions, and providing decisive direct fire support for advancing infantry.

[/p][h3]BRDM-2M1 Closed-Top Armored Car[/h3][p]The BRDM-2M1 is an indigenously produced Ukrainian variant of the famous scout car. The AFU variant has some minor hull differences (different hatch locations) and lacks the infamous belly wheels, which allows for a few additional interior seats: 1 driver, 1 gunner and up to 6 passengers. Note this vehicle has a fully modeled interior.


[/p][h3]MTLB Tracked APC[/h3][p]2 Variants - Logistics, PKT Machinegun
Classic Vehicle with a unique AFU camo pattern.

[/p][h3]BMP-1 Tracked IFV[/h3][p]Classic Vehicle with a unique AFU camo pattern.
[/p][p][/p][h3]BMP-2 Tracked IFV[/h3][p]Classic Vehicle with a unique AFU camo pattern.

[/p][h3]Mi-8MTV-5 Transport Helicopter[/h3][p]Classic Vehicle with a unique AFU camo pattern.
[/p][h2]AFU Emplacements:[/h2][h3]Stugna-P ATGM Emplacement[/h3][p]Stugna-P is a powerful ATGM emplacement with 2 new special features: The emplacement is remote controlled via a Control Unit (CU) resembling a large laptop. Soldiers can pick up the CU and place it within 30m of the launcher, then use the CU to remotely control the launcher, which allows them to remain in cover. The weapon can also be reloaded by any soldier by interacting with the launcher, so the player on the CU can remain in place while a buddy can help them reload.

[/p][h3]AGS-17 AGL Emplacement[/h3][p]AGS-17 is a Soviet era heavy hitting Automatic Grenade Launcher Emplacement which rivals the Western equivalent Mk19 AGL. Available to deploy at FOB’s with an Iron Sight or Scope, and in a low profile Tripod or Bunker variant. Available for AFU Light Infantry, Air Assault and Support Battlegroups, as well as IMF, MEI, GFI, RGF, VDV Light Infantry and Air Assault Battlegroups.


[/p][h2]AFU Weapons:[/h2][h3]AK-74 & AKS-74 Rifles[/h3][p]The Classic 5.45mm Rifle platform that has been fully re-modeled for v10.0 and includes several optic variants. Note: more optic options are planned for an upcoming release - take a look at the bottom of the notes!

AK-74:

[/p][p]AKS-74:

[/p][h3]Malyuk Rifle[/h3][p]The Malyuk is Ukraine’s modern bullpup assault rifle, developed as a homegrown evolution of the AK platform. Compact, reliable, and distinctive in silhouette, it reconfigures the classic Kalashnikov design into a shorter, more maneuverable weapon without sacrificing firepower. In Squad, the Malyuk is represented across multiple calibers—5.45×39mm, 7.62×39mm, and 5.56×45mm NATO—giving the Armed Forces of Ukraine a versatile primary weapon suited to a wide range of combat roles and scenarios.


[/p][h3]RPK-74 Light Machine Gun[/h3][p]Soviet era 5.45mm LMG that has been fully re-modeled for v10.0.

RPK-74:

[/p][h3]RPK Light Machine Gun[/h3][p]Soviet era 7.62 Light Machine Gun that has been fully re-modeled for v10.0,[/p][p]RPK + 45 Mag:

‍[/p][p]RPK +Drum Mag:

[/p][h3]SVD Marksman Rifle[/h3][p]Soviet era Marksman Rifle that has been fully re-modeled for v10.0, including an updated model of the PSO-1 Scope:


Zbroyar UAR-10 Marksman Rifle

The UAR-10 is a precision battle rifle developed in Ukraine, chambered in 7.62×51mm NATO. Designed for accuracy and reliability, it serves as a designated marksman weapon that bridges the gap between standard infantry rifles and sniper systems. In Squad, the UAR-10 provides the Armed Forces of Ukraine with long-range precision firepower, offering players a modern marksman platform that complements the Malyuk’s close-to-mid-range versatility.

‍[/p][h3]PKM Machine Gun[/h3][p]Soviet-era weapon currently used by GFI, TLF, IMF, and MEI, now also used by AFU in Iron Sight and 1P29 Scope variants.[/p][h3]RPG-7 Light Anti-Tank Weapon[/h3][p]Soviet era anti-tank weapons platform, fully remodeled for v10.0. Includes an upgraded UP7V Iron Sight variant that can range Tandem rounds up to 500m, as well as a PGO-1 Scope variant.

[/p][p]RPG-7 Heat Projectile:

[/p][h3]C90-CR Light Anti-Tank Weapon[/h3][p]The C90-CR is a lightweight, single-use light anti-tank launcher that gives infantry a fast, highly portable option for engaging vehicles and hardened positions. Shoulder-fired and simple to operate, it’s ideal for hit-and-run teams who need one-shot punch without the logistics of heavier AT systems.

[/p][h3]NLAW Heavy Anti-Tank Weapon[/h3][p]Existing weapon from BAF, now used by AFU.
[/p][h2]AFU Commander Abilities[/h2]
  • [p] Commander Precision Bomb Strike[/p]
[p]This new commander ability calls in an SU-25 that drops 2 FAB250 bombs on a precise target area.[/p]
  • [p]Bayraktar TB2 Recon UAV[/p]
  • [p]152mm Artillery Static Barrage [/p]
  • [p]152mm Artillery Creeping Barrage [/p]
[h2]Updated Menus[/h2][p]We are introducing a new and improved customization menu (now called the “Armory”) as well as a refined store screen.

You can now preview and inspect any weapon from any faction:


We’ve also improved the look of the training screen:


‍[/p][h2]System & Gameplay Updates[/h2]
  • [p]Added Safir armed with an AGS-17 AGL to the GFI air assault battlegroup.[/p]
  • [p]Added Tigr armed with an AGS-17 AGL to the RGF and VDV light infantry battlegroups.[/p]
  • [p]Added Technical armed with an AGS-17 AGL for the IMF and MEI light infantry battlegroups.[/p]
  • [p]Updated Scout Drones have been rebalanced to prevent exploits, encourage reuse, and make them easier to counter:[/p]
    • [p]Reduced max flight ceiling [/p]
    • [p]Reduced max speed [/p]
    • [p]Reduced battery life [/p]
    • [p]Reduced camera magnification [/p]
    • [p]Fixed exploit of Scout drones being able to flip, stop, or destroy vehicles by colliding with them. [/p]
    • [p]Fixed drone collision issues with vehicles and helicopters. Drones will not survive vehicle collisions, and will no longer be able to flip, stop, or destroy vehicles and helicopters. [/p]
  • [p]Updated ALL vehicles to have improved tuning for brakes and handbrakes:[/p]
    • [p]Updated vehicle handling tuning across all vehicles to coincide with brake improvements. [/p]
    • [p]Updated CPV and Technical to have reduced chances of flipping over during normal maneuvering. [/p]
    • [p]Updated all BRDM-2 Scout Car’s to now have a fully modelled interior. [/p]
    • [p]Updated AKS74U to use ew close-up firing sounds. [/p]
    • [p]Updated CRF Bangerite IED with a unique inventory icon. [/p]
    • [p]Updated C7A2 and C8A3 rifle firing sounds. [/p]
    • [p]Updated AK-12 rifle firing sounds. [/p]
    • [p]Updated IMF flag and battlegroup badges. [/p]
    • [p]Improved 30mm HE projectile impact SFX. [/p]
    • [p]Updated VO lines for TLF, IMF, and CAF (SL). [/p]
[h2]General Bug Fixes[/h2]
  • [p]Fixed a crash related to returning to the main menu.[/p]
  • [p]Fixed an exploit where players could avoid fall damage.[/p]
  • [p]Fixed an issue with various kinds of smoke sometimes disappearing.[/p]
  • [p]Fixed scope lens shadow projecting separately onto the environment.[/p]
  • [p]Fixed several scopes which had incorrect lens tint.[/p]
  • [p]Fixed an issue where reflex sight (holo / red dot) reticle markings could look too pale / not glow when using TSR upscaling.[/p]
  • [p]Fixed the HAR-66 LAT Iron Sights being too blurry.[/p]
  • [p]Fixed C14 Sniper Rifle scope reticle being too bright.[/p]
  • [p]Fixed M1117 smoke launchers having 4 shots instead of 2.[/p]
  • [p]Fixed M39 DMR feeling too rigid when looking around while aiming, should now feel closer to similar marksman rifles.[/p]
  • [p]Fixed CAF CH146 CAS Gau-21 HMG Door Gun not using correct 50cal projectiles.[/p]
  • [p]Fixed TLF weapon names missing on multiple kits in the deployment menu dropdown.[/p]
  • [p]Fixed TLF having incorrect voiceovers for squidbot callouts.[/p]
  • [p]Fixed stretched rally point icons for WPMC, VDV, TLF, and USMC squad leaders.[/p]
  • [p]Fixed USMC MATV TOW, USMC M1151 TOW, GFI M1151 TOW costing incorrect amount of tickets.[/p]
  • [p]Fixed the PLANMC Air Assault (Offense) battlegroup not having access to 2x ZTD05.[/p]
  • [p]Fixed vehicle-borne beam-riding ATGMs maintaining guidance when switching weapons.[/p]
  • [p]Fixed BMP-3M hull clipping into the driver viewport.[/p]
  • [p]Fixed BMP-3M driver view missing its left most viewport.[/p]
  • [p]Fixed WPMC Tracked MSV spawner getting disabled when one of its tracks got destroyed. [/p]
  • [p]Fixed Quad Bike’s wheels moving up and down erratically when the vehicle was flipped over. [/p]
  • [p]Fixed a bug where spamming the left mouse button could prevent the anti-tank mine placement animation from playing properly. [/p]
  • [p]Fixed helicopter landing UI sometimes having missing information. [/p]
  • [p]Fixed Support Battlegroups having MBTs when they should not. [/p]
  • [p]Fixed the spawn time for the MEI Support Battlegroup (Offensive)’s T-62 being incorrect. [/p]
  • [p]Fixed MEI battlegroups not having the correct number of Ural375 Transport Trucks. [/p]
  • [p]Fixed PLA and TLF not having command actions listed in the battlegroup info menu. [/p]
  • [p]Fixed USA Rifleman's M4 weapon descriptions showing incorrect fire mode info on Deployment Menu. [/p]
  • [p]Fixed Armored Technical's viewport windows being too bright. [/p]
  • [p]Fixed Leopard 2A6M’s turret not aligning properly on the wreck once destroyed. [/p]
  • [p]Fixed the soft lock in deployment screen after switching teams. [/p]
  • [p]Fixed Scout Kits sharing the same kit limit as HAT kits. [/p]
  • [p]Fixed certain Commendations not appearing as options when commending another player. [/p]
  • [p]Fixed Commendation rank images on the after-action report to not appear when reaching rank 2 of a commendation. [/p]
  • [p]Fixed Commendations ranks appearing incorrectly after switching teams. [/p]
  • [p]Fixed a bug that caused the tabs on the main menu to display incorrectly. [/p]
  • [p]Fixed an issue where attempting to switch teams while spawned in with teams being imbalanced would result in respawning, while the team change failed. Now, the team change will fail as expected, but without respawning.[/p]
  • [p]Fixed weapon descriptions for SV98, C14, Timberwolf Sniper Rifles showing inaccurate magazine capacity.[/p]
  • [p]Fixed TLF Cobra II Armored Car M2 Browning turret yaw getting reset when the reload animation played.[/p]
  • [p]Fixed CAF/WPMC M2 Carl Gustav VFX not appearing as intended.[/p]
  • [p]Fixed SKS & SKS Tazco Rifle not having deploy and undeploy SFX.[/p]
  • [p]Fixed a bug that prevented smoke grenade SFX from looping properly.[/p]
  • [p]Fixed a bug where some elements of the RGD-5/F1 grenade SFX were missing.[/p]
  • [p]Fixed a broken texture on MEI RPG-29 character model.[/p]
  • [p]Fixed an issue with texture shading on the ZTD-05 turret. [/p]
[h2]Map Updates & Bug Fixes[/h2][p]
General
[/p]
  • [p]Improved memory usage on foliage-heavy maps. [/p]
  • [p]Invasion - Standardized the capture zone layout for the following maps:[/p]
    • [p]Al Basrah[/p]
    • [p]Anvil[/p]
    • [p]Chora[/p]
    • [p]Fallujah[/p]
    • [p]Fools Road[/p]
    • [p]Gorodok[/p]
    • [p]Kamdesh Highlands[/p]
    • [p]Kohat Toi[/p]
    • [p]Kokan [/p]
  • [p] Fixed various minor collision issues across some of our maps.
    [/p]
[p]Black Coast[/p]
  • [p] Added an Invasion v3 layer.[/p]
[p]Gorodok[/p]
  • [p] Added an Invasion v3 layer.[/p]
[p]Harju[/p]
  • [p] Fixed a bug that prevented players from climbing the ladder on the crane tower at the construction site.[/p]
[p]Yehorivka[/p]
  • [p] Fixed a bug that caused the grass to disappear under the map.
    [/p]
[h2]New Weapon Skins
[/h2][h3]Defender - AFU Weapon Skin (Free!)[/h3][p]This new skin for the AFU AK-74 and AKS-74 rifles has been added to your Armory:

[/p][h3]Kobzar Pack ($14.99 USD)[/h3][p]This new pack contains eight new cosmetic items for the new AFU faction:


Here is a closer look at each item in the pack:
[/p][p]Outpost - AK-74 and AKS-74 Rifles for woodland maps:

[/p][p]Perch - Malyuk Rifle for woodland maps:

[/p][p]Fortress - RPK-74 and RPK Light Machine Guns for woodland maps:

[/p][p]Steppe - PKM Machine Gun for woodland maps:

[/p][p]Falcon - SVD Marksman Rifle for woodland maps:


Grove - UAR-10 Marksman Rifle for woodland maps:

[/p][p]Surprise - RPG-7 Rocket Launcher for woodland maps:

[/p][p]Vine - Makarov Pistol for woodland maps:

[/p][h2]New Emotes[/h2][h3]Downtime Pack ($7.99 USD)[/h3][p]The Downtime Pack adds three new gestures and two new emotes to make your time at the main base more enjoyable:

‍[/p][p]Here is a closer look at each emote in the pack.

Shadow Boxing (Emote):

Brick Breaker (Emote):

Coin Flip (Gesture):

Throw and Catch (Gesture):

Mug Salute (Gesture):

[/p][h2]Mod SDK Update[/h2]
  • [p]Updated the Mod SDK to v10.0. It is available on the main Squad Editor branch. [/p]
  • [p]Updated mod versioning to v10.0. 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. [/p]
  • [p]Fixed the issue with prefab tool plugin, which caused the user to be unable to drag & drop the prefab assets from the content browser to the level. [/p]
  • [p]We've added the ability to attach workshop tags to mods on upload. This should help to improve the discoverability of mods. Here are the tags available for Modders to attach to their Mods when uploading to Steam Workshop: [/p]
    • [p]Content Type:[/p]
      • [p]Total Conversion[/p]
      • [p]Game Modes[/p]
      • [p]Maps[/p]
      • [p]Map Layers[/p]
      • [p]Factions[/p]
      • [p]Faction units[/p]
      • [p]Roles[/p]
      • [p]Items[/p]
      • [p]Weapons[/p]
      • [p]Deployables[/p]
      • [p]Vehicles[/p]
      • [p]Commander Actions[/p]
      • [p]Balance changes[/p]
      • [p]Tournament[/p]
      • [p]Tools[/p]
      • [p]Misc[/p]
    • [p]Gameplay Focus:[/p]
      • [p] PvP[/p]
      • [p] PvE[/p]
    • [p] Server operation notes:[/p]
      • [p] Voting Compatible[/p]
      • [p] Vanilla Rotation Compatible[/p]
      • [p] Customizable Settings[/p]
      • [p] Plugin[/p]
[p]That's all for 10.0! We are already underway for 10.1, which will contain more bug fixes, balancing changes, and Vehicle updates. We are also changing the majority of the scopes and optics on the AFU to be more accurate to their ~2022 era. This change came about from the Playtesting Discord feedback - you can join the discussion and playtests HERE!

Here's a sneak peek of what's coming in 10.1:

[/p]
See you out there, Squaddies! OFFWORLD OUT!

A message from Squad Command

[h3]Hey Squaddies! [/h3][p]
Thank you for all the feedback we've received so far from our survey from last week. We have received over 3,000 responses so far, and we're reviewing them as a development team. If you haven't had a chance, please fill out the survey here. We will be closing it on Monday, November 10, at 10:00 AM PT, so that our team has sufficient time to review all the responses.

Once we close out the survey, we'll identify and triage the issues or feedback that we aren't already tracking internally. We'll also provide an update to the community on our findings and the first things we'll be tackling as a team after Update 10.0.0, which is releasing shortly.

We still have quite a way to go, and we'll continue to address the bugs and issues that have been plaguing Squad.

This is just one of many steps we'll be taking over the coming months, and I am excited to serve this community.

See you on the battlefield, soldier![/p][p]
SgtRoss[/p]

Tactical shooter Squad admits "trust has been shaken" as recent Steam reviews drop to 'mixed'

If you want to play a hardcore military simulator, Call of Duty hasn't been the best option for some time now. While Battlefield 6 does a great job of imagining a large-scale war, there are plenty of alternatives to turn to if you want to go even more in-depth with the tactical gunplay. While it doesn't quite make our list of the best FPS games, Squad released to positive reviews back in 2020. It still sits at 84% on Steam, landing it a 'very positive' rating. However, recent reviews on the storefront have dropped to 'mixed', and developer Offworld is keen to rebuild its bridges with the community.


Read the rest of the story...


RELATED LINKS:

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Squad's huge new 2.0 update has arrived

Announcement from Squad Command

[h2]Message from Sgt. Ross: [/h2]
Hey Squaddies,

It's been a while since we last spoke like this.

I'm Dustin, some of you may know me as SgtRoss. In the early days of Offworld, we thrived on our close relationship with our community. That connection has been weakened at a fundamental level. As a Founder and Director of Community, I see and hear your frustration that we don't listen, feedback is ignored, playtests are disregarded, updates are rushed, and many more issues persist. And you're right. Trust has been shaken, and that's on us.

We want to make this right. Over the past couple of months, we have been working on a new development strategy for Squad where you matter, we listen, we are transparent, and collaboration with you is at the center of how we move forward with Squad.

Part of the changes we are making is leadership. I will be stepping down as an executive to help lead a new Community Development Team within Squad, while the highly experienced and tenured Executive Producer Peter Maurice will step in to support Howitzer and the team, and guide Squad's overall development. I will let Peter provide more details on what to expect next.

I am excited for what the future of Squad holds. Thank you for holding us accountable and for caring so deeply about Squad and our community. Without you, Squad wouldn't exist.

[h2]Message from PMO[/h2]
Hey everyone,

I wanted to take a minute to introduce myself properly. I’m PMO, the Executive Producer for Squad here at Offworld. I joined the team a few months back, and honestly, it’s been a bit of a whirlwind — a lot of learning, listening, and trying to understand what really makes Squad tick.

The more time I’ve spent with the game and with all of you, the more I’ve come to appreciate what Squad truly is at its core — a community-driven experience built on teamwork, communication, and passion. Somewhere along the way, we’ve lost sight of that. We haven’t done a good enough job listening, engaging, or delivering on the things that matter most to you. That needs to change, and that change starts now.

We’re shifting our focus back to community-first development. It won’t happen overnight, and we’ll probably stumble a few times along the way — but we’re committed to owning our mistakes and learning from them. That’s my promise to you.

As part of this shift, we’ve made some changes on the design leadership side to help us move forward with a renewed vision for Squad. A big piece of that vision is a brand-new Community Development Team. Their entire purpose is to listen, engage, and deliver — to focus on the things you’ve been asking for: long-standing bugs, quality-of-life improvements, and community wishlist items.

You’ll be hearing from me and this team a lot more often, and they’ll be putting together a public roadmap so you can see what’s being worked on and what’s coming next. The goal is to be more transparent, more responsive, and more consistent in how we communicate and update the game. That starts today, as we want to hear from you. Below this update, there is a link to a player survey where we want to hear about your honest thoughts on the current state of Squad.

We know we’ve dropped the ball when it comes to regular updates, and we’re going to fix that. This new structure will help us get smaller, meaningful updates out more frequently, rather than waiting for huge patches that take too long to land.

One of the first things we’re tackling is vehicle handling — something we know hasn’t felt great for a while. We’re rolling out improvements in phases, and below you’ll see a mini-roadmap showing how that work will unfold.

[h3]Vehicle Handling Roadmap[/h3]
Our goal: reduce frustration and make driving and vehicle combat in Squad feel smoother, more predictable, and more fun.

We’ll be rolling these improvements out in phases to be included with the next three game updates — each building on the last — while gathering your feedback at every step along the way.

10.0 – November 2025
Our Goal: Reducing frustration around braking and overall handling
Focus:
  • Brake and handbrake tuning across all vehicles
  • Steering and handling updates across all vehicles
  • CPV and Technicals have received an initial flip-handling pass
10.1 – December 2025
Our Goal: Reducing frustration with vehicles flipping too easily or getting stuck
Focus:
  • Flip pass on all vehicles (they’ll be much harder to flip)
  • Tracked vehicle object-interaction pass – tanks can now climb obstacles more naturally, reducing those “stuck on a tiny rock or stump” moments
10.2 – January 2026
Our Goal: Continued refinement and fine-tuning based on community feedback
Focus:
  • Spring-arm tuning pass
  • Additional vehicle tuning (suspension, gear ratios, improvement to overall feel)
  • Targeted bug fixes

We’ll keep gathering feedback between each phase and adjust as needed. Expect ongoing discussion, community playtests, and transparent updates as we go.

This is just the first step of our community-first roadmap — more areas of focus will follow as we stabilize vehicle handling and expand the development team’s scope.

Thank you for continuing to push us, hold us accountable, and care about this game as much as you do. We’ll keep working to earn that trust back — one update at a time.

See you on the field,
Peter … PMO
Executive Producer, Squad

[h3]Squad Player Feedback Survey Link:[/h3]
https://bit.ly/3Wy6uZK

Squad Hotfix 9.0.4b

[h3]Hello Squaddies,
[/h3][p]Today's 9.0.4b hotfix includes further adjustments to the Muzzle Smoke VFX attached to weapons by reducing Muzzle Smoke opacity across the board. We want to extend our thanks to the community for their help in identifying some of the underlying issues. While no changes have been made to impact effects and smoke grenades at this time, we will continue to investigate these issues.
[/p][p]We'll be monitoring the impact of these changes to the Muzzle Smoke VFX, so please continue to provide us feedback on Discord.
[/p][p]Thanks for your patience.
[/p][h3]Offworld out![/h3]