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Squad v8.2.3 Hotfix

ATTN Squaddies!,
[p][/p][p]Today we are releasing a Hotfix for both Player facing and Server side. This update is intending on resolving a PING issue that Servers were experiencing that caused servers to seem like they had a ping of 9999! You will need to update your game in order to play. That's all for today! Stay tuned for more news on the UE5 release in the coming weeks! [/p][p][/p][p][dynamiclink][/dynamiclink][/p]
OFFWORLD OUT!

Pick up Squad for 60% off and load up some HEAT rounds!

[h2]“We've intercepted new transmissions. Ready to receive!”
[/h2][p]Listen up Squaddies. The Steam Summer Sale is here! From June 26th - 10 AM PT (GMT-7) until July 10th - 10 AM PT (GMT-7), save 60% off on Squad! Now is a great time to join Squad, as we are currently working towards our most significant update yet, moving Squad to Unreal Engine 5!

[/p][p]Check out our upcoming UE5 Update Devblog HERE, and join the Squad Discord to discuss all things Squad.
[/p][h3]Offworld Out.[/h3][p]
https://store.steampowered.com/app/393380/Squad/[/p]

SQUAD 8.2 Anti-Cheat Client update

[h2]ATTN Squaddies![/h2][p]
Today we are releasing a small Client side update to our Anti-cheat. This will not affect servers, but you will need to update your game in order to play. [/p][p][/p][p]That's all for today! Stay tuned for more news on the UE5 release in the coming weeks!
[/p][h3]OFFWORLD OUT![/h3]

Letter From The Squad Leader - June 2025

[h2]Hello Squaddies,[/h2][p][/p][p]Howtizer here. We released a few “Letter from the Squad Leader” posts last year but I haven’t done one in a while. It’s also something that I did for the newsletter, I will now make this its own blog post the whole community gets access to instead of it trickling out through the newsletter. It will be semi-regular (once a month or two) to keep you, the community, up to date with everything that’s going on on the Squad team. 
[/p][p]Usually I’d split things out into 2 segments, the "Sitrep," focusing on short-term plans, and the "Battlefield Briefing," focusing on medium to long-term plans, but for now I will skip the Battlefield Briefing to cover the Sitrep in more detail.
[/p][h2]SQ-SITREP.[/h2][p][/p][p]Where we are at…[/p][p]We’re still working on UE5. Surprise!! As most of you already know, we are hard at work upgrading Squad to Unreal Engine 5. A lot of the team have been working on this for a long time, some since the last engine upgrade (4.27) we did 2 years ago, but most of the team shifted focus toward the end of last year, which is why you haven’t seen an update in a while. All the sub teams on Squad have had their hands in this Engine upgrade, as well as many people outside the Squad team at Offworld. It’s been a whole company effort.[/p][p][/p][p]4 open playtests have taken place over the last 2 months, and countless other closed tests before then and we are reaching that point where we feel confident in releasing it soon to gather feedback from the entire playerbase and move onto other things we have in our plans (more information on that in a future post). We want to make sure we deliver a solid engine update that improves most peoples experiences, and sets up Squad for another 10 years of development and kick ass content. So in the next section, I’ll talk about what to expect over the next month or so.[/p][p]
[/p][p]What to expect in the next few months…[/p][p]There will be a few more public tests of Unreal 5 to help us test a few more improvements we’d like to make, as well as the release of the Mod SDK leaving modders some time to update their mods to Unreal 5. Some of this work includes more optimization efforts for PiP scopes, server performance improvements, and some serious testing of Unreal Engine 5.5 (5.5 has a lot of refinements from Epic that will help lower end PC Performance).[/p][p][/p][p]That’s all for now… In the next letter, we will cover a bit more about some of the challenges we have faced upgrading to Unreal 5 and talk about some future roadmap items… It’s been a long journey, but we are starting to see the light at the end of the tunnel. We are aiming to release v9.0 Summer 2025. We will not be releasing before the Steam Summer Sale. So expect to see v9.0 at some point after that.[/p][p][/p][p]Thanks, Squaddies![/p][p][/p][p]- Howitzer[/p][p]
[/p]

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]