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Unreal Engine 5 - Public Playtest #5 - The Final Playtest!

[h2]Listen up, Squaddies!
[/h2][p]Unreal Engine 5 Public Playtest #5 is coming this Friday, July 11th 11:00am PDT!

THIS WILL BE OUR FINAL PUBLIC TEST FOR UNREAL ENGINE 5.

Here’s what to expect:

You will need to download a special Playtesting Branch of Squad, that has already been released, 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 is open 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! [/p][p]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 and end on Monday July 14th 11:00AM PDT, 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, as it will be accessible through Discord too.
[/p][h3]The Important Stuff[/h3][p][/p][p]In place of a change log this week, we have some information to update you on regarding PiP (Picture in Picture) scopes, from \[O] Norby! [/p][p][/p][p]"We have a new implementation for the pip scopes. Why is the pip rendering such a big challenge? For high magnification optics like in Squad we need to render two scenes for the different magnification levels. Rendering creates load on the CPU, which is issuing the render commands and on the GPU. In the worst case it cuts the frame rate in half. [/p][p]Our goal is to have the same frame rate in pip mode as outside of pip. For that we need to address both bottlenecks. For the GPU the most efficient way to gain performance is rendering less pixels. We can do that for the outside scene, since there is a blur effect applied anyway. [/p][p]For the render thread we have the benefit that we're always looking in the same direction with both views. This allows us to do optimizations similar to VR to reuse resources for both views. [/p][p]The biggest challenge with this is handling the transition of render states smoothly. We pre-allocate resources when kits are switched and are spreading some of the transitions over multiple frames to reduce hitching." [/p][p]-Norby[/p][p][/p][p]We did add a bunch of fixes that came in since the last playtest, but we will be saving those for the Patch Notes of the 9.0 release, once it arrives. We are aware of a few persisting bugs, including some hitching during ADS animations, some black frames inside PiP scopes, and an issue where a portion of the PiP screen can get duplicated. [/p][p][/p][p]Join the discussion in Discord, and we hope to see you over the weekend![/p][p][/p][h2]OFFWORLD OUT[/h2]

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]
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