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Squad 44 End of Year Roadmap

Recruits,

As we come to the end of 2025, we wanted to revisit the roadmap and give you some insight into what’s coming for the last update of the year, as well as some hints on what's to come!

Please note that all information provided is subject to change, and we will keep you informed of any updates.



[h2]ROADMAP UPDATES - The Third Pacific Map[/h2]
Before we dig into this roadmap, we wanted to give an update.

As incredible as the Iwo Jima and Guadalcanal maps are, the Pacific didn’t resonate as well as we would have liked. At this time, we decided to shift our focus away from the Pacific, meaning the third Pacific map will be postponed indefinitely.

While we love having the Pacific theatre represented in Squad 44, the maps aren’t played as often as previous Chapters. We've decided to focus our efforts on improving European maps instead, fixing issues and bringing them to overall improved quality.

[h2]CURRENT OPERATIONS[/h2]
“Current Operations” are changes that will be included in the next update.

[h3]OFFENSIVE GAMEMODE REWORK[/h3]
As we previously announced, Offensive is getting a re-work to help promote better gameplay, and give Defenders a better chance of avoiding steamroll matches.

A playtest build is available on the Squad 44 Public Testing app right now if you want to check it out! Have you tried it? Let us know what you thought in the comments!

[h3]NEW CHAPTER 3 MAPS[/h3]
Two new Chapter 3 maps are coming with the December update: the modded maps St. Marie Du Mont and Longes-sur-Mer.

We’re very excited to see these maps in the base game, and hope they become part of your regular rotation!

[h2]IN CONCEPT[/h2]
“In Concept” are changes that are currently being actively developed for future updates coming to Squad 44!

[h3]TWEAKS AND FIXES TO VEHICLE BEHAVIOUR[/h3]

A few tweaks are planned for vehicles, including fixing handling on wheeled vehicles and half-tracks, as well as better visibility on what vehicles are available at main base. The team is also looking into a system for abandoned vehicles - rather than retrieving them in the field, they will take damage over time, making them able to be respawned at Main.

[h3]GENERAL GAMEPLAY CHANGES, BUG FIXES AND OPTIMISATION[/h3]
Though this is a general topic, some specific things we're looking at:
  • Fix for radio bleed not working as intended,
  • Set deployables to stay after the radio gets destroyed, except for emplaced weapons and spawn tents,
  • Set a global limit for bigger deployables.

[h2]FUTURE OPERATIONS[/h2]
Looking ahead, our focus will be on targeted improvements, critical bugs and other quality-of-life issues to keep the game stable and performing. We'll continue to take our approach one update at a time, prioritizing changes that have the most direct impact on your experience in the game, for both new and experienced players. We would love to hear from you: What would you like to see in 2026 for Squad 44?

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[h3]MISCELLANEOUS UPDATES:[/h3]
  • Starting this week, we are excited to announce that Squad 44 is now available for the price of $19.99 USD.

Let us know your thoughts and feedback in the comments!

Offensive Rework Public Playtest - NEW DATE/TIME

Hey folks! We have a new date for the Offensive Rework Public Playtest.

The test will now be happening on Dec 10th @ 12 PM PT (8 PM GMT) on the Squad 44 Public Testing App!

How to Join:
  • Download the Squad 44 Public Testing App (this is available to you if you own Squad 44 - if you can’t see it, in Steam under “View” at the top, select “Hidden Games”
  • Hop on at the scheduled testing time! Servers will not be available beforehand.






See you there!

Squad 44 Offensive Game Mode Rework

Hello Recruits!

The Offensive Game Mode is getting a refresh!

(This is a summary of a chat we had on Discord - feel free to join!)
(There will also be an updated roadmap coming soon - stay tuned)


[h2]The Current State of Offensive[/h2]
When reviewing Offensive, there are a few points that we want to address with a rework:
  • The Layer System: Maps have multiple Offensive layers, but only Layer 01 is generally played, resulting in matches with the same capture points each time. The large number of layers for each map also makes it difficult to implement changes (as well as takes up extra disk space).
  • Repetitiveness: Due to the predictability of matches, Attackers are familiar with each point, leading to a meta of pre-capturing points before they become active. This can result in "snowball" matches, where defenders often struggle to keep up and lose multiple points in quick succession.
  • Lack of Frontline: The pre-capping meta leads to attackers constantly flanking and setting up behind the active defence point, eroding the concept of a clear frontline.

[h2]What’s New with Offensive? [/h2]

Here’s the plan to address those pain points:
[h3]Randomizing the Capture Points[/h3]
  • Instead of fixed layers, only one Offensive layer is needed.
  • Attackers will only know the first objective, and will only learn the next point after the previous point has been captured. Defenders will know the entire sequence of capture points at the start of the match.
  • The sequence of points is random each time, allowing for more replayability

[h3]Cooldown and Defender Protection[/h3]
  • After Attackers capture a point, there will be a two-minute grace period where Attackers will be told to “regroup and prepare for the next assault” before the next point goes live.
  • During this time, Defenders get a fixed spawn on the next point, giving them a chance to regroup and prepare for the Attackers
  • If an Attacker tries to find and correctly guesses the next point during the two-minute cooldown, they (and their vehicles) will get a UI warning and take damage over time until they leave the area to prevent pre-capping.

[h3]Red Zone Changes[/h3]
  • Only the active capture point will have a flag red zone.
  • Main base red zones will dynamically adjust: Attacker red zone will grow and Defender red zone will shrink as points are captured, maintaining a safe area for both mains and a "corridor" in between where both teams can engage.

[h3]Staging Phase[/h3]
  • Before the match, Attackers are stuck at main base waiting until Staging ends
  • Defenders are free to move out of their main base during Staging to set up defenses on the first point

[h3]Other Changes[/h3]
  • Rally/Radio Limits: The spawn tent limit will be slightly decreased, but the radio limit will stay the same, allowing more defensive building positions without necessarily having extra spawn points.
  • Replacement of Old Layers: Random Offensive will fully replace the old, fixed offensive layers, with 5 randomized Capture Points per match

[h2]Offensive Re-work Public Playtest - NEW DATE/TIME[/h2]
Interested in playing this new version of Offensive? Join us for a Public Playtest on December 10th @ 12 PM PT (8 PM GMT) on the Squad 44 Public Testing App!

[h3]How to Join:[/h3]
  • Download the Squad 44 Public Testing App (this is available to you if you own Squad 44 - if you can’t see it, in Steam under “View” at the top, select “Hidden Games”
  • Hop on at the scheduled testing time! Servers will not be available beforehand.
[h2]Thoughts, questions or concerns? Let us know and leave a comment down below! [/h2]

Update 2.4.1 - Changelog

[h2]Recruits![/h2][p]Update v2.4.1 will be available to download today. This update is a small hotfix to our main Update 2.4.[/p][p]Before deploying, remember to clear your cache before joining a server for a smooth operation. Stay sharp out there![/p][p]If you haven't and want to chat with fellow soldiers about Update v2.4.1 please join the Squad 44 Discord![/p][p][/p]
  • [p]Sprint speed has gotten slightly increased by approximately. 9%.[/p]
  • [p]Increased canteen count up to 4 per soldier.[/p]
[p][/p]
  • [p]Possible fix for blinking ammo count on player HUD.[/p]
  • [p]Fixed a deployable based server crash bug.[/p]
  • [p]Fixed the Flak36 having a low resolution unbuilt mesh.[/p]
  • [p]Fixed the .50 cal playing AP explosion effects against metal.[/p]

Update 2.4: The Dead Keep Marching - Changelog

[h2]Recruits![/h2][p]Update v2.4 will be available to download on October 27th. This update brings further optimization improvements, new additions and fixes to the zombies game mode, movement changes, and more![/p][p]Before deploying, remember to clear your cache before joining a server for a smooth operation. Stay sharp out there![/p][p]If you haven't and want to chat with fellow soldiers about Update v2.4 please join the Squad 44 Discord![/p][p][/p]
  • [p]Added/Reworked 9 Zombie gameplay layers.[/p]
  • [p]Rework of 2 Survivor factions.[/p]
    • [p]UK/German[/p]
    • [p]USMC [/p]
  • [p]Zombie Design Reworked.[/p]
    • [p]Reworked German Zombie faction.[/p]
    • [p]Added new Imperial Japanese Army Zombie faction.[/p]
    • [p]Added 3 new Zombie Roles (Grunt, Runner, Brawler).[/p]
  • [p]Rework and bug fixing of the zombie game mode.[/p]
  • [p]New Zombie mode layers.[/p]
    • [p]Iwo Jima[/p]
    • [p]Guadalcanal[/p]
  • [p]New AI Zombie test layer for Best. This can be activated as server-owner (checkout the new CustomOptions.cfg)[/p]
[p][/p][p]Updated player movement by reducing wild strafing and bunny hop by adding more "weight" to the character:[/p]
  • [p]Sprint speed has been slightly reduced by approx. 18%.[/p]
  • [p]Stamina usage has been slightly increased by approx. 10%.[/p]
  • [p]Player weight to reduce speed on wild (strafe) movement has been increased by approx. 80%.[/p]
  • [p]Player friction to the ground has been increased by 40%.[/p]
[p][/p]
  • [p]Fixed the "Take Documents" display spelling error.[/p]
  • [p]Fixed an issue that caused the "Hold F" UI bar for rally tent destroy to disappear.[/p]
  • [p]Reduced offset bug on multiple UI elements (not fully fixed yet).[/p]
  • [p]Fixed deployables that are tracked in FOB to not soft-lock. [/p]
    • [p]Example: Spawn Tent not recognized as destroyed after invalid placement and can't be placed again (Placement limit reached).[/p]
  • [p]Fixed an issue that caused the nearest supply point to a radio to be used first if multiple supply crates/vehicles are in FOB range.[/p]
  • [p]Fixed an issue that caused Tank commander to always visible on Infantry CMD roles.[/p]
  • [p]Fixed the French shovel unequipped time to not be over 2 seconds. [/p]
  • [p]Fixed bandage exploit that allowed players to bandage while still shooting.[/p]
  • [p]Fixed an issue that caused destroyed big weapon deployables, like Flak 38, to be able to rebuild inside the wreck.[/p]
[p][/p]
  • [p]Multiple performance improvements on UI elements.[/p]
  • [p]Multiple performance improvements on tanks with MG mounted.[/p]
  • [p]Performance improvements on Panzerwerfer and StuH.[/p]
  • [p]Performance improvements for some spawn icons.[/p]
  • [p]Performance improvements on some deployables and tripod weapons.[/p]
  • [p]Fixed server crash on a AP projectile error.[/p]
[p][/p]
  • [p]Reduced and streamlined all vehicle timers:[/p]
    • [p]Light vehicles: Enter Driver 1s + Switch seat 1,5s.[/p]
    • [p]Tracked/Armored vehicles: Enter Driver 2s + Switch seat 2,5s.[/p]
  • [p]Fixed the doubled spawn wrecks for multiple vehicles.[/p]
  • [p]Fixed an issue that caused deployables to not be destroyed correctly leading to a second stage gun on the wreck.[/p]
  • [p]Fixed multiple vehicles to have the main gunner on F2 instead of other keybinds (F3-F10).[/p]
[p][/p][h3]Conquest[/h3]
  • [p]Spawn point performance improvements and bug fixes.[/p]
  • [p]Fixed that the available role numbers are shown correctly.[/p]
  • [p]Added Conquest Legend Info on team switch menu.[/p]
  • [p]Fixed an issue showing all sections as green.[/p]
[p][/p]
  • [p]Updated intro movie to a new "What is Squad 44" video.[/p]
  • [p]Removed the doubled vehicles on the Arnhem Range deck.[/p]