As many of you noticed, we’ve been polling for feedback via the in-game announcements recently and we wanted to give you a quick update on how that’s going.
As of today, we’ve collected a few thousand responses and have disabled new entries — stay tuned for the next one if you missed your chance!
Our next steps are to review that data, analyze it, report back, and assimilate it into Squad where possible.
This process is still pretty new, so we appreciate your patience as we give it its shakedown run, and we REALLY appreciate your participation in the survey. Thank you all so much for helping shape the future of Squad!
Our guest will be Phil Merricks, a producer on Squad. Part man, part UAV, Phil is a driving force behind Squad and where we’re going! He’ll also take your questions, so bring your curiosity. If you can’t make it, don’t worry — simply comment and we’ll try our best to work your questions into the live stream.
Just a quick update to let you know your choice of Steam avatars just got a little better. Not only have we updated some of the old favorites, but we've also added some new ones so you can rep your Combat Engineer love.
You can find them by visiting your Steam Profile, clicking Edit Avatar, and select "Choose from Official Game Avatars." A trove of avatars is nearly yours!
We find they work pretty well for Discord profile images too, though you may just want to download the...
It’s been a while coming, but we have the full list of changes coming to Alpha 13! This patch grew to be a mighty one, having started at upgrading our Unreal Engine from 4.16 to 4.21 — no small jump! With it comes all sorts of new tools and updates to the engine that’ll benefit Squad, but there’s plenty of content landing in this update as well. We’re introducing new vehicles (and components!), a brand new role, new and enhanced modes, and all sorts of changes to systems and mechanics — including the return of ticket bleed.
Settle in for a good read, squaddies. Please note, you will need to uninstall mods to prevent crashing.
The time has come! We’re proud to announce the very first Alpha 13 Public Test. Now, since this is a fairly complex patch, there are a few things you should know before the download completes and you visit the Custom Server tab.
First, there will be bugs, including known crashes. This is the first public testing build. We need you to make sure you use the crash reporter to send us logs. (Press “Send and Close” when it appears.)
Secondly, the test may end at any time depending on how things go. This is also the reason there are no community servers. If all goes well, we’ll expand testing to include more servers.
Thirdly, your feedback is crucial. Please share your thoughts in Discord, on the forums, on reddit, or anywhere you can get it to us!
Fourthly, the patch isn’t done. This is a work in progress that will continue to be optimized and change, especially with your...
It’s time for another update on Modding 2.0! (You can find the last one here if you missed it.) If all goes well, the next update will be installed via Steam. Seeing as a lot of development has happened since our last post, let’s hear from Zak Strange, modding developer extraordinaire.
As you guys heard in the Next Phase article, Squad has been undergoing a massive engine upgrade upgrading 5 versions (Almost 2 years of engine revisions! Hello UE 4.21!). This effects modding massively, as a few major engines changes occurred requiring the changes to the way we download files from Steam.
PAK files, the basic format for modding files, had to be completely rewritten...