Dev Blog

Recap – March 2015

posted on April 8, 2015

This month we have ramped up internal testing with developers and select community members, playing with over 30 players in a round with only a few minor hiccups, and the results are very promising! We’re aiming for bigger and better in future tests.

Without further adieu, here is a snapshot of the progress in the month of March.

  • Updated the game to be compatible with version 4.7 of the Unreal Engine.
  • Progress on a basic implementation of a Kit Role system
  • Added a particle generator that draws vectors from an origin point and spawns child particle systems based on impacts with terrain and statics, making explosions much more realistic and dynamic based on where they are set off.


  • Added Beretta M9A1 Pisto
  • Updated sounds for various weapons as well as adding more ambient sounds
  • Made significant performance strides with render-to-texture optics (prototype created by Mosquill)
  • M1151 Enhanced Armament Carrier modelling complete
  • Made a lot of progress on deployable statics system, both concept and art

  • Progress on Logar Valley, more detail and foliage as well as a patrol base for the US side
  • Work started on a training-village style map with multi-storey buildings, doors and modular interiors; and a large-scale forested map (named Kohat Toi) intended to make full use of player deployed Forward Operating Bases and Light Vehicles

We will update you on more specifics throughout the month, as well as other new developments as they happen. Once again, if you wish to support the development of Squad, help us pay for running development costs by donating!

Offworld out.