Every now and then the folks back at HQ see fit to send us some shiny new gear! This holiday season, we've unwrapped a shiny new website. You may have noticed a few changes.
As you all know, November kicked off nicely with the release of Alpha 12, but the SDK hasn't quite made it out yet. We've got an update on that and more, as the modding community has been hard at work in the last month.
Not only have veterans been at the core of everything we do, from coding to ensuring the authenticity of our assets to powering every aspect of our community, but they've also done it while dedicating their lives to serving the rest of us.
We love our founders who made all of this possible. So as a token of our love for you we decided to give all of our founders and backer a Post Scriptum key!
Some new motion capturing sessions are always great. Especially when they involve our community! Together with Stack-Up.org we selected two veterans who joined us for this session.
The snow is melting (in the Northern Hemisphere, at least. We make no guarantees for the cold-hearted either.) and the sun is coming out to shine onto our screens while we're trying to work on mods.
We know Stack-Up.org needs no introduction among Squaddies -- you all absolutely crushed it during Veterans Day -- but did you know about their Air Assaults program?
We've made the feature list, we're checking it twice, and we're definitely going to find out who's been naughty or nice, the Alpha 10 test run is coming to town!
You hear that? That's the sound of reinforcements! Starting Thursday, November 9, at 10 AM PST Squad will be available for a free weekend on Steam! Now is your chance to enlist those lazy grunts you've been palling around with and get their boots on the ground.
We're bringing you another recap, fresh off the presses. This recap contains some of the most recent efforts each of the teams have put into Squad to show off their work, and what's coming down the road for Squad.
During our Kickstarter campaign we held a vote to see which map from Project Reality you, the community, wanted us to remake for SQUAD. Fallujah clearly won that vote and was put on the roadmap.
We've got some fresh layers for you, with no small thanks to community members Bill Nye and Nordic for their offerings direct from the Squad SDK. Read on for the rest of the fixes and changes.
Winter may not be coming for all of us, but at least partly on the northern side of this cute little blue ball the days are getting shorter, nights are getting colder and the people spend more time in front of their PC rummaging around inside the Squad SDK.
Back in September 2015, even before we released in Early Access, we were starting to see a lot of flaws and shortcomings with our animation system. Which was severely hamstringing us not only performance-wise, but our ability to expand it and add new features in a stable and reliable manner.
Ah, the crisp air, the change of seasons, and one of the spookiest months of the year. The ghosts and ghouls will soon be out, and, let's face it, the only way to be prepared is to bring along a squadmate hauling a PKM to make sure when the zombies* come, they stay down.
With StrangeZak working on getting modding support in Squad itself, what better time for The Wrench? August is back to school time, and the modding community is definitely schooling us on what can be done. Let's get educated!
Over the last month, OWI's own StrangeZak (Zak Strange) has been working hard on adding official mod support to Squad. Although we still have a long way to go and everything could still change, our Modding SDK is starting to take shape.
Everybody loves a little bump in the quality of life and we're happy to provide that for you fine folks. Alpha 9.9 brings fixes for some nagging issues, and some performance improvements too.
August was a bit of a quiet month, as OWI was exposed to sunlight as a group outside of Vancouver. Fully rested and recharged, we're back at it -- you may have noticed the Unreal Engine 4.16 update in the 9.8 patch.
How about a little patch for the weekend? Alpha 9.8 has been released! While it's not a big one, we're laying the groundwork for more good things to come.
Level is a global eSports organization that promotes online gaming through quality gaming events for both the amateur and professional player base. Our background derives from the original large scale organized combat series Battlefield.
In the summer time, not only the weather is fine, but also the modding community is striving. Maybe it's simply too hot out there (We're sorry everyone in the Southern Hemisphere.)
International Squad Knockout Tournament is collaborative community-run tournament that brings clans together from across the entire world to compete in a competitive environment for the chance to win prizes and bragging rights for being a top clan/community in the world.
Calling all combat camera operators! Do you go above and beyond in the heat of battle to come back with the goods? Have a hot run you've been just dying (heh heh) to share?
Squad Ops is an organized community project bringing structured events focused on hardcore and immersive gameplay. Their intense cinematic matches, educational training sessions, and open events provide a unique experience for the Squad community.
A few weeks ago our animation and military advisor team met up in Vancouver to coordinate and execute a Motion Capture session, in order to really up the ante on Squad's third person animations.
Welcome to the June Edition of The Wrench! In this edition, we are sharing (and showing off!) some fresh projects and progress with the community that modders have been hard at work creating.
The key to effective Squad leadership is always going to be communication, something you do not need to be told twice. We see you doing this on and off the battlefield, and now it is time to up our game with a new Community Manager, Gatzby!
There is a lot of work currently being done on some critical and fundamental systems that have required a significant portion of our team to focus on them.
Once again, we have some exciting developments in the world of modding. There is a lot of new content available to modders with the release of the V9 SDK.
If you have been out of the loop, last week we released Alpha v9.4 which included three new essential assets. Today you will be spending time with Sgt. Ross as he runs you thru the basics of Mines, Mortars, and IEDs.
While we have been hard at work getting our big systems integrated for the upcoming v10 release, we just couldn't let you sit around for months and not get some cool stuff in the meantime.
In conjunction with several of our community partners we are excited to announce a special game mode testing event this coming Sunday, April 30th at 2 PM PST.
Once again we have some exciting developments in the world of modding. To start off the article, as many of you may know the community made map Al-Basrah has been added to the game!
It's fragging time! Get your helmets dusted off, boots on the ground and be ready to welcome the masses as we ship our free weekend patch to the community in anticipation of the free weekend.
As we're rushing to squash the last few bugs and tweak in some more optimisation improvements we want to get you, the player, as informed as possible on what to expect in Alpha 9.
Hope everyone had a nice January and started the year well. The Modding Community never ceases to surprise us with their talent and creativity and we're excited to highlight some of the projects that are being worked on right now.
Happy 2017! In December we worked hard to release Alpha 8.9 as a special patch on Squad's first Steam birthday. We were happy to celebrate the anniversary by streaming CCFN and Squad Ops.
Welcome to the new year! We hope you all had a nice new year's and are as excited as we are for 2017, as well as what it will bring to Squad and the Modding Scene.
We're hoping everyone is enjoying the December holidays, and as an end of year present for everybody, we're doing a special Holiday Patch with a couple goodies and bug-fixes to keep you all entertained over the break.
November is over, time to police that moustache and get your Christmas presents ready! In other news: What a great month it has been for Squad Modders.
It's been awhile since we had one of these things! For those new Squaddies that are not aware, every month we put out a Recap on what's been happening behind the scenes in Squad development, and is a great way for us to tell YOU what we've been working on.
Happy Black Friday! Two Steam sales weren't quite enough for us this month, we also wanted to do a little something extra since Cyber Monday is coming up.
The countdown is on, Squad Up 4 Stack-Up is happening this Friday and we want you to get in on the action. On November 11th well be fundraising for Stack-Up, our charity partner committed to serving veterans with the power of gaming.
Enjoying Alpha 8 so far? As announced last week, to celebrate the release and our upcoming charity event with Stack-Up, Squad will be running its first ever Steam Free Weekend!
Welcome to beautiful November, it’s time for mustaches (boys and ladies alike, don’t be shy) and some more information from the Squad Modding community.
Alpha Version 8 is now released. After hitting one of Squad's biggest milestones with the introduction of vehicles in Alpha Version 7, we could finally focus on doing an optimization pass on the core systems now that all the underlying wires are connected.
Veterans Day is coming up, and we wanted to do something with you for the occasion! We're going even deeper into our recent partnership with Stack-Up to bring you a full day of prizes, live streams, competitions, a chance to chat with developers, all while helping out veterans.
Want to take Squad to the next level? Get your teams together, because there are lots of opportunities to compete coming up. Squad Masters is hosting the first massive round robin tournament of Squad in November, and with the launch of Squad Frontlines, there will be even more opportunities to compete!
You've been asking us for ages, and we've finally done it. Squad Merchandise is a go! Starting Tuesday October 25th, you can pre-order your Squad gear and feel good about it, because Offworld Industries is donating $5 (our profits) to support real veterans with every purchase.
September has sure gone by quickly hasn't it? Over here in Squad Dev-land we've been hard at work improving the Alpha Version 7 edition of the game (with the latest hotfix being 7.6, notes are viewable here.), as well as the next Alpha Version 8 where the primary focus is going to be on performance optimisations.
The day is finally here. Vehicles have arrived. It has been a long road for everyone on the development team, and especially you, the player. But finally one of our long awaited features is ready to roll out.
We're almost there! Alpha V7 is just on the horizon and it's time for us to do an overview of all the major changes and features coming in the next patch.
June has been an extremely busy time for us, with work on Version 7 well underway and a majority of the team focusing on getting vehicles into your hands!
Squad is proud to be part of the Steam 2016 Summer Sale, and will be available at a 25% discount from regular retail price, which is US$30 or regional equivalent.
Hot on the heels of V6, it's time for the Monthly Recap! While most of the month was dedicated to working on the Alpha V6 release, there was still work going on that is in preparation for much further down the track.
It's Update time! We would like to thank our community for being so patient with us as we continue to grind away at the beast known as Squad development.
We have a very special announcement for our music lovers, Volume One of the Official Squad Soundtrack is available NOW for all our Founders as well as for general purchase via Steam.
Head up, a new version is inbound! Version 5.0 comes packed with a number of UI and quality of life improvements to help smooth out your experience in-game, as well as a number of balance and performance tweaks.
I've been working on Squad for almost a year now, implementing a variety of features you guys play with every day, like the Deployable system, the Gamemode system, AAS gamemode, flags, scoring and so on.
After a very busy six weeks post EA launch the development team has spent the past month digging into more of our core game systems in an effort to get them closer to our final vision.
It's been a phenomenal couple of days for us leading up to and after launch, just looking at the stats one thing still amazes us and it is the positivity in our community with veterans and newcomers alike.
Its been 431 days since our unveiling back in late 2014, and with the combined efforts of more than 30 developers, contributors, QA testing support staff as well as our wonderfully supportive community, Squad is the kind of game it is now.
Version 3 will soon be releasing on Steam as a lead in to our Early Access launch on the 15th. Steam keys which provide the new version will be sent out shortly via email to all Founders (those in the Squad Leader tier and up).
We can't believe it but it's nearing the release of Squad on Steam Early Access. Everyone on the team is all hands on deck working away on the Steam release build. As a side note our community continues to grow larger with the 10000 registered forum user mark being broken just a few days ago!
It has been 14 months since our first public announcement. The effort of 25+ developers, untold gallons of coffee, making thousands of new friends, and putting in tens of thousands of hours of gameplay testing, and were about to make our momentous launch on Steam, this December 15th, 2015.
It's that special time of the month again! This time we want to flesh each of the items out a little bit more than usual and give plenty of WIP shots and eye candy for our hungry hungry fans.
We are putting out a hotfix for a number of pressing issues with the Closed Alpha Version 2 Build, mainly dealing with some gameplay and immersion breaking issues and bugs.
It's Offworld, bringing to you a frightfully packed update on the next Closed Alpha build (Version 2), set to come out at the end of the week, Thursday 11pm PST/Friday 6AM GMT.
September saw the opening of the epic Closed Alpha, where even more of our Kickstarter backers got a chance to finally jump in and play! We are definitely listening to your feedback and concerns, and are trying our best to incorporate as much of it into the next build.
We want to let everyone know that we're immensely encouraged by the way the Closed Alpha has launched and the reception it has received from the community and all our backers (old and new!).
For those that havent been hankering on every bit of news to come out via our other channels (Facebook, Twitter, the JoinSquad Reddit or the Forums), we are ending our Closed Pre-Alpha this week and moving right into our Closed Alpha phase of play-testing and development beginning this Saturday.
This week will be another round of important bug fixes and some critical changes to the spawning mechanics which should change the fundamental nature of the game and bring it more in line with our vision for the future.
We just wanted to say thanks to all our backers and community members who managed to play over the weekend that has passed, despite the various issues relating to the build at the time.
It has been really busy in Development-Land over July, especially with the Closed Pre-Alpha finally being put out into the wild. However a lot of stuff does go unnoticed, and this recap is the perfect place to take stock on whats been happening behind the scenes.
While some of us are recovering from the awesomeness that was the opening weekend to the Squad Closed Pre-Alpha, we're still certainly forging ahead and preparing for the next week of gaming and play-testing.
The Ranger Weekend has opened to great success with backers who have pledged at the Ranger tiers getting first dibs on playing the game. Many-a-round has been played with tonnes of teamwork and intense firefights, keeping our Rangers hooked for hours on end.
We had our Kickstarter campaign, which pulled in close to $449,000 CAD (Paypal backers included), officially 244% of our funding goal! We wish to thank the over 4,500 backers who saw and believed in our vision for the tactical shooter genre.
We're on the home stretch of our Kickstarter Campaign, we want to thank the over 3700 backers who have pledged and given their faith in us to create the most ambitious tactical first person shooter in many years.
Our Kickstarter has finally (excuse the pun) kicked off, and also its time for our monthly update in the world of Squad Development! We just want to say THANK YOU to everyone who has backed us thus far, and to encourage everyone to keep on spreading the Squad name!
Today we ask you to gather your mates and rally up in support of Squad, the massive Squad-based 100 man Combined Arms Warfare game featuring decade-honed balance between realism and FPS gameplay.
April was a very busy time for us, as you can see by the feature work done below. In addition we are planning something very big towards the end of this month, so keep your eyes peeled for more media from us as well as on Youtube.
We would like to thank the massive outpouring of support from the wider gaming community as well as our long time fans in getting us one step closer to releasing on Steam. All 41,213 of you!
What better way to spend a Sunday than listening to the first live interview with the developers of Squad? Well, we can think of a few but we are all out of parachutes.
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.
The Squad Development team are proud to announce that we are now on Steam Greenlight! Now the army of squaddies that has been waiting so patiently in the shadows can now make their voices properly heard on Steam.
This site will be your central repository for all things Squad. The updates section will keep you informed about the state of the game including developer diaries that highlight new features, artwork, and content, as they are being developed.
When I first joined Squad, our weapons roadmap was in place and artists had weapons assigned to them. There were a few assets that were floating in limbo because no one had claimed them. The M249 was one of them, I mean - how hard could it be?