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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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!
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.
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?