Message from Sgt. Ross:
Hey Squaddies,
It's been a while since we last spoke like this.
I'm Dustin, some of you may know me as SgtRoss. In the early days of Offworld, we thrived on our close relationship with our community. That connection has been weakened at a fundamental level. As a Founder and Director of Community, I see and hear your frustration that we don't listen, feedback is ignored, playtests are disregarded, updates are rushed, and many more issues persist. And you're right. Trust has been shaken, and that's on us.
We want to make this right. Over the past couple of months, we have been working on a new development strategy for Squad where you matter, we listen, we are transparent, and collaboration with you is at the center of how we move forward with Squad.
Part of the changes we are making is leadership. I will be stepping down as an executive to help lead a new Community Development Team within Squad, while the highly experienced and tenured Executive Producer Peter Maurice will step in to support Howitzer and the team, and guide Squad's overall development. I will let Peter provide more details on what to expect next.
I am excited for what the future of Squad holds. Thank you for holding us accountable and for caring so deeply about Squad and our community. Without you, Squad wouldn't exist.
Message from PMO
Hey everyone,
I wanted to take a minute to introduce myself properly. I’m PMO, the Executive Producer for Squad here at Offworld. I joined the team a few months back, and honestly, it’s been a bit of a whirlwind — a lot of learning, listening, and trying to understand what really makes Squad tick.
The more time I’ve spent with the game and with all of you, the more I’ve come to appreciate what Squad truly is at its core — a community-driven experience built on teamwork, communication, and passion. Somewhere along the way, we’ve lost sight of that. We haven’t done a good enough job listening, engaging, or delivering on the things that matter most to you. That needs to change, and that change starts now.
We’re shifting our focus back to community-first development. It won’t happen overnight, and we’ll probably stumble a few times along the way — but we’re committed to owning our mistakes and learning from them. That’s my promise to you.
As part of this shift, we’ve made some changes on the design leadership side to help us move forward with a renewed vision for Squad. A big piece of that vision is a brand-new Community Development Team. Their entire purpose is to listen, engage, and deliver — to focus on the things you’ve been asking for: long-standing bugs, quality-of-life improvements, and community wishlist items.
You’ll be hearing from me and this team a lot more often, and they’ll be putting together a public roadmap so you can see what’s being worked on and what’s coming next. The goal is to be more transparent, more responsive, and more consistent in how we communicate and update the game. That starts today, as we want to hear from you. Below this update, there is a link to a player survey where we want to hear about your honest thoughts on the current state of Squad.
We know we’ve dropped the ball when it comes to regular updates, and we’re going to fix that. This new structure will help us get smaller, meaningful updates out more frequently, rather than waiting for huge patches that take too long to land.
One of the first things we’re tackling is vehicle handling — something we know hasn’t felt great for a while. We’re rolling out improvements in phases, and below you’ll see a mini-roadmap showing how that work will unfold.
Vehicle Handling Roadmap
Our goal: reduce frustration and make driving and vehicle combat in Squad feel smoother, more predictable, and more fun.
We’ll be rolling these improvements out in phases to be included with the next three game updates — each building on the last — while gathering your feedback at every step along the way.
10.0 – November 2025
Our Goal: Reducing frustration around braking and overall handling
Focus:
- Brake and handbrake tuning across all vehicles
- Steering and handling updates across all vehicles
- CPV and Technicals have received an initial flip-handling pass
10.1 – December 2025
Our Goal: Reducing frustration with vehicles flipping too easily or getting stuck
Focus:
- Flip pass on all vehicles (they’ll be much harder to flip)
- Tracked vehicle object-interaction pass – tanks can now climb obstacles more naturally, reducing those “stuck on a tiny rock or stump” moments
10.2 – January 2026
Our Goal: Continued refinement and fine-tuning based on community feedback
Focus:
- Spring-arm tuning pass
- Additional vehicle tuning (suspension, gear ratios, improvement to overall feel)
- Targeted bug fixes
We’ll keep gathering feedback between each phase and adjust as needed. Expect ongoing discussion, community playtests, and transparent updates as we go.
This is just the first step of our community-first roadmap — more areas of focus will follow as we stabilize vehicle handling and expand the development team’s scope.
Thank you for continuing to push us, hold us accountable, and care about this game as much as you do. We’ll keep working to earn that trust back — one update at a time.
See you on the field,
Peter … PMO
Executive Producer, Squad
Squad Player Feedback Survey Link:
https://bit.ly/3Wy6uZK
