
Squad 10.4 Patch Notes (30th April 2026)
Squad's 10.4 update moves the game to Unreal Engine 5.7 and overhauls gunplay across the board, ADS times, recoil, and sway all got reworked based on community playtesting.
The headline here is the engine jump. Squad Update 10.4 moves from Unreal Engine 5.5 to 5.7, bringing DLSS 4.5 support, GPU crash fixes, and performance improvements for some players. As I covered in the UE5.7 devblog earlier this week, Offworld Industries has been building toward this for a while, and seeing it actually ship is a good sign for where the game's performance headroom goes from here.
Beyond the engine, the Community Development Team has done a full pass on gunplay. ADS times are faster across all weapons, recoil has been reworked to pull less aggressively left and right, sway is slower and more predictable, and sprint stamina burn drops by 30%. On paper, this is exactly what the community has been asking for, and the fact that it's explicitly framed as a starting point for further iteration rather than a final answer suggests Offworld is actually listening rather than shipping and forgetting.
One thing to flag before you load in: the keybind system has been overhauled, which means your settings have been reset to default and your old save files won't import. Offworld warned players on Discord ahead of time, but if you missed that, expect to spend a few minutes rebuilding your layout. Here's everything that changed.
Full Patch Notes
Hello Squaddies! Welcome to Update 10.4
There is a lot to get through today, including extensive bug fixes, but we will try to keep everything as digestible as possible, with the main changes up here at the top!
With this update, something that everyone should be aware of, is that we are working on changing how our keybinds work. This means that we had to return all your settings to default, and this time around, you cannot import your settings from previous saved files. A warning was sent out in the official Discord yesterday in order to help you all save images of your keybinds to redo them this time around.
Unreal Engine Update 5.7
In Update 10.4, we’ve moved our core game engine from Unreal Engine 5.5 to Unreal Engine 5.7. You can take a look at the video HERE about the engine update. We’ve also updated DLSS to version 4.5. This engine upgrade also included some GPU Crash fixes present in previous engine versions, and some players will notice performance improvements. We will continue to monitor feedback, so please let us know if you run into any issues.
Community Development Team Updates
In Update 10.4, we’ve done a major overhaul of gunplay. These changes are not the end of gunplay iterations but more of a start on community feedback changes that we will be updating as we move forward in this direction. We wanted to reduce the frustration that the community feels from a variety of areas, specifically the gunplay and stamina being more authentically accessible to veterans and blueberries alike.
Infantry changes
ADS Times
- Gunplay - ADS Timing Adjustments
- Adjusted aim-down-sights transition timing of all infantry weapons to be faster and snappier, especially for scoped weapons and heavy weapons.The adjustments were the results of the playtest feedback forms results from the community where ADS times felt very sluggish across the majority of weapons.
Recoil Adjustments
- v10.4 Gunplay - Reworked recoil (horizontal and vertical) on all infantry weapons as per the community playtest feedback form results to allow for more control during single / burst and full auto removing the frustration many players have been experiencing for some time where recoil was too high and pulled far to the left and right far too much.
Sway Adjustments
- Reworked sway on all infantry weapons. Sway has been slowed and made more predictable and less frustrating as per the community playtest feedback.
Stamina burn
- Increased Stamina.
- Decreased standing sprint stamina burn rate by 30%.
Vehicle Updates
Slope and terrain / object traversal / tracked vehicle handling
- Improved Vehicle Wheel initial overlap hit detection - this was causing wheels to sink into ground and get the vehicles slowing down / stuck.
Vehicle Tuning 10.4 - Slope Tracked / Wheeled vehicles
- Vehicle improvements to climbing objects and various slopes for tracked and wheeled.
- Tracked Vehicles object traversal improvements allow for tracked vehicles to be able to climb over lower objects better (i.e. fences, rocks etc…).
- Tracked vehicle handling as a result of these changes have also been improved to be more controllable and tighter with less oversteer.
Community & CDT Map Layers
We have 2 new community layers from Community member and modder, Jaster:
- Gorodok Invasion v4 - Contributed by Jaster.
- Harju Invasion v3 - Contributed by Jaster.
We also have a new experimental layer twist to Al Basrah, and a new layer for Fallujah.
- Al Basrah RAAS v3.
- Fallujah Invasion v3.
General CDT Updates
- Updated various IMF Kits roles with some former weaponry: Grenadier 03, LAT 03, Rifleman 06, Rifleman 07, SL 04:
- Added back FN FAL / FN FAL Frag Rifle Grenade (Swapped on Grenadier 03 - removing AKS74U & RPG7 Frag).
- Added back FN FAL Rifle / FN FAL HEAT Rifle Grenade (Swapped on LAT 03 - removing AKS74 + RPG7 HEAT).
- Added back M4 Classic + M68 (Swapped on Rifleman 06, removing AK12 + 1P87).
- Added back M16A2 with Old 3x20 Scope (Swap on Rifleman 07, removing AK101 +TA31).
- Added back M16A2+M203 (Swapped on SL 04 - removing AK-101 + EXPS).
- Removed Ak101 + TA31.
- Removed AK12 + Red dot (Swapped on SL03 AK12 + Red dot with AKS74 + 1P29).
- Removed SV-98 (Remove Sniper 01 role).
- Updated all vehicle turrets to once again have turret rotation audio for the gunner seats for a better immersive experience. We intentionally kept this sound disabled from being heard in other seats within the vehicle, like driver and passengers, to minimize annoyance.
- Soldiers outside of the vehicle will now be able to hear the turret rotation audio, as it can be useful situational awareness / immersion.
- For stationary emplacements, the soldier on the emplacement as well as soldiers in the vicinity will be able to hear the rotation audio.
- Fixed PLOS mode to track launcher movement only on horizontal plane. The projectile’s predicted path now includes vertical motion.
- Fixed PLOS mode Lock-on indicator which was not showing up on the PiP scope (broken in PiP scope optimization work).
- Fixed PLOS mode Lock-on indicator not disappearing when switching to Direct Attack mode after acquiring a lock.
- BAF/AFU NLAW anti-tank launcher: Reworked PLOS guidance mode. Now in this mode the NLAW is able to track the target's movement in the shooter's view on both vertical and horizontal axis, making it more useful in various scenarios. It should make this guidance mode more attractive to use.
- Locomotion - Stamina Adjustments
- Decreased standing sprint stamina burn rate by 30%.
Community Skin
- The community-voted Makeshift weapon skin has been added to the Fireteam Founders Pack.
- This skin is available for all factions that use the AK-74, AKS-74, AKM, and AKMS rifles:
- AK-74 (AFU, IMF).
- AKS-74 (AFU, IMF, MEI, VDV).
- AKM (IMF, MEI, GFI).
- AKMS (MEI).
Fireteam
General Update
- The minimap view in co-op will now display objectives.
- Updated the Back Alley Backstab mission with additional side objectives and a new objective UI.
- Added a Coop filter for passworded servers.
New Mission
- - .--. .-. .- .. ... . / ... .--. .... . .-. .
Mission Select Update
- Mission Select are now organized tiles to rows and have missions Icons.
- Missions have better clarity to identify which category or pack they belong to.
- When spawning into a mission for the first time you will see an animation showing the mission name and faction flag.
- Mission select UI updated so its easier to see more missions in the list.
Mission Update (Removing Experimental Missions)
- Removed Experimental Missions for assessment and improvement.
Mission Balancing
- Urban Bushwhacker
- Added additional ammunition to the later stages of the Urban Bushwhacker mission to support longer engagements with smarter enemy bots - Slightly reduced the quantity of enemies with anti-tank kits in Urban Bushwhacker to account for smarter enemy bots.
UI/UX Update
Some things to note:
- We removed the experimental Flight stick Menu as it wasn't compatible with our new input tech.
- We no longer have support for keybind profiles due to enhanced input changing how we handle input saves.
We do intend on creating a profile system for this new keybind tech, however we do not have a timeline on when that is likely to happen.
General Changes
- Improved visual quality when using a weapon with a bipod.
- Added additional telemetry for gameplay improvements.
- 10.4 Localization Import.
- Fixed decal width scaling for decals which is currently not working (acting as an overall size scaler).
- Reverted Mortars Refinement Changes due to Visual Bugs & Exploit Risk.
- Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.
- Added the new DSHK emplaced foley sounds to vehicle DSHK turret versions.
- Updated M240 door gun reload sounds to match the handheld version.
Art Updates
- Replaced Foretwist bone animgraph logic with Control Rig logic.
- Fixed wrist bones rotation.
- Added Return To Origin when equipping an emplaced or vehicle weapon.
- Updated PLA Z-9A Helicopter to now have visually retracting landing gear.
- Check if the landing wheels on the Z9A retract and extend when taking off and landing.
- The gear should extend/retract roughly ~15 meters above the ground.
Maps
- Map Optimization - General optimization pass on Harju.
- Map Optimization - General optimization pass on Narva.
- Map Optimization - General optimization pass on Mutaha.
- Map Optimization - General optimization pass on Al Basrah.
- Map Optimization - General optimization pass on Yehorivka.
- Map Optimization - General optimization pass on Fallujah.
- Map Optimization - General optimization pass on Gorodok.
- Map Optimization - Removed unnecessary Reflection Captures to free up some VRAM usage.
Bot Behavior Updates
- SquidBots will now suppress suspected enemy locations. Before, they only suppressed locations when they had personally seen an enemy.
- SquidBots will now miss some grenade throws, rather than being always 100% accurate.
- SquidBots will now try to aim for soldier's chests (before they always aimed for the head). If the chest is covered, only then will SquidBots aim for the head. If only the target's head is exposed, SquidBots will have a reduced chance of noticing the target - allowing players in advantageous positions to scout bots without being noticed.
- Added admin cam debug tools to track SquidBot behaviour.
- SquidBots have been tuned to be more accurate and deadly, increasing the threat of each individual SquidBot to the player.
- Bots now use cover in their behavior, considering their self-preservation as they fulfill their tasks. This should mean a significant lift in perceived intelligence of the bots, and a big improvement in their combat behavior.
SquidBots Bug Fixes
- Fixed SquidBots' shots not leaving impact decals.
Mod SDK
- Fix for Play-In Editor crash due to missing Bazaar Assets.
- Updated mod versioning number for v10.4. Mods will need to be recooked to be compatible with v10.4. Modding community notified prior to this update.
Server Tools
- Changed the maximum amount of RCON Connections a server can have per IP. Servers can now have multiple RCON connections from the same client host.
Bug Fixes
This is where it becomes a wall of text. Good luck soldier.
- USMC - Unit Setup - Armored Offensive - On all Tallil layers the USMC armored offensive unit is using the defensive setup instead.
- Fixed Tallil AAS v1, Invasion v1, RAAS v1, RAAS v2, TC v1 having the wrong battlegroup type for USMC Armored (they were using defensive instead of offensive type).
- Fixed glass on ZLB08 and Stryker MGS reflecting HDRI map.
- Fixed QLZ-87 AGL Emplaced reload sounds out of sync.
- Fixed USA & RGF UltraLightWeight faction setups being setup to auto-inject to layers.
- Unarmed Rocket SFX - Decrease attenuation and made it quiter further out Fixed NLAW weird unarmed projectile impact sounds.
- Fixing Quad bike handling issues with spin outs due to steering.
- Improved Minsk bike handbrake turn behaviour.
- Fixed C9 with C79A2 scope lacking peripheral vision blur while aiming.
- Adjusted light's draw distance inside of BRDM.
- Fixed Sanxian Invasion v3 having Air Assault battlegroup available which resulted in non amphibious vehicles spawning on the landing ship.
- Fixed missing turret rotation audio.
- Applied grenade belt material to grenade belt mesh. (note will appear black until the ORM combined map is adjusted with VT settings, file is locked in P4 Help Desk helping to reset access).
- Fixed RPK-74 scope aiming with bipod.
- Fallujah - Fixed missing structures in certain locations.
- Fixed M4 Wormpool weapons MOA value being incorrect.
- Fixed the Lynx 8x8 ATV having an abnormally high armor thickness.
- Sumari Bala Invasion v1 - Fixed defenders being able to attack and kill attackers during staging phase.
- Manicouagan - Seed v2 CL - Fixed bots being stuck on spawn.
- N/A - This fix is already on live v10.3.
- Fixed PLA / PLAAGF Lynx 8x8 Logistics not spawning on Jensen's Range.
- Fixed PLA Lynx 8x8 allowing access to all kits instead of just the Crewman and Lead Crewman kits like other vehicles in its class.
- Harju AAS v3 - Fixed boats spawning on land.
- Sanxian RAAS v3 CL - Changed Battlegroup sizes from Large to Medium.
- Fixed Harju AAS v2 / AAS v3 / RAAS v3 CL using medium Battlegroups instead of large.
- Fixed collisions on the following assets which were blocking projectiles from passing through them accurately: SM_EastAsia_UbnAddOn_ACUnit_01 SM_SeaCliff_02_GreyBlock trench_logwall SM_BlackCoast_Fortress_BlockHouse PipeStand01_Merged SM_PlanterBox_01 SM_PlanterBox_02 SM_PlanterBox_03 SM_PlanterBox_04 SM_PlanterBox_Small01 SM_PlanterBox_Small02 SM_PlanterBox_Small03
- Minsk acceleration forward no longer skips gears, accelerates slower and to 125 and reverse acceleration has been fixed.
- PLA WZ551 APC's interior displayed without visual glitch.
- Fixed an issue with PLA / PLAAGFZSL-92A Wheeled APC passengers clipping into each other when the vehicle was full.
- Fixed an issue with main menu music still being audible when at 0% music volume.
- Fixed an issue with incap wounded sound loop not being affected by the effects volume slider in sound settings.
- Fixed PLA / PLAAGF ZSL-92A Wheeled APC open top turret variants costing 10 tickets instead of the intended 5 tickets.
- Fixed PLA ZSD-89 Tracked APC having an ammo rack when it should not.
- Fixed house foundation collision exploit.
- Main UDS blueprint had Volumetric fog disabled and that affected lighting layer in those specific levels. Enabling it fixed the issue.
- Fixed not being able to shoot ZSL-92 open top gunner from specific angles.
- Fixed the hands of the gunner clipping through the top of the ZSL-92A.
- Fixed PLA ZSD-89 APC/IFV variants using incorrect map icon.
- Fixed a visual issue with the CPV M134 animation.
- Fixed an issue with the PLA QLZ-87 AGL twitching when aiming while bipoded.
- Fixed an issue with PLA/PLANMC Lynx 8x8 engine SFX still idling even after engine has been turned off.
- Fixed Maximi + Foregrip not playing the "Gun" tactical reload animation.
- Updated PLA & PLANMC Kit Loadouts - Adjusted Crewman to have 4 mags - Adjusted Combat Engineer to have 1 frag grenade - Adjusted Grenadier QLZ87 rearm cost per mag to be 40 - Adjusted HAT 01 to have 1 Tandem round - Adjusted HAT 02 to have 2 HE rounds - Adjusted LAT 02 to have binoculars and 2 frag grenades - Adjusted Medic 02 to have binoculars and 2 frag grenades - Adjusted Pilot to have 3 mags - Adjusted SL Pilot to have 3 mags - Adjusted SL Crewman to have 4 mags Updated PLAAGF Kit Loadouts - Adjusted LAT 02 to have binoculars and 2 frag grenades - Adjusted Medic 02 to have binoculars and 2 frag grenades - Adjusted Rifleman 04 to have 8 mags - Adjusted SL 04 to have 8 mags
- Updated PLA / PLAAGF / PLANMC Scout role inventory to include handheld drone and use holo sights.
- Fixed the soldier will float outside of the van when using the mortar on the technical 2 seater.
- Fixed PLANMC being an Independent Faction instead of part of PAC Alliance.
- Fixed Sanxian Invasion layers having incorrect team objective text and voiceover audio.
- Fix the 1P upperbody issue for visibility and clipping issues.
- Fixed an issue with PLA / PLAAGF ZSD89 Tracked APC, when a track got destroyed the vehicle leaned too far into the ground and parts of the mesh showed up incorrectly.
- M2A1/M2HB - Emplacement - Fixed missing deploy and reload sounds.
- Blocked option to play PLA vs PLAAGF.
- Fixed PLA WZ551 IFV and Lynx8x8 LTV wreck collisions which were inaccurate and blocked players from climbing onto them.
- Fixed an issue with PLA & PLANMC Marksman kits and Raider kits icons not grouped in the deployment menu.
- Fixed a visual issue with the PLA QLZ-87 AGL (Handheld) when switching the fire mode the soldier's thumb on the right hand will clip through the grip of the weapon.
- Fixed a visual isseu with the MATV M240 open top turret where the soldiers hands were not holding the weapon properly.
- Fixed ranging for coaxial mg on PLA ZSD89 & WZ 551 APCs.
- T-72B3 Woodland variant now has the woodland texture for cupola ammo box.
- Al Basrah Skirmish v2 - Changed lighting layer to nighttime layer.
- Fixed an issue with the NLAW anti-tank launcher PLOS guidance mode lock-on indicator not appearing in the scope.
- Fixed the weapon hanging in the air without any support when playing gestures in passenger seats.
- SDK: Fixed a longstanding bug which caused weapons to get stuck in the bottom right of the screen when entering ADS for the first time if a weapon was configured with slow, lazy sway.
- host mans them, and enables turret stabilisation.
- Fixed AFU BTR-4 Wheeled IFV occasionally teleporting under the landscape when reversing into objects.
- Missing emotes in Armory if Steam is offline.
- Fixed issue where helicopters piloted on listen servers appeared rotated incorrectly.
- Added the missing Veteran skin to AFU RPG-7.
- Fixed BTR-4 exterior bits and parts not having collision.
- Fixed Loach helicopter traces/muzzle flash spawning in the incorrect location when using the miniguns.
- AFU - Malyuk Kobzar skin's mesh doesn't clip with hand.
- Fallujah AAS v1 - Fixed out of bounds volume not working correctly.
- Fixed a minor visual issue with the M9A1 , Hi-Power Pistol and MP-443 where a bullet was visible in the chamber, even though the pistol cannot be fired.
- Deployable weapon preview ghost now shows the fully built version of the weapon.
- Fixed an issue with the M1151 Armored Car where it was possible to kill passengers through the hull armor by shooting the spare tire on the rear of the vehicle...
- Specter scopes ranged correctly.
- Vehicles do not roll as long when gas is not depressed.
- Fixed M1151 wheels sometimes not rotating until the vehicle gets close to the player.
- All weapons are now configured to have the same ADS time when prone and standing, which effectively resolves an issue where weapons could unintentionally get reduced ADS times by changing stances.
- BAF/AFU NLAW anti-tank launcher: Fixed lock-on indicator for PLOS guidance mode not disappearing after switching back to Direct Attack mode.
- Music Volume slider now affects all in game music - Default Main Menu music volume lowered.
Fireteam Bug Fixes
- Fireteam - Driver bots in armored vehicles also dismount upon engaging in combat
- Fireteam - Multiple bot voice lines overlap when they spot enemies
- Fixed SquidBots playing multiple contact call voice lines at the same time. - When SquidBots are shot, any current voice lines should now stop playing.
- Fixed SquidBots getting stuck on objects throughout the world in Killhouse, Seeding and Fireteam
- Fixed SquidBots getting stuck in vehicles when in combat.
- Fireteam: fixed bot reinforcement vehicles never reaching their destination.
- Fireteam: Fixed client crash when hosting a lobby
- Fixed SquidBots trying to relax in the middle of firefights.
- Fireteam - Fixed issue where Hosts wouldn't have Client weapon lowering animations replicated to them.
- Fixed a life being deducted from the team when a player leaves a Fireteam lobby
- Fixed issue where bots could see through smoke mortars.
- Fixed SquidBots footsteps only being audible within 10m. SquidBot footsteps should now be audible within a realistic distance.
- Fixed SquidBots appearing as low level of detail
- Emote props invisible for the Fireteam host
- Fixed: Players joining an on-going Fireteam mission will not see the team select screen anymore
- Fireteam - Fixed vehicle turrets appearing to "jiggle" when anyone other than the host mans them, and enables turret stabilisation.
- SquidBots: Fixed bots mag-dumping in full auto. Bots will now fire in semi-auto or controlled bursts unless a target is within 10m, in which case they'll fire with full auto.
- Fixed SquidBots dying spontaneously on seeding layers due to thinking they're stuck and respawning.
- SquidBots in the Jensen's Range killhouse have been rebalanced to make the killhouse more challenging. SquidBots should now use dynamic cover while in CQB environments, like the killhouse.
- SquidBots will no longer destroy enemy abandoned vehicles, instead they'll pop the vehicle's tires / tracks and leave the vehicle for players to repair it.
- --- -. .-.. -.-- / - .... . / .--. .-.. .- -.-- . .-. / .-- .... --- / .-.. .- -. -.. . -.. / - .... . / ..-. .. -. .- .-.. / ... .... --- - / - . .-.. . .--. --- .-. - ... / - --- / - .... . / ... . -.-. .-. . - / .- .-. . .-
- N/A - not player facing
- Fixed SquidBots noticing enemies through smoke / foliage and not losing their target as they moved deeper into the smoke / foliage.
And that's it! If you made it this far, you deserve a cookie. Unfortunately I am all out of cookies.
- \ CEEG, signing off!
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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