Squad 10.6 Adds Party Play and Major Performance Work
The update brings groups of up to 9 players, shared observation markers, map-voting changes and a long list of gameplay fixes.

Squad Update 10.6 is live, and its biggest addition is a party system that lets friends group up before choosing a server. The update also brings performance and memory work across maps and the interface, changes to suppression and map voting, and a large batch of fixes. The official Squad 10.6 release notes detail the changes.
Parties can include up to 9 players for PvP servers or up to 5 for Fireteam missions. When a group joins a server, the game creates an in-game squad for them, with the party leader taking the Squad Leader role. The group can move between servers together, and its leader can set the party to invite-only or allow friends to join. New anti-stacking rules and server-side options give administrators tools to manage party tracking and team balance.
Squad members also get a new observation marker that appears on their squadmates’ compasses. Map voting defaults have been adjusted to reduce repeated matchups: players choose from 3 teams or factions instead of 6, and the cooldown before a faction, faction unit or map can return has increased. Those defaults apply to new servers, not existing servers, so current server owners must choose whether to adopt them.
Performance work spans foliage, map assets, textures, lighting and the user interface. On Yehorivka, four layers use Unreal Engine 5’s World Partition level streaming. The developers estimate this could reduce memory use by an average of about 1 GB, depending on hardware and graphics settings, on top of roughly 700 MB saved by the foliage changes on that map. The update’s new UI backend stops inactive menus from using VRAM, though the developers warn that the current version can have rough edges, including overlapping elements and misplaced text.
Combat changes target suppression, bullet snaps and vehicle handling. Shots that miss by more than 3 meters apply less suppression, while the loud close-range snaps from 5.56 and 7.62 projectiles have been toned down. The patch also fixes the turret-surfing exploit and many cases of vehicles getting caught on road clutter, along with a range of VOIP and map problems. The update follows September’s Squad 10.5.6 hotfix, which addressed crashes, replay generation and custom lobby password handling.
A separate experimental branch adds support for multi-device HOTAS setups and TrackIR for helicopter controls. The developers describe it as highly experimental and not fully tested. Details are available in the Steam announcement for the 10.6 beta features.
The paid Scout Team Pack adds four woodland weapon-skin sets for the USA and USMC factions. One set puts a GPS navigator on the M4 and M4A1, and its display shows the current direction and match time. The update also makes an ammo crate part of every HAB and adds a HUD bar showing a downed soldier’s revive progress. Players can check the official list of known 10.6 issues for problems that still need attention.


Squad 10.6 Patch Notes
Update highlights
- A new party system allows you to team up and play with your friends! (No more splitting the party!)
- Improvements to the compass system that highlights important objectives, including new observation markers placed by any member of the squad.
- Significant performance improvements throughout the game, including updates to various maps, models, and even the UI!
- Two quality-of-life changes: the HAB now comes with a built-in ammo kit, and downed soldiers can now see their revive progress.
- An updated map vote config empowers server owners to prevent repetitive matches and factions from spoiling the fun.
- Fixes for numerous notorious issues, including “turret surfing,” vehicles getting stuck in the terrain, and VOIP being disrupted by your Windows settings.
- Improvements to suppression which includes a noise reduction for bullet snaps.
- …and more!
Community-reported fixes
- Various update have been made to the suppression effects based on community feedback. Shooters now need to strike within 3 meters of their target to be most effective, and targets will have more control over their soldier when suppressed.
- The noise of bullet snaps has also been reduced to prevent them from overpowering the directional sound of the shot being fired.
- The recoil of several vehicle-mounted machine gun turrets has been adjusted to prevent them from being too unstable to use.
- Adjusted the iron sights on the AK-12 to be easier to see through.
- Fixed an issue which would result in the initial helicopter spawns being delayed for the PLANMC Amphibious Assault battlegroup.
- Fixed an issue where in-game VoIP would stop transmitting if you queued up for another server while already on a server (while the queue popup was open).
- Fixed an issue which resulted in the Crewman / Pilot having 8 mags as opposed to 4.
- Add binoculars to the IMF LAT 03 FN FAL kit.
- Fixed an issue where the CAF Combined Arms Unit (Offensive) was missing two time-delayed MSVS Transport Trucks.
- Players can now aim down sight (ADS) after being revived without having to move first.
- Fixed the UB-32 Rocket Pod weapon on the GFI’s BRDM-2 from firing in the wrong direction after aiming upwards.
- USMC Armored Battlegroups on the Fallujah and Mutaha layers will now (properly) use the defensive setup instead of offensive setup.
- Fixed excessive screen shake when firing scoped NSV and QJZ-89 emplaced machine guns.
- Al Basrah: RAAS v3: Fixed an issue where invisible collision areas could block projectiles along certain edges of the map.
- Al Basrah: Invasion V2: Fixed a collision issue above the northeast main base which would result in helicopters crashing.
- Harju: Fixed an issue on Harju where players could walk inside of a rock wall and shoot from within. (Hax!)
- Harju: Invasion_v4_CL: Repair stations now function as intended.
- Harju, Tallil: Fixed a collision issue that was blocking players from easily passing through a door on the concrete hangar structure on Tallil and Harju.
- Manicougan: Road crews have removed a rock blocking a road lane.
Party system
- Party Limits: Form groups of up to 9 players and join a PVP server, or up to 5 players for Fireteam missions.
- Social Controls: Add, Remove, or Block players directly from the social menu.
- Party Controls: Party leaders can effortlessly Kick, Mute, or Promote players within their group.
- Recently Played List: A new menu tab refreshes after every match, allowing you to easily find and add players from your previous game.
- Party Privacy Settings: Toggle your party to “Locked” for invite-only access, or “Unlocked” to allow friends to drop in freely.
- Party VOIP: When you’re in the menu players can communicate via VOIP. Once launched into a server the VOIP will transition to Squad/Proximity VOIP
- Auto-Squadding: Upon loading into a server, the party is automatically placed into its own in-game squad.
- Leadership Assignment: The Party Leader automatically steps in as the in-game Squad Leader.
- Squad Privacy: Auto-created squads default to “Unlocked” so other players can fill empty slots.
- Server Switching: When the Party Leader selects a new server from the browser, the entire party will automatically transition and join together as soon as space allows.
- Anti-Stacking Measures: Added new rules for server owners to address team-stacking concerns.
- Updated Queue System: The server queue has been modified to respect the new anti-stacking rules.
- Admin Tools: Added new server-side options for managing party tracking and team imbalance.
Compass and map voting
- Squad members can now place an ‘Observe Marker’ that are seen by members of their squad. This will appear as a blue full circle icon that appears only on the compass and is visible only to the individual’s squad.
- Markers have a set duration and a cooldown to prevent the ability to spam the marker.
- Members creating an observe marker will also perform a hand gesture, similar to when other observe markers are placed by Squad and Fireteam Leaders.
- Players will now be able to choose from 3 teams/factions during the map voting phase, down from 6.
- The cooldown delay to replay a particular faction has been increased from 3 to 5 rounds.
- The cooldown delay to replay a specific faction unit has been changed from 3 to 4 rounds.
- The cooldown delay to replay a particular map has been increased from 1 to 2 rounds.
Experimental helicopter features
The 10.6-compatible beta branch enables multi-device HOTAS and TrackIR™ support for helicopter pilots. The developers note that the branch has not been fully tested and may have issues.
Game and performance
- Fixed an emote exploit which allowed players to clip into thin walls.
- Soldier hands will now display the correct death state when the soldier attached to it is killed.
- Players will no longer crash when disconnecting from Fireteam missions.
- General improvements have been made to the performance of the server browser.
- Various changes have been made to the maps, foliage, and assets used to improve the performance throughout the game.
- Foliage now uses voxelized representations at long distances. This better preserves their volume while aiding game performance by occluding more efficiently.
- Most textures have been switched to a virtual texture system to save VRAM. (Please report any texture issues on Discord or Steam.)
- Adjusted the set-up for clouds, volumetric fog, and lighting to improve performance.
Yehorivka’s World Partition layers are listed below. The developers say the change should lower memory use by an average of about 1 GB on that map, depending on hardware and graphics settings, in addition to roughly 700 MB saved by its foliage work. They also flag remaining distant texture and rock-rendering issues for later fixes.
- Yehorivka_AAS_v1_WP
- Yehorivka_Invasion_v1_WP
- Yehorivka_RAAS_v1_WP
- Yehorivka_Skirmish_v1_WP
- There might be some texture/material swapping visual issues at a distance. We have identified and fixes a large majority of these for a future update.
- Some rocks might go missing at a distance; this is also something that’s been remedied for a future release.
Graphics
- Several emotes and gestures have had their animations adjusted to blend more smoothly into the idle animations.
- Fixed a visual issue where infantry equipped with a Mosin Rifle would not raise it above their heads when in the water.
- Fixed an issue where the preview model for deployables could be difficult to see in dark areas.
- Fixed a visual issue where all vehicle smoke launcher VFX were not firing from the correct smoke launcher locations.
- Fixed smoke effects resetting when changing the particle quality setting.
- Fixed an issue where shooting at vehicles would sometimes leave the incorrect bullet decals.
- Fixed a minor visual issue with the CRF CPV wreck, which was mistakenly using the WPMC black CPV wreck instead of its own uniquely-colored wreck.
- The CH-178 Helicopter will now use the correct wreck materials.
- When changing stances, the correct bipod stow animation is now played properly.
- Fixed the weapon-ready pose after playing certain gestures.
- Armed Forces of Ukraine (AFU): Fixed the hand textures for several of the kits.
- British Armed Forces (BAF): Fixed an issue which would result in the helmets not being lit correctly and not matching the rest of the uniform.
- Middle Eastern Insurgents (MEI): Added new beard material to MEI character models.
Audio and interface
- Fixed an issue which would result in the in-game VOIP not working if ‘Audio Enhancements’ were enabled under Windows Sounds settings.
- Fixed an issue where in-game VoIP would stop transmitting if you queued up for another server while already on a server (while the queue pop-up was open).
- Fixed a bug where players would be unable to select or change audio input devices on the settings menu.
- Added missing M249 foley sounds.
- Added foley sounds to match a new M32 animation.
- Added M240 firing sounds to the PMT-76.
- Incapacitated soldiers will now see a progress bar counting down the time until they’re revived on their HUD.
- The currently loaded magazine will be shown slightly larger in the player HUD compared to reserve magazines, allowing for better visibility at a glance.
- Fixed an issue where the scoreboard would fail to appear after turning screenshot mode on and off again
- Irregular Militia Forces (IMF): Fixed an issue where the weapon names for the SL7, Rifleman 5, and Grenadier 2 kits were missing on the deployment menu.
- People’s Liberation Army (PLA) / PLA Amphibious Ground Force (PLAAGF) / PLA Navy Marine Corps (PLANMC): Corrected issues in the Scout kit role description.
- Fixed several issues with previewing in the Armory.
- Fixed an issue where Community Layers Mode Info showed the incorrect capture point locations.
- Fixed bug where in screenshot mode hid elements that were critical for gameplay.
Main menu and logging
- Added a new background image to the ‘Fireteam’ button on the main menu.
- Added a notification when the ‘Find Match’ search found no matches.
- Updated the weapon cards for the QBZ-95 and QBZ-95B weapons.
- Fixed an issue in the Armory where a weapon was displaying the incorrect weapon card.
- Updated the format of the chat messages saved to logs from just “chat” to: “Chat Msg Player[Name] Channel[Number]: ‘Message'”
Gameplay
- Scoped weapons can now use Focus Zoom (default: [Shift] key) to further “zoom” by narrowing the field of view, similar to iron sight weapons.
- Updated in-game menus (such as the Commander menu) to prevent them from closing if the player attempts to move while they are open.
- Adjusted the camouflage netting of the Observation Tower reinforcement to improve visibility when looking outward.
- Wire-guided missiles (emplacements and vehicles) will now break the guidance of a previously-fired rocket upon reload.
- Fixed an issue which prevented players from entering vehicles when screenshot mode was on.
- Players can now aim down sight (ADS) after being revived without having to move first.
- Fixed an exploit which would maintain the ADS state while sprinting by using freelook.
- Fixed excessive post-ADS sway when looking through binoculars.
- Fixed an issue where the stationary zoom key would remain stuck if pressed while entering and exiting a UAV.
- Players will no longer be unable to place an item upon exiting a vehicle by switching to that deployable when entering the vehicle.
- Players will no longer appear on top of the weapon when dismounting a SPG-9 or Stugna-P emplacement.
- Fixed an issue with vehicle repairs visually repair vehicles but fail to fix their handling, leaving them in a broken state when commandeered.
- Reduced the detonation delay of AT mines to ensure fast-moving vehicles cannot trigger them and subsequently escape their fate.
- Fixed a bug where players would sometimes receive no suppression if they were crouched next to a low wall or window sill.
- Fixed excessive screen shake when firing scoped NSV and QJZ-89 emplaced machine guns.
- Fixed many iron sight weapons experiencing excessive camera location punch when suppressed.
- Fixed an exploit where players could ride on a vehicle at full speed by standing on the turrets.
- Fixed most issues with vehicles getting stuck on environmental street clutter and road obstacles when driving over them.
- Fixed an issue where some vehicles would tumble in an unrealistic manner when hitting a curb at high speeds.
- Suppression now prevents holding your breath to stabilize the weapon, but does not prevent you from zooming in.
- Reduced the suppression applied by shots that miss by more than 3 meters.
- Reduced the suppression weapon alignment punch by 80%. The punch was acting as a minimum amount of weapon movement per shot, even when the shot itself did not deal a meaningful amount of suppression.
- Fixed the excessive suppression camera punch when aiming through many scopes. This could cause the sight picture to go black, making suppression feel exceedingly harsh.
- Added suppression camera punch dampening to several iron sights weapons with small apertures to prevent the front post from being lost when under fire.
- Fixed inconsistent ADS suppression punch configs on MMGs.
- Fixed tearing, loud, and annoying close-up snaps for the 5.56 and 7.62 projectiles.
Squads and game modes
- HABs will now automatically include an Ammo Crate inside, allowing for easier resupply without additional shoveling.
- Fixed a bug when placing any FOB structure where using the [Q] button to rotate the structure will also cause the player to lean to the left at the same time.
- Players will now be properly listed in the ‘unassigned’ field after they create/join and then leave/disband a squad.
- Updated Skirmish game mode to include Logistics vehicles so teams no longer have to exclusively rely on Rally Points.
- Updated the Skirmish game mode to include HMG emplacements.
- Added 150ms of delay to sight reaction time so bots never instantly kill a player before they can reasonably react. This should result in fewer cases of SquidBots reacting with super-human abilities—especially in close-quarters battles like the killhouse.
Faction changes
- The BAF Air Assault battlegroup now has access to two FV107 armored recon vehicles, as intended.
- Fixed an issue where the CAF Combined Arms Unit (Offensive) was missing two time-delayed MSVS Transport Trucks.
- Fixed an issue which resulted in the Medic having more magazines for the pistol than intended.
- Fixed an issue which resulted in the Crewman / Pilot having 8 mags as opposed to 4.
- The Squad Leader Crewman will now require you to be a Squad Leader to obtain the kit, as intended.
- Fixed the texture of the cloth cover on the Insurgents HAB.
- Updated the faction and battlegroup flags to better represent the faction. Thanks to all the players that took the time to participate and help determine the final design of their flag.
- Add binoculars to the IMF LAT 03 FN FAL kit.
- Updated all USA battlegroups to use M4A1 full auto rifles instead of M4 burst rifles. Crewmen and Pilots will still use M4 burst.
- Updated USMC Combined Arms battlegroup to now use the M27 Rifles.
- USMC Armored Battlegroups on the Fallujah and Mutaha layers will now (properly) use the defensive setup instead of offensive setup.
- Fixed the USMC Armored Battlegroup (Defensive) having access to TOW ATGM emplacements.
Weapons and vehicles
- Fixed scoped variants of the following weapons not displaying a consistent size on screen when using a non-standard Field Of View: Lee Enfield, Malyuk M150, Mosin, QBZ192.
- Grenades are no longer usable in main base. (Sorry, and you’re welcome.)
- Players can now aim down sight (ADS) in the main bases.
- Adjusted Mosin / Lee Enfield / SKS to no longer have an extra round in the chamber when reloading, as this is not practical with these bolt action rifles.
- Adjusted the iron sights on the AK-12 to be easier to see through.
- Unified the size of aperture on all AK-12 models.
- Fixed excessive blur in the ADS transition of the scoped QJY-201 MMG.
- Fixed an issue with the BMP-1 barrel overpressure cone being rotated upwards instead of forward, where the main gun is pointing.
- Fixed IMF M4 Carryhandle +M68 not shooting straight.
- Fixed the recoil for the Timberwolf Sniper Rilfe to now allow players to see where they shot.
- Fixed the HAR-66 Anti-Tank Launcher’s ranging.
- Fixed the AFU’s BMP-2 Weapon Sight not updating when zoomed in.
- Fixed SKS PU and M21 Meupold dealing less suppression than intended.
- The M249 series weapon now has the correct barrel positions.
- Improved the turning performance of several Tracked APCs and Logistics vehicles.
- The QTJ-02 5.8mm Coaxial Machine Gun will now have all 3000 bullets in its intended munitions count. (We counted.)
- Helicopters can no longer be tilted until they’ve successfully taken off, thus preventing pilots from immediately self-destructing their vehicle.
- The recoil of several vehicle-mounted machine gun turrets has been adjusted to prevent them from being too unstable to use.
- Fixed the issue which allowed players to kill the co-pilot of the BAF LPPV Armored Car from outside.
- Fixed the driver camera of the MRAP clipping through the vehicle when driving over rough terrain.
- Fixed interior glass reflecting too much light in Kozak.
- The Minsk 400 now accelerates more realistically, properly shifting through gears instead of accelerating endlessly to its top speed.
- Fixed a variety of issues related to the optical zoom of vehicle-mounted weapons.
- Fixed an issue where the M-ATV turret seat would deposit the player in the cargo bed or vehicle roof.
- Fixed an issue where the M-ATV roof exit point would cause the player character to clip with the vehicle turret.
- Fixed an issue where the M-ATV gunners would always exit via the roof exit point. Gunners now exit from the side doors, while all occupants use the roof exit point when the vehicle is in deep water.
- Canadian Resistance Forces (CRF): The VT – Light Transport (CPV Variant) will now use the correct camo texture to match other faction vehicles.
- Fixed inconsistent heights in the wheels of BMP-2 based vehicles.
- Fixed the turret positioning in the Sprut-SDM1’s wreck.
- Fixed the BTR4 not being destroyed by ammo cookoff.
- Fixed player input being processed relative to the horizon instead of the local frame of reference when a vehicle was positioned on a slope.
- Fixed incorrect magazine size on PARS III Mk19 variants.
- Fixed the UB-32 Rocket Pod weapon on the GFI’s BRDM-2 from firing in the wrong direction after aiming upwards.
- Fixed a visual issue with the BRDM-2 scout car.
- Updated the CRF Bangerite IED VFX for detonation to be unique from other IED’s.
Maps
- Add new name to the Memorial: Goon Bandit (Nathan Barker)
- Updated Gorodok, Yehorivka, Narva, Mutaha, Al Basrah, Fallujah, and Jensen’s Range to use the new Virtual Texture system for level materials, map materials, and texture assets.
- Fixed an issue on Al Basarah where players could get stuck on a staircase.
- Skirmish_v3: Fixed a bug where the Main Base would fail to spawn and display as intended.
- Better configuration for Orchards, Crops and Vista meshes throughout the map to reduce minor CPU overhead contributions.
- General baseline optimizations throughout Black Coast.
- Fixed missing grass in several locations on Chora.
- Removed the grass layer from farms so there’s less overdraw and intersection happening on the farmlands.
- Replaced some of the oddly placed reeds with bushes.
- Fixed several texture issues on Gorodok.
- Fixed an issue on Harju where building a HAB could result in players falling through the map when spawning.
- General baseline optimizations throughout Manicouagan.
- Updated Narva with new foliage assets.
- Fixed a location on Narva that would cause HABs to be unspawnable.
- RAAS v2: Fixed an instance where a boat could fall through the ocean at spawn.
- Farm regions on Yehorivka updated with better placement of crops to increase performance.
- Added an additional Yehorivka that’s been converted to use World Partition, using its own World Partition gameplay layers for testing that have _WP at the end of the layer name.
Fireteam and modding
- Fixed various faction kit role tags for Automatic Rifleman, where kits are auto-selected upon mission start.
- General updates to the Fireteam server browser.
- Fixed the issue where the game would allow players to join modded servers even when the client did not have the same mod files installed.
- Fixed an issue where some Suppression effects would not scale correctly if a power-to-distance curve was used in the SuppressionInfo asset.
- Fixed a bug causing some post-process effects to render incorrectly.
- SDK: Fixed a bug preventing several post-process effects from being modifiable by anything but the Suppression Camera Effect handler. As part of this change, Suppression Preset configs have been reworked, and custom Suppression configs will need to be updated.
- SDK: Camera Effects can now implement multiple Unreal Post Process Effect Stacks each with separate Blend values. This allows you to control each blend through script and still get reliable blending with other post-process volumes in the world or in other Camera Effects. See Additional Effects array.
- SDK: Added a few optional goodies to the Suppression system which can be enabled by mods: Experimental flinch on first shot (in Mutable Soldier), and an option to implement pinhole-style suppression blur (in Suppression Preset configs and M_SuppressionBlur)
- SDK: Added separate Max Suppression Threshold limits in Suppression Info assets for passbys and explosives, so that passbys do not trigger effects which should be reserved for explosives.
- Modders can now use the new Virtual Texture Check/Conversion Tool in the SDK.
- Shipped assets are included in the game files and can be referenced by mods right away.
- Unshipped assets are not included in the game files and exist only in Mod SDK. To use them in mods, modders need to copy them to their mods.
- Allows modifying loaded content at runtime, including both vanilla and modded assets.
- Supports adding, removing, and replacing roles (kits), vehicles, and deployables in faction units, plus modifying role inventory loadouts.
- Uses a flexible rules system to target entities precisely. For example, replacing all M4 rifles on US & USMC faction units with a new M7 6.8mm assault rifle, but keeping M4 rifles on IMF faction units
- Enables smaller, more granular mods:
- No need to copy an entire faction unit just to override one weapon in one role; existing role inventories can now be modified directly.
- Multiple mods can be stacked for combined effects (for example, one updates US faction weapons, another adds vehicles to British Army units, and a third adds deployables to Russian ground forces).
- If two mods modify the same thing, conflicts are resolved by load order: the higher-priority mod applies first, and the lower-priority mod’s effect fails if its target no longer exists.
- Integrated Epic Games’ native Unreal Engine 5 Modular Game Features framework.
- It enables dynamic code injection by adding custom components to gameplay actors.
- Nearly all base gameplay actor classes are enabled to receive components from this system.
- Example use cases include:
- Attaching an NVG goggles component to a soldier.
- Attaching a flashlight component to all or specific weapons.
- Attaching a custom gameplay logic component to a game mode actor.
Server owners
- ListPlayers RCON command will now correctly display information about players inside vehicles.
- Added logging for capture zones ownership change. Log message format:
Capture zone %FLAG_NAME% was neutralized by team %TEAM_ID% (was owned by team %TEAM_ID%)Capture zone %FLAG_NAME% was fully captured by team %TEAM_ID% - Added logging for map markers creation, including the following information: marker type, location and the player who placed it. The log message format:
Player %NAME% (Team: %TEAM_ID%; ID: %STEAM_OR_EOS_ID%) placed a new map marker for team %TEAM_ID% : Type: %MARKER_TYPE% ; Location: %LOCATION_X_Y_Z% - ListSquads admin command output now includes the tickets values for teams.
- Expanded the output of ListPlayers admin command, to show the additional information about players inside vehicles.
- Server admin request – Added server-side logging when a deployable is spawned (structures, mines, ammo bags, etc). Log message format:
Deployable %NAME% spawned for team %TEAMID% at location {%LOCATION X,Y,Z%} by player %PLAYERNAME% (ID: %ID%, OnlineIDs: %STEAM_EOS_IDS%) - Enabled RCON to control the server-side demo recording via AdminDemoRec and AdminDemoStop commands. Previously these commands were enabled for use only from in-game console while connected to a server.
- Fixed console/RCON command “ShowServerInfo” so it prints the player counts for server population and both public & reserved queues using the actual up-to-date values instead of the ones cached in the EOS server game session.
Scout Team Pack
- Tracker A & B: Two variants of a gun mounted GPS navigator for the M4 and M4A1 Carbines (USA, USMC)
- Tiger Rag: Laced tiger stripe cover for the M110 SASS Designated Marksman Rifle (USA)
- Moss: Paint job for the M17 Pistol (USA)
- Wildland: Rare camo paint for the M72A7 LAW, M136 AT4, M3 MAAWS, and M153 SMAW Anti-tank Weapons (USA, USMC)
Which part of 10.6 will matter most for your group, the new party flow, the compass markers or the performance work? Keep up with the party system and server changes by following CPG on X, Bluesky, YouTube, Instagram, Steam and Telegram.
Squad
Developed by Offworld Industries





