"More fun then I ever thought it would be." Steam User
"Gunplay its fun and fast in a good way." Steam User
Take Your Shot in Viper Squad
Step into the high-stakes, adrenaline-fueled world of Viper Squad. In this sci-fi multiplayer FPS, every decision matters. Whether you're outsmarting enemies or coordinating with teammates, it's all about claiming your spot in the Exoleague.
What Makes Viper Squad Different?
⚡ Overload Mode – Power with a Price
Overload is a unique game mode where building charge gives you serious power. But hit 100% and you’ll explode, risking your squad along with yourself.
- Gain charge by dealing damage or staying active in fights
- Boost your abilities and stats as charge builds
- Explode if you max out, unless your teammates stabilize you in time
- Use Drivers (your character’s special abilities) to turn the tide
Overload is all about timing, tension, and risk. It's unpredictable, rewarding, and chaotic in the best way.
🧬 Dual-Driver System – Your Abilities, Your Way
Each character has their own role, like tank, support, or stealth and a pool of Drivers to choose from.
- Pick 2 Drivers before each match from that character's exclusive list
- Drivers charge during combat and let you pull off clutch plays
- Each Driver is tailored to the class, so you can play your role your way
Mix and match builds. Adapt to each match. No two loadouts are the same.
🔥 Multiplayer Modes That Keep You on Your Toes
- Overload – High-stakes energy management. Power up or blow up.
- Team Deathmatch – Fast rounds, big plays, pure reaction.
- Objective-Based – Control zones, complete tasks, win with teamwork.
- Custom Matches – Choose your own rules, maps, and chaos.
🎖️ Prove Yourself in the Exoleague
- Climb through six ranks, from Recruit to Apex
- Earn Ascension Points (AP) for kills, assists, and objectives
- Your rank updates after every match, based on how you perform

⚔️ Play Your Way with Class-Based Roles
Characters in Viper Squad fill different roles, each with tailored Drivers:
- Shadowrunner – Stealthy, fast, and built for flanking
- Siegebreaker – Durable frontliner who can soak and dish out damage
- Medic – Focused on healing, reviving, and keeping the squad alive
- Engineer – Brings gadgets, traps, and map control
- Marksman – Precision shooter built for long-range picks
Pick the one that fits you, or try them all to master the full roster.
Choose your Drivers to shape your playstyle: aggressive, tactical, or supportive.

🌌 Battle Across a War-Torn Sci-Fi World
- Maps set in space stations, neon cities, and collapsing environments
- Use vertical space, cover, and destructibles to your advantage
- Environments are unpredictable and reactive. They change how you fight
💡 Customize Everything
- Equip any weapon on any character
- Add attachments and gadgets to suit your build
- Unlock cosmetics and skins as you rank up
Stand out visually and tactically.
Why Viper Squad?
It’s for players who want tight gunplay, but also strategy and progression. You get fast matches and deep builds. You make big plays, but also smart decisions. And with Overload mode in play, anything can happen.
What changed
Rebuilt ExoLeague screen with a cleaner layout and custom badge art
[/*]Clear Ascension Points (AP) panel that explains where AP comes from and how it is tallied
[/*]Progress bar shows AP to next division and next tier
[/*]Tooltips for rank tiers and subdivisions
[/*]
Rank structure
Tiers: Recruit, Operator, Prime, Sentinel, Vanguard, Apex
[/*]Recruit to Sentinel use four subdivisions
[/*]Vanguard and Apex are standalone tiers
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45349655/9306c9bb940bad64b384e78e8c3a25bdadb58f13.gif\"][/img]
[/*]
AI:
Bots re-evaluate threat & engagement distance more reliably (less frozen moments, more consistent pressure).
[/*]Smoothed look/aim target blending to reduce jitter and produce steadier tracking.
[/*]Smarter idle patrol engage transitions; bots resume movement sooner after losing line of sight.
[/*]General performance uplift by removing excessive logging and tightening per-frame calculations
[/*]
Grenades:
New Grenade Proximity Icon: when a live grenade is near, youll get a clear HUD indicator to react faster.
[/*]
Progression:
Attachments now unlock by player level (see loadout for requirements).
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45349655/2a7e83bf88e5230da09369f67f5ed6dd353972dd.png\"][/img]
Perf:
Killed spammy logs; lighter AI updates = steadier frames.
Fixes:
Scoped view sticking + attachment state after fast swaps.
As always, thanks for playing and sharing feedback, keep it coming so we can continue tightening the experience. Keep the bug reports and clips coming on Discord .
Overview: Focused improvements to progression clarity, combat consistency, and moment-to-moment readability.
Highlights
Attachment unlocks by level - clear, linear progression for weapon mods.
Per-weapon crosshairs - tailored reticles for each firearm.
Combat & Balance
Explosion self-damage restored - consistent riskreward for explosives.
Grenade kill attribution corrected - proper credit on grenade eliminations.
Bullet penetration tuning - fairer wall-bang behavior and damage falloff.
UI / UX
Grenade proximity icon - immediate awareness of nearby live grenades.
Distance-scaled scan brackets - cleaner target acquisition across ranges.
Overload HUD clarity pass - clearer charge states, alerts, and feedback.
Monochrome minimap - improved legibility during heavy VFX.
Loadout class animations - responsive, unique style transitions.
Cinematic pre-match countdown - sharper presentation and pacing.
Modes & Stability
Overload stabilization fix + resolves edge cases causing post-stabilize explosions.
As always, thanks for playing and sharing feedback, keep it coming so we can continue tightening the experience.
Update: Squads & Lobby Glow-Up
Highlights
Squads are in - party up, launch together, stick together.
Cleaner lobby - faster invites, clearer ready-up, smoother starts.
Friends list shows Online / In Game / In Squad at a glance.
Quality of Life
Friendly popups when adding friends fails (name taken, already friends, etc.).
Clearer colors & icons across social UI.
Fixes & Polish
Fewer lobby hiccups, steadier stats/ping, cleaner panels.
Known
Rare cross-region invite quirks, reopen menu and retry if it happens.
Thanks for playing, squad up and send it!
Thanks!
Your feedback powered this update. Keep the reports coming and enjoy the smoother squads, sharper lobby, and cleaner social UI!
Cleaner lobby, faster invites, less jank.\n\n
Whats new
\n- \n
- Live Avatars - See your squads picked character right on their tile.\n
- Quick Invites - Click the [+] empty slot to open the friends panel. \n
- Smoother UI - Clean fades and tiny pops for that better feel.\n
Fixes
\n- \n
- Ready state now syncs reliably.\n
- Avatar updates no longer throw errors.\n
- Invite slot count logic tidied up.\n
Pro tip
\n- \n
- Want to invite? Hit the [+] card in your squad.\n
\n\nRelease Date: 10/1/2025\n\n Fixes & Improvements\n\nFixed attachment visibility bug:\n\nAttachments on secondary weapons were sometimes visible at match start, even when the weapon was not equipped.\n\nAttachments now correctly hide when weapons are holstered or not visible.\n\nBoth first-person and third-person weapon models now properly sync attachment visibility.\n\nImproved reliability of weapon rendering when switching between primary and secondary loadouts.\n\n What this means for you\n\nNo more floating scopes, silencers, or other parts appearing before you switch to your secondary.\n\nSmoother, more polished weapon handling for both you and other players in multiplayer.
Over the past few days, weve been addressing core gameplay systems, UI flow issues, and backend improvements to keep your experience smooth and competitive. Heres whats new:
[hr][/hr]Gameplay Updates
Scoreboard Expansion: Updated to fully support Overload Mode while keeping compatibility with all other game modes.
[/*]Assist System (TDM & Overload): Players now earn points and RP for assists, giving proper recognition for team support plays.
[/*]Weapon Balancing:
[list]Some Automatic rifles adjusted for smoother recoil and spray patterns.
[/*]Minor tuning for handling and spread to keep combat feeling crisp.
[/*]
UI & UX Fixes
Back Button Logic: Fixed an issue where pressing Esc in menus triggered all back buttons at once.
[list]Each panel now properly respects its own back action.
[/*]Exit panel now shows correctly.
[/*]
Match Summary (WIP): Early steps toward a more AAA-style post-match screen with better feedback and progression clarity.
[/*]Bug Fixes
Resolved issues with BackRouter calling multiple buttons simultaneously.
[/*]Fixed inconsistencies in victory screen assist points not displaying correctly.
[/*]Improved logic in vitals regeneration visuals (no more green healing effect while taking damage).
[/*]
Thanks for fighting alongside us in Viper Squad! Your feedback keeps the project growing stronger every day.
Patch Notes September Hotfix
Fixes
Steam Deck Launch Crash Fixed\n Game now launches properly on Steam Deck & Linux builds.
[/*]Steamworks Integration Updated\n Ensured all required libraries are correctly included for Windows, Linux, and macOS.
[/*]Minor Optimizations\n Small backend improvements for smoother performance.
[/*]
Note
If youre on Steam Deck, make sure to update & restart Steam to grab the latest build.
Thank you to the community for the fast reports and patience, this fix was prioritized thanks to your feedback
Weve rolled out a ton of UI upgrades, bug fixes, and gameplay improvements over the past two weeks. Heres everything new:
[hr][/hr]Gameplay Fixes & Improvements
Overload Game Mode is back!
[list]Stable charge gain & fair scoring
[/*]Clearer alerts + new risk bar (know when youll pop)
[/*]Reliable energy sinks & team-drain mechanics
[/*]
Overload Scoring Update
Kill / Assist +1 Point
[/*]High-Risk Kill (70%+ charge) +2 Points
[/*]Overload Explosion Kill +3 Points per enemy
[/*]Manual Detonation (multi-enemy self-sacrifice) +4 Points
[/*]Stabilization at a sink +2 Team Points
[/*]Overload Death w/ no kills 1 Point
[/*][/*]UI & Quality of Life
New Driver Selection UI
[list]Fully redesigned with smoother flow, micro-animations, and sound polish
[/*]
New Game Mode Selection Screen
Cleaner design, easier navigation, animated transitions
[/*][/*]Weapon Loadout UI Overhaul
More intuitive layout for swapping and customizing gear
[/*]Weapon Stats Bars for quick side-by-side comparisons
[/*][/*]Weapon Inspection Preview
Rotate & view weapons directly in the loadout screen
[/*][/*]Technical / Backend
Steamworks Initialization Fix smoother integration
[/*]Performance groundwork added
[list]Auto-light culling system
[/*]AI update throttling for large matches
[/*]CoverPoint pooling system
[/*]Real-time memory tracker per type
[/*]
Bug Fixes
Fixed grenade prefab setup (no more multiplayer null refs)
[/*]Fixed weapon attachment bug (no longer links primary & secondary)
[/*]Fixed lobby countdown: now shows Not all players are ready! until everyone is ready
[/*]Fixed vitals visuals: no more healing glow while taking damage
[/*]
Thanks for sticking with us while we build this game \nYour matches, bug reports, and feedback fuel Viper Squads growth every day.
See you on the battlefield
This patch focuses on a major graphics pass to bring the game closer to AAA realism while keeping performance stable.
Lighting & Shadows
Rebalanced directional sun & ambient light stronger highlights with softer fill for better depth.
[/*]Adjusted shadow cascades & bias sharper, more grounded shadows.
[/*]Tuned SSAO radius objects sit naturally in the world (no more floating look).
[/*]
Post-Processing & Grading
Switched to ACES tonemapping film-like highlight rolloff.
[/*]Reduced contrast crunch and lifted midtones clearer visuals.
[/*]Toned down oversaturated reds/blues for a more realistic palette.
[/*]Refined bloom subtle glow on emissives, no more overblown haze.
[/*]Added light film grain & vignette for cinematic polish.
[/*]
Materials & Surfaces
Weapons updated with detail normals + roughness variation for more realistic metal/plastic finish.
[/*]Ground & walls now use roughness maps and decals less flat, more believable.
[/*]Balanced emissive intensity glowing lights without overpowering the scene.
[/*]
Performance Pass
SSAO now runs at medium quality with downsampling grounded shadows at less cost.
[/*]Bloom intensity reduced saves frames without sacrificing quality.
[/*]Optimized reflection probe usage in indoor and outdoor areas.
[/*]
Jump in and let us know how the new visuals feel on your rig!
Were excited to launch our latest battleground, Terminal Zero, now available for Team Deathmatch mode!
This industrial sci-fi facility features tight corridors, vertical firefights, ambush lanes, and dynamic lighting designed to push squad tactics to the limit.
Note: This is a testing phase map. Well be monitoring gameplay balance, performance, and feedback to refine the experience. Expect continued updates!
Map-Specific Improvements:
Optimized lighting and reflection probes to reduce GPU spikes
Reworked occlusion and probe volumes for better visibility and performance
Fixed clipping issues with certain wall props and ledges
Improved AI bot navigation and pathing
Added ambient SFX zones for immersive audio layering
Adjusted spawn points for fairer match starts
Whats Next:
Were continuing to polish Terminal Zero based on your feedback. If you spot bugs, issues, or have suggestions, hit us up in the community hub or Discord!
Viper Squad just got a serious visual upgradecheck out the latest weapon skins now available in-game:
Limbo Cannon Skins
Redshift
Void Howl
DRF1-RB0 SMG Skins
Hyperline
Ignis
Dragonbyte
A fresh update just landed in Viper Squad, bringing new content, community creativity, and gameplay improvements!
New Content:
New Playable Character: Lotus
A silent assassin with a sleek, deadly look
Agile and precise ideal for fast, tactical players
New Secondary Weapon: RIPR
Fully-automatic sidearm with high burst potential
Perfect for close-range takedowns
Named by the community shoutout to Drafneer for the winning submission!
Other Updates & Fixes:
Integrated IK system for improved weapon-in-hand alignment
Minor animation and audio tweaks
General performance and stability improvements
Jump in now and try the new gear. More updates coming soon!
Dont forget to leave a review or drop your feedback in the community hub!
Hey Vipers,
Weve just rolled out a new update focused entirely on improving performance and overall game stability based on your feedback and crash reports.
Heres whats improved:
Optimized rendering performance for both low and high-end machines
Reduced memory usage across all maps and game modes
Improved load times for menus, characters, and weapon assets
Fixed stuttering issues during combat-heavy moments
Better FPS stability during intense firefights
Network improvements for smoother online matches and faster syncs
Whether you're pushing frames on max settings or playing on older hardware you should feel the difference immediately.
Were continuing to monitor performance closely, so keep that feedback coming.
Next stop: new content
Heads up, Vipers its about to get real spicy on the battlefield. Our latest update just dropped and brings three brand new tactical grenades to the fight:
Poison Grenade Explodes on impact and releases a toxic cloud that lingers for 10 seconds, dealing damage over time. Perfect for chokepoints and flushing out cowards hiding behind cover.
Electric Grenade Delayed detonation (5 seconds) followed by a ground-shocking electric field that zaps enemies for 5 seconds. Deny zones, trap squads, and shock your enemies into submission.
Plasma Grenade Delayed boom (3 seconds) with a deadly blast of superheated plasma. Deals massive damage and tears through cover. You wont want to be near this thing when it goes off.
These grenades are now LIVE. Jump in, gear up, and test out their destructive potential.
Hey Vipers, weve just rolled out a hotfix that lets you fully customize your controlson PCright in the in-game options menu.
Weve just rolled out a small but crucial fix to our friendinvite systemno more getting stuck in someone elses lobby after rejecting their invite!
Dropped a visual upgrade across the board:
New Rank Icons Each tier now has a bold, custom emblem. Flex your grind like never before.
New Character Icons Every Operator now has a crisp new portrait to match their role and personality.
Thank you for your patience and for helping us squash these pesky flow bugs. Update your game now and enjoy smoother friend invites!
Looking for that high-impact sidearm that bites? Say hello to the Volt Viper, our brand-new sci-fi revolver now live in Viper Squad!
Highlights:
6-round punch with precision stopping power
Perfect for close-to-mid range ambushes
Slick reload animations and that satisfying sound
Lock, load, and test your aim the Volt Viper is waiting.
Let me know what you think and who you drop with it.
Update now and take it for a spin.
Scoreboard display and Joining servers bug fix
No more fumbling through the loadout menu when you pop back in! The UI now automatically closes the moment your respawn timer expires, putting you straight back into the action.
Victory Screen That Sticks Around
Ever win a round only to have the victory banner vanish immediately? We refactored our UI so the victory/defeat overlay stays on your screen until you decide to close itperfect for that post-match screenshot.
Live, Always-Up-to-Date Scoreboard
From now on, kills, deaths and ping stats update in real timeeven while the scoreboard is openso you can track your teams performance without toggling in and out.
Weve got a new update rolling out tomorrow that packs in several important changes and improvements based on your feedback. Here's what's coming in this patch:
Audio Overhaul:
Adjusted volume levels for bots, announcers, weapons, and more for a better-balanced sound experience.
Gameplay Updates:
Reworked bot difficulty for more dynamic combat encounters.
Introduced canvas mapping improvements to streamline visual interfaces.
5-man squads are now supported squad up with more firepower!
Enabled auto-reload for smoother gunplay.
Increased reload speeds across multiple weapons for faster action.
Fixes applied for gun freeze bugs smoother transitions, fewer hiccups.
Progression & Ranking:
All player progression will be reset. This allows us to implement the new ranking system effectively.
Ranking-up speed has been adjusted to reward active players and make progression feel more impactful.
We appreciate all your support and feedback. These changes are designed to make Viper Squad more fluid, tactical, and rewarding. More updates are on the way stay sharp, soldiers!
Fixed visual inconsistencies with muzzle flash VFX on select weapons for a more polished and consistent firing experience.
Whats New in This Patch:
Matchmaking Improvements
Reduced queue times across all regions
Fixed several bugs that caused players to get stuck in lobbies or dropped mid-search
Friends System Fixes
You can now reliably add, accept, and invite friends to your party
Fixed issues where online status didnt update correctly
Improved party synchronization and lobby invites
Bug Fixes:
* Fixed an issue where some gun skins did not show up, and certain palettes appeared incorrectly on characters and weapons.
* Fixed the weapons not displaying extra skins properly in the buy/loadout screens.
* Resolved a bug causing the friends list to not display correctly in the social menu.
* Improved skin and palette application throughout the UI.
* Fixed incorrect RP calculation after ranked matches.
* Fixed a bug where player stats would not update at the end of a round (no more restarting the game to see your progress).
* Improved the friends list UI: fixed a button that was previously too small and hard to read.
* Quality of Life Improvements:
* Faster and more reliable matchmaking.
* Improved server stability to reduce disconnects.
* Optimized game performance for lower-end hardware.
Thank you all for the reports and suggestions! Your feedback is making Viper Squad better every day. If you find any more bugs or have new ideas, join us on Discord or the Steam forums and let me know.
See you in the arena!
Suit up, Operators! Our latest hotfix is live on Steam, bringing a wave of polish to Overload Mode, dynamic loading screens, real-time stats and more under-the-hood goodness. Dive in and check out whats new:
---
Overload Mode & Energy Sink Improvements
Box-Collider Drain Zones
Energy Sink Zones now use their actual Box Collider for consistent hold F to stabilize detection.
CancelSupercharge Rescue
Fall below max charge while in a sink? Well auto-cancel your pending explosion, clear all lingering VFX, and flash a Stabilized! alert so you live to fight another round.
VFX & Audio Cleanup
Overcharge effects and warning beeps now start and stop exactly when they shouldno more ghost FX or endless alarms.
Streamlined Coroutine Management
Under-the-hood tweaks reduce rare edge-case crashes around sink interactions and supercharge sequences.
---
Dynamic Loading Screens
Per-Map Artwork
Each map now proudly displays its own custom loading backgroundgoodbye generic spinner!
---
Real-Time Profile & Stats
Instant XP & Rank Updates
Earn XP or rank up mid-match and see your progress bars refresh immediatelyno restart required.
Live Core Stats
Kills, Deaths, Wins, Losses (and XP!) now write read redraw in one seamless flow.
Automatic Profile Refresh
Every stat update triggers a background pull of your profile so you always see the server-authoritative numbers.
---
Steam Integration Fixes
Stable Steam Login
Squashed intermittent Steam-auth errorslogin should be rock-solid now.
Rich Presence Sync
Your Steam status updates smoothly when you join lobbies or start matches.
---
Under-the-Hood Enhancements
Refactored SceneSyncer
Our loading manager is now more modular and maintainable for faster updates.
Centralized Data Flow
Auto-trigger a profile fetchfuture stats or settings will update live out of the box.
---
Grab your gear, jump into Viper Squad, and experience the fixes firsthand. As always, report any issues on our Discord or Steam Discussions. See you on the battlefield!
Now Live in Early Access!
April 18, 2025
Hey Commanders!
Were thrilled to announce that [Game Name] is now officially in Early Access on Steam! A huge thankyou to everyone whos joined us so faryour feedback is already shaping the future of the game.
Whats New in Patch 0.4
Easy Mode Selection
Instantly see a button for each game mode, watch your choice light up in green, and enjoy a satisfying pop animation on clickno more guessing which rules youre queued for.
Instant Mode Preview
The selected modes name appears front and center the moment you clicksmooth, snappy, and distractionfree.
Smoother Grenade Aiming
A sleek curved arc and landing marker show you exactly where your grenade will land. Throws feel tighter, and you can now enable instant explosions on impact for that extra punch.
Squashed Bugs
Domination Spawns Fixed
Flags and spawn points now always appear exactly where they shouldno more missing spawn warnings.
Reliable Matchmaking
Lobby settings like match length and ping are now clamped within safe ranges, preventing outofbounds crashes.
Startup Stability
Added extra checks at game start to stop random crashes when a setting goes out of range.
Whats Next?
Weve got new maps, fresh game modes, and an expanded rewards system on deck. Your Early Access feedback will help us prioritize, polish, and power up every feature.
Join the Conversation
Share your thoughts in our Steam Discussions or hop intoDiscorddrop feedback, show off your best plays, or just hang out with the team. Thanks for being part of our journey from day one. Lets make something amazing together!
https://discord.gg/jPbP7c9rzu
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