News - 10 days ago
The Squad Busters team recently hosted a live AMA featuring Community Managers Paula and Adrian, answering questions from players across social media and the live chat. Here’s a detailed summary of all the key topics and answers discussed during the session.
To watch the full AMA stream, click here.
A: From global launch through 2024, that was the whole focus. But fewer players were sticking around, so the team had to make the hard call to revisit the game’s core foundation. This update isn’t just about adding more on top of Squad 1.0, but about creating something way stronger and longer-lasting.
A: It’s totally understandable why this question comes up. Change is hard. But Squad 1.0 wasn’t working for most players. This update is about giving the game a real shot at growing and lasting, and most importantly, making it feel worthy of players’ time for years to come.
A: Never say never. But right now the full focus is on making Squad 2.0 the best it can be. The team is listening carefully to what players miss from the old version and working on ways to bring back that same fun in a fresh way.
A: Turbo was redesigned to be simpler, clearer, and easier to use. Players often didn’t realize it could boost attack speed, especially while standing still. Which isn’t a thing anymore since Squads now attack while moving. Now Turbo works better for retreats and complements new speed boosts from Powers.
A: The goal is to keep Squad fun and balanced. Some Modifiers didn’t just fit the new gameplay or fusion system anymore. Regarding favourites like Double Trouble – the team is exploring ways to bring that kind of chaos back in a way that fits Squad 2.0. No promises yet, however.
A: This happened due to changes in how many Babies are needed to evolve into Classics, Supers, and Ultras. In most cases, compensation was given, but for some players, a few Characters ended up maxed, leaving extra copies unused. But don’t worry! Those extra copies will still be useful once the next Evolution for each of the maxed Characters releases.
The team’s aware of this and is exploring balanced ways to address it. Some of those extras may become useful for things like working toward Ultimates. Nothing is locked in yet.
A: Yes! The team is already working on balance changes. Bea’s bees are on the radar, along with Powers like Fireball. Buffs for underused Powers and ways to make Squaddies more relevant are also being explored.
Until then, there are ways to play around Swarm Circle: wait for the bees to fade (the cooldown lasts a while), and keep your Hero out of the swarm. If they fall, your whole Squad’s in trouble. Speed boosts or pushback moves like Super Shell can also help you escape tight spots.
A: Only Heroes will have animated faces for now. The team would love to bring them to Squaddies in the future, but it's a big challenge, each evolution (from Baby to Ultimate) would require its own set of animations due to model changes. That’s a lot of extra work, so for now, the team is focusing on Heroes and other new content.
A: The team is already prototyping new Modes, including team-based formats and even some PvE ideas. While there’s nothing ready to announce just yet, a brand-new Mode might arrive sometime after June. In the meantime, the team is looking into ways to refresh the current experience, with new or reworked Modifiers likely making a return soon.
A: Hatchling Run needs a few balance tweaks that didn’t quite make it into the May Update, but the team is actively working on it. There are also plans to add a more competitive twist to make it even more exciting. The team would love to bring it back in June, but it’s still a bit early to make any promises.
A: Yes! The goal is to make Squad League more competitive and rewarding, with performance-based progression. That said, the current focus is on new Heroes and game Modes, so these changes may come a bit later.
A: The team is keeping a close eye on the Hero Points economy and how quests are performing compared to expectations. Right now, maxing out a Hero should take about 2–3 months, which is already a big improvement over reaching Ultimate in Squad 1.0. That said, ensuring the system feels rewarding remains a priority, with ongoing data analysis and planned adjustments. More ways to earn Hero Points, such as through events, should begin opening up in the coming weeks.
A: The plan for now is to focus on bringing new Characters instead of turning existing Squaddies into Heroes.
A: It’s definitely something the team would love to see happen. But to get there, better social features like tournament tools and spectating are needed. It’s on the list, but not a top priority just yet.
A: This AMA is one way the team is starting to address that feedback. The shift from Squad 1.0 to 2.0 hasn’t been easy for everyone, and there’s still work to do. Some things, like HP or Speed, can be adjusted fairly quickly, while others will take more time. The game isn’t perfect yet, but feedback is what helps the team improve, so keep it coming!
A: Before the Heroes update, the team put together a rough roadmap that included new Heroes and Squaddies, new game Modes and Modifiers, a rework of World Journey, a new World, and more social features, including co-op. However, the team is now taking a fresh look at those plans and adjusting priorities based on the feedback received since the update. Most of that content is still in the works, but some things might shift.
A big thank you to everyone who submitted their questions on social media!
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