Counter-Strike is constantly evolving. From art, to maps, to inventive plays, and even player input, the CS community shapes the game.
Scripting and automating player commands has always been contentious, but over the years some forms of scripting (e.g., jump-throws) have gained acceptance, as they enable plays that wouldn't otherwise be possible. In fact, jump-throws became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade).
Developing one's coordination and reaction time has always been key to mastering Counter-Strike.
Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike.
We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initially--exclusively on Valve Official Servers) players suspected of automating multiple player actions from a single game input may be kicked from their match.
To prevent accidental infractions, in-game binds that include more than one movement and/or attack actions will no longer work (e.g., null-binds and jump-throw binds).
If you have a keyboard that includes an input-automation feature (e.g., "Snap Tap Mode"), be sure to disable the feature before you join a match in order to avoid any interruption to your matches.
Updated to the latest version from the Community Workshop (Update Notes)
Pool Day
Updated to the latest version from the Community Workshop (Update Notes)
[ MISC ]
Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage. The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2)
Fixed a case where players could start the bomb plant animation outside of bomb sites
Fixed a case where the revolver barrel would rotate erroneously
Reduced initial loading times for the Settings and Play menus
In Casual game mode players will earn an additional XP score point for every round in which they dealt damage to enemies.
Added a server setting "sv_vote_to_changelevel_rndmin" to control rounds/time during which voting for a level change is allowed.
Official game servers in Casual game mode now allow voting for a level change only at the end of the match or during the first round of the match.
Official game servers in Deathmatch and Arms Race game modes now allow voting for a level change only at the end of the match or during the first minute of the match.
Restricted upward movement of a player when a teammate is boosted on their head.
Dead players are no longer allowed to pick up ground weapons.
Buy menu will automatically close if the switch team menu opens.
Rescuing a hostage now increments objectives counter in match stats.
[ UI ]
Improved legibility of damage given and taken in post-round damage report.
Made spec target highlighting more pronounced.
Player names are now visible on mini scoreboard whenever the mini scoreboard is expanded.
[ MAPS ]
Mills
Updated to the latest version from the Community Workshop (Update Notes)
Assembly
Updated to the latest version from the Community Workshop (Update Notes)
Last year we announced the broad strokes of new rules for professional Counter-Strike events, to take effect in 2025. Today, we're filling in the details--click here to see the terms that will be added to Tournament Organizers' license agreements moving forward.
Counter-Strike is at its best when teams compete on a level playing field, and these new rules are part of our commitment to the long-term health of Counter-Strike as a sport. Our goal is to ensure that professional Counter-Strike remains an open sport, where teams are only limited by their ability.
Although we expect that there will be some rough edges as we transition to the new requirements, we're excited to see what the future will bring.
Updated to the latest version from the Community Workshop (Update Notes)
[ MISC ]
Added support to load the latest version of community maps from the Workshop when playing on community servers, even if different versions of the same maps are also available as part of official map groups
Fixed G-Sync detection to also work in non-windowed fullscreen mode
Fixed a case where US English keyboard layout could remain loaded for users with non-English keyboards
Fixed an empty radio-command string which plays when planted C4 is within several seconds from detonation
Sharing your favorite CS2 moments just got a whole lot easier. Introducing Game Recording, a new built-in Steam feature that lets you clip your clutch kills and ridiculous spray transfers with the click of a few buttons.
Game Recording saves your gameplay by recording in the background (or by pressing a hotkey), so you can play it back any time you want--even while you're still playing. CS2 recordings will feature a timeline auto-filled with game-defined markers (like kills and deaths), but you can add your own markers at any time.
Want to join the Game Recording beta? Click the link below for more details!