Counter Strike 2 Patch Notes

Patch 2026-05-14 May 14, 2026

## What changed **Map geometry** — Fixed various holes in maps and adjusted surface types for different materials **Window blocking** — Added grating to some windows to make them block bullets **Grenade mechanics** — Fixed a case where grenade throws could be cancelled after the throw was started near the end of the pin pull animation **Clipping** — Tweaks to player and grenade clipping **Model browser** — Fixed bug that prevented the asset in use from being selected when model browser was opened **Layered materials** — Fixed bug with layered materials that have the same surface property on all layers **Music kits** — Added roundmvpanthem_02 for all NIGHTMODE II music kits, which plays at a 1:5 ratio **Stability** — Miscellaneous stability improvements ## Overall Counter-Strike 2 received map fixes, grenade throw cancellation prevention, window blocking improvements, and music kit additions alongside various technical fixes.
  • Fixed various holes in map
  • Fixed surfacetypes for various materials.
  • Added grating to some windows to make them block bullets.
  • Tweaks to player and grenade clipping.
  • Fixed a case where it was possible to cancel a grenade throw after the throw was started near the end of the pin pull animation.
  • Miscellaneous stability improvements.
  • Fixed bug that prevented the asset in use from being selected when model browser was opened.
  • Fixed bug with layered materials with same surface property on all layers.
  • Added roundmvpanthem_02 for all NIGHTMODE II music kits which plays at 1:5 ratio.
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Patch 2026-05-07 May 7, 2026

## What changed - **Map geometry** — Fixed various holes across maps and simplified grenade clipping in multiple areas - **Audio and visuals** — Fixed sounds and surface types for various materials, adjusted player model occlusion bounds, and fixed progressive refinement rendering in Source Film Maker - **Networking** — User **Viewmodel FOV** now correctly networks to remote clients - **Physics** — Fixed ragdolls missing death velocity when shot in specific body locations and made minor adjustments to ground smoothing transitions when leaving and landing ## Bug Fixes - **Post-processing transitions** — Fixed cases where transitions weren't smooth, particularly at the end of freeze time - **Ancient map guides** — Fixed nighttime version failing to load map guides - **Wire spool at Sandbags** — Exchanged orange wire spool for white wire ## Balance Adjustments - **Deathmatch weapon scoring** — Adjusted score values for various weapons - **Deathmatch and Arms Race XP limits** — Adjusted experience point limits in both modes ## Overall Counter-Strike 2 received map fixes, networking corrections, physics improvements, and balance adjustments to Deathmatch scoring and progression systems.
  • Fixed various holes in map.
  • Simplified grenade clipping in various areas.
  • Fixed sounds and surfacetypes for various materials.
  • Orange wire spool at Sandbags has been exchanged for white wire.
  • Fixed progressive refinement rendering Source Film Maker.
  • User Viewmodel FOV now correctly networks to remote clients.
  • Adjusted player model occlusion bounds.
  • Fixed ragdolls missing death velocity when shot in specific body locations.
  • Minor adjustments to ground smoothing transitions when leaving the ground and when landing.
  • Fixed a case where post-processing transitions weren't smooth (e.g. at the end of freeze time).
  • Fixed a case where map guides for Ancient wouldn't load in the nighttime version
  • Adjusted score values for various weapons in Deathmatch.
  • Adjusted XP limits in Deathmatch and Arms Race.
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Patch 2026-04-30 April 30, 2026

## What changed - **Aim punch** — limited to 90-degree maximum angle to reduce excessive head movement from gunfire - **Thirdperson weapons** — added secondary intersection trace to make partially-occluded weapons more visible - **Defuse cables** — fixed visibility so they're no longer occluded when the planting player is completely hidden ## Bug Fixes - **Dynamic shadows** — fixed breaking in certain map locations - **Surface sound types** — corrected audio feedback on various surfaces - **Ground smoothing** — adjusted transitions where sloped terrain meets step-height changes - **Bomb placement** — fixed multiple unreachable spots when the bomb is dropped - **Grenade animation** — fixed hand popping animation when counter-strafing with grenade equipped - **GPU shader compilation** — resolved 'FATAL ERROR: Failed to on-demand compile shader' on older graphics cards - **Map geometry** — applied clipping fixes and polish across all maps ## Overall Counter-Strike 2 received quality-of-life improvements to aim mechanics, weapon visibility, bomb accessibility, and GPU compatibility alongside general map refinements.
  • Map-wide clipping fixes and geometry polish.
  • Fixed dynamic shadows breaking in some spots.
  • Fixed some surface sound types.
  • Limit aim punch to 90 degrees.
  • Added secondary intersection trace for partially-occluded thirdperson weapons.
  • Adjusted ground smoothing at locations where sloped ground surfaces join with step-height transitions.
  • Fixed issue that caused defuse-cables from completely occluded players to also be occluded.
  • Fixed 'FATAL ERROR: Failed to on-demand compile shader' affecting some older GPUs.
  • Fixed some spots where bomb would be unreachable when dropped.
  • Fixed hand popping when counter-strafing with a grenade equipped.
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Patch 2026-04-29 April 29, 2026

# Counter-Strike 2 Patch Summary ## Map & Environmental Changes - **Vent lighting** — adjusted for improved visibility - **A-site e-box** — reworked for better visibility - **Checkers entrance frame at B Main** — lowered height - **AC unit above Sandbags** — removed and pipes relocated - **Sun Room door** — fixed hole in world geometry - **A Main wall** — fixed wall bang exploits - **Garage** — fixed z-fighting visual glitches - **Mid Box (Xbox)** — blocked visibility through corner - **Grenade clipping** — adjusted throughout map - **Player clipping** — adjusted throughout map - **Sign and lamp by squeaky** — disabled player collision on sign and removed lamp ## Bug Fixes - **Audio drops** — speculative fix for cases where all audio cuts out - **Crouch-jump camera clipping** — fixed cases where player camera intersected ceiling in confined spaces - **A-site crate footsteps** — restored missing footstep sounds on top of crates - **Bot takeover money subtraction** — fixed cases where money was subtracted from wrong player - **Wall bang on A Main wall** — corrected - **Flashbang particle opacity** — adjusted sprite opacity for fully occluded flashbangs - **Ambient Occlusion settings** — restored in Environment Blend shader ## Balance Changes - **Bomb explosion radius** — increased - **Smoke lighting** — improved consistency - **Dropped pistol magazine velocity** — minor adjustments This patch focuses on **Inferno map improvements** with visibility fixes, geometry corrections, audio reliability improvements, and a **bomb explosion radius buff**.
  • Lighting Adjustments around Vent.
  • Reworked e-box on A-site for better visibility.
  • Lowered Checkers entrance frame height at B Main.
  • Removed AC unit above Sandbags and moved pipes.
  • Fixed hole in world on door in Sun Room.
  • Fixed wall bangs on A Main wall.
  • Fixed some z-fighting around Garage.
  • Adjusted grenade clipping throughout map.
  • Adjusted player clipping throughout map.
  • Blocked visibility through corner of Mid Box (Xbox).
  • Speculative fix for a case where all audio drops out.
  • Fixed cases where crouch-jumping in confined spaces could cause the player camera to intersect the ceiling.
  • Adjusted particle effect sprite opacity for fully occluded flashbangs.
  • Improved smoke lighting consistency.
  • Minor adjustments to dropped pistol magazine velocity.
  • Ambient Occlusion adjustment settings in Environment Blend shader restored.
  • Fixed a case where money was subtracted from the wrong player during bot takeover.
  • Bomb explosion radius increased.
  • Disabled player collision on sign and removed lamp by squeaky.
  • Fixed lack of footstep sounds on top of crates at A-site.
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Patch 2026-04-28 April 28, 2026

## What changed - **Cache** — added to Competitive, Casual, Deathmatch, and Retakes modes - **Mid Box (Xbox)** — uncovered to reveal a previously hidden jump spot - **Tarp on boxes at CT spawn** — collision enabled to prevent clipping through - **Talon and Karambit knives** — now held correctly during defuse animations - **C4 equip sound** — fixed to properly interrupt when other equip sounds play - **Viewmodel animations** — minor adjustments across all weapons ## Bug Fixes - **First-person death sound effect** — removed to prevent audio conflicts when music kit death cue is inaudible - **Weapon switching exploit** — fixed issue where players could hold no weapon by requesting a hand switch after throwing a grenade - **Shader/AO rendering** — fixed alpha test causing overly dark and chunky silhouettes on railings (notably on Mirage) ## Map Updates - **Cache** — updated to the latest version from the Community Workshop ## Overall **Cache** returns to all modes with weapon animation fixes, and several audio and rendering bugs were corrected.
  • Added Cache to Competitive, Casual, Deathmatch, and Retakes modes.
  • Uncovered Mid Box (Xbox) to reveal a previously hidden jump spot. On purpose this time.
  • Enabled collision on tarp on boxes used around CT spawn.
  • Updated to the latest version from the Community Workshop (Update Notes)
  • Updated to the latest version from the Community Workshop (Update Notes)
  • Minor adjustments to viewmodel animations.
  • Talon and Karambit knives are now held correctly while defusing.
  • Minor mix changes and adjustments.
  • Fixed issue where C4 equip sound was not getting interrupted by other equip sounds.
  • Removed first-person death sound effect that played in the case of music kit death cue being inaudible.
  • Fixed a case where it was possible to hold no weapon by requesting a hand switch after throwing a grenade.
  • Shader fix for AO while using alpha test causing overly dark and chunky silhouettes, as seen on railings in Mirage.
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