CS2 Update (Sep 23, 2026)
CS2’s latest update introduces the new Rush mode with its own HUD, bots, and ambience, sets up a pet system and C4 stickers, adds a Starjunk95 music kit, reworks crosshair and name displays, and pushes broad animation, audio, and tool improvements.
Quick read
- New Rush mode arrives with custom HUD, bots, radar icons, ambience, and map scripts built around room-by-room lane progression.
- Weapon data is cleaned up for a unified crosshair system, and a powerful experimental `weapon_m14` rifle configuration appears in the files.
- Backend foundations for a cosmetic pet system—centered on evolving chicken companions—are added, including items, attributes, and rich chicken-themed UI audio.
- C4 now supports both stickers and keychains in the item system, while inventory data expands with a new expired-item placeholder and keychain icon metadata.
- A new Starjunk95 music kit and coupons are introduced alongside per-mode music volume controls and settings UI updates.
- First- and third-person weapon animation graphs are rebuilt for a wide set of guns, with specific visual polish for the PP-Bizon and C4 worldmodel behavior.
- Spectating, spawn logic, and server tooling gain new convars and protocols, including a TrueView-style spectator option and structured remote convar control.
- Map ambience on Cobblestone, Ancient night, Cache, and other maps is refined, and Steam Audio configuration is expanded for more accurate occlusion and reverb.
- Crosshair and name display text, plus multiple HUD panels, are reworked for clearer settings, consistent decorated names, and more readable clan tags.
- Source 2 tools (Hammer, ModelDoc, and PET) receive navigation, selection, and icon updates to speed up map and asset creation for creators.
This update pushes a big new Rush game mode with custom UI and bots, lays groundwork for pets and C4 cosmetics, refreshes weapon animations and audio across the board, and adds a new music kit and crosshair options alongside a long list of engine, economy, and tool improvements.
New Rush Game Mode
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Dedicated Rush ruleset
- A new
gamemode_rush.cfgdefines Rush as a short‑round, up‑to‑15‑round mode with focused money rewards, simplified bomb/hostage economy, and friendly fire enabled at reduced damage. - Pistols are the default spawn weapons, and bots in this mode use a special behavior tree via
mp_bot_ai_bt "scripts/ai/rush/bt_default.kv3"so they act differently from standard bots. - Team intros are customized using
mp_team_intro_type rush, giving the mode its own presentation.
- A new
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Room‑based lane progression
- A Rush map script (
rush_001.js) sets up a chain of small arenas (“rooms” like Spire, Wallbang, Big Box, etc.) arranged along a lane. - Each room is owned by either team; winning a round pushes the frontline toward the enemy’s base, with distinct final rooms for T and CT.
- A central antenna button acts as the control point in each room:
- Pressing it when your team doesn’t own the room can flip control and triggers team‑specific audio.
- Incorrect use (wrong team or wrong timing) plays an error beacon.
- The script manages round flow, win conditions, sudden‑death behavior when a team is wiped, and per‑room fog, lighting, and ambience.
- A Rush map script (
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Rush radar and objective helpers
- A new overview definition (
resource/overviews/rush_001.txt) breaks the map into clear radar volumes so each room is distinctly visible. - Script‑exposed entities like
CSRadarPointandCSObservablePointlet the mode:- Mark the antenna on radar with team‑colored icons.
- Provide spectator camera anchor points attached to the tower when a team is wiped.
- A new overview definition (
From a player’s perspective, Rush is a tightly guided lane‑push mode played across a sequence of compact arenas, with a single interactable antenna objective driving who controls the frontline.
Rush HUD, Menus, Radar, and Audio
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Purpose‑built Rush HUD
- New HUD layouts such as
hudrush.xml,hudrush_001.xml,hudrush_002.xml, andhudrush_newui.xmldefine several Rush‑specific overlays. - The UI presents a sequence of rooms with map thumbnails, team icons, arrows, and castle icons that show which team owns each stage and where the current fight is.
- A “best‑of” layout (
hudrush_002.xml) uses vertical progress pips per team and a central score room. hudrush_newui.xmladds a detailed match state: each room shows- its name and image tile,
- a money value,
- CT and T win markers that light up when a side wins that room.
- An attack/defend banner (
rush-attack-defend) switches styling depending on your role, and arush-countdownbar appears for time‑sensitive situations.
- New HUD layouts such as
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Rush in the Play menu and main menu
- The Play screen gains a dedicated Rush tab with its own map list layout and room for features like friend leaderboards.
- A new main menu promotional tile (
mainmenu_rush_tile.xml/.css) advertises Rush with preview video and a button that jumps straight into the Rush Play tab. - This should make the mode very easy to discover and queue for.
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Radar support for tower objectives
- The radar HUD (
hudradar.xml) adds aTI_TowerPackagethat includes:TowerPing(styled like existing player pings),TowerIconPackage(generic tower icon),TowerIconC4andTowerIconHostage.
- New color styles (
clr-gray,clr-white,clr-red,clr-green) allow tower markers to change color, likely to reflect ownership, contesting, or danger states.
- The radar HUD (
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Rush ambience and team intros
- A dedicated
Rushmix group and a full set of ambient events inambience/game_sounds_rush.vsndevtsgive the Rush map its own layered soundscape (warehouse air, rumbles, metal textures, etc.). - New team intro sound events (
TeamIntro.Footsteps.Rush,TeamIntro.Suit.Rush) play localized footsteps and gear rustle around the player during Rush intros.
- A dedicated
Overall, Rush ships with bespoke UI, radar icons, map scripts, bot logic, and soundscape, making it feel like a self‑contained mode rather than a repurposed playlist.
Rush Bots and AI
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Skill‑tiered Rush bot config
scripts/ai/rush/bt_config.kv3defines multiple skill levels from low to elite with distinct reaction times, aim speeds and tolerances, crouch/dodge behavior, and fire patterns for different weapon types.- Higher tiers react faster and aim tighter, letting Rush scale from casual bot matches to challenging offline play.
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Mode‑aware behavior tree
scripts/ai/rush/bt_default.kv3lays out high‑level Rush bot behavior:- Remembering enemies seen or heard and checking points of interest.
- Delayed buys at round start, then moving into fights.
- Turning to face damage sources and deciding whether to attack, investigate, or hunt.
- Explicitly navigating to and using the antenna button as a primary objective.
In practice, Rush bots should feel tuned for short, objective‑driven rounds, contesting the tower rather than wandering aimlessly.
Crosshair System and HUD Name Polish
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Crosshair behavior and descriptions
- Many
cl_crosshair*and grenade‑related crosshair convars now have clearer descriptions and explicit min/max values, improving in‑game documentation. - Weapon data in
weapons.vdataremoves legacy per‑weapon crosshair spread constants (m_nCrosshairMinDistance,m_nCrosshairDeltaDistance) and instead leans on centralized crosshair systems. - Several sniper entries (
weapon_awp,weapon_g3sg1,weapon_scar20,weapon_ssg08), related prefabs, and even C4 now explicitly setm_bShowCrosshair = false, aligning data with their intended HUD behavior.
- Many
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Refreshed crosshair options in the UI
- Localization replaces older labels like
GameUI_CrosshairBehaviorStaticwith a numbered style system (GameUI_CrosshairStyle0–7) and new tooltips. - Additional strings reference updated crosshair info, style descriptions, and import/export codes.
- This suggests the crosshair settings page will present clearer, more structured choices, though the exact layout isn’t shown here.
- Localization replaces older labels like
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Consistent decorated player names
- Spectator, death, and post‑round panels now use richer name tokens:
hudhealthammocenter.xmlpulls clan lines from{g:player_name:bot:spec_playerslot}and main names from{g:player_name:pupp:name:spec_playerslot}.hudteamcounter.xmluses{g:player_name:name:player_slot}for post‑round avatars.huddeathpanel.xmluses{g:player_name:bot:pupp:name:killer_playerslot}for the killer’s name.
- These changes standardize decorated names and bot handling in multiple HUD elements.
- Spectator, death, and post‑round panels now use richer name tokens:
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Clan tag readability at crosshair
hudreticle.cssintroduces adecorated-player-name__clan-tagclass with a more readable text shadow, making clan tags easier to see when spectating or aiming at players on busy backgrounds.
Players should see a more coherent crosshair settings experience and fewer odd edge cases around how names, clan tags, and bots are displayed across the HUD.
New weapon_m14 Rifle (Data Only)
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New rifle configuration
- A
weapon_m14family is added toweapons.vdata:- A prefab (
weapon_m14_prefab), a numbered entry, and a namedweapon_m14.
- A prefab (
- Confirmed properties include:
- Classified as a primary rifle (
m_GearSlot = "GEAR_SLOT_RIFLE",m_WeaponType = "WEAPONTYPE_RIFLE"). - Uses sniper‑class ammo:
m_nPrimaryAmmoType = "BULLET_PLAYER_338MAG". - High base damage and strong headshot multiplier:
m_nDamage = 115m_flHeadshotMultiplier = 4.0
- Very low ammo capacity and reserves:
m_iMaxClip1 = 5m_nPrimaryReserveAmmoMax = 5m_bReloadsSingleShells = true(round‑by‑round reload).
- Semi‑automatic:
m_bIsFullAuto = false,m_nNumBullets = 1. - Long cycle and deploy times (
m_flCycleTime = 1.85,m_flDeployDuration = 1.85). - High armor ratio and penetration (
m_flArmorRatio = 1.95,m_flPenetration = 2.5). - Scoped/ironsight‑style behavior:
m_bUnzoomsAfterShot = true.m_nZoomLevels = 1withm_nZoomFOV1 = 90(not a narrow scope).- Ironsight fields such as
m_flIronSightFOV = 75.0and associated speed and looseness values. m_bShowCrosshair = false.
- Classified as a primary rifle (
- A
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Development status
- Additional variants are marked
_not_pickableor targeted at specific slots, and some model references are placeholders.
- Additional variants are marked
This strongly resembles an experimental high‑damage, low‑capacity rifle using sniper ammo but sitting in the rifle slot, potentially with ironsight‑style aiming. Its presence here does not guarantee it will appear in standard matchmaking; it may currently be used for internal tests or special modes.
Weapon Data, Loadouts, and C4 Cosmetics
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CZ75‑Auto vs P250 mapping
- Several pistol entries that previously referenced
_class = "weapon_p250"have been switched to_class = "weapon_cz75a"while remaining tagged as secondaries. - These look like loadout or economy templates rather than core ballistics, so the main effect is likely which in‑game weapon a given item or preset spawns as, not direct weapon balance.
- Several pistol entries that previously referenced
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C4 cosmetic support
- The C4 prefab now uses
"prefab" "weapon_base weapon_supports_stickers weapon_supports_keychains"instead of only supporting keychains. - This flags C4 as a valid host for both keychains and stickers in the item system.
- Whether players can immediately apply stickers to C4 will depend on further economy definitions and UI, but the underlying capability is now declared.
- The C4 prefab now uses
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PP‑Bizon world model and animations
- The PP‑Bizon’s world model (
weapon_smg_bizon.vmdl_c) and multiple world‑view clips (draw, idle, crouch idle, reload, shoot, plus non‑additive variants) have been rebuilt. - This points to visual/animation polish—smoother third‑person motion and reloads—rather than gameplay stat changes.
- The PP‑Bizon’s world model (
Pet System and Chicken‑Themed Items
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New pet item class and slot
- A base pet item (ID 4681) with
item_class = "pet"is added, using a dedicatedflexible_loadout_slot = "pet"andinv_display_slot = "pet". - It’s marked as rare, unique, nameable, and non‑tradable, and a
#CSGO_Type_Petname type is provided.
- A base pet item (ID 4681) with
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Chicken pet items
chicken_egg(ID 4948):item_class = "chicken_egg".- Uses the
petloadout slot and a pedestal modelmodels/chicken/egg_pristine.vmdl. - Has an
upgrade levelattribute starting at 0. - Inventory icon:
econ/pets/chicken_egg.
chicken_feed(ID 4949):item_class = "chicken_feed".- Also uses the
petslot and references a feed bag pedestal model. - Icon:
econ/pets/chicken_feed_bag.
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Pet evolution definitions
- A
pet_definitionssection lists multiple chicken stages with localization keys and display models:chicken_egg_01(egg),chicken_chick_01(chick),chicken_catalana_01,chicken_silkie_01,chicken_polish_01(different adult breeds).
- A
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Pet attributes and backend hooks
- New attributes include:
"pet id"(attribute 296, classpet_id)."pet seed"(attribute 313, classpet_seed, hidden), similar to keychain seeds.pet food expiration dateandpet next upgrade date, using deployment‑date‑style classes.
- Inventory/GC protobufs add a
#LoadoutSlot_Pet,pet_food_expiration_date, and anEGCPetMsgenum withk_EMsgGCAckPetEventcarryingpet_item_id.
- New attributes include:
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Chicken‑centric UI audio
game_sounds_ui.vsndevtsadds a large library ofChicken.*events: hatching, feeding, idles, flaps, pecks, panic, seed drops, and even “photo booth” interactions (camera shutter, zoom, accept/reject sounds).- A
Chickensmix group with an obscured layer is added insoundmixers.txtto control chicken and chicken UI sound levels.
All of this forms a substantial backend for a cosmetic chicken pet system, including progression (egg → chick → hen), feed items, personalization via seeds, and heavily themed UI/audio. The data does not specify exactly how or where pets appear in matches or menus, but the infrastructure is now in place.
New Music Kit: Starjunk95
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Economy and inventory setup
- A new music definition (
music_definitionsID 104) namedstarjunk95_01is introduced with:- Localized name and description keys (
#MusicKit_starjunk95_01,#MusicKit_starjunk95_01_desc). - Inventory art:
econ/music_kits/starjunk95_01. - Pedestal model:
models/inventory_items/music_kits/music_kit_starjunk95_01.vmdl.
- Localized name and description keys (
- Two new coupon items (IDs 7043 and 7044) are added:
coupon - starjunk95_01andcoupon - starjunk95_01_stattrak.- Both use
prefab "coupon_prefab", point to matching loot lists, and the StatTrak coupon sets"will_produce_stattrak" "1".
client_loot_listsgains matching entries that redeem to[starjunk95_01]musickit.
- A new music definition (
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Music events and per‑mode music control
- A full set of music events for this kit is added: main menu, team select, match/round start, action, round win/loss, MVP theme, bomb/hostage cues, deathcam, and ten‑second warnings.
soundstacks_csgo_music.vsndstckextends music logic to respect per‑mode volume convars likesnd_roundstart_volume_casual,snd_roundstart_volume_armsrace,_deathmatch,_rush, etc.- New options
snd_music_modeandsnd_music_settings_modeselect which mode’s volumes are in use and which set the settings menu edits. - Localization adds
SFUI_Settings_entries for per‑mode sliders (master, menu, start round, action, end round, MVP, objective, ten‑second warning, death camera) and a “Music Mode” selector.
Once enabled, players will be able to obtain the Starjunk95 kit (including a StatTrak version), hear its tracks across all game events, and adjust music levels more granularly per mode.
Inventory, Keychains, and Expired Items
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Expired item placeholder tool
- A new tool‑class item
expired_itemdefis added with all UI strings pointing to#expired_itemdefkeys and iconecon/tools/expired_itemdef. - This likely serves as a safe placeholder when an item definition is no longer valid, so affected entries still show something readable instead of breaking the UI.
- A new tool‑class item
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Keychain
icon_basemetadata- Many keychain (weapon charm) definitions gain an
"icon_base"field, such as:kc_missinglink_*withicon_base "kc_missinglink".- Weapon‑series charms like
kc_wpn_ak_*,kc_wpn_awp_*,kc_wpn_ctknife_*, etc., with matching base names. drboomcharms withicon_base "kc_db".
- This value likely helps the inventory UI group or generate icons consistently across a charm series (base icon + variant overlays), improving inventory browsing and visual consistency.
- Many keychain (weapon charm) definitions gain an
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Inventory image data
inventory_image_data.vdatais expanded to include imagery for the new pet items,expired_itemdeftool, the Starjunk95 music kit and its coupons, and potentially new/updated keychains.
These changes primarily smooth the inventory and cosmetic experience—handling expired items gracefully and keeping keychain series visually organized.
Spectating, Spawns, and Server Control
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TrueView‑style spectator option
cl_spectator_predictis introduced to toggle a predictive spectator mode intended to more closely match what the observed player saw on their client.- Servers can disable this when needed; how it feels will depend on server configuration, but it aims to make peeks and trades look more natural in spectator and replays.
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Spawn safety controls
- New server options:
sv_allow_approximate_spawnslets the server nudge players slightly off exact spawns if blocked instead of stacking them.sv_spawn_random_nudge_offsetsets the size of that random offset.
- Most official mode configs (competitive, casual, Wingman, deathmatch, demolition, arms race, workshop) now explicitly set both to
0, favoring deterministic spawns. - The options remain available for custom content and servers that want looser spawn placement.
- New server options:
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Bot nav safety
bot_path_require_reachable_goalensures bots won’t try to path toward nav areas they can’t actually reach, reducing stuck or futile movement.
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Death drops and promoted items
mp_death_drop_gunnow supports a3setting: drop both the current and the best weapon on death.mp_promoted_item_enablednow defaults totrue. While “promoted item” isn’t fully defined here, this likely controls visibility of a featured item mechanic in certain modes.
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Team intros and map veto tweaks
mp_team_intro_typenow supportsnone,normal,wingman,rush, andauto.autobehaves likenormalwhenmp_halftimeis set, andnoneotherwise.- Wingman’s config (
gamemode_competitive2v2.cfg) selectsmp_team_intro_type wingman, giving 2v2 its own intro presentation. sv_mapvetopickvote_phase_durationmoves from six to seven phases with adjusted timings, so map veto flows in matchmaking may feel slightly different in pacing.
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Remote convar control protocol
- New user messages
UM_RemoteServerCommandandUM_RemoteServerResponsedefine a structured way for authenticated clients or tools to request server convar changes and receive success/failure results. - This doesn’t grant new permissions by itself; it provides a cleaner protocol for tools (for example, future RCON replacements or integrated control panels).
- New user messages
These changes give server operators and mode designers finer control over spawns, intros, and admin tooling, and they add an optional spectator mode aimed at improving viewing experience.
Engine, Network, and Audio Under‑the‑Hood Changes
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Netcode and message safety
- New server convars
sv_net_client_message_process_time_ms_warnandsv_net_client_message_process_time_ms_droplet servers warn or drop clients if their incoming message processing is too heavy, protecting performance. source2_steam_statsgains detailed per‑message latency/processing metrics, andsv_netprof_delta_sharing_tempis added as a telemetry‑only convar for evaluating recent net changes.C2S_CONNECT_Messageis now explicitly capped atmaximum_size_bytes = 2400, hardening the connect path against extremely large packets.CMsgServerUserCmdadds adelta_processedflag, and new types likeQuantizedFloatEncoderAlias_tandProtoCoordSizeParams_tgive the engine more flexibility in encoding positions and angles.
- New server convars
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Clan integration hooks
- Player info messages now include
clan_memberandclan_officerflags, and there are new GC calls for fetching clan details. - Server‑side,
sv_clanidsets a Steam clan ID whose members may be allowed to adjust certain convars, andsv_clanserver_gmsappears as an associated flag. - Reservation data gains
clan_tags, and persona data gainsclan_tagfields. - Together, this lays groundwork for deeper Steam clan integration—possibly clan servers where members or officers have limited config powers.
- Player info messages now include
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Steam Audio and environmental reverb
gameinfo.gibumpssnd_steamaudio_baked_occlusion_modeand adds many tuning settings for occlusion, reflections, air absorption, and probe placement, including options to append probes along navmesh cover.- Resource compiler options for audio (
Reverb,Pathing,CustomData) define defaults for grid spacing, ray counts, and clustering. - Over time, maps baked with these settings can achieve more accurate occlusion and reverb, especially around corners and behind cover.
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Ambient audio refinements on existing maps
- Cobblestone’s sound events now include a
