Nerf Radar › Counter-Strike 2 › 2026-09-23
Counter-Strike 2 · Published by Valve

Counter-Strike 2 Update (Sep 23, 2026): what changed

Adjust 5New 2Fix 5
Read the official notes ↗
TL;DRThis update tunes Rush timers, expands the new crosshair system and fixes silent-reload animations. The countdown after an elimination can now run up to 14 seconds on end rooms and Convoy (up from 7), while warmup, freeze and technical timeout times are shorter. Crosshairs gain half-outlines and a static square style, and Valve explains that the new thickness and length settings are measured in pixels.

Who this matters to

Rush players

End rooms and Convoy allow a longer countdown after an elimination, other waiting times are shorter, and the countdown no longer starts when a team dies only to suicides, team kills or disconnects.

Crosshair tweakers

New half-outline and static square options arrive, a gap of 0 now works, and the minimum dynamic spread distance drops to 64 pixels.

Left-handed players

Left-handed viewmodels no longer animate incorrectly while silent reloading.

All 12 changes

Adjust
The maximum countdown after an elimination rises from 7 seconds to 14 seconds on end rooms and Convoy.
7s→14s
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Increased the maximum countdown-after-elimination time from 7 seconds to 14 seconds on end rooms and Convoy.
Adjust
The countdown after an elimination no longer starts when an entire team dies to suicides, team kills or disconnects.
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The countdown-after-elimination time does not activate in cases where an entire team dies to suicides, team kills, and/or disconnects.
Adjust
Warmup time after all players connect, freeze time and technical timeout time are all shorter.
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Warmup time once all players have connected, freeze time, and technical timeout time are all reduced.
Fix
Various gap fixes and clipping adjustments on Rush maps.
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Various gap fixes and clipping adjustments.
New
Added an option to draw half-outlines, which only draws the top-left part of the crosshair outline.
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Added option to draw half-outlines. This will only draw the top-left portions of the outline for a crosshair.
Fix
Fixed a bug that stopped a gap width of 0 from being respected.
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Fixed a bug preventing 0 gap width from being respected.
New
Added a static square crosshair style.
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Added a static square crosshair style
Adjust
The minimum dynamic spread distance drops to 64 pixels; the new dynamic styles show real weapon spread and inaccuracy, and the Dynamic Spread Limit caps how far the crosshair spreads.
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Reduced the minimum dynamic spread distance to 64 pixels.
  • The new dynamic crosshair styles will show you the real weapon spread and inaccuracy and the 'Dynamic Spread Limit' setting is a limit on how far the crosshair will spread at maximum inaccuracy and spread.

Viewmodels

Fix
Fixed a case where left-handed viewmodels animated incorrectly while silent reloading.
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Fixed a case where left-handed viewmodels would animate incorrectly while silent reloading.

Player models

Fix
Fixed a case where third-person player models animated too fast while silent reloading.
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Fixed a case where thirdperson player models would animate too fast while silent reloading.

Dual Berettas

Fix
Fixed a case where first-person Dual Berettas animated incorrectly while reloading.
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Fixed a case where firstperson Dual Berettas would animate incorrectly while reloading.
Adjust
Clan tags now appear in death notices.
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Clan tags now appear in death notices.

Structured by Nerf Radar from the official notes (curated by hand). Valve's update notes were structured by hand, one change per line. Valve's explanation of the new pixel-based crosshair units and automatic rescaling describes the system added on September 22 and is not listed as a separate change. Source: https://store.steampowered.com/news/app/730/view/1844751498219795 · fetched Oct 7, 2026.