Counter-Strike 2 Update
CS2 update · Community Announcements ·
Valve published "Counter-Strike 2 Update" on 22 September 2026 in Community Announcements. In the 7 days after it, prices across four venues moved −1.7 %, −0.2 % beyond the trend of the week before. A read is a comparison with a date, not a cause.
What this update did to prices
to , all 7 days in. Final.
In the 7 days after this post, CS2 prices across Buff, Skinport, CSFloat and Market.CSGO moved −1.7 %.
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Take off the trend the week before was already running, and the move is −0.2 %. The biggest move beyond its own trend: cases, at +1.9 %. A comparison with a date, not proof the post caused it.
| Picture | Name | Moved | Trend predicted | Beyond trend | Names |
|---|---|---|---|---|---|
| Whole market−1.7 % | −1.7 % | −1.5 % | −0.2 % | all | |
| Knives−1.1 % | −1.1 % | −0.8 % | −0.3 % | 12107 | |
| Gloves−1.6 % | −1.6 % | −2.3 % | +0.7 % | 1834 | |
| Cases−1.6 % | −1.6 % | −3.5 % | +1.9 % | 121 | |
| Stickers−1.7 % | −1.7 % | −2.1 % | +0.4 % | 21464 | |
| Souvenirs−3.0 % | −3.0 % | −2.0 % | −1.0 % | 8776 | |
| Weapon skins−1.9 % | −1.9 % | −2.4 % | +0.5 % | 25587 |
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Across Buff, Skinport, CSFloat and Market.CSGO, the market moved −1.7 % in the 7 days after the post. The week before the post was running at a pace that predicted −1.5 %, so the post's own share is −0.2 %. An ordinary week reaches ±1.00% on the same measure, so this reads flat. 33% of the skins that moved went up. A comparison with a date, not proof the post caused it.
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The index has no read for this window: it needs at least three published days on each side of the post, between 2026-09-15 and 2026-09-29, and the composite has fewer. A post from the last week reads once the days publish.
[ PREMIER ]
Updated the map selection process to give players more opportunities to play maps they've been learning.
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Map selection process:
Team 1 picks one map
Team 2 picks two maps
Team 1 picks a final map.
One of the four maps will be randomly selected and the match will begin.
[ RUSH ]
Rush is a fast-paced queued 3v3 game mode.
Players battle through a series of battle arenas to reach the opponent's castle and win the match.
Battle arenas are randomly selected for each match, so no two matches are the same.
Control the tower when you eliminate the enemy team (or time expires) to win the round.
[ GAMEPLAY ]
Players can now reload silently (but slowly) by pressing and holding the reload key.
Un-scoping a sniper weapon no longer produces a sound.
Globally increased visual clarity and improved fidelity of bullet impact decals.
ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round.
Chickens now take damage from the Zeus x27.
[ SETTINGS ]
Crosshairs have been updated to be resolution independent.
A new "Crosshair/Scopes" tab is available in the Settings menu, and includes updated crosshair settings.
Added new crosshair styles
Updated the default crosshair to "Dynamic Quad," which better represents weapon accuracy.
[ ENGINE ]
Updated engine code to the latest version of Source 2.
[ MAPS ]
Ancient
Fixed holes in world in Long A Main Hall.
Adjusted door geometry and grenade clipping inside Jaguar.
Cache
Some gap fixes and clipping adjustments around the blue doors in Mid.
Mirage
Reinforced scaffolding by balcony in A site.
Train
Blocked pixel gap in crates on bombsite A.
[ MISC ]
Added ability to set a "Clan Tag" for players who are members of Steam Community Groups. You can adjust your Clan Tag from your Player Profile.
Added support for applying stickers to C4.
The Starjunk 95, Industrial Sunset Memories Music Kit is now available for purchase in standard and StatTrak versions through the STORE tab.
Halftime scoreboard stats should now fully reflect the results of the previous round.
Fixed a case where players could avoid a kick ban.
Players can now adjust music volume per game-mode.
[ WORKSHOP ]
Added "minimap_volume" entity which enables a custom minimap image when a player is within the volume.
Added "sky_camera_volume" and "sky_camera_volume_target", which enable custom location-specific skybox rendering.
Added "point_deathcam_bounds" entity that constrains the player death camera.
Added "env_shake_volume" entity that allows camera shake only within a specified volume.
[ SCRIPTING ]
Added CSRadarPoint entity.
Added CSObservablePoint entity.
Added AddTeamMoney API method.
Added OnPlayerTeamChanged callback.
SetDialogVariableString now accepts a localization string.
Read the post on Steam. Text as Steam's news feed serves it.
How these reads work
How to read the number
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The read compares the market index's median over the seven UTC days after the post with the seven days before it, the post's own day left out, and needs at least three published days on each side. The same measure taken on every day of the series is the drift a typical week shows; a read inside that drift is the market doing what it was doing. Neither is proof the post moved anything. The composite is on the market report, every basket under the indexes, and every update is on one list.
How the move is measured
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Each venue's daily asks, the last snapshot before the post against the latest one: per venue the trimmed mean change over every name priced on both days, then the mean over the venues. The trend is the same slice's move over the week before the post, scaled to the same number of days. Names counts a name once per venue. A slice with fewer than 20 names on a venue skips that venue.