
A big one. The live 3D match now shows you what your players actually see, keeps a full log of every round, and plays smarter in the corners. Outside the server, the transfer market got its middle class back, the academy stopped being a black hole, and a long list of things that quietly cheated you have been fixed.
New: Vision
Players now see through a 106° cone — the real game's field of view at 16:9 — instead of being aware of everything around them. An enemy behind a player is not seen, no matter how clear the line.
A new vision button on the playback bar has three states: off, sight lines, and the full field of view filled in — orange for attack, blue for defence. The shape is cast the same way the engine decides visibility, so walls and smokes cut it.
Fog of war: a new button hides opposing players unless someone alive on your team can see them right now. Watch the match the way your team experiences it.
Players remember enemies they saw. A lone bomb carrier who watched three defenders walk onto A will now take the empty site instead of running into the crowd.
Waiting players no longer spin on the spot — idle shuffling used to drag their aim around with it.
New: Match Log
A button on the playback bar opens a log window listing everything in the round: buys, pickups and drops, shots missed and landed, kills and assists, grenades and blinds, the bomb going down and coming back up.
Resizable window, side-coloured nicknames, kills in red, scrollable across the whole area.
Combat and tactics
Shooting on the move now costs accuracy, and costs it differently per weapon. A man at a dead run is no longer as precise as one planted on the spot.
Added signature "XANTARES PEEK" move that can only be performed by the players with skill and rifle equal or above 18.
Star riflers perform the wide pre-aimed peek — stop at the corner, hold the angle for two or three seconds, then swing out at full speed.
Every map now leans to one side, built from real defence win rates of the Esports World Cup 2026 group stage. Nuke favours the defence, Anubis the attack, Ancient neither. The bias follows the side through the half-time switch.
Clutch situations are played quieter, and site calls read the map's watch points properly — 29 audited points added, lost ones restored.
Players share grenades in the buy phase: a fully kitted player spends what is left on a team-mate who came up short, smokes and flashes first.
A dead player drops a grenade for someone else to take — the last one he had selected, or his most expensive remaining.
Each tactic now has detailed statistics based on played matches.
Match fixes
Killing a team-mate no longer counts as a frag in your career, and clipping one no longer counts as an assist. Both guards had been silently broken.
A fire grenade taken off an enemy body becomes the taker's own kind — a CT throws an incendiary, a T a molotov — and is drawn in the right colour.
The camera zoom toggle no longer lies about its state: it used to sit greyed out while automatic zoom was actually running.
Side labels on the veto cards are readable again — a dark plate now sits under the crest on bright map art like Mirage and Nuke.
Fixed a crash while cleaning up drops and grenades between rounds, and a vision overlay error that could spam every frame for the rest of a match.
The bomb blast now hits hardest at the epicentre. A man standing on the bomb used to walk away on a sliver of health.
The HE grenade had its damage the wrong way round: almost nothing at the epicentre, full damage at the edge of its radius. Fixed, and the caster's multikill line for a grenade is reachable again.
Defenders retake the site properly after a plant. They run while they are out of earshot, walk quietly once close, never settle on a spot on the way, and the first man to arrive starts the defuse without waiting for the team. A won retake fight no longer leaves the bomb ticking.
A player holding a spot now works out where to look from the map itself when no watch point covers his position, instead of keeping whatever direction the last step of his route left him facing.
Any match played today that your club is not in can now be opened in the 3D simulation.
Getting in
A camera icon sits on the match row itself — in a group table, in a play-off bracket, on the Home page and on the featured match of the day — as well as inside the match details window every match link in the game goes through.
The veto and the rounds run themselves: no starting side to answer, no buy, no tactics screen, no half-time picker. The way out concedes nothing.
Leaving keeps what you saw
Every map the watch recorded stays on the match with its own statistics and round score.
The map you walked out of half way is finished rather than dropped: the rounds you watched stay as they were and only the remainder is played on top, at odds worked back from the state of the map. A side that was eleven-three up when you left now takes that map almost every time.
Your own matches now count
A match you played yourself finally reaches your club's recent-series log. It never did before, so to the match odds, to a player weighing a move and to a player refusing a renewal, your club looked like one with no recent results at all.
Written down and shown
Every match in the world now carries its map veto — the live path records the real one, the quick result works one out around the maps it chose. Nothing about existing results changes.
The match window shows every ban, every pick and the map nobody chose, in the order they were called, with the club that called each one.
The veto is a block of its own below the map list, outside the scroll, so it is never cut off: one column of cards per club facing each other, each card carrying that map's own artwork. It folds away under its own header, and it stays folded on the next match you open.
The map list is no longer capped at six rows: it takes whatever the veto leaves, so a map opened into its player break-down grows the window instead of being squeezed.
Maps you always ban
A BAN button on each map training card holds up to three maps your club strikes without being asked, with a lock shown on the card. A fourth pushes out the oldest.
The format decides how many fire: three in a Bo1, two in a Bo3, one in a Bo5 — that is how many ban turns a club gets. Your club's known first ban seeds the list once.
Worth knowing: the ban only covers your own turns. An opponent can still choose that map on their pick, exactly as in a real veto.
Maps you always pick
A PICK button holds up to two maps your club takes the moment its pick turn comes — in a veto you are watching and in a match left to the quick result.
Bans come first: a map the opponent struck is gone, not owed. This works for every club in the world, so an AI series now opens on the maps its clubs are known for.
The market has a middle class again. The price curve was crushing everyone between the elite and the filler — almost the whole world sat under $100k while a handful held seven figures. Mid-tier players are now priced like mid-tier players.
The same offer sent twice no longer changes the answer. A refusal followed by pressing Edit and resending the identical letter used to be accepted — negotiations were decided by how many times you asked, not by what you paid.
Underpaid stars now ask for at least 60% of their market rate, so they can actually close the gap.
A letter that ends a negotiation no longer quotes a counter-offer in the same breath. The number only appears while the talks are still live.
The board's letter about a cancelled incoming deal now names the player.
AI clubs sign young free agents for their potential. Hundreds of free 15–21 year olds with four and five star potential used to sit unsigned forever.
The AI can spot an overpaid player again — proactive releases and squad clearouts had gone silent.
Loans appear inside the photo row of the daily transfer digest like every other deal, instead of as naked text under an empty box.
A failed loan return no longer erases the player's closed deals from the transfer archive.
You are warned six, three and one month before your own loaned-out players come back. Those returns were previously announced nowhere.
An on-loan player complaining about bench time is no longer promised a loan move as the answer.
An AI club can no longer "loan" a player to its own academy and move money between its own pockets.
Your CEO's contract now rolls forward by itself. The profile used to show a deal years past its own expiry.
Promotions and demotions between the club and the academy actually work. The club page shows the whole academy squad, not just its starting five, so benched youngsters can be promoted at all — and the send-down arrow no longer refuses squads that only look full.
The academy roster limit is its real ceiling of ten, not the AI's six-man signing rule.
A refused demotion no longer costs the player his holiday and four points of morale for a move that never happened.
Your academy no longer steals your tournament seat. It used to register itself as an ordinary team, taking the organisation's single Major slot and locking out your first team. Careers already damaged by this heal themselves once on load.
Academy contracts nearing their end are announced now. An academy player's deal used to simply run out one morning and the club lost him for nothing.
The academy's trip to a LAN is paid by the club, with tickets, hotel and the arrival mail — it used to travel for free and appear nowhere.
AI academies stop being retirement homes: veterans past the age ceiling are no longer re-signed forever, and the youngsters get promoted into the first team.
Role-relevant attributes are highlighted on the player's attribute screen, FM-style, in three tiers: key attributes in bold gold, notable ones in gold, the rest plain. Eight or nine per role, and the highlight follows a role change instantly.
Changing a player's role redraws his profile immediately — stars are role-weighted and used to keep showing the old numbers until you clicked away and back.
An empty map-training selection now means AUTO: the club trains its three weakest playable maps by itself, re-picked daily, so skipped days no longer burn training on maps already at 100%.
Map practice no longer counts a coach or analyst who is ill, injured or away. Their absence actually costs the club now.
Signing a staff member into an occupied post replaces the incumbent in one action, with the standard severance — no more firing first and signing after.
The home screen no longer offers scrims while a starter is sick, injured, on holiday or at a PR event. It names each absent player and his status instead.
Fixed AI clubs fielding six starters after a signing — the extra man was promoted on top of a full five, and both match paths read that as the line-up.
The side badge on a map card names the team that actually picked the side.
A sponsor logo from your own folder or a Workshop pack now appears on the 3D shirt.
Newborn players come from countries that actually play the game. Half of the 300 yearly newgens used to land in nations with no scene at all and flood the scouting screens; that share is now a tenth.
A newborn player is identified by his nickname, so a photo dropped in under that nick reaches him — the same way imported players have always worked.
Retirement news is only printed for players you could plausibly know. The inbox no longer drowns in the retirements of one-star unknowns.
Maps you played live are rated against live-sim averages rather than the abstract ones, so live performances stopped reading as inflated.
Your tactic line-ups — which tactic answers which buy type — are global now and survive starting a new career, instead of being wiped with the save.
The Academy Star achievement matches its promised four stars again, including on old saves.
Player-attribute loading tips rewritten for the real roles and stats, in all 20 languages.
A sweep of the most frequent crash reports: stage maps rebuilt on loaded saves, duplicate squad entries and bad birth dates survived instead of fatal.
A new Simulation section in both the main menu and the in-game settings: auto zoom, fog of war, and vision (off, lines only, or full). These decide what a live match opens with; the buttons inside the match still override them for that match.
Korean, Hungarian, Italian, Dutch, Slovenian, Romanian, Slovak, Croatian, Japanese and Kazakh no longer show English fragments inside their own letters: the welcome subject, the transfer bodies and the key match-event lines are translated.
Tactic's description is translated to all languages.
The monthly finance report counted two payrolls against one month of income, which could show a profitable month as a loss.
A career rolled back to an earlier point could keep a season from its own future. On 1 January a second season was built on top, fifty tournaments became unreachable, and the clubs registered in them stayed busy for good — top clubs stopped being invited and their statistics froze. Affected saves are repaired when loaded.
The attribute history chart is drawn against a ceiling of twenty and in the values you actually read, with equipment and condition included. A year that moved a tenth of a point no longer looks exactly like a year that moved fifteen.
The tournament crest at the top of the match-start and match-details windows is drawn as tall as the tournament name beside it, instead of a fraction of the height of the letters. The line under the header now also says how long the series is: Group Stage - BO3.
The map practice tab and the Training item no longer carry a permanent attention mark. An empty map selection is AUTO mode, so there was never anything to act on; unassigned training slots are still marked.
Newgens can be born leaders: 6% now take their leadership from the 11-20 range.
The bundled database has been updated.
Thank you guys for your attention and passion that you show in the messages to us. We really appreciate your interest in our game and we would be extremely grateful if you decide to leave a positive review.
We will continue to improve the game and already started the work on Mobiles, SteamDeck and other ports.