Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Open Mod 2025NewsOpen Mod 2024.2.38 [11-Jun-2024]
Game update

Open Mod 2024.2.38 [11-Jun-2024]

Open Mod 2025 · published 11 Jun 2024, 20:27 UTC · build 14682722

All newsPlayers around this dateRead on Steam

Fixes:

-fixed an issue where if a player clicked the join button to join a room while the room was in the between the round times, and the player would arrive in the map while the round started then this player would still spawn, because this player clicked join while the spawn was possible. This was not the desired behaviour, the player should only spawn if they arrived on the map in the pre-round time.

-fixed an issue where the new loading players screen would be hidden

-fixed an issue where if the player threw both tactical or lethal grenades, then the game would automatically switch to the primary weapon, but if the player pressed F once then the game would still switch to the lethal or tactical grenade class, even though the player did not have any grenades left. This was only a visual issue because even if the player tried to throw one of those grenades it wouldn’t work because the player ran out of them

-fixed an issue where if the player was typing something in chat in the between rounds time and didnt finish the sentence, then when spawning even if the tablet chat would be drawn and the player could see the sentence he typed, the input field would not be selected, so the player wouldn’t be able to continue the sentence, they would be forced to sent that message as it was, then continue with another message. Now the player can continue the sentence that was started in the pre-round time.

-fixed an issue where if the player didnt press T or Y in the endgame chat then the chat would not send the message when pressing Enter but would select the text.

-fixed an issue where if the player clicked the send message button (not by pressing enter) then the text that was typed in the input field would not disappear, but the message would be sent

-fixed an issue where the miliseconds in the helmet cam would not be displayed correctly but seconds would be displayed twice

-fixed a major issue that probably caused confusion among players where the settings for aim sensitivity would not properly work per attachment category (such as separate sensitivity for reflex sights, medium scopes or high scopes). Now those settings work properly

-fixed a major issue that probably caused confusion among players where the setting for aiming Field of view for iron sights would not work. They would only work if the player had a sight attachment on, but if the player had only the iron sight of the gun then the aim FoV setting for iron sight would not take effect. Now this setting works properly

-fixed an issue where the vsync setting would be on even for lowest quality preset. That was not planned, the default value should be vsync off and 60 fps limit because due to our experience with players, people don’t know that without a frame limiter their GPU will go to 99% if the game is well CPU optimized and does not bottleneck the CPU. This setting has been reset, meaning that you will have to modify it yourself again. We apologise for the inconvenience

-fixed an issue where if the player had selected Acog non dual render or Sig Sauer 4x non dual render then the game would render the hands of the player twice, and at different fovs, causing an upleasant view

-fixed an issue where in some rare cases an oponent’s weapon would render through walls

-fixed an issue where sometimes even if there would be players left alive the spectator manager would not go into spectating mode and instead would say “currently spectating no one”

-fixed an issue where if a player killed another player in the between rounds time then a ragdoll would not be created but the killed player would just disappear

-various more fixes, code review and cleaning

Added/Changed:

-decreased the size of the green circle in the helmet camera GUI to give the player a more acurate shooting posibility while in helmet cams

-removed the middle + (plus) from the middle of the helmet camera GUI

-increased the speed of some of the weapon sprint animations such as sniper sprints which were too slow, and by 5% to all weapons.

-pushed the multiplayer version up to avoid unwanted mismatches. This means that players who didn’t update to the latest version will not see lobbies created by players who updated and the other way around

More from Open Mod 2025

Other announcements

All news
Game update30 Aug 2026Open Mod Retirement Update [02-Aug-2026]Update Note: This update officially marks the retirement of Open Mod. We are sorry to announce that, after carefully reviewing the game’s current state and future, we have decided to end active development. We concluded that Open Mod could not be recovered in a way that would meet the quality standard we want to provide to our players. Our development efforts are now focused on Silent Strike, a…Community2 Aug 2026Open Mod Is Being Retired - But Its Story Is Not EndingOpen Mod Is Being Retired - But Its Story Is Not Ending Hello everyone, We are sorry to announce that we have made the difficult decision to retire Open Mod and end active development on the game. This was not an easy decision. Open Mod represents years of work, experimentation, ambition, mistakes, lessons, and ideas that we still strongly believe in. We spent a long time considering whether th…Game update11 Sep 2025Open Mod 2025.0.3 [11-Sept-2025]Update Note: - various fixes that improve stability following recent architecture changes. Fixes: - resolved an issue in the Bunker Extraction map where numerous textures displayed unintended emission. - resolved an issue in the Bank map where several materials exhibited emission where they should not have. - addressed similar unintended emission affecting materials on the Suburb maps. - correc…