What's new in Strike-Command: Idle Esports, newest first.
v1.1.59 (148)
Death animations now actually play: killed agents visibly fall and their bodies linger ~2s before fading (they used to pop straight to a static corpse)
Attacker tokens re-toned lighter (the previous grade read too dark on some)
v1.1.58 (147)
Chat now truly opens at the newest message (fixed a race where history landing late left you at the top), and the chat bar shows the last couple of world messages live — no more empty "say something" bar
Match tokens: attackers wear darker kit, and all tokens are ~15% smaller
v1.1.57 (146)
Match view overhaul: agents are now animated 3D-rendered soldier tokens — walk cycles while moving, idle while holding, death animation that holds as the corpse, with their actual weapon as a separate layer that kicks on recoil
Fixed the clan screen showing stray "null" text
Fixed the loading screen replaying after cloud-save syncs
v1.1.56 (145)
Activity screen: CLAN is now a full hero card right under CAREER MODE, with new matched tactical art for both cards
UI sound pack: clicks, pack reveals (with a special rare+ sting), purchases, level-ups, trivia results, DM/reply notifications, daily rewards, event banners, clan level-up and war victory stings
Match feel: squads move in loose staggered columns instead of congo lines, corner strafe-peeks engage on every site approach, and muzzle flashes read clearly at a glance
Fixed the loading screen replaying after cloud-save syncs
v1.1.55 (144)
CLAN WARS: weekly seasons (Mon–Sun UTC) pit your clan against a bracket of rivals matched by power — members score from power gained and ranked wins, and the top clans' members earn crystal and golden key rewards delivered straight to their game
War room on your clan home: bracket standings, season countdown, your contribution and top contributors, plus a 🏆 season badge for bracket champions on the CLANS board and in search
v1.1.54 (143)
Clans level up: clan XP from trivia wins, power syncs and clan chat climbs levels 1–10 — bigger member cap (up to 40), +1% idle income per level for every member, and level-colored [TAG] frames in chat and on the CLANS board (bronze → prismatic)
Clan identity: description, open/apply/closed join modes, min power requirement — search shows level badges and requirements, open clans join instantly, and leaders get an EDIT panel plus leadership transfer
Clan activity feed: joins, promotions, level-ups and more on your clan home
Chat polish: opens pinned to the newest messages, and scrolling past the end no longer drags the main screen
Update nudge: if your store has a newer build, the game lets you know on launch (with a hard wall only if a version ever becomes incompatible)
Fixed the loading screen appearing twice after an update
v1.1.53 (142)
Live events: scheduled events like Double Income now light up a 🔥 banner on the home screen and multiply your idle income while active
Announcements from the team pin to the top of WORLD chat with a gold 📢 frame so you never miss them
Behind the scenes: admin economy tools (crystal/key grants delivered on next launch), broadcast system, and event scheduling — the plumbing for future community events and compensation grants
v1.1.52 (141)
Find your clan: search clans by name or tag right from the CLAN card and tap APPLY — clanless managers can track pending applications (and cancel) while leaders and officers get an applications inbox with one-tap accept/deny
v1.1.51 (140)
Staff presence in chat: moderators can speak officially (System Admin / Game Admin / Moderator labels, unmistakable styling) right from the admin panel, with one-tap mute/delete and /mute @name <duration> <reason> commands
Tap any name in chat: view their profile card (power, rank, country, career rating, flair, clan tag) or open a private thread
Trivia bot: now runs every 20 minutes whether the room is busy or not (so it sparks conversations too), answers accept natural phrasing ("it's Boston" counts), and the daily win cap is now 10
v1.1.50 (139)
CLANS are here: create your clan or join with an invite code, earn your [TAG] beside your name on every leaderboard and in chat, rally in the CLAN chat tab, and climb the CLANS board by total power
Trivia Bot joins chat: a question every 20 minutes when the room is active — first correct answer in 2 minutes wins 3 💎, up to 3 wins a day. Climb the TRIVIA leaderboard on the Ranks screen
v1.1.49 (138)
League fairness tune: rival teams now draw closer to your power (fewer blowout fixtures), grow slower when you grow, and their hard ceiling dropped from 1.4x to 1.2x the tier band — no more 12k opponents ambushing a 9k squad in Gold Nova
v1.1.48 (137)
Chat v2: hold any message to reply with a quoted snippet — the person you reply to gets a blue dot on their chat bar. Plus DIRECT messages: tap a manager's name to open a private thread, with a threads list and unread badges. Full moderation applies everywhere
Chat timestamps now show the date for older messages
v1.1.47 (136)
Chat moderation goes multilingual: profanity filtering now covers 11 languages (including romanized Russian, Korean, and Japanese) with strict false-positive discipline, plus a googly-eyes emoji 👀 and a new Tactical emoji category
Closed the tiny gap between the bottom menu and the chat bar
v1.1.46 (135)
Emoji picker upgrade: 400+ emoji in 9 categories with a scrollable grid and quick-jump category tabs
v1.1.45 (134)
Chat now lives at the bottom of every screen: a slim bar above the nav shows the latest message with an unread badge — tap to open the full chat drawer, collapse it anytime. It hides itself during matches and modals, and never touches your battery in the background
v1.1.44 (133)
GLOBAL CHAT is live: talk to every signed-in manager worldwide from the Activity screen — emoji picker, per-message translate, and tap-to-report with real moderator tools behind it (mutes, deletions, profanity filter). Loyalty flair carries into chat
v1.1.43 (132) — uploaded to closed testing 2026-08-15
Fixed battle sound effects lingering into the next round -- gunfire crackle scheduled near the end of a round could keep playing for up to a second after the round actually ended, into the next round's spawn freeze. Ambience no longer schedules new sound during that freeze window
v1.1.42 (131) — uploaded to closed testing 2026-08-15
Fixed a rare freeze where a live match's round counter and fighters would stop updating mid-round — the sim was still running underneath, but a display glitch could get stuck repainting the same frame forever. A single bad render no longer blanks the whole match view, and the match display can no longer get stuck like this even if something else goes wrong with it in the future
v1.1.41 (130) — uploaded to closed testing 2026-08-14
Fixed income upgrade cards showing a flat "+$X/s" that never changed no matter how strong your team or league already was. They now show the real $/s you'll actually gain at the next level, same as power upgrades already did
v1.1.40 (129) — uploaded to closed testing 2026-08-14
Fixed backup failing on a slow connection: the request had an 8-second timeout meant for small API calls, but a well-used save can now be over 1MB — not enough time to upload on a weak connection. Backup/restore now get 30 seconds. Also fixed the earlier "sign in again?" message showing up for this too — it now correctly says the connection was too slow
Fixed backup showing "sign in again?" when the real problem was your save being too large for the old server-side limit (256KB) — a well-used account's save data legitimately outgrows that fast. Server limit raised to 2MB, and the error message now tells you what actually went wrong instead of pointing at sign-in
v1.1.39 (128) — uploaded to closed testing 2026-08-13
Cloud save no longer needs Google to ask you to sign in over and over: after signing in once, the app now stays signed in for 30 days without touching Google again for anything — same approach already used on iOS
Backup itself moved off Google Drive onto our own server — Android and iOS now share one save system
v1.1.38 (127) — uploaded to closed testing 2026-08-13
Fixed cold-start sign-in showing 1-2 Google popups asking you to pick your account, sometimes twice in a row: the "silent" background re-auth used to always ask for Drive backup access first, which isn't actually silent on most devices, then cascaded into a second prompt as a fallback. Boot and background token refresh now only ever ask for identity, never Drive access — Drive access is requested separately, only when a backup is actually about to happen
v1.1.37 (126) — uploaded to closed testing 2026-08-13
New players who sign in now get a one-time 150 💎 welcome bonus — installs were climbing but almost nobody was signing in (nothing ever told you it existed), so this both rewards it and gives it a reason to happen
Backend: the sign-in reward is granted server-side and can only ever be claimed once per account, from any device
v1.1.36 (125) — submitted to Google Play for production review 2026-08-13
Live matches are properly smooth now: the server was quietly capped at 4 updates/sec — now a true 10/sec, plus your phone predicts agent movement between updates (no more snap-freeze)
You can't fat-finger out of a match anymore: backdrop taps just minimize it (a banner brings you back), and leaving asks to confirm since it forfeits your stake
v1.1.35 (124)
One scrim entry: the old bot-only LIVE SCRIM card is gone — RANKED SCRIM covers everything (bot fallback included)
Live matches render smoothly now: the server streams 5x more position updates and the view tracks the real update rate — no more skip-stutter
v1.1.34 (123)
RANKED SCRIM (PvP) is here: queue against real managers for crystal stakes (10/25/50/100 💎) — fair matchmaking by power band with a win-chance gate, both sides call their own buys and tactics, winner takes the pot (1.8x, 10% rake), draws refund, leaving forfeits. Bot fallback at half stake if no match in 2 minutes
Your opponent's disconnect is handled: 30s grace, then the win and the pot are yours
v1.1.33 (122)
Grenade icons now disappear from an agent's loadout as they're used (they lingered before)
Rankings: summary power matches the board exactly, world-scale label for clarity
v1.1.32 (121)
Live scrims: the play-by-play now narrates YOUR calls ("FULL buy · AGGRO pace") instead of the defaults, and defuses show up properly — progress indicator, sound, the works
Boot flow: the intro video plays at most once a day, and sign-in asks at most once per launch (and never again if you dismiss it)
v1.1.31 (120)
Live scrim fixes: tactic buttons actually work now (a hidden disabled-attribute bug made them untappable), bodies clear when a new round starts, and the kill feed fades like it should
Your buy and tactic picks now glow green when selected
v1.1.30 (119)
Rankings now show REAL power, everywhere: the world-scale multiplier is retired — the number on the board is your true team power. The world grows at a measured pace from now on, so the top stays honestly chaseable
v1.1.29 (118)
Live scrims: tactics calls are in — on defense pick STACK A / STACK B / BALANCED plus AGGRESSIVE or DEFENSIVE posture; on attack call RUSH A / RUSH B / RUSH MID. Your calls steer the sim's actual plans — out-call the bot, or nobody
Live scrims: the money window was reading wallets before round income landed — it now shows the real post-round per-agent funds, exactly matching local play
v1.1.28 (117)
Live scrim fixes: your buy call now visibly locks in ("✓ CALLED") and sticks — a server hiccup was re-announcing the window and wiping it, which also caused the spam-tap timer resets. Buy windows now show each agent's wallet, not just a team total
v1.1.27 (116)
Live scrim buy calls feel real now: instant "✓ CALLED" confirmation when you tap, a countdown on the buy window (now 8s), and "AUTO (no call)" when it lapses — plus no more frozen strip if you background the app mid-round
v1.1.26 (115)
LIVE SCRIM (beta) on the Activity screen: watch a match streamed live from our servers — the sim runs server-side, you call the buys (SAVE/ECO/FORCE/FULL) against a bot opponent. No stakes yet; this is the foundation for head-to-head. Requires sign-in
v1.1.25 (114)
Power pass now runs to 10,000 power: 48 milestones (was 20, ending at 2,000) with rewards scaled to the new economy — VIP totals ~6,000 gems + 86 starKeys across the track, keys on Premium milestones, and a starKey drop at 2,500 to mark the Elite-tier unlock. Already past some? They'll be waiting to claim
Leaderboard sync overhaul: your rank updates reliably now — sync bursts collapse into one update, rate-limited retries happen automatically, and two devices on one account stop fighting over the board
Cloud save: no more "session expired" on every launch — tokens refresh silently at startup
World teams got clean names (no more random number strings), region-styled per country
v1.1.24 (113)
Agents now strafe-peek corners: they slide out sideways holding their angle instead of turning their whole body, hold the peek briefly (better reflexes = quicker snap), then swing on — no more pirouetting through doorways
Firefights look alive: agents micro-strafe in duels, scaled by their Movement training and reflex stat
v1.1.23 (112)
New ELITE upgrade tier unlocks at 2,500 ⚡: Bootcamp (+12/level), Strategy Lab (+20/level), Sports Science (+30/level) — a deep late-game sink that carries dedicated players toward 6,000+ power in year one and beyond
v1.1.22 (111)
Economy rebalance: upgrade costs grow much gentler and the income engine scales harder — an active free player now sustains roughly +50 power/day through the mid game (the old economy walled out around 900). Offline earnings cap raised 8h → 12h. Late game stays a real grind
v1.1.21 (110)
Keys finally do something: GOLDEN CRATE (1 🎫) and STAR CRATE (1 🔑) in the shop each open an agent — Golden up to LEGENDARY/GODLIKE, Star up to GODLIKE/ANCIENT — with the odds shown on the card. Stockpiled keys work immediately
Season pass value overhaul: ~2x gems on Gold (now ~5x the crystal value of the price), ~1.5x on Silver, bigger cash, and both paid tracks stock crates — prices unchanged
Power pass value overhaul: ~2.5x gems (VIP totals ~2000), more trophies, plus keys on Premium and starKeys on VIP milestones — prices unchanged
v1.1.20 (109)
iOS only: removed the tracking-permission prompt entirely — the app does not track you, so it no longer asks (required for App Store review)
v1.1.19 (108)
Sign-in overhauled: the game signs you back in silently on cold start (no more account tap every time), double account-picker windows are gone, and expired tokens refresh themselves in the background
Every country on Earth is now selectable — team profile country and the ranks filter both list all ~249 with flags
The world got real names: all 120,000 simulated teams renamed with region-styled tags, so Japan's board reads Japanese, Brazil's reads Brazilian, and the country boards finally feel like home turf
v1.1.18 (107)
Ranks simplified: two boards — TEAM POWER and AGENTS — with a country filter inside both (Worldwide, My Country, or pick any country). The website rankings page matches
v1.1.17 (106)
RESTORE PURCHASES actually works now: anything Google Play says you own is restored instantly, even if receipt validation is slow or the store hiccups — no more "none found" when you own something
Tapping BUY on a non-consumable you already own now just grants it instead of erroring out
The global ranking board tab is now called TEAM POWER (it's next to COUNTRY and AGENTS — say what you rank)
v1.1.16 (105)
New ranking boards: GLOBAL, COUNTRY, and AGENTS tabs on the Ranks screen — see the best teams in your country, or who's built the best career agent (every team in the world has a home country now, bots included)
The website's World Rankings page has the same board switcher
Fix: sideloaded and test builds can sync to the leaderboard again (the anti-cheat gate was too strict and quietly rejecting them — your rank may jump to its real value on first sync)
v1.1.15 (104)
Fixed FIND MY RANK on the Ranks screen — it now jumps to and highlights your row on the live board (it was silently doing nothing)
Your rank on the Ranks screen now shows your real server rank instead of a (LOCAL) estimate far more reliably
Loyalty frames moved off your agents — Champion+ supporters now get a gold frame around their NAME on the rankings board instead (gold name + 👑 unchanged)
Agent info popup: stats no longer listed twice, and every agent now has a bio (hand-written ones for the signature agents)
Upgrade cards now preview the REAL power you'll gain from the next level, based on your actual roster — no more flat numbers
v1.1.14 (103)
Intro video: the studio logo now sits centered on screen (it rode low before) with a soft fade at the bottom edge
Loading screen: the splash art no longer crops at the sides on any screen shape, and it stays up a beat longer so it doesn't flash by
The game is now Strike-Command: Idle Esports — new name shows on your home screen and in the Manager credits
v1.1.13 (102)
Rarity set bonuses now scale with the tier: higher-rarity sets pay bigger power bonuses — a 3-set runs +5% (COMMON) up to +12% (RELIC), a full 5-of-a-tier squad runs +12% (COMMON) up to a massive +40% (RELIC)
v1.1.12 (101)
Rarity set bonuses: field 3+ agents of the same rarity tier in your lineup for +5% team power, or a full 5-of-a-tier squad for +12% — the Team screen shows the active set under Team Power
Stat training now amplifies your agents' rolls instead of flattening them: training levels multiply stats (about ×1.5 at level 25), so a well-rolled agent keeps its edge in the late game — note: stat and power numbers shift once on first load after this update, levels carry over unchanged
Unreleased — will be v1.1.11 (100)
Loyalty flair is live: Champion+ supporters now show their gold name and 👑 on the hosted leaderboards — in-game on the WORLD RANKING board and on the website's World Rankings page
Unreleased — will be v1.1.10 (99)
Loyalty tiers: lifetime purchases now earn supporter tiers — from SUPPORTER to FOUNDER — with cumulative income boosts (up to +25%), faster market refreshes, portrait frames (bronze/silver/gold, animated for Founders) and a gold name on the hosted leaderboard at Champion and up. Perks are income and cosmetics only — this game does not sell power
The Manager screen has a new LOYALTY card showing your tier, progress to the next one, and your active perks
Unreleased — will be v1.1.09 (97)
No more ghost players: empty lineup slots no longer spawn filler Recruits — a 3-agent lineup plays a real 3v5. Assign nobody and the match simply won't start (you'll get a nudge to set your lineup first)
Unreleased — will be v1.1.08 (96)
Round-winning moments breathe: the deciding elimination kill and a completed defuse now play out for a beat before the score moves (the winner is already locked — you just get to see it land), matching the bomb-blast delay
Unreleased — will be v1.1.07 (95)
Utility costs money now, like real CS: smokes, flashes, HEs and molotovs are bought from each agent's own wallet on force/full rounds — pistol rounds and eco/save calls play without grenades, and broke squads simply field less utility
The scoreboard shows each agent's held grenades as small pips next to their weapon (your squad only)
Clearer loadout icons: a proper kevlar vest and wire cutters replace the hard-to-read armor/kit glyphs, and each grenade type gets its own icon
Unreleased — will be v1.1.06 (94)
The live scoreboard now shows each agent's loadout beside their name, CS-style: the weapon they're carrying this round plus armor and defuse-kit pips when they bought them — for both squads
Unreleased — will be v1.1.05 (93)
Fixed agents standing oblivious when a smoke fades: eyesight no longer stops at weapon range — agents now spot and track visible enemies beyond it (they still only fire once in range), so a fading smoke starts the watch immediately
The planted bomb now uses the proper satchel model with a blinking red LED; the dropped bomb keeps its amber beacon with no red blink
Unreleased — will be v1.1.04 (92)
Defenses got smarter: some rounds a defender now plays mid hunting for picks — and when it spots the push coming it calls an early rotation, so teammates peel off to the threatened site much faster
Fire discipline: agents now tap-fire at long range (more accurate), burst at mid range as before, and spray when several enemies are close in front
Agents turn to face where they're throwing before a grenade leaves their hand — no more blind over-the-shoulder smokes
Unreleased — will be v1.0.98 (86)
Fixed total audio silence: the background-mute could suspend the sound engine during startup and never wake it (splash-screen timing) — audio now mutes only when the app is truly in the background
Unreleased — will be v1.1.03 (91)
Classic CS pacing: rounds are now 1:45 and the bomb fuse is 45 seconds — more time for slow plays, retakes and clutch attempts
New purchasable gear: armor ($650) blunts incoming bullet and blast damage, and defenders can buy a defuse kit ($400) that halves the defuse to 1.5 seconds — bought after your weapon on force/full rounds when your wallet covers it, and smart agents attempt kit defuses they'd otherwise bail from
Unreleased — will be v1.1.02 (90)
Loading splash at startup: a tactical Strike-Command title screen appears after the intro video as the game finishes loading, then fades you into the action
Unreleased — will be v1.1.01 (89)
Combat audio no longer sounds culled: the sim batches a second of gunfire per tick and the old scheduler dropped everything past 0.35s — the full batch now plays at each weapon's real cadence
Intro splash fills the whole screen and respects the OFF toggle correctly
Back button asks before quitting: press back again within 2 seconds to exit
Toasts cap at 3 on screen (spam-refreshing the market can't bury the display)
Unreleased — will be v1.1.00 (88)
Milestone build: everything since v1.0.98 — bomb blast damage with save-your-gear behavior and coordinated retakes, realistic combat audio with per-bullet firefights and background mute, the studio intro splash (skippable, toggleable), per-rarity GUARD chips on the transfer market, per-agent wallet cap at $16,000, and the live service status page at chaoticgamestudios.com/status.html
Unreleased — will be v1.0.99 (87)
The bomb blast hurts now: point-blank is lethal, with heavy falloff out to the edge of the blast — for BOTH teams. The explosion plays out for a moment (with its casualties) before the round is called
Agents save themselves: when the fuse can't be beaten, defenders abandon the site and everyone clears the blast radius — a defuse that will still finish in time is held to the win
Retakes actually happen: after a plant, defenders converge on the site for a coordinated take-back instead of camping off-site forever while attackers sit on the bomb
Unreleased — will be v1.0.97 (85)
Automatic fire now sounds like real combat: every bullet your agents fire adds to the mix at each weapon's true cyclic rate — SMGs chatter, rifles crackle, snipers boom — instead of an occasional pop
New event sounds: flashbang bang, smoke pop-and-hiss, and proper victory/defeat stingers when a match ends (still all CC0)
Unreleased — will be v1.0.96 (84)
Combat audio rework: real firearm recordings replace the sci-fi laser sounds — rifle crack, SMG pop, heavy sniper boom, shotgun blast, LMG rattle, pistol pop — plus a punchier bomb explosion (all CC0, still no Counter-Strike audio)
Firefights now actually sound like firefights: a live battle-ambience layer plays while agents trade shots, not just when someone dies
Round win/lose sounds replaced with short, subtle tick/thud stingers (the jingles are gone)
Fixed a stray "false" text rendering above the BACK UP NOW button in the Manager
Unreleased — will be v1.0.95 (83)
Game audio is here: gunfire per weapon class, bomb plant/defuse/explosion, and round win/lose stingers during live matches, plus an ambient music loop on the menu screens (all original CC0 sounds — no Counter-Strike audio)
New SOUND section in the Manager: separate SOUND FX and MUSIC volume sliders (drag to 0 to mute)
Unreleased — will be v1.0.94 (82)
No more account picker on every app start: your sign-in restores silently when possible and otherwise waits — the Manager shows a RECONNECT button when a fresh session is needed
Error messages that fired while a dialog was open were hidden behind it — they show on top now (this is why the team-name rename seemed to do nothing)
Unreleased — will be v1.0.93 (81)
Google sign-in is back to a single account picker (identity + cloud backup permission in one step) now that the Play signing-certificate issue that caused "reauth failed [16]" is fully fixed
Unreleased — will be v1.0.92 (80)
Agents now sense enemies at point-blank range even when they're standing perfectly quiet — no more oblivious defenders with an enemy on the other side of the wall (it sharpens their aim and turning, it doesn't let them shoot through walls)
New Awareness upgrade line: trains the whole squad's hearing — footsteps, proximity sense and gunfire all reach further
Unreleased — will be v1.0.91 (79)
The two clutch lines are now one: the 🔥 Clutch line trains both the team's 1vX bonus and your agents' Clutch stat — levels from the retired Clutch Play line carry over automatically
Reaction speed is now trained only by Reflex Drills — the Aim line is accuracy only
Unreleased — will be v1.0.90 (78)
Scout screen: fixed the probability labels overlapping each other and the chart edges now that there are eight rarities — names and percentages are stacked cleanly around the radar
Agent portraits: the 30 mirrored variants were upside down — they're now proper left-right mirrors
The four stat training lines (Reflex Drills, Utility School, Entry Drills, Clutch Play) get their own icons instead of sharing Aim/Tactics/Movement/Clutch's
Team formation: IGL and AVP nudged up, ENT nudged down so the taller stat cards don't clip each other
Unreleased — will be v1.0.89 (77)
Fixed a crash on sign-in: the rankings attestation plugin (Play Integrity) was killing the whole app right after you picked your Google account — this was behind the "select account, then nothing" failures and the consent screen vanishing mid sign-in
Sign-in picker restored to the full account list
Unreleased — will be v1.0.88 (76)
Google sign-in reworked into two stages: basic sign-in first (always works), then the Drive-backup permission as a separate step — if the second step is refused you stay signed in for rankings and cloud backup simply waits, instead of the whole sign-in failing with "reauth failed [16]"
The sign-in picker now shows ALL Google accounts on the device (previously only previously-authorized ones, which locked players out after revoking access)
Unreleased — will be v1.0.87 (75)
Money is now per-agent, CS-style: every player has their own wallet — round income (win/loss, plant and defuse bonuses) lands in all five wallets, kill rewards go to the killer alone, and every buy comes out of the agent's own pocket, so a rich carry can full-buy while a broke teammate falls back to a cheaper gun
The live scoreboard gains a $ column showing each of your agents' current wallet (enemy wallets stay hidden); the decision bar now shows your squad's total cash
Old saves carry over: a team cash pool is split evenly across the five wallets
Unreleased — will be v1.0.86 (74)
The full Counter-Strike arsenal joins the buy economy: 16 new weapons — FAMAS, Galil AR, AUG, SG 553, SSG 08, G3SG1, SCAR-20, P90, UMP-45, MAG-7, Sawed-Off, XM1014, Desert Eagle, Five-SeveN, Tec-9 and P250 — each with its own price and its own silhouette in the kill feed
Smarter buys: force rounds now fall back through class-appropriate rungs (a rifler reaches for a FAMAS or Galil, a sniper for an SSG 08, shotguns for a MAG-7 or Sawed-Off), a rich SAVE round treats the early slots to hero pistols without dipping below full-buy money, and the full-buy luxury upgrade now rotates through a pool of heavy weapons round to round
Play-by-play: a new collapsible text feed under the scoreboard narrates the match as it happens — kills (with weapons and headshots), plants, defuses, clutch situations, each team's buy and pace calls, and round-by-round results with the running score
Unreleased — will be v1.0.85 (73)
Two new weapons join the buy economy: the Negev ($1,700) — a cheap spray LMG teams fall back to on force rounds when a primary is out of reach — and the M249 ($5,200) — a heavy a rich team picks up for one rifle player on a full buy with cash to spare (it trades the signature bonus for raw stopping power)
Opposing squads now field a Negev in their lineup rotation
Unreleased — will be v1.0.84 (72)
Buy economy: each team now earns match money every round (win/loss income, plant and defuse bonuses, kill rewards, escalating loss-streak bonus) and buys its weapons at the start of every round — pistols are free on round 1 and after the halftime swap
Manager calls: a new decision bar under the match view shows your team's cash and lets you call the next round's buy (SAVE / ECO / FORCE / FULL) and pace (FAST / DEFAULT / SLOW); the auto-call pre-selects a sensible choice, your tap overrides it for one round, and an AUTO toggle makes matches fully hands-off
Signature weapons: an agent playing its signature weapon gets +10% accuracy and +10% reaction speed
Unreleased — will be v1.0.83 (71)
Agents gain four new stats — Reflex (faster reactions), Utility (earlier, better-placed grenades), Entry (first-contact bonus on a push) and Clutch (fights harder when outnumbered) — rolled per agent within their rarity band, so two agents with the same rating can play very differently; shown on every agent card
Four new team upgrade lines (Reflex Drills, Utility School, Entry Drills, Clutch Play) train those stats for the whole squad
Unreleased — will be v1.0.82 (70)
Live match scoreboard under the match view: per-agent K/D/A for both squads with a live MVP each match (assists count for teammates who helped land a kill) — collapsible, updates every round
Unreleased — will be v1.0.81 (69)
Portrait pool doubled to 60 faces (mirror variants) — far fewer repeat faces across agents
Unreleased — will be v1.0.80 (68)
Team formation: repositioned slots so cards no longer clip each other or the map edges (IGL/AVP up, ENT down)
Unreleased — will be v1.0.79 (67)
Agents strafe in fights — they sidestep while keeping their aim on the threat instead of standing flat-footed — and take corners smoothly on the move (no more robot pivots)
Unreleased — will be v1.0.78 (66)
Internal: apps now attest device/app integrity (Play Integrity on Android, App Attest on iOS) and send the verdict with ranked writes — foundation for ranked anti-cheat; invisible to players
Unreleased — will be v1.0.77 (65)
Smarter defuse decisions: defenders now weigh the odds and fight instead of dying on the bomb when attackers are watching it
Attackers spray through smoke at the bomb area when a defuse starts behind it — keep your head down on the retake
Friendly fire is on: explosions, molotovs and stray bullets hit your own squad too — watch your grenades
Unreleased — will be v1.0.76 (64)
Agents now have unique tactical portraits: every agent card shows a photoreal operator photo (stable per agent name) instead of the generic silhouette — signature agent Phoenixx has her own signature look
Unreleased — will be v1.0.75 (63)
All three maps rebuilt from the ground up: Crossfire, Dustfall, and Sandspire get all-new layouts and art
Unreleased — will be v1.0.74 (62)
Fixed agents idling against walls: molotov-escape goals are no longer accepted when they land inside a wall the nav graph can't reach, and the post-plant bomb guard no longer anchors inside the wall next to wall-adjacent sites (falls back to the nearest reachable hold)
Unreleased — will be v1.0.73 (61)
New map Bastion (debug-sideload only for now): third image-backed conversion — castle ruins, A site top-center / B site left-center in a ruins courtyard, defenders in the blue zone top-left, attackers in the red zone bottom-right across a curved cobble bridge; force it with localStorage 'sc_debug_map' = 'bastion'; not in the normal map rotation yet
Unreleased — will be v1.0.72 (60)
Foundry: second image-backed map (debug sideload only for now) — facility layout with 13 hand-verified doorway carves, per-site route vias
Fixed phantom dropped-bomb marker lingering after a successful plant (carrier flag wasn't cleared)
Unreleased — will be v1.0.71 (59)
Attack plans now pick from per-site corridor options, so pushes split across real routes (Apex bottom-west is finally in play); per-agent path jitter adds within-corridor variety
New map Foundry (debug-sideload only for now): second image-backed conversion — lighter facility blueprint, A bottom-left / B top-right, defenders in the blue zone top-left, attackers in the red zone bottom-right; force it with localStorage 'sc_debug_map' = 'foundry'; not in the normal map rotation yet
Foundry playtest fixes: defenders now actually use the west channel from CT spawn down to A (was sealed by a drawn 18px corridor the grid squeezed shut), the B -> A mid route through the central rooms is connected, and defenders roll seeded corridor alternates (deploy / rotation / retake vias, capped at 1.35x the direct route) so approaches split across real corridors
Unreleased — will be v1.0.70 (58)
Route variety: agents vary their paths per round (seeded per-agent cost jitter) — attacks and rotations stop conga-lining down one corridor; near-equal corridors (like Apex's mid bend vs bottom-west) both get used
Unreleased — will be v1.0.69 (57)
Cloud saves now compare PROGRESS, not just timestamps: at boot, if the cloud backup is clearly further along than this device, the game asks "Cloud save found — restore it and overwrite this device?" before anything is overwritten (RESTORE pulls the cloud save, KEEP MINE keeps this device; both Google Drive and Apple). Fixes a real reinstall data loss where playing one match before signing in let the weak local save overwrite the good cloud backup
Unreleased — will be v1.0.68 (56)
Transfer market: refreshing with a LEGENDARY-or-better listing on screen asks for confirmation first (no more fat-fingered rares)
Unreleased — will be v1.0.67 (55)
New map Apex (debug-sideload only for now): image-backed conversion of a tactical floor-plan blueprint — force it with localStorage 'sc_debug_map' = 'apex'; not in the normal map rotation yet
Unreleased — will be v1.0.66 (54)
Renamed the Glock pistol to P9 (trademark hygiene)
Unreleased — will be v1.0.65 (53)
In-game support tickets: Manager → SUPPORT lets you file a ticket (purchase / bug / account / other) and read the replies under MY TICKETS — needs cloud sign-in so we know which account to help; 5 tickets per day
Admin panel on the rankings server (operator-only): player lookup, anti-cheat flag review, and a support inbox with replies — no database access needed
Unreleased — will be v1.0.64 (52)
Restore purchases now waits for server validation before reporting (previously always said "nothing to restore"); new changelog page on the website
Unreleased — will be v1.0.63 (51)
Device-test fixes: restore purchases now finds owned non-consumables (platform-scoped lookup), notification toggle no longer needs off-on to prompt, scout radar labels spaced for 8 tiers, Relic is now deep red
Unreleased — will be v1.0.62 (50)
Two new rarity tiers above Godlike: ANCIENT (prismatic teal) and RELIC (cosmic magenta) — higher stat bands, tiny scout odds from L7/L9, market prices anchored at ~120h/~300h of income; signature agents now come in all 8 tiers
Animated rarity frames: Godlike pulses a gold glow, Ancient gets a shimmer sweep, Relic a shifting multi-color aura (CSS-only, respects reduced-motion)
Unreleased — will be v1.0.61 (49)
Daily reminder notification (18:30 local): one on-device local notification a day brings you back to collect income and run the tactics board — works fully offline, no server. On by default with an off switch in Manager → NOTIFICATIONS; the app only ever asks for notification permission when you tap the toggle, never at launch
Unreleased — will be v1.0.60 (48)
Top-bar crystal icon now matches the 💎 used everywhere else (was a different SVG gem)
Unreleased — will be v1.0.59 (47)
Internal: sign-in failure toasts now include the underlying error detail (diagnosing Android reauth issue)
v1.0.58 (46) — uploaded to closed testing 2026-07-28
Faster income progression and more trophies per season (including 1 for any finished season); career skills stronger per level
Power upgrades now apply from the next round of a live match
Fixed pack odds: Epic and Legendary can actually drop at any scout level (were impossible at low scout since v1.0.22)
Bulk sell on the Team screen: pick rarities, sell bench players in one tap
Purchases verified server-side on both stores; fixed duplicate crystal grants; store-unavailable products no longer fall back to a granting mock
Cloud save: a fresh reinstall now restores your real backup instead of overwriting it (both Google Drive and Apple); sign-in no longer prompts at every app start
Crystal packs rebalanced with better mid-tier value + two new packs ($19.99, $49.99)
Page zoom disabled on mobile
iOS-only (no Android behavior change): Sign in with Apple cloud saves, iOS LIVE rankings, App Store billing, ATT prompt, iOS icon
v1.0.43 (31) — uploaded to closed testing 2026-07-25
Full game reset in Manager → DANGER ZONE (two confirmations; deletes the cloud backup first so it can't restore over a fresh start)
iOS platform scaffolding: Capacitor iOS project, ATT prompt, per-platform ad units, Xcode Cloud build script, App Store setup checklist (no player-facing changes on Android; ships in this build — VC30 was never uploaded)
v1.0.41 (29) — uploaded to closed testing 2026-07-23
Career mode is visible: your agent's frags appear in the kill feed with a ⭐ and a toast; career screen shows rating, power contribution, per-level skill effects, and grenade milestones; agent name is editable
Coin flip at match start: you now randomly attack or defend first half (halftime swap unchanged)
Soldiers can HEAR: nearby enemies are sensed through walls, gunfire is audible at range — defenders react instead of standing idle
Smoke grenades extinguish molotov fire, and teams use this deliberately; smoke + molotov no longer thrown together
Cups are contested: win chances scale with your power vs the cup's tier; cooldowns between entries (4h/12h/24h); rewards scale with your income
Relegation: bottom 3 each season drop a league (Silver is the floor) — auto-promote opt-out doesn't protect you
Transfer market shows a green ▲ on agents stronger than your current player in that position
Statistics tab gains "Rounds (career)"
Long nameplates (e.g. StrclyChaos) shrink/truncate instead of clipping; plates shift inward at map edges
World Ranking never shows "—" for your rank (falls back to local sim, re-syncs in background)
Simulated teams now have gamertag-style names (hosted world migrated too)
Android targetSdk 36 (Play API requirement)
v1.0.39 (27)
Top bar: abbreviated money ($128K/$9.9M/$1.2B) always fully visible with icons at any screen width
v1.0.38 (26)
Fix: cash pill could overlap the centered income on narrow phones
v1.0.37 (25)
Fix: match header cut off defender power with long team names
v1.0.36 (24)
New teams start with a generated name (Agent + 6 digits) instead of everyone sharing one default
v1.0.35 (23)
Unique team names (3–12 chars), enforced worldwide; rename once per 7 days, old name freed
Team identity bound to Google sign-in — copied backups can't steal your name
Profanity filter on team names (evasion-safe, false-positive protected)
Renaming requires an internet connection
v1.0.34 (22)
Income + power now truly centered in the top bar
v1.0.33 (21)
StrclyChaos & Phoenixx can now be pulled from packs and the free daily video pack (2% per card)
v1.0.32 (20)
New signature agents: StrclyChaos (rifle) and Phoenixx (shotgun) — the best of every rarity tier
v1.0.31 (19)
Attackers always red / defenders always blue, side tags (ATK/DEF) in the match header, colors swap at halftime
Attackers now guard the planted bomb and swarm defusers; hits reset the defuse channel
Guns point exactly where soldiers aim; per-soldier gear variation (visors, pads, backpacks)
League rivals grow through the season and partially track your growth — no more steamrolling
Season Pass: 30-day season with live countdown; max rewards reachable in ~27 days
World Ranking syncs hourly
v1.0.30 (18)
Hosted World Ranking: one shared 120,000-team ladder with real players, anti-cheat validation, offline fallback
Public live leaderboard at strikecommand.chaoticgamestudios.com/rankings.html
v1.0.29 (17)
Halftime side swap after round 12 + new pistol round (you get your turn attacking)
Defenders cover the closest bombsite; the bomb is a physical item — carried, dropped on death, recovered by teammates
Sign-in no longer shows the account picker on every app start
v1.0.28 (16)
Much smoother soldier movement (per-substep trails, eased turning)
v1.0.27 (16)
Automatic cloud backups after one sign-in (silent re-auth on app start, backup on exit)
v1.0.26 (15) — first closed-testing build
Google Sign-In + cloud save to your own Google Drive