Season 5 Preview

Hello everyone!
I want to give you a glimpse of what we've been working on and what's coming up for the next season.
Tiers update - C-Tier and new distribution
We’re making two big changes. First, we’re introducing a new tier to the game that will represent new users.
- Every new user will now start in C-Tier.
- If they’ve been playing for more than 30 days, they’ll be automatically promoted to B-Tier at the next season update.,
- This means everyone who creates their account before Day 5 will be promoted to B-Tier in the following season, otherwise staying on C-Tier one more season.,
Once in B-Tier, users will never demote back to C-Tier. You can think of C-Tier as the “unranked” tier. We’re doing this to properly establish B-Tier, since it was previously skewed by new users and early quitters.
New tier distribution:
S-Tier: Top 48 teams (same)
A-Tier: 40% of active teams (excluding S and C tiers)
B-Tier: 60% of active teams (excluding S and C tiers)
C-Tier: Teams less than 30 days old
Tournaments landscape / Championship
We’re very happy with how the championship and Road to Major layout turned out, and it’s been great to see it so well received.
We’re keeping the same structure for next season, but adding two major quality-of-life improvements:
- Dedicated championship page. Instead of searching for each tournament stage, there will be a streamlined page where you can see the overall competition status, stages, and more.,
- New match types. Since users often want different tactics and settings for these big tournaments, we’re adding new match types distinct from the global “tournament” type, making setup easier.,
Simulator / Game Engine Update
As some of you know, the simulator and the game engine weren’t fully aligned, with similar but slightly different code.
We’ve finally been able to make the game engine a single redistributed package used by both the match processor and the simulator.
This should result in:
- Higher fidelity for the simulator,
- Fewer inconsistencies between simulated and actual matches
Shirt customizer
We have many features planned to make the game more attractive and fun like custom SP bars, weapon skins, and more. For this next season, we’re starting with the shirt customizer.
This feature will let you design your own shirt using specific assets for each part of the jersey (collar, shoulder stripes, etc.), while also choosing your own colors and skins.
We’re launching a very basic version as the foundation for future assets and skins.
Reworked message system
We’re making a quality-of-life rework to the system messages. Messages will now be divided into categories so they’re easier to follow and less overwhelming.
- Reports (e.g., when a player levels up) will be separated from good news (e.g., winning a tournament).
- A new Global Announcements category will highlight important updates that aren’t part of regular news posts.
- Challenge notifications will be moved to their own dedicated icon, making them easier to track.
Maps rework
This is not coming right up but wanted to share with you a plan we have in place to improve all maps. Some have more problems then others but overall this is what we identified:
- Elevation visiblity issues
- Inconsistent mask, not pixel perfect detection of enemies or placement of nades
- Unnatural placement of players in the map like half body inside the wall
- Dumb or inconsistent default pathfinding
Dust2 is being developed as we speak with all the above fixed and will serve as a staple map to improve the others.
We estimate to have a working version of Dust2 by season 6 where it will be available only via scrims/custom tournaments so people can get to know the map before officially released on season 7.
And once we have 4 maps it will be easy to leave 1 completely out to be reworked/fixed.
As always, thanks everyone for your commitment to the game.