PHANTOM OPERATIONS · MANAGED CS2

The room defines
the match.

Roster slots, T/CT assignments and room rules remain authoritative when the managed CS2 instance comes online.

MODE SYSTEM

Different pressure.
One match authority.

Phantom modes share the same room, presence, team and lifecycle foundation. What changes is how the fight is scored and what information each side controls.

01 / TDM

Team Deathmatch

Run twelve minutes or chase 30–150 team kills. Respawn and weapon rules apply equally to humans and room-defined bots.

02 / COMPETITIVE

Native MR12

Exactly ten occupied slots, five per squad, native economy and a real halftime side swap without losing squad identity.

03 / GHOST MODE

Movement is visibility

T ghosts vanish at rest and reveal continuously as their complete three-dimensional movement speed rises.

INTERACTIVE GHOST VISIBILITY

Speed becomes
information.

At rest a ghost is fully invisible. At 250 units per second or faster, the server presents 50 percent visibility.

0%visible to players and observers

READY TO TEST IT

Bring a squad into
the public beta.

Create a room, choose the rules and start with real context instead of a disposable queue.

Download the Beta Windows x64