Bouncy Grenades

Hello all,

This early summer update overhauls our grenade system, allowing you to purchase grenades in gameplay while also make them more effective with new bouncing mechanics and damage reworks. There are three new COD-inspired maps and many new weapon remodels, which coupled with new PVP playlist changes help the game stay fresh. Finally, we have implemented some long-due improvements to Competitive and new killstreak rewards to PVP, helping to make the two gamemodes feel different and each rewarding in its own way.


  • Grenades now have less drag for a straighter trajectory in the air.
  • Grenades can now travel through barriers.
  • Grenades can now bounce off surfaces (blocks and entities).
  • Added Smoke Grenade ($300), Incendiary Grenade ($450), Molotov Cocktail ($400), and Decoy Grenade ($50).
    • The smoke grenade has a 2 second fuse and creates a smoke screen that obstructs vision.
    • The incendiary grenade has a 2 second fuse and burns, dealing high damage over a medium area.
    • The molotov cocktail detonates on impact (if it does not impact anything it will detonate after 4 seconds). It deals medium damage over a large area.
    • The decoy grenade has a 2 second fuse and creates loud gun sounds, helpful for masking your movement or confusing enemies.


  • In PVP mode, you can choose 1 grenade from the following: HE Grenade, Flashbang, and Decoy Grenade.
  • Grenades cost twice as much as normal in PVP mode.
  • Your grenade of choice will be given every respawn.
  • Although you can only equip 1 grenade at a time, you can pick up grenades from the ground or gain more through killstreaks.

  • In Competitive mode, you can choose up to 4 grenades from the following: HE Grenade, Flashbang, Smoke Grenade, Molotov Cocktail, and Decoy Grenade.
  • However, if you are a CT in Defusal Mode or Demolition Mode, Molotov Cocktail will be replaced with Incendiary Grenade.
  • You can only own one grenade of each type at a time, except Flashbangs which you can own two.
  • If you die, you will drop the grenade in the leftmost slot.


All three new maps are available in TDM, TDM Random Spawns, and FFA modes.


A COD map with a tight three-lane layout, great for CQB and mid-range weapons.


A PVP map stationed inside a warehouse. It has an open layout but lots of cover and verticality.


A COD map set in an airport terminal. It has an open outdoor area as well as a unique indoor layout with many penetrable objects.


Updated the look of the following weapons:

  • M1014
  • USP-S
  • P90
  • AR-57
  • SCAR-Light
  • SCAR-20
  • CheyTac M200
  • SVD
  • Double Barrel
  • XD (minor update to suppressor)


  • Reworked the PVP playlist to remove some unfitting maps for each gamemode. For example, some CS:GO maps have been removed from Team Deathmatch but are still available in TDM Random Spawns.
  • Moved Elimination mode from the PVP playlist to the Competitive playlist.
  • Removed the Practice mode from the Competitive playlist.


We have redesigned the PVP mode’s killstreak rewards, which now include healing items and the new wide assortment of grenades.

2 Kills: Health Pack
4 KillsFrag Grenade
6 Kills: Incendiary Grenade
8 Kills: Medishot
10 Kills: Smoke Grenade
12 KillsHealth Pack
14 Kills: Molotov Cocktail
16 Kills: Medishot
18 Kills: Flashbang
20 KillsHealth Pack
25 Kills: Mini-Nuke


The flamethrower has been reworked to be more realistic. It can fill a room with highly lethal flames without exposing the user, but is inefficient in direct encounters.

  • The range is now limited to 25 blocks, and damage drops off significantly over distance
  • Accuracy has been significantly reduced
  • Bullets travel slowly, ricochet on blocks (glancing collisions have 100% chance of ricochet) and pierce through enemies
  • Now sets enemies on fire for 1 full heart of extra damage
  • Rate of fire increased, damage per shot decreased
  • Now has 150 rounds but no backup ammo in PvP
  • Reload speed reduced in Mob-Arena


  • Explosions now use the correct hitbox for partial blocks such as slabs. This prevents grenades from doing too little or no damage when they explode on top of slabs.
  • Explosions now take account of the depth of the penetration through a block, not just the type of the block it penetrates.
  • All solid blocks (even ones that do not block other explosives very well) are now much more effective at obstructing the Flashbang’s effect.
  • Reduced the penetration value of the Frag Grenade. HE Grenade remains unchanged, and is now 2.5x as effective as the Frag Grenade at penetrating cover.


  • The bomb has been moved to the 8th inventory slot (same slot as defuse kit) to make room for grenades.
  • When a player dies with the bomb, a different message will now be displayed than if the player dropped the bomb voluntarily.
  • When a player dies with the bomb, CTs will now also be notified of the bomb drop, but not the location of the drop. (Voluntary drops will not notify CTs)
  • When a player picks up the bomb, their teammates will now be notified.


  • The HK69A1 grenade launcher can now shoot through barriers like throwable grenades can.
  • The HK69A1 grenade launcher now has the realistic bullet velocity of 75 m/s.
  • Support for Minecraft 1.14.3 clients.
  • The Mob-Arena now starts faster. The map vote now lasts 30 seconds instead of 60.
  • Fixed an issue where CTs could move the Defuse Kit around in their inventory.
  • Fixed an issue where knife left click attacks and Model 1912 melee attacks sometimes displayed the wrong kill icon.
  • Fixed an issue where grenades in the fifth hotbar slot were removed when a round ends.


[HOTFIX 6/30/2019]

  • Enlarged spawn with new NPC positions.
    • Added an NPC with voting links.
    • Added NPCs with website, twitter, and discord links.
    • Added some of the new weapon models to NPCs to showcase them.
  • Fixed an issue where the Knife’s left click attack did no damage.
  • Fixed an issue where players were unable to pick up Frag Grenades in Mob-Arena.
  • Fixed an issue where the scenario weapon Klobb’s recoil did not reset properly.
  • Fixed an issue where the most recent optimization (time limit) to the anti-xray system did not function properly, causing lag with high player counts.
  • Fixed an issue where admins could not properly check the status of the anti-xray system.
  • Fixed an issue where a single misplaced parenthesis in my code was causing level up rewards to not be given to players.
  • Optimized bullet ricochet logic.
  • Greatly optimized bullet and grenade collision logic against blocks and entities by caching the inverse vector in multiple AABB-ray collisions. This reduces overall server stress when lots of bullets are fired at once.
  • Added Incendiary Grenades and Molotovs as rare mob drops in Mob-Arena. Both types of grenades have a 0.6% drop chance.
  • Temporarily removed Raid from the Free For All playlist while we investigate a map border issue.
Atlantic Wall

D-Day 75th Special Update

Hello all,

75 years ago today, Allied troops stormed the beaches of Normandy to fight for freedom. To honor those brave soldiers, we have released a brand new map Atlantic Wall, as well as several remodels to our weapons and performance improvements. (description by pale1)



Fight on the beaches of the German Atlantic Wall in this new Wolfenstein-inspired map, now available for Team Deathmatch: Scenario Mode. With deep trenches and plenty of open areas, Atlantic Wall is a small but very diverse map suitable for all kinds of weapons.



Winchester Model 1912: U.S. shotgun with a bayonet attached. The bayonet has identical performance to the Knife’s left click attack. Now available in Normandy & Atlantic Wall.

Sawed-Off: New model.

NS 2000: New model

STG 44: New model.

FG 42: New model.

L86 LSW: New model.

Ithaca 37: Now available in Normandy and Atlantic Wall maps.



All SMGs and Pistols in WWII scenarios: Reduced damage dropoff to match the weapons’ regular counterparts.

M1 Carbine (Scenario Mode): Reduced damage per shot (now 4 hit kill); reduced bullet velocity to match realistic values; reduced price from $3,000 to $2,300.

FG-42 (Scenario Mode): Increased damage per shot and weapon recoil; increased price in Jungle (Vietnam scenario).

OTs-14 Groza: Reduced reload speed from 2.1s to 2.55s to match other bullpup weapons like the FAMAS; increased recoil by 10%.



  • Shotguns no longer forcibly zoom out during the pump animation.
  • Instead, the gun model simply bobs downward briefly while allowing the player to remain in ADS view.



  • Improved caching for bullet trajectory calculations. The game now caches all appropriate config values when the bullet is first fired to prevent lag when many bullets are being fired at once.
  • Added a max performance quota of 5ms to the anti-xray system. When the anti-xray system is using more than 5ms time per tick, the game will turn off anti-xray for higher-level players to ensure server performance. This is not expected to kick in unless around 20 players or more are in the same PVP lobby.
    • Moderators can use /antixray status to check what level (and above) players are currently being exempted from anti-xray



  • Fixed a bug where checking the level progression menu brings up the level 60 page even for players above level 60.
Ironsight Mirage

Fourth Anniversary Update🌵

***FOURTH ANNIVERSARY EVENT: Double XP Weekend from May 31st – June 2nd!


Hello all,

GunColony turns four today! We are releasing a massive update full of crazy new weapon features, a new map, one new weapon (plus two reworked ones), and a ton of aesthetic changes.

This update is now the largest GunColony update in history, taking the crown from our Third Anniversary Update! (What an achievement, right?)

Let’s start with the “smallest” changes: pistols and revolvers.


New weapon: the Thunder .50BMG!

  • Can one-shot armored enemies to the chest at any range!
  • Single-shot, and lengthy reloads
  • $850 in Classic modes, $1,700 in TDM/FFA
  • Unlocks at level 73
  • Installing Rate Of Fire-enhancing modifications decreases the delay between firing and being able to reload

Weapon rework: Colt Single Action Army

  • Replaces the Colt Revolver
  • New visual appearance
  • Fires from a 6-round cylinder at 100 RPM
  • Reloads one round at a time similar to shotguns
  • Damage, accuracy, recoil, and price have not been changed

  • New model for the existing Magnum Handguns: Desert Eagle, Colt Magnum, R8 Revolver, and the AF2011!
  • New model for the M4A1-S assault rifle and M82 anti-material rifle!
  • AF2011: Increased magazine capacity from 7 to 8 to match the real gun!


New weapon: the OTs-14 Groza-1!

  • One of the highest DPS rifles in the game, firing 7.62x39mm rounds at 750 RPM
  • 30-round magazine and medium reload speed; high recoil
  • $3400 in all PVP modes
  • Unlocks at level 76

Weapon rework: M16A2

  • Increased damage and accuracy
  • Semi-auto and burst mode
  • Replaces the M16


The popular Mirage from CS:GO is finally here!

Now available for TDM: Random Spawns in the PVP playlist, and Defusal in Competitive.


  • Sprinting enabled in all maps in PVP.
    • We have decreased the sprinting move speed from 1.25X of normal (like in Alpine Trench and Hoth previously), to 1.15X (same as Mob-Arena).
    • Competitive still features no sprinting and the same 1.5X movement speed.
  • While sprinting, the jumping accuracy penalty is doubled. Don’t expect your bullets to land anywhere close to your target if you try to sprint-jump.

And now, onto the


This is the first time we’ve fundamentally tweaked the weapon mechanics in GunColony after adding bullet tracers and sneak-to-ADS in March 2018. This time we’re bringing long-range combat back into the equation by making our weapons deadlier, more accurate, and more realistic!


  • Random spread due to weapon handling removed for all weapons! (when standing still)
  • A very small degree of spread remains on all weapons to simulate the real-life inaccuracy caused by imperfections in weapon engineering & ammunition.
    • The new spread values are some 5 to 50 times smaller than previous first shot inaccuracy values. Plus, they do not increase at all when firing.
  • Shotguns have received a large decrease in their spread cone sizes.
  • 20% of movement inaccuracy and 50% of jump penalty will still be applied as random spread. The rest will be applied as sway as discussed below:


  • To compensate for the removal of random spread, a new sway system has been added to all weapons.
  • Your view will not move when firing in hip fire; instead, your bullets fly above your crosshair according to the recoil pattern and weapon sway.
  • However, your view follows the weapon when firing in ADS. Your bullet will always hit dead-on in the center of your screen, but your screen perspective moves with the gun according to recoil.
  • Your weapon barrel will move slowly even without firing the weapon. The sway is highest on Shotguns, slightly above average on SMGs, and lowest on Sniper Rifles.


  • Modifications now have way more positive effects than negative effects
  • Modifications now have much more realistic effects
  • You can no longer use modifications to increase a weapon’s damage to armored opponents. HP Ammo can still increase damage to unarmored opponents, and you can still increase a weapon’s range.
  • You can now only equip a maximum of 3 modifications on primary weapons, and 2 on secondary weapons. Choose wisely!
  • Added Optic modifications! Optics will decrease your sway in ADS mode and also bring a unique overlay when scoped in. They also have different zoom levels ranging from 1.5X to 12X (iron sights are around 1.3X).
    • Optics available on most primary weapons: M3 Aimpoint, Holographic Sight, Kobra Sight, Reflex Sight, Micro Sight, PK-AS (2.0x), M145 (3.4x), ACOG (4x)
    • Optics available on sniper rifles: PK-AS (2.0x), M145 (3.4x), ACOG (4x)
    • Optics available on pistols: Holographic Sight, Reflex Sight, Micro Sight
    • Special optics only available on select weapons: M84 (2.2x), PU (3.4x), Unertl (10x), PM II (10x), and 12x Scope (12x)
    • Stoner 63 can not equip optics due to top-mounted magazine
    • Dual Berettas can not equip optics due to dual wield
    • Default weapon optics: AK-103: 2x ACOG (2.0x), G36: ISM (3.0x), XM8: XM8 Scope (3.0x), AUG: 4x ACOG (4.0x), SIG556xi: M145 (3.4x), Tavor: Custom Holosight (1.5x), M1915: M84 (2.2x)


We have implemented a new fire mode selector system. Whereas previously you could only access a burst fire mode on select weapons, every weapon now features their real-life firing modes. For example, every full-auto weapon can now be toggled to a semi-automatic mode, except those that do not have a semi-auto option in real life.

In the case of weapons with detachable suppressors, left click in hip fire to toggle the suppressor, and left click in ADS to toggle the fire mode.

The fire mode toggle only takes 0.2 seconds, allowing you to quickly switch modes in a firefight and get the firepower or accuracy you need at any given moment.


The burst fire mode is now part of the new fire mode system. Existing weapons have received tweaks, while other weapons have newly received the ability to burst-fire. Now, weapons either gain more accuracy or better fire-rate than default when you use the burstfire mode.

Remember, the rate of fire when burst firing can be affected by modifications just like the normal full-auto rate of fire.

Here is a list of all weapons that can now fire in burst-fire:

  • G11: 3-round burst * 195 RPM. Fires all three shots of the burst within 0.05 seconds due to its insane 2100 RPM burst in real life.
  • FAMAS: 3-round burst * 220 RPM. Accuracy bonus when burst firing.
  • M16A2: 3-round burst * 210 RPM.
  • MP5K A4: 3-round burst * 215 RPM. Accuracy bonus when burst firing.
  • UMP-45: 2-round burst * 225 RPM. Accuracy bonus when burst firing.
  • Vector: 2-round burst * 300 RPM. Accuracy bonus when burst firing.
  • Glock-18: 3-round-burst * 150 RPM.
  • Double Barrel: burst mode will fire both shells instantly. Accuracy penalty when burst firing.
  • Mauser C96: No longer has a burst mode.


  • Headshot multiplier in PVP has been reduced to 2.75x (from 4x). This ensures that no full-auto weapons can 1-shot headshot helmeted opponents. M1 Garand, SVT-40, 7.62-caliber auto snipers and all bolt-action rifles will still kill in 1 headshot.
    • Headshot multiplier in Mob-Arena has not been changed.
  • Removed the 0.2% random damage variation previously applied to all attacks and caused weapons like Knife to sometimes require 1 more hit to kill than intended.
  • Rifle-caliber weapons now have more realistic muzzle velocity values. Previously, the muzzle velocity was somewhat lower than real values for these weapons.
  • Bullet drag is now doubled when the projectile travels faster than the speed of sound (340 m/s).
  • The base bullet drag values have been reduced, so subsonic bullets will suffer less drag than before.
  • Bullet drop now uses the realistic 9.81 m/s^2 value. Previously it was 32 m/s^2. This means that much less drop correction is now needed especially for weapons with slower bullets.
  • Bullet damage now drops off much more slowly at range. Most weapons now also have a minimum damage which the bullet damage will never drop below.
  • Bullets, including shotgun pellets, now fly further before disappearing.
  • Suppressors no longer affect bullet velocity. However, taking off the suppressor will now increase the moving accuracy slightly.


  • Added Iron Sights view to all appropriate weapons!
  • Added a new firework spark particle effect when bullets hit blocks, to provide a longer-lasting indicator of the bullet hit location.
  • The firework spark particle will also display when hitting entities (enemies) with bolt-action sniper rifles, for easier hit confirmation.


  • The Knife now has a stab animation on right click (doesn’t work on 1.14 for technical reasons out of our control)
  • Added a left click stab sound to the Knife
  • Added a new knife hit detection system. It is now much easier to hit enemies with the right click knife attack.
  • You can no longer use the left click and right click knife attacks at the same time.
  • You can no longer use the left click knife attack when swapping the knife.


  • Reduced the reload speed of certain weapons such as the AK-47
  • There is now a small delay between firing a shot and being able to reload
  • M40A1, K98k Marksman, K98k Sniper can now fire while reloading
  • Mosin-Nagant Infantry will no longer be able to fire while reloading


  • Increased the rate of fire of M14 from 525 to a realistic 700 RPM, and increased recoil
  • Somewhat increased the spread/sway when burst-firing certain LMGs like the M60
  • Reduced the recoil of the SR-25
  • Reduced the damage of the MP7, but greatly increased rate of fire
  • Increased the price and recoil of the Mac-10, but greatly increased rate of fire
  • Greatly increased the damage of the Thompson, but greatly increased recoil and sway
  • Reduced the price of the UZI
  • Reduced the magazine size of RPK to 75 rounds
  • Slightly increased the damage of the G3 HSG-1
  • Somewhat decreased the damage of the PPK to prevent instant headshots, but increased accuracy
  • Increased the price of the Honcho
  • Greatly increased the price of the Remington 887
  • Increased the price of the MAG-7


  • Renamed SG 556 Auto (CS:GO SG 553) to “SIG 556xi”
  • Renamed Tavor X95-R to “Tavor X95-R 330” for disambiguation
  • Renamed G3SG1 to “G3 HSG-1”
  • Tweaked the firing sound of M1918 BAR and Spectre M4
  • Changed several weapon descriptions, especially those that had balance changes
  • Support for Minecraft 1.14.2 clients
  • Fixed a bug where the Golden Knife did not have a backstab sound
  • Fixed a bug where the Lightsaber did not have a swing animation