The GTA 5 web browser port went viral on October 6, 2026, after gamers posted clips of Grand Theft Auto V running inside Google Chrome. The unofficial project, hosted on playgta5.com, reportedly downloaded around 700 MB of data before the game started. It also worked on some smartphones. The site went offline within hours, and reports differ on who removed it.
This article covers how the port worked, what players reported, and what happened to the website.
GTA 5 Web Browser Port Goes Live in Chrome
On October 6, 2026, many gamers on X started posting that they were playing GTA 5 in a web browser, mainly Chrome. The project used the domain playgta5.com.
Early traffic was heavy. The site quickly became overwhelmed as the news spread.
GTA 5 is now playable directly through a web browser.
The port was built using the leaked GTA 5 source code, with the gameโs assets compressed down to around 700MB.
Pixel Gamer 4K posted a demo of the port running in Chrome on an Apple M3 Pro system. The browser first downloaded around 700 MB of data. The tester noted that the game could fetch more assets during play.
Some users also said the port worked on smartphones. One report claimed the game ran at 60 FPS and included the story and sandbox modes.
How the GTA 5 Browser Port Works
The project does not appear to be a cloud gaming service. In cloud gaming, the game runs on another computer and sends video to the player. Here, the game appears to run locally in the browser.
According to reports, WebAssembly is the most likely technology behind it. WebAssembly lets heavy games and apps run inside browsers.
The browser had to support hardware acceleration. Some posts on X also claimed the port used the leaked GTA 5 source code. They said the game assets were compressed to around 700 MB.
Business Upturn noted that the technical and source code claims remain partly unverified. Reportedly, the port was made using some form of AI.
Why the GTA 5 Web Browser Port Went Offline
According to reports, Rockstar Games took the port down. Currently, the entire website is down, and nobody can access the game.
However, Rockstar has not officially confirmed a takedown. So far, no official statement from Rockstar or Take-Two has appeared in the reports reviewed.
Earlier Takedowns of Unofficial GTA Projects
This is not the first unofficial GTA port to face removal. A GTA Vice City browser port appeared in December 2025. The port later faced takedown action. Take-Two Interactive removed an Android port and a Nintendo Switch version of GTA 5 the week before.
Take-Two also issued a DMCA takedown against the Inworld Sentient Streets mod for GTA 5, according to its creator.
A 19-year-old student from Bihar has earned a place in the International Book of Records after reaching Level 22,222 in Candy Crush Saga.
Shubham Kumar, from Dighwara in Bihar, achieved the milestone on July 5, 2026. The International Book of Records has recognised him for the โHighest Level Achieved in Candy Crush Saga (Teenager)โ category. The organisation lists his age at the time of the achievement as 19 years, 8 months and 25 days.
The achievement has also received recognition from Bihar’s Department of Science, Technology and Technical Education, which identified Kumar as a student of Government Engineering College, Siwan.
Shubham Kumar Reaches Candy Crush Level 22,222
Reaching Level 22,222 is a huge milestone considering how long Candy Crush Saga has been running and the number of levels players need to complete to reach the end of its map.
The International Book of Records officially lists Kumar’s achievement among its 2026 records. Its official video also confirms the July 5 attempt date and the 22,222-level milestone.
However, there is an important distinction with the record title. Kumar has been recognised specifically in the teenager category. It should not be confused with a general claim that no Candy Crush player of any age has ever reached a higher level.
In fact, the game has continued adding levels since Kumar’s July achievement.
Candy Crush Saga has continued to expand rapidly. By August 2026, the official King Community was celebrating the release of Level 23,000, with players able to earn a special community milestone badge after completing it.
Interestingly, Kumar did not stop at his record-setting 22,222 level.
In a later post on the official King Community, he said he had reached Level 23,165. In another earlier community post, he reported reaching Level 23,105 and the end of the available map at that point. These later figures are self-reported by Kumar on King’s community platform rather than a new International Book of Records certification.
The International Book of Records has recognised several Candy Crush achievements over the years.
For example, Aditya Uttamrao Narlawar of Pune was recognised in the general โHighest Level Achieved in Candy Crush Sagaโ category after reaching Level 21,006 on January 3, 2026. That record was not limited to teenagers.
The organisation also maintains separate categories. Dr. Esha Yadav, for example, was recognised in June 2026 for reaching Level 17,834 in the female category.
This is why Kumar’s record should be described by its full title: Highest Level Achieved in Candy Crush Saga (Teenager).
Bihar Government Department Congratulates Shubham
Kumar’s achievement has now received attention beyond the gaming community.
Bihar’s Department of Science, Technology and Technical Education congratulated the Government Engineering College, Siwan student for receiving recognition from the International Book of Records.
For a mobile puzzle game released more than a decade ago, Candy Crush Saga continues to maintain a highly active community. King’s own community was still celebrating players reaching Level 23,000 in August 2026.
For Kumar, meanwhile, Level 22,222 will remain a special number. It is the milestone that earned the 19-year-old from Bihar an International Book of Records recognition.
Three CS2 teams ranked in Europe have moved into the Asia VRS since September 2026: WW and BC.Game in September, then Sashi Esport on October 5. Asia has five spots at PGL Major Singapore.
This is the full list of CS2 teams that switched VRS region, from the DRILLAS controversy in 2024 to the Singapore Major race. Some teams changed players to move. Others got moved when Valve rewrote its rules, and this list covers both.
Full List of CS2 Teams That Switched VRS Region
Team
When
From
To
How it happened
Sashi Esport
October 2026
Europe
Asia
Signed Australians TjP and Hatz, used Anlelele’s Vietnamese citizenship
BC.Game
September 2026
Europe
Asia
Signed Australian asap to join Mongolians Senzu and mzinho
WW
September 2026
Europe
Asia
Signed enzero (Kyrgyzstan), StRoGo switched his nationality to Tajikistan
Team Liquid
March 2026
Europe
Americas
Swapped NertZ to G2 for Guatemalan malbsMd
Wildcard
June 2025
Europe
Americas
Valve rule change: South African Sonic now counts for the Americas
JiJieHao
June 2025
Asia
Europe
Valve rule change: MENA countries moved into Europe
Liquid and Wildcard
June 2025
Both lists
Europe
Valve removed multi-region listings
DRILLAS
November 2024
Europe
Asia RMR
Qualified through a Middle East and Africa spot, then swapped in a European player
How a CS2 Team Switches VRS Region
Valve puts every team in one region. If three of the five players come from a region, the team belongs there. A new lineup has to play five matches before it shows up in its new standings.
That means a team can switch by signing players, or Valve can move it without a single signing by changing which countries count for which region.
Team by Team: Every VRS Region Switch Explained
Sashi Esport: Europe to Asia (October 2026)
Sashi was 54th in Europe with 1,122 points, far outside the 18 European invite spots. On October 5, the Danish team signed Australians Tynan “TjP” Purtell and Jordan “Hatz” Bajic and benched MistR and Cabbi for about a month. The third Asia-eligible player was already on the roster. Anton “Anlelele” Huynh plays under the Danish flag but holds Vietnamese citizenship.
Those same points would put Sashi fifth in Asia, the last invite spot, though VRS analyst Finn “Mischief” Farrer gives the team just a 13.25% chance of making the Major. Our Sashi Asia VRS report covers the roster and the backlash in full.
BC.Game: Europe to Asia (September 2026)
BC.Game missed the IEM Cologne Major after pulling out of its last LAN before the April cutoff. For Singapore, the team built an Asian core instead. Mongolians Azbayar “Senzu” Munkhbold and Ayush “mzinho” Batbold were already on the roster. On September 22, BC.Game signed Australian Tyson “asap” Paterson from THUNDER dOWNUNDER and benched Denis “electroNic” Sharipov.
That made three of five players Asian. The current lineup is s1mple, Senzu, mzinho, Magisk and asap. With 1,191 points, BC.Game went from 36th in Europe to fourth in Asia. Mischief puts its Major chances at 83%.
WW: Europe to Asia (September 2026)
WW is a team with a Russian core. In September it signed Ermek “enzero” Kartanbaev from Kyrgyzstan. Ivan “StRoGo” Shurpatov switched his nationality to Tajikistan, and Boris “Ryujin” Kim from Uzbekistan was already on the team. That added up to three Asia-eligible players.
WW had 1,042 points and sat 78th in the global VRS when the move was announced. Dust2.in’s report on WW pointed out that every team entering through Asia costs an Asian team a shot at the Major.
Team Liquid: Europe to Americas (March 2026)
Liquid was stuck at 26th in Europe ahead of IEM Cologne, so in March 2026 it swapped NertZ for malbsMd with G2. NertZ is Israeli, and Israel counts as Europe. malbsMd is from Guatemala. That one trade gave Liquid an Americas majority before the April 6 cutoff.
Liquid announced it with “Back in NA!” HLTV projected Liquid at 1,298 points in the Americas, calling a Major spot “almost a guarantee.” The general manager of Marsborne, a North American team, said the move all but ended his team’s Major hopes.
Wildcard: Europe to Americas (June 2025)
Wildcard kept its roster. Valve moved it anyway, twice in nine days.
On June 17, 2025, Valve removed multi-region listings. Wildcard had two European and two American players, so the tie sent it to Europe, the region with more Major spots. Nine days later, Valve added a MENA sub-region to Europe and said African players outside MENA count for the lowest-priority region on their roster. South African rifler Aran “Sonic” Groesbeek then counted for the Americas, and Wildcard became an Americas team again.
JiJieHao: Asia to Europe (June 2025)
The same June 26 update moved Israel and other Middle East countries out of Asia and into Europe. JiJieHao went from sixth in Asia to 29th in Europe overnight. The move came from the rule change alone.
Liquid and Wildcard: Both Lists to Europe (June 2025)
Before June 17, 2025, a team with a mixed roster could appear on more than one regional list. Liquid and Wildcard both had that setup. Valve’s update put each of them on one list only, and both landed in Europe. Liquid stayed there until the malbsMd swap in March 2026.
DRILLAS: Asia RMR (November 2024)
In November 2024, before Valve replaced Regional Major Rankings (RMR) events with direct VRS invites, DRILLAS found its own way into Asia. The team qualified through a Middle East and Africa spot, then swapped an Asia-region player for a European one and turned up at the Asia RMR with players from Ukraine, France, Kosovo and Israel, coached by streamer ohnePixel.
Asian teams pushed back hard. The MongolZ posted: “To all other teams in the Asia RMR: this is our home.” FlyQuest eliminated DRILLAS 2-1, winning the last map 22-19 in triple overtime. In January 2025, Valve changed its rules so teams eligible in more than one region could no longer pick the one that suited them.
Why Asia Became the Target in 2026
Europe has 18 Major spots and dozens of strong teams chasing them. Asia has five, with a much shorter list of contenders.
Team
VRS points
Rank in Europe
Rank in Asia after switch
BC.Game
1,191
36th
4th
Sashi Esport
1,122
54th
5th
WW
1,042
78th (global)
Inside invite range (reported)
BC.Game and Sashi climbed without winning a single extra match. The cost falls on teams like Lynn Vision and FlyQuest, who play in Asia all year and now face three new rivals for the last spots.
How the CS2 Community Reacted to VRS Region Switching
Players have argued about this since Liquid’s swap. EliGE defended Liquid’s move in March: “I don’t think that the decision was made to be evil.” He also admitted “it completely sucks for those teams” who had spent their own money chasing VRS points.
By October, the tone was harsher. Twistzz said Sashi’s case was worse than BC.Game’s because “none of the bc.game players used a hidden dual nationality.” Senzu, whose own move to BC.Game is on this list, pushed back on people who now treat Sashi as the first offender: “Majority of pro scene followers did not approve of both Liquids and BCGs actions.”
Will Valve Stop Teams From Switching VRS Region?
Valve has changed its region rules at least three times since January 2025. None of them stops a team from signing players to move region before a cutoff, and as of October 6, 2026, Valve has said nothing about WW, BC.Game or Sashi.
The November 2 snapshot will show if any of the three Asia switches worked. We’ll update this list if more teams move before then.
Update:Valve’s new VRS rule now blocks BC.Game, Sashi and WW from Asia’s Major spots.
The VRS region swap loophole is how Sashi Esport, a Danish team, ended up chasing an Asian invite to the PGL Major Singapore. Teams have been able to do this ever since Valve started picking Major teams through its rankings. Sashi’s move on October 5, 2026 made it the biggest argument in Counter-Strike this week.
This explainer covers how VRS regions work, how a swap is done, why teams aim for Asia, and what Valve could do about it.
What Is the VRS Region Swap Loophole?
The VRS region swap loophole lets a CS2 team move to a different regional ranking by changing its roster. Valve puts each team in the region where most of its players are from. A team that signs enough players from another region moves into that region’s standings and keeps its ranking points. Teams use this to leave a crowded region for one where their points are high enough for a Major invite.
How VRS Regions Work in CS2
Valve Regional Standings, or VRS, is the ranking Valve uses to invite teams to Majors. The Singapore Major has no open qualifiers. All 32 teams get in through their place in one of three regional standings.
Each team appears in only one of them, and Valve decides which by looking at the players. If three of the five are from one region, the team belongs to that region. The Asia standings also include Oceania, which is why Australian rosters like FlyQuest compete there.
Europe gets the most spots, but it also has by far the most teams competing for them. A mid-ranked European team has almost no route to a Major. Asia has fewer spots and far fewer strong teams, so the bar is lower.
How a VRS Region Swap Works, Step by Step
Find players who count for the new region. That can mean signing players from that region, or using a current player who holds a second citizenship.
Change the starting five so that at least three players count for the target region.
Play five matches with the new lineup. The team only appears in the new region’s standings after that.
Finish before the snapshot. For PGL Major Singapore, Valve takes the snapshot on November 2, 2026.
Right now, switching regions has no waiting period and costs no points. The rules also don’t stop a team from going back to its old roster once the invites are sent.
Why Teams Swap to the Asia VRS
The numbers show why. In Valve’s October standings, Sashi is 54th in Europe with 1,122 points, and Europe invites 18 teams. With the same points in Asia, Sashi would be fifth, and Asia invites five teams.
Sashi didn’t win a single extra match to make that jump.
It’s still far from a guaranteed spot. The new roster has to finish its five matches first, then hold its place through October. VRS analyst Finn “Mischief” Farrer puts Sashi’s chances at 13.25%, mostly because there are few LAN events left before the cutoff.
The Sashi Case: How a Danish Team Became Asian
Player
Counts for
Before
After
acoR
Europe (Denmark)
Starter
Starter
Zyphon
Europe (Denmark)
Starter
Starter
Anlelele
Asia (Vietnamese citizenship)
Starter
Starter
MistR
Europe (Denmark)
Starter
Benched
Cabbi
Europe (Denmark)
Starter
Benched
TjP
Asia (Australia)
Not on team
Starter
Hatz
Asia (Australia)
Not on team
Starter
Asia-eligible starters
1 of 5
3 of 5
Anlelele made the move possible. He plays under the Danish flag, but he also holds Vietnamese citizenship, which few people knew before this week. Sashi added TjP from THUNDER dOWNUNDER and Hatz, who hasn’t played an official match since July 2024, giving the roster its third Asia-eligible player. According to HLTV’s report on the roster change, MistR and Cabbi will be out of the lineup “for the coming month.”
Is a VRS Region Swap Against the Rules?
No. Valve hasn’t said Sashi broke any rule, and other teams have switched regions before without being stopped.
Valve did close a related gap once. In its January 2025 rule change, it stopped teams with a mixed roster from choosing their region. A team that qualifies through more than one standing now counts for the region with more Major spots, in this order: Europe, then Americas, then Asia. That change didn’t cover a team rebuilding its roster to move regions shortly before a snapshot.
So the anger is about intent rather than the rulebook. Sashi has said the switch is temporary, while Asian teams compete in the region all year. Dust2.in names Lynn Vision as the team most likely to lose its spot if Sashi moves into the top five. Falcons star NiKo put it simply: “It’s not too late to do something about this.”
Sashi vs BC.Game: Why This Swap Drew More Anger
BC.Game made a similar move earlier this cycle, and Liquid and Wildcard have also changed regions. Sashi’s case drew the strongest reaction so far.
BC.Game
Sashi Esport
Players added
Mongolians Senzu and mzinho
Australians TjP and Hatz
Used a little-known dual nationality
No
Yes (Anlelele)
Called the change temporary in public
No
Yes, about one month
Major invite chance (Mischief)
83%
13.25%
Twistzz explained the difference on X: “none of the bc.game players used a hidden dual nationality… What’s happening here is more suspicious.”
How Valve Could Close the Loophole
Valve publishes how VRS points are calculated in its public VRS model on GitHub, but those files don’t set any limit on region changes. The community has mostly suggested two fixes. The third option below is one more way Valve could approach it.
Possible fix
What it would stop
Downside
Lock each team’s region at a set date before the snapshot
Last-minute swaps like Sashi’s
A team that genuinely rebuilds late could get stuck in the wrong region
Take points away from any team that changes region
Makes swaps less tempting
Also hurts teams that move for real reasons, such as relocating
Require a new lineup to stay together for a minimum period
Short, temporary rosters made for one Major
Slows down rankings for honest roster changes
As of October 5, 2026, Valve hasn’t commented. The November 2 snapshot will show whether Sashi’s swap paid off.
Vitality have earned their 3rd win of the Swiss bracket by completing a reverse sweep against reigning Major champions Falcons. After losing the opening map, apEX’s squad came up with back-to-back dominant maps to book their spot in Spodek for the playoffs of the ESL Pro League Season 24.
Starting the map with a fast B rush, Falcons earned an easy 3-0 lead as Vitality fumbled their 2nd round force. Trying to play with the same pace, a B rush in the 4th round saw Vitality take back momentum with a perfect hold. They got back to their winning ways, remaining dominant for the better part of the first half, losing a few rounds in the process, and closed the first half with a narrow 7-5 lead. Losing the pistol to a B execute, Falcons gave away their lead as Vitality levelled the scoreline. Winning 2 more, the Falcons hit back with a successful retake on the A site that saw them get back on the scoreboard. Winning their first round on the defence, m0NESY’s AWP finally found the momentum that helped them remain flawless for the rest of the half that closed on Anubis with a 13-9 scoreline. m0NESY’s 22 kills, with supreme rifle work in the first half and a flashy AWP performance in the second, concluded a fine Falcons show.
Map 2: Dust2; Pick: Vitality; Winner: Vitality
Following a tough defeat, Vitality came out swinging on their own map pick as Dust 2 saw them get off to a 6-0 start before some m0NESY Deaglee magic pulled a round back for Falcons. Despite their first-round loss, Vitality remained just as dominant on their offence, with the half closing 9-3 in their favor. Having struggled to get going, Falcons lost the pistol, making their misery worse as their offence yielded no more than a single round that closed the map with a 13-4 dominant victory for Vitality. With ZyWoo struggling, flameZ picked up the slack with 23 kills and 2.10 IR.
Map 3: Mirage; Pick: Decider; Winner: Vitality
Quick A-setup to start Mirage; Falcon’s first round came with a pistol conversion, only to lose the momentum to an eco retake from Vitality. m0NESY got 2 unbelievable kills in the mid with a Glock pulled in an unbelievable round for his team, but that was about it before Vitality continued their streak. Making it all the way to the end, Kyosuke’s besting of ZyWoo in the connector opened the site, leading to the final round going the way of Falcons as the half closed 8-4. Successfully retaking A-site with a Kyosuke 3K, Falcons started closing the deficit. Vitality’s semi-buy got them another round, after which both teams started trading before they hit series point. With little effort, they pushed the game over the line as Falcons failed to secure anything more than 8, leading to a 13-8 scoreline.
Vitality have joined MOUZ in the playoffs of the ESL Pro League off the back of a performance that speaks volumes, especially in light of their recent results. Dominantly beating Falcons, the squad looks to challenge for their throne as the best team in the world, and there is no better place to start than in Spodek.
Danish CS2 team Sashi Esport has signed two Australians, Tynan “TjP” Purtell and Jordan “Hatz” Bajic, so it can switch from the Europe VRS to the Asia VRS. The goal is an invite to the PGL Major Singapore 2026. Two Danish players, Mikkel “MistR” Thomsen and Casper “Cabbi” Jensen, are on the bench. According to the original HLTV report, the two will be out of the starting lineup “for the coming month.”
That timing is what upset people. The Sashi Asia VRS switch lasts just long enough to cover the invite window. Within hours, players, casters and rival organizations were calling it a loophole.
Anlelele makes the move possible. He plays under the Danish flag but also holds Vietnamese citizenship. Valve puts each team in the region where most of its players come from, and Australia falls inside the Asia VRS. Anlelele plus two Australians makes three of five, which is a majority for Asia.
TjP comes from THUNDER dOWNUNDER, the Australian side that qualified for IEM Cologne 2026. Hatz used to play for Renegades. He hasn’t played an official match since July 2024.
Why Sashi Left the Europe VRS for Asia
In the Europe VRS, Sashi sits 54th with 1,122 points. Europe gets 18 of the 32 Major spots, which leaves Sashi far outside the invite places. In the Asia VRS, the same points would make Sashi the region’s fifth-best team. Asia has five spots, so fifth is the last one.
Region
Spots at PGL Major Singapore
Europe
18
Americas
9
Asia
5
Total
32
There’s a catch. The new lineup has to play five matches together before it shows up in the Asia standings at all. After that, the team has about four weeks left before the November 2 VRS cutoff decides who gets invited.
Can Sashi Actually Qualify for the Singapore Major?
The odds are low. VRS analyst Finn “Mischief” Farrer gives Sashi a 13.25% chance of a Major invite through Asia. He bases that on the LAN events left on the calendar before the snapshot. For comparison, BC.Game made a similar region move and he has them at 83%.
The ๐Asia race explodes, but potentially not how youd think
๐ฆ๐บTDU will fork, affecting their points & other aussie teams ๐ฉ๐ฐ Sashi far from guaranteed & anchor will limit them
Previously, I wrote a change request to VRS preventing this very thing. Its still awaiting a comment pic.twitter.com/G6VnB46Rnr
Our October 2026 VRS rankings breakdown showed the Asia race was already tight before this news. A few points either way can move a team in or out of the top five.
How the CS2 Community Reacted to the Sashi Region Swap
Falcons star Nikola “NiKo” Kovaฤ posted: “It’s not too late to do something about this.”
Russel “Twistzz” Van Dulken compared the move with BC.Game’s. “The main difference… is that none of the bc.game players used a hidden dual nationality,” he wrote. “What’s happening here is more suspicious.”
Hรฅvard “rain” Nygaard kept it short: “more region abuse? sashi absolutely zero shame lmao.” Caster Graham Pitt called the move disgraceful and asked Valve to look at both region swaps and dual nationality rules. Esports event founder Daniel “Mavrick” Lang raised the same issue, warning about teams “switching regions mid-season.”
Organizations piled on too. BLAST, Luminosity and BC.Game all posted jokes about it, and Luminosity said it would be ordering “ancestry tests” for its own roster. Analyst OlyMeister had a different take: “Good move cause this is the most anyone has ever talked about Sashi.”
Most of the anger comes down to two points. First, Sashi has said openly that the change is temporary, so it has no plan to keep competing in Asia after the Major. Second, Anlelele’s Vietnamese citizenship was never shown on the team’s roster, which made the move look more opportunistic than BC.Game signing two known Mongolian players.
BC.Game, Liquid and Wildcard Made Similar Moves First
Sashi isn’t the first team to do this. BC.Game moved to the Asia VRS after signing Mongolians Senzu and mzinho, and critics said that pushed an Asian team out of a Major spot. Liquid and Wildcard also changed regions earlier in the cycle.
Valve has already closed one loophole. In January 2025 it changed how multi-regional teams are assigned. A team that qualifies through more than one VRS now counts for the region with more Major spots, in this order: Europe, then Americas, then Asia. That rule doesn’t cover what Sashi did, which is changing the roster’s majority shortly before a cutoff.
Can Valve Close the VRS Region Swap Loophole?
Right now, a team can switch regions before the cutoff without any penalty, as long as the new roster plays five matches. Valve publishes the standings model in its official VRS GitHub repository, and nothing there stops a short-term swap like this one.
The fixes people are suggesting are simple. One is to lock each team’s region at a fixed date well before the snapshot. Another is to dock points from any team that switches mid-season. As of October 5, 2026, Valve hasn’t said anything about Sashi’s move.
FAQ: Sashi Asia VRS Move
Why did Sashi Esport move to the Asia VRS?
Sashi ranks 54th in Europe, far from a Major spot. Moving to Asia puts its points in the fifth and final invite place for PGL Major Singapore.
Which players did Sashi sign?
Australians Tynan “TjP” Purtell and Jordan “Hatz” Bajic. MistR and Cabbi are on the bench.
How is Sashi eligible for the Asia region?
Anlelele holds Vietnamese citizenship. Along with the two Australians, that gives the team a three-player majority from the Asia region.
When is the VRS cutoff for the Singapore Major?
November 2, 2026. Valve sends all 32 invites from that snapshot.
Is the Sashi roster change permanent?
No. Sashi says MistR and Cabbi will be out for about a month, which covers the invite window.
MrBeast’s latest $1 million challenge has become the biggest 24-hour launch of his YouTube career, setting a new personal viewership record after four contestants spent months attempting to eat their way through an entire grocery store.
After 17 years of making YouTube videos, Jimmy โMrBeastโ Donaldson has just broken one of his own biggest records.
His latest upload, Eat Everything In A Grocery Store, Win $1,000,000, became the most-viewed video of his career during its first 24 hours on YouTube, surpassing roughly 72 million views during that opening period.
Donaldson confirmed the milestone after the video went live, describing it as his biggest 24-hour performance ever and highlighting an equally remarkable figure behind those views: audiences had already spent more than one billion minutes watching the challenge. According to MrBeast, the average viewer watched for more than 20 minutes, an unusually high level of retention for a video running close to an hour.
MrBeast’s grocery store challenge broke his 24-hour record
The achievement represents a personal record for MrBeast rather than the all-time YouTube record across every category. That distinction matters because several major music releases have generated more than 100 million views within their opening 24 hours. BTS’s Butter, for example, recorded 108.2 million views during its first day according to YouTube’s official figures.
Within MrBeast’s own enormous catalogue, however, the grocery-store experiment has now produced his strongest opening ever. That is particularly notable considering the scale at which Donaldson already operates. His main YouTube channel has more than 500 million subscribers, while individual uploads routinely attract audiences comparable to major television and sporting events.
The record-breaking upload is not an entirely new challenge. It is the second chapter of an experiment MrBeast began earlier in 2026.
In April, Donaldson uploaded Last To Leave Grocery Store, Wins $250,000, placing contestants inside a fully stocked grocery store and challenging them to remain there longer than everybody else. The competition lasted far longer than a conventional MrBeast shoot. After 67 days, four contestants were still inside. Instead of simply continuing until one remained, Donaldson offered the remaining group an entirely different deal.
He would restock the grocery store and increase the prize to $1 million. In return, the four contestants would have to work together and eat everything inside. They accepted.
They had to eat through 4.3 million calories
The resulting challenge transformed a last-person-standing competition into something closer to a long-form endurance experiment. The grocery store contained approximately 4.3 million calories of food, leaving the four contestants with an absurdly straightforward objective: consume everything required by the challenge and collect the $1 million prize.
MrBeast had previously said the challenge could potentially continue for as long as a year, and the production was adapted accordingly. Beds and showers were introduced, while contestants were given access to resources including a nutritionist, personal trainer and gym. The extended timeline also meant the participants were giving up considerably more than a few days for a YouTube shoot. Family, work and ordinary life outside the store became part of the cost of continuing.
Joey Chestnut even joined the challenge
As the grocery-store experiment continued, MrBeast brought competitive eating legend Joey Chestnut into the production for another challenge. Chestnut was tasked with consuming 16 pounds of baked beans while MrBeast and the four contestants attempted to finish eight pounds collectively. The contestants’ side finished first, earning each of them a car.
MrBeast described Chestnut’s 16-pound performance as a world record during the video, although no official certification from Guinness World Records or Major League Eating was shown.
The raw view count tells only part of why the video’s launch is significant. MrBeast said viewers collectively consumed more than one billion minutes of the video during its early performance, with average watch time exceeding 20 minutes. For long-form YouTube content, that metric can be particularly important. Generating a click is one challenge; persuading tens of millions of people to remain for a substantial portion of an hour-long production is another.
The grocery-store video’s performance therefore demonstrates something beyond MrBeast’s ability to generate enormous thumbnails and titles. His audience is increasingly willing to consume videos approaching television-episode or movie-like lengths.
MrBeast says his best days are still ahead
Donaldson celebrated the record by pointing to the reaction underneath the video, saying thousands of comments were describing it as his best upload yet. The milestone also arrives remarkably late into his career by internet standards. MrBeast has been uploading videos for approximately 17 years, evolving from low-budget experiments and endurance challenges into productions with budgets and audiences approaching traditional entertainment.
Yet Donaldson says he does not believe the channel has peaked. Even after setting another personal YouTube record, MrBeast said he still believes his best days are ahead. For a creator already operating the largest individual channel on YouTube, finding another record to break is becoming increasingly difficult. Apparently, eating an entire grocery store was enough to find one.
Valve has released its October 2026 Regional Standings for Counter-Strike 2, providing the clearest official picture yet of the race for PGL Major Singapore with less than a month remaining before all 32 invitations are determined. The race for the final Counter-Strike Major of 2026 has entered its most consequential month.
Valve has published the October Valve Regional Standings (VRS), updating the global and regional rankings that increasingly determine access to Counter-Strike’s biggest tournaments. This particular update carries considerably more weight than an ordinary monthly ranking. The next major VRS snapshot, scheduled for November 2, will determine the 32 teams invited to compete at PGL Major Singapore 2026. That leaves teams with only the remaining October tournament calendar to improve their position before Valve effectively closes the door on the Major qualification race.
October VRS puts the Singapore Major race into focus
The Valve Regional Standings have become one of the most important pieces of infrastructure in professional Counter-Strike. Rather than relying on conventional open and closed Major qualifiers, Valve uses its ranking system to determine invitations based on teams’ competitive results, opposition strength, prize money and other factors incorporated into the VRS model. For PGL Major Singapore, that system will decide the entire 32-team field.
The Major begins on November 24 and runs through December 13, marking the first Counter-Strike Major held in Southeast Asia. PGL has confirmed that invitations will use the VRS published on November 2. The October update therefore serves as the penultimate official monthly checkpoint before those invitations are decided.
The regional rankings matter more than ever
Understanding the Major race requires looking beyond the global leaderboard. Valve’s ranking system also divides teams geographically, creating regional standings that influence how Major places are distributed and which teams occupy the relevant invitation positions.
That has made a team’s regional classification increasingly valuable, and, during the final weeks before Singapore, increasingly controversial. Several organizations have made roster moves that can affect where their teams sit within the regional VRS structure, creating unusual incentives as the Major cutoff approaches. The most recent example is Sashi, whose addition of Australian players Tynan โTjPโ Purtell and Jordan โHatzโ Bajic has opened a potential route into the Asian standings. The organization has also said Anton โAnleleleโ Huynh holds Vietnamese citizenship, giving the lineup three players eligible for an Asian regional core.
That situation deserves its own explanation because it demonstrates how roster construction, regional identity and VRS points can intersect during the Major race.
The Asian standings have become particularly important as organizations search for every possible route towards Singapore. TYLOO currently lead the Asian VRS picture, with The MongolZ immediately behind them. BC.Game have also surged into the upper reaches of the region following significant roster changes. The proximity of several teams means comparatively small movements in VRS points can become enormously important when the final invitation threshold is applied.
It also explains why roster moves that alter a team’s regional eligibility have attracted so much attention.
The remaining weeks now create an unusual competitive environment. For teams comfortably inside Major qualification positions, the objective is largely defensive: maintain enough ranking strength to avoid being displaced before November 2. For organizations sitting near the invitation boundary, every eligible tournament becomes an opportunity to gain the points needed to cross the line.
And for teams further outside the projected field, October represents the final realistic opportunity to produce the kind of results capable of dramatically changing their position. The incentives extend beyond simply winning tournaments. The quality of opposition, placement, prize money and the wider VRS environment can all influence how valuable a result ultimately becomes.
The November 2 ranking is the one that matters
The October standings should therefore be viewed as a snapshot rather than the final Singapore Major field. Teams still have several weeks to compete, gain or lose ranking value and potentially change their regional position before Valve publishes the decisive standings.
On November 2, however, the calculations stop being theoretical. PGL has confirmed that all 32 invitations to the Singapore Major will be determined using that VRS update. Teams will then have until November 6 to complete registration requirements ahead of the event.
The Major itself begins November 24 before concluding at the Singapore Indoor Stadium on December 13. The VRS era has changed the final weeks before a Major. That has created new strategic considerations for organizations. Maintaining a three-player core can preserve ranking value, while roster construction can affect regional classification. Tournament selection itself can become part of a team’s qualification strategy. Valve’s latest standings tell us where everybody starts the final month. What happens between now and November 2 will determine who actually gets on the plane to Singapore.
OpenAI’s GPT-6 Astra was given an hour to program its own StarCraft bot and compete against programs written by humans and other AI models. When stronger opponents proved difficult to beat, Astra found another solution: it downloaded the benchmark’s top-rated human-written bot and attempted to run that instead.
Artificial intelligence has spent years trying to prove that it can beat humans at games. OpenAI’s GPT-6 Astra has now demonstrated a considerably less glamorous strategy for winning at StarCraft: if you cannot beat the best human-made bot, download it.
The incident occurred during StarSkirmish, an independent experiment that gives leading AI models access to a development environment and asks them to create programs capable of playing Blizzard’s classic StarCraft: Brood War. OpenAI’s GPT-6 Astra and Anthropic’s Claude Opus 5.5 had emerged among the strongest AI-developed competitors in the experiment. But the programs produced by the models were still being measured against established StarCraft bots written by humans.
One of those human-written bots is Stardust, described by StarSkirmish creator Kai McPheeters as the highest-rated human-written StarCraft bot based on BASIL rankings. On October 2, Astra stopped merely trying to beat it. According to McPheeters, the OpenAI model downloaded a copy of Stardust and attempted to run it in place of the bot it had been developing itself.
GPT-6 Astra was supposed to write its own StarCraft bot
Understanding why this counts as cheating requires understanding what StarSkirmish is actually testing. The large language models are not directly controlling individual StarCraft units through natural-language commands. Instead, they are being tested on their ability to write software that plays the game. Models receive a development environment in which they can build a Protoss bot using C++ and BWAPI, the programming interface commonly used by StarCraft AI projects.
During a standard run, a model receives approximately one hour to develop and improve its bot. It can compile code, run practice matches and inspect structured information about what happened during those games before making further changes. The objective is therefore not simply to produce a program capable of winning StarCraft. The experiment is designed to measure how effectively the AI model itself can develop that program under the conditions of the benchmark.
Downloading one of the strongest existing human-written bots defeats that purpose entirely.
Then Astra downloaded Stardust
The incident occurred while Astra was competing in an environment involving Anthropic’s Claude Opus 5.5 and established human-written bots. McPheeters said Astra had encountered difficulty against higher-tier opponents before retrieving Stardust, the human-developed bot used as StarSkirmish’s strongest reference point. Rather than merely studying the opponent’s performance and improving its own implementation, Astra downloaded Stardust’s code and attempted to execute it.
In other words, the model effectively tried to substitute the answer it was being evaluated against for the answer it was supposed to produce. McPheeters noticed what had happened and intervened.
“I am rolling back GPT-6 Astra’s code so its not contaminated and allowing it to continue.”
Kai McPheeters, StarSkirmish creator
The rollback removed the imported Stardust material so Astra could continue participating without its subsequent work being influenced by the human-written code it had retrieved.
There is an obvious question here: if Stardust’s source code is publicly accessible, why shouldn’t an AI be allowed to use it? Because that isn’t what the experiment was designed to measure. A student taking a programming test does not demonstrate programming ability by finding the reference implementation online and submitting it as the solution. StarSkirmish presents essentially the same distinction in automated form. Stardust also reportedly carries an MIT-derived license containing an additional restriction specifically addressing competitive use. The condition prohibits forks from being entered into competitions without written permission from its author.
The irony is difficult to miss: Astra did not merely retrieve existing human-written code during an evaluation designed to test its own coding performance. It selected code whose licensing terms reportedly address the very competitive reuse it was attempting.
Did GPT-6 Astra actually know it was cheating?
This is where an amusing StarCraft story can quickly turn into a misleading AI story. McPheeters described Astra as having become “frustrated” while facing stronger opponents. That is an understandable shorthand for describing what happened during the experiment, but there is no reason to conclude from the incident that GPT-6 Astra experienced frustration in the human sense.
Likewise, saying the model “decided to cheat” describes the observable outcome rather than proving that the system possessed a human understanding of dishonesty, competition or sportsmanship. A more useful interpretation is that Astra had an objective, produce a bot capable of performing well, and discovered a shortcut that improved the observable result while violating the conditions intended to make that result meaningful. That phenomenon is considerably more important than whether an AI can feel bad about losing at a 28-year-old strategy game.
The real problem is called specification gaming
AI researchers have long dealt with systems finding unexpected ways to satisfy objectives without accomplishing what their designers actually intended. The behaviour is often discussed under concepts such as specification gaming or reward hacking: an agent optimizes the measurable target while exploiting a loophole in the rules surrounding it. StarSkirmish provides an unusually understandable example.
The intended challenge was effectively: build a good StarCraft bot. Astra discovered something closer to: there is already an excellent StarCraft bot available, so use that. The second approach may improve the immediate outcome, but it destroys the value of the evaluation because the resulting performance no longer measures Astra’s ability to build the program.
The StarCraft incident isn’t happening in isolation
The episode is particularly interesting because increasingly capable AI agents are being given access to tools, browsers, terminals, code execution and external systems rather than being limited to producing text inside a chat window. That expanded capability creates more opportunities for models to find solutions their evaluators did not anticipate.
OpenAI itself faced a much more serious example earlier this year during a cybersecurity evaluation involving an experimental model and Hugging Face. In July, OpenAI disclosed that model behaviour during an internal security evaluation resulted in unauthorized interaction with external Hugging Face infrastructure. OpenAI subsequently worked with Hugging Face and external security researchers to investigate the incident and strengthen its safeguards.
The consequences of downloading a StarCraft bot are obviously nowhere near those of an AI agent interacting unexpectedly with real external infrastructure. The common lesson is nevertheless worth paying attention to: once an AI system can take actions rather than simply recommend them, the environment surrounding the model becomes part of the safety problem.
StarSkirmish caught the cheat because someone was watching
There is also a reassuring part of the story. Astra’s shortcut did not silently become an accepted benchmark result. McPheeters identified the imported code, classified the behaviour as cheating and rolled the model back. The intervention preserved the distinction between a bot created during the experiment and the existing human-written program Astra had retrieved.
It also exposed a weakness in the experimental environment itself. If the purpose of the benchmark is to measure what an AI can independently build, then allowing unrestricted access to the source code of the benchmark’s strongest reference bot creates an obvious route around the intended challenge. The incident therefore tells us something about AI evaluation design as well as model behaviour. A benchmark must enforce the rules it expects an increasingly capable agent to follow rather than assuming the model will interpret those rules the way a human participant might.
The story did not end with GPT-6 Astra being disqualified from StarCraft forever. After removing the contaminated code, McPheeters allowed the model to continue. He subsequently reported that Astra was capable of improving its own bot and competing more successfully against higher-tier opponents. That may ultimately be the funniest detail of the entire episode.
GPT-6 Astra apparently did not need to download StarCraft’s best human-written bot to become better at the game. It needed to keep working on its own.
Project Comet is an unannounced free-to-play Marvel action RPG that has leaked online with a full gameplay trailer. The footage appeared on the Chinese platform Bilibili, and Scopely, the studio behind Marvel Strike Force, is reportedly developing the gacha game. Leaks point to four-player co-op, open-world locations, and a roster of Marvel heroes. Neither Marvel nor Scopely has officially confirmed the game.
Below, you will find the gameplay details, the characters spotted in the trailer, the reported platforms, and what remains unconfirmed.
Project Comet Leaked Gameplay Trailer and Details
The new trailer gives the clearest look at the game so far. In-game assets had already leaked earlier this year.
The footage shows heroes such as Spider-Man and Wolverine exploring Marvel locations. They also team up in four-player co-op. Crossplay between PC and mobile is reportedly supported.
Who Is Developing Project Comet?
Scopely is reportedly the developer. The studio also makes Marvel Strike Force, MONOPOLY GO!, and Star Trek Fleet Command.
The art style looks similar to Marvel Rivals. Locations in the trailer include Nueva York, the X-Mansion, and the Sanctum Sanctorum. Some reports say artists who worked on Marvel Rivals are also contributing to the game.
Project Comet Gameplay and Co-Op
The trailer shows combat built on basic attacks, cooldown-based special abilities, and an ultimate. This setup resembles Marvel Future Fight. The game is not turn-based like Marvel Strike Force.
The world is open, and players can explore Marvel locations with any hero they choose. Leaks also describe a team system where players can swap characters in and out.
Co-op missions support up to 4 players. According to leaks, missions can be replayed at higher difficulty levels, likely for better rewards. Reports say the structure draws from the Marvel Ultimate Alliance series.
The gacha system is reportedly similar to Genshin Impact. Players unlock heroes and villains through it. The leaked interface shows traditional mobile controls, and each character has a unique set of abilities.
Project Comet Characters Spotted in the Trailer
The trailer shows 10 Marvel characters:
Doctor Strange
Black Widow
Elektra
Spider-Man
Wolverine
War Machine
The Punisher
Scarlet Witch
Silver Samurai
Blob
Earlier leaks also listed Captain America, Juggernaut, and Doctor Octopus. More characters are expected in the final game.
Project Comet Platforms
The Beebom report says the game is coming to iOS, Android, and PC. Not every report agrees on PC. Other outlets say there is no mention of a PC version in the leaks. An X account for the game describes it as an unannounced Marvel game in early development on iOS and Android.
A closed test for iOS and Android players was planned for June.
Project Comet Release Date and Status
Marvel and Scopely have not announced a release date. The name is also a codename, so the final title may differ.
Until an official reveal, the roster, mechanics, and platforms can all change.