
Steam news
Full Steam announcements and update articles for this title.
With community effort and permission from the respective game developers, 2 new games are now available to be mounted in Garry's Mod: Black Mesa and Military Conflict: Vietnam!
As with other mountable games, you will need to own them on Steam first, which will enable players to use maps and models from these games in Sandbox and other gamemodes.
Some default HUD elements received some polish - the weapon selector, damage indicators, health and ammo displays.
The ammo HUD now correctly displays ammo for certain modded weapon types that use secondary clips, the default weapon selector can now display more slots and scroll weapon selection when there are too many weapons equipped to fit on the screen.
The HUD now also scales better at 4K resolution, preventing certain elements such as Sandbox notifications and voice chat from overlapping the ammo HUD.
The Combine APC is now a built-in vehicle, right in the spawnmenu, fully driveable by the player.
There are also numerous bug fixes to existing models for various issues such as props becoming pitch black when resting on ground, fire effects not displaying correctly and spawning wrong gib models when broken.
This update brings significant under-the-hood changes to the game's networking, enabling faster network transfer speeds to reduce server join times, and removing a whole host of unnecessary networking done by various entities, hopefully reducing overall bandwidth usage, especially on initial player spawn.
This update also switches many game systems to use double precision time, which should help servers to not need to restart or change maps as often and improve overall game feel after playing for a while on the same map.
As usual this update also brings a huge amount of fixes and other smaller changes. Some optimizations to performance and memory usage as well.
You can find the full change list for this update in our blog post:https://gmod.facepunch.com/news/april-2026-update
Disable physics scaling optimizations - too unstable
Disable static prop physics scaling - too unstable
Remove "invalid sequence ack nr" check - gives false positives
Fixed some ragdolls becoming pitch black when on ground post update
Prevent Entity:Spawn() on already spawned vehicles - This fixes a graceful exit which fixed a memory leak
Fixed APC gun effects not working for driver in multiplayer
Made APC gun use airboat muzzleflash for player drivers so its not as blinding in first person view
Fixed regression with Entity PhysicsCollide hooks
Double FIELD_ types support for internal variable entity Lua functions
Fixed a crash with ragdolls when spawning them in teleport triggers
Potential speculative fixes for Peer 2 Peer connection issues
Slightly lowered default value of net_maxfragments (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting flex values
Fixed crashes when using physics gun or the gravity gun on Linux 32bit clients
Fixed workshop support when Steam throws errors during subscription info gathering
Prevent corruption of the net channel due to fragment counts being out of safe bounds
Make concommand.Add errors non halting
Fixed ammo HUD positioning due to SWEP:CustomAmmoDisplay
Added support for "SecondaryClip" in SWEP:CustomAmmoDisplay table.
Hello everyone,
The next Garry's Mod update is coming soon.
The current plan is to release the next Garry's Mod update on 29th of April at 3PM GMT.
This update will require existing servers to update before they can be joined, so servers owners are advised to take notice of the date and test their servers on the pre-release beta beforehand to ensure smoothest update experience.
This update will contain many under the hood changes that may break existing binary modules.
You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog
(Please note this list is still work in progress and is subject to change.)
By popular demand and with approval from its developers, this update will be adding mounting support for Black Mesa in Garry's Mod.
We've partnered with Crowbar Collective to offer both our fans this limited time bundle to buy both games at one discounted price:
We kindly ask anyone willing to help us, players, modders and server owners alike, to test this update before it releases, to minimize any potential problems on release day.
Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the non-beta version of the game.
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.
You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues
Or at the very least in the comments below, or on our official Discord server or:
https://discord.com/invite/gmod
If you wish to set up a dedicated server instance using any of the beta branches, please see this article:
https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server
How to switch game branches:
Exit the game
Right click on Garry's Mod in Steam and select Properties
Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual
Hello everyone,
A new small patch has been released.
This one contains mostly fixes for regressions introduced by the November Update, as well as some other minor fixes.
Sandbox servers and clients are recommended to update at their earliest convenience.
The change list is as follows:
Fixed decals not rendering in Hammer
Re-added model scale to prop_dynamic in Hammer
Limit physics rescaling to prop_physics and sent_anim
Fixed server Lua error when using "" for rope material
Make Resistance Mine have proper name in killfeed
Added Cable_DX8 to rope shader whitelist which is used by some default materials
Combine Mine relationship adjustments
Respects Ignore Player and Disable AI settings
Doesn't attack Combine Gunship, Manhacks, Stalkers
Always attacks Barnacles and Xen Aliens from Half-Life 1
Fixed client D.O.G. ragdolls leaving behind ropes on removal
Set default m_flUseLookAtAngle for func_button to 0.8 (was 0) in engine
Set min_use_angle to 0.8 (was 0) for func_button in Hammer
Fixed certain NPCs (such as Alyx and Citizens) firing 2 bullets per pistol shot
Fixed Alyx firing the .357 Magnum also spawning reload shells
Fixed crashing on loading a Source Engine saves when Nextbots are present in the save file
Fixed map load crashes to do with corrupted maps (corrupted overlays)
Fixed prop gibs stopping spawning after the 300th in multiplayer
Fixed func_proprrespawnzone not being tracked properly clientside
Prevent recreating tool GhostEntity every tick with some tools (Community Contribution)
Fixed Motor tool torque axis being wrong if the motor was rotated after creation and before first activation (Community Contribution)
Fixed Lua errors when trying to open spawnmenu in Sandbox derived gamemodes with Spawnmenu disabled
Fixed main menu Lua errors when starting certain maps
Reimplemented kickid console command from scratch to hopefully resolve corrupted kick reasons issue
Reworked internals of Player:Kick and game.KickID to be consistent with each other
Fixed a regression with CBasePlayer::Kick that resulted in weird kick reasons
Fixed floating addons failing to mount on Linux systems
Don't try to load save files from mountable games
Fixed a regression with Entity:CreateParticleEffect when using tables
Fixed models/cs_fix.mdl not loading due to it being corrupted
Updated Zombine and Combine Soldier without armor player models to fix their animations
The entire change list can also be found on our website:
The November 2025 Update is now live.
This update adds new water rendering features from newer Source Engine games to Garry's Mod. Here's a comparison:
This includes flow maps, lightmaps and ability to reflect 3D skybox. This both improves compatibility with mountable games, as well as enables map makers to use these new features in their maps.
It must be noted that these changes may unexpectedly affect a small amount of existing maps. The issue here is that some map makers are using (modified) water materials from other Source Engine games which have parameters that did not previously work, but do work correctly now, causing unexpected changes in water appearance. This is unfortunately unavoidable from our end, and will need to be individually fixed by map makers by editing their water materials. No map recompilation needed.
Another port from newer Source Engine games is the 4-way blend shader.
This is also going to help map makers make better looking maps, easier.
A long standing issue from the very inception of Garry's Mod was the lackluster support for weapons used by NPCs, especially when NPCs use weapons that they never used in Half-Life 2. This update finally addresses these issues.
NPCs no longer T-pose when trying to use non default weapons, such as Metrocops using RPGs or AR2s, Combine Soldiers can not only use all the built-in weapons without issue, but also run around and chase the player with no weapons. Citizens no longer stand up to shoot when crouched.
More NPCs can now use weapons as well, providing more options than ever.
With improvements to duplicator support for Half-Life 2 entities, Resistance-hacked Combine Mines are now available from the spawnmenu, and both it and the Flechette Gun are now available for all players, regardless of what games are mounted.
Faceposer got some minor improvements with the ability to randomize or clear only a specific category of sliders:
And an option for Spawn Menu and Context Menu keys to act as a toggle has been added to the Utilities panel:
As per usual, this update also brings a set of under the hood fixes and optimizations, and of course a number of new Lua API features have been added.
You can find the full change list for this update in our blog post:https://gmod.facepunch.com/news/november-2025-update
Hello everyone,
The next Garry's Mod update is coming soon.
The current plan is to release the next Garry's Mod update on 12th of November at 3PM GMT.
This update will be backwards compatible with existing servers, so servers will not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes.
You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog
Please note this list is still work in progress and is subject to change.
We kindly ask anyone willing to help us, players, modders and server owners alike, to test this update before it releases, to minimize any potential problems on release day.
Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the non-beta version of the game.
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.
You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues
Or at the very least in the comments below, or on our official Discord server or:
https://discord.com/invite/gmod
If you wish to set up a dedicated server instance using any of the beta branches, please see this article:
https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server
How to switch game branches:
Exit the game
Right click on Garry's Mod in Steam and select Properties
Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual
Artwork Showcase - "The Construction"
The July 2025 Update is now live.
The biggest user-facing change in this update brings most of Counter-Strike: Source and Half-Life 2 Episodic content to Garry's Mod by default, with gracious permission from Valve. This means that you no longer need to own those games and have them installed to play on community maps that expect you to have this content.
Please do note that maps from those games are not included, so you'll still need to install those games to use their maps, and neither are voice over files and music, due to licensing issues.
This won't eliminate all instances of missing content (missing textures and ERROR models), but it will address a majority of instances of this issue. The remainder would just be addon authoring or installation errors.
This also means that Half-Life 2: Episode 2 content is now available in the spawnmenu for every player by default.
As usual, there is a large number of smaller changes - crash fixes, optimizations, additions, as well as other miscellaneous improvements for modders as well as players.
You can find the full change list for this update in our blog post:
Hello everyone,
The next Garry's Mod update is coming soon.
The current plan is to release the next Garry's Mod update on 23rd of July at 3PM GMT.
This update will be backwards compatible with existing servers, so servers will not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes.
You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog
Please note this list is still work in progress and is subject to change.
We kindly ask anyone willing to help us, players, modders and server owners alike, to test this update before it releases, to minimize any potential problems on release day.
Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the non-beta version of the game.
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.
You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues
Or at the very least in the comments below, or on our official Discord server or: https://discord.com/invite/gmod
If you wish to set up a dedicated server instance using any of the beta branches, please see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server
How to switch game branches:
Exit the game
Right click on Garry's Mod in Steam and select Properties
Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Garry's Mod, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Garry's Mod statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.