Starcraft II

Starcraft II Dev Tracker

02 Dec



  • Spray notification text no longer shows a blue placeholder icon.

Co-op Missions

  • Commanders
    • Zagara
      • Fixed an issue where Mastery Points could not properly allocated for power set 2 and 3 after a match.

03 Nov


  • War Chest 6 skin bundles are now available for purchase.
    • Terran Tyrador Structures Bundle
    • Zerg Cerberus Structures Bundle
    • Protoss Ihan-rii Structures Bundle
  • All previous War Chest skin set bundles have been made available for purchase in the Featured section of Collection.
    • Terran Tyrador Units Bundle
    • Zerg Cerberus Units Bundle
    • Protoss Ihan-rii Units Bundle
    • Terran Special Forces Units Bundle
    • Terran Mira’s Marauders Units Bundle
    • Terran Umojan Units Bundle
    • Terran Special Forces Structures Bundle
    • Zerg Leviathan Brood Units Bundle
    • Zerg Primal Units Bundle
    • Zerg Simulant Units Bundle
    • Zerg Simulant Structures Bundle
    • Protoss Forged Units Bundle
    • Protoss Purifier Units Bundle
    • Protoss Golden Age Units Bundle
    • Pro...
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16 Oct

15 Oct

To the StarCraft community,

StarCraft is one of a kind, and we’re committed to making sure that those of you who love this universe like we do have a home here for many years to come. With that in mind, we want to let you know about a development change we’re making for StarCraft II as we continue supporting it for the long-term.

As many of you know, Blizzard continues updating its games long after the initial release—some of you will remember that we were actively patching the original StarCraft more than 10 years after it first hit store shelves. This year we celebrated 10 years of StarCraft II with one of our largest-ever patches, with massive updates to the editor, Prestige Talents for Co-op Commanders, and gameplay improvements delivered to players worldwide.

We’re going to continue supporting StarCraft II in the same manner as we have with our previous longstanding games, such as Brood War, focusing primarily on what our core and competitive communiti...

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30 Sep

Update on September 30, PDT: 2020 Ladder Season 3 is now live, and some map bugs have been fixed below.


  • Lightshade LE
    • Fixed an issue where the Reaper would not path properly at times near the Reaper ramps.
    • Fixed an issue where the lobby screenshots rotated incorrectly.
  • Jagannatha LE
    • Fixed an issue where air and ground units could clip into various doodads.
    • Fixed an issue where units could be partially hidden inside the ground foliage.
    • Fixed an issue where certain doodads didn’t display occlusion lines.
    • Added decals near the Reaper cliffs to help highlight them.
    • Fixed an issue where units could clip into certain doodads near ramps.
  • Oxide LE
    • Moved the position of the rocks near the third base to make it a bit more challenging for enemy Siege Tanks to reach and attack the base.
    • Fixed a...
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24 Aug


  • New observer interface added, “Pro 2020”.
    • Supports 1v1, 2v2, 3v3, and 4v4 games at 16x9.
    • Previously seen earlier this year at IEM Katowice and War Chest Team League.
    • Features larger numbers and icons for improved mobile and couch viewing.
    • Reduced text for multi-region broadcasts.


  • Maps
    • Part and Parcel
      • The mission timer now starts with 90 additional seconds.
    • Scythe of Amon
      • The Warp Prism for the bonus objective will now announce its planned path 20 seconds before moving.
  • Alarak
    • Shadow of Death Prestige
      • This Prestige has been reworked.
      • The Mothership and its Destroyers no longer receive reduced stats fro...
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16 Aug

14 Aug

13 Aug

Hey everyone,

Last week we released a community update talking about our thoughts on the state of the game as well as some proposed changes along with our reasoning. As it was released a few hours after the patch notes themselves, we suspect some may have missed these notes, and we urge everyone to check them out before continuing. With that in mind, here are some small adjustments we’d like to make to our initial proposals.


Previously Proposed Change:

  • Baneling weapon damage changed from 18 (+17 vs light) to 15 (+20 vs light).

New Change:

  • Baneling weapon ...
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11 Aug

Separated from the Swarm, a lone zergling must fight to overcome his own nature to defeat his sinister captors. Check out this excerpt, then download Operation Blind Devil by Cassandra Clarke, the final entry in a new series of StarCraft II short stories to celebrate the game's 10th anniversary.

He moves cautiously, claws clicking against the shiny floor. It’s cold on his feet, smooth. Strange. It does not feel alive. It’s not spongy or warm, like the tissue of the leviathan in which he lives.

He walks in a circle, listening to the click click click. If he goes fast enough, the clicks seem to multiply as if he’s out where he’s supposed to be, following the Queen of Blades across the nerve center of her leviathan. Did his footsteps sound like hers would? He knows she ...

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10 Aug

09 Aug

07 Aug

06 Aug

Hey all,

With the recent celebration of the 10th anniversary of our beloved game, the conclusion of Dreamhack Masters Summer, and the imminent finale of GSL Season 2, we’d like to take this time to update you all on our thoughts on the state of the game since our last balance patch. As we haven’t seen many changes in TvT and ZvZ, we’ll be focusing on talking about the other matchups.


Though we had some concerns regarding the matchup going into the current patch, the changes to Zerg seem to have been offset by changes in the map pool. Currently, we feel TvZ is very diverse and dynamic with possibly the highest number of strategies being employed from both sides in the matchup ever. Specifically, we’d like to call out the rise in popularity of Mech, transitions from Battlecruisers into Bio, and general Lurker play. Overall, we’re excited to see how this matchup develops.


A lot of trends we’ve noticed and m...

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  • Zerg
    • Baneling
      • Weapon damage changed from 18(+17 vs light) to 15(+20 vs light).
  • Protoss
    • Oracle
      • Revelation duration increased from 15 seconds to 20 seconds.
    • Void Ray
      • Cost decreased from 250/150 to 200/150.
      • Void Ray build time decreased from 43 to 37 seconds.
      • Movement speed increased from 3.5 to 3.85.
      • Flux Vanes movement speed increased from 4.65 to 5.11.
    • Carrier
      • Interceptors belonging to a Carrier that has been Neural Parasited will no longer draw aggression from units belonging to the Carrier’s original owner.
    • Tempest
      • New upgrade found on the Fleet Beacon: Tecto...
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