When a trade ban ends, even silence in the market becomes the calm before the storm. In the Counter-Strike 2 community, tension is rising again — players are anticipating what feels like the opening of a new chapter. Today, for the first time since the last update, trading of crafted items is once again unrestricted. Everyone is asking one question: how will this affect the game’s economy?
After the update that changed the market
Last week, Valve released a patch allowing players to craft knives and gloves from red-tier skins — a revolutionary change for the internal CS2 market. All crafted items were immediately placed under a 7-day trade ban, which effectively froze a portion of circulation worth millions of dollars.
Today, that restriction ends. The first crafted knives purchased on the day of the update are hitting the market, and the community is holding its breath — expecting either price stabilization or a new wave of volatility.

What happened: The first items leave the trade ban
This morning, users began to notice the first active knife listings that had previously been locked. At the same time, both Steam and third-party platforms recorded a surge in trading activity. However, one unusual event stood out — a Butterfly Knife | Lore (Well-Worn) was sold for only $1.53, likely due to a user error or a listing glitch.
On Steam’s price chart, a sharp dip appeared at the exact moment the trade ban lifted, though the overall market trend remained stable.

Market reaction: Recovery instead of collapse
According to PriceEmpire, the total CS2 market capitalization now stands at $4.12 billion, showing only a minor –1.27% fluctuation in the past 24 hours. After a drop of more than 30% in September, the market is demonstrating remarkable resilience, even during periods of major updates.
This indicates that traders have already adapted to the “new economy,” and the demand for unique crafts and rare pattern knives is compensating for local price dips.
Analysis: A shift in the CS2 paradigm
The lifting of the trade ban for the first crafted items has become a litmus test for the CS2 economic system. Players are investing increasing amounts of money, despite the risks of losses or price swings. Valve has managed to create not just a market, but a self-regulating ecosystem of risk and stability, where even user mistakes instantly become part of the game’s history.
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Trade ban
The end of the trade ban on the first knives did not cause chaos, as pessimists predicted. On the contrary — the market reacted calmly, proving that the CS2 economy is mature enough to withstand even the most radical changes. And although one Butterfly Knife was sold “for a song” at $1.53, the overall value of digital weaponry continues to orbit around four billion dollars.
 
        
 
         
		 
             
             
                         
                         
                         
                         
                         
                        