Ace Squared
Oldground Software Oy Developer
Oldground Software Oy Publisher
2024 Release
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(109 reviews)
Ace Squared Update Version 0.32.1Changelog - Version v0.32.1
Changes
- Added `ServerProxy:SendServerMessage()` method.
- Discord integration:
- Added `/discord` command (opens the projects Discord server).
- Added Discord button to the main menu (opens the projects Discord server).
Fixes
- Fixed no team points being granted in the Team Deathmatch gamemode.
- Fixed a bug where players could briefly appear in the wrong position after respawning.
[ 2025-04-21 13:07:46 CET ] [ Original post ] Ace Squared Update Version 0.32New shotgun

New lighting

Changelog - Version 0.32
Performance & Networking
- Hugely reduced input lag for actions like placing voxels or shooting RPGs.
- Removed automatic ping kick. Lag compensation is now limited based on the `sv.pingthreshold` cvar (recommended max: 225ms). Players exceeding this threshold will need to lead their shots more significantly.
- Voxels now regenerate health gradually over time (`sv.voxelhealth.heal.voxels.count`) after a configurable delay (`sv.voxelhealth.wait.time`) to prevent server lag spikes during regeneration.
- Clamped client simulation rate (`sv.player.max.simulation.rate`) to reduce server CPU load caused by high-performance clients.
- Fixed block destruction particles causing major performance freezes (Optimization).
Gameplay & Features
- Added the new Thunderstrike Shotgun for the Miner class.
- Added 'Smooth Mouse' option to the settings menu.
- Melee attacks (e.g., Zombie arms, Spades) now use a sphere cast instead of a raycast, making hits easier to land.
- Added per-map ambient sound system.
- Added ambient sound to the official Observatory map.
- Added map save functionality via the 'savemap' command (saves current world state to .vxl).
- Added Light Block system:
- Light blocks emit light onto nearby voxels.
- Emitted light blends with other nearby light sources.
- Includes performance optimizations.
- Added an option in settings to disable dynamic light block lighting.
- Added a sound effect for grenades colliding with the world or other entities.
- Landmine explosions now behave like other explosions:
- Spherical shape instead of box.
- Damage falloff based on range (no longer always an instant kill).
- Rocket turret now uses a simpler box collider for consistency and potential performance improvement.
- Disabled players taking damage from falling gravestones.
- Blood effects are no longer shown when hitting tents.
- Reduced recoil smoothing for increased weapon snappiness.
Visual & UI
- Improved bullet visual effects:
- Increased visual velocity.
- Now uses a box instead of a line renderer for better visuals.
- Added a slight random offset to the visual starting position.
- Older killfeed items now fade out gradually.
- Reworked scoreboard synchronization. This should fix issues where player entries sometimes appeared invisible.
- Fixed class model in the class selection view not being team-colored.
- Fixed previously equipped capes sometimes not showing in the UI immediately after joining a server and selecting a class.
- Fixed the killfeed icon not displaying correctly for flamethrower kills.
- Fixed cycling through previously sent chat messages not working.
Fixes
- Fixed grenade particle trails sometimes rendering in the wrong position when initially spawned.
- Various server security fixes.
Server & Modding
- Significant backend reworks to better support modding.
- Added server API for the ambient sound system, allowing modders to add custom ambient sounds per map.
- Added server API (`WorldProxy:Save`) corresponding to the 'savemap' command.
- Added server API (`ClientProxy:GetDisplayUsername`, `DisplayUsername:SetDirty`) for modifying player display names, including colored prefixes/suffixes (related to scoreboard rework).
- Added new server hooks: `OnPlayerDied`, `OnWorldLoaded`, `OnDamaged`, `OnKilled`, `OnExplosion`, `OnExploded`.
- Added `EntityProxy` API.
- Added `PlayerProxy` methods: `GetHeadPosition`, `TryGetViewVoxels`.
- Added `GrenadeProjectileSpawner` object API.
[ 2025-04-20 16:17:42 CET ] [ Original post ] Changelog - Version 0.31Changelog - Version 0.31
Changes
- Added new assault rifle weapon.
- Turrets:
- Now affected by the friendly fire flag.
- Hitscan turret fires continuously instead of in bursts.
- Various balance changes.
Server Changes
- Added API for vote manager votes.
- Added API for creating explosions.
- Added customizable blueprints & icons.
- Modders can now choose class blueprints.
Fixes
- Fixed hitscan turret shooting through walls.
- Fixed hitscan turret targeting tombstones.
- Fixed a couple of client/server bugs that were flooding the console.
[ 2025-03-09 18:02:34 CET ] [ Original post ] Ace Squared Update v0.30.1Changelog - Version v0.30.1
Changes
- Added functionality to rotate blueprint structures.
- Tweaked player weapon volume falloffshots can now be heard from further away for an improved audio experience.
- Implemented balance changes for classic mode.
Fixes
- Fixed non-local player jump sound playing repeatedly in enclosed spaces even when no jump occurred.
- Resolved player clipping through the world when jumping in confined areas.
- Fixed CTF flag appearing in gamemodes other than CTF.
- Potentially fixed an issue with cvars not unloading on crash/quit/round end, which previously caused problems like crates not spawning where they should.
[ 2025-02-26 19:08:56 CET ] [ Original post ] Ace Squared Update v0.30Changelog - Version 0.30
Changes
- New gamemode: babel.
- Reworked HUD:
- Now displays your points, time, and team scores.
- Much prettier design.
- Changed mortar projectile explode sound effect.
- Changed mortar destroyed sound effect.
- Various balance changes.
- Tweaked shotgun falloff formula.
- Patched bug where players could place unlimited turrets without the previous one being destroyed.
Server Changes
- Added really fast scripting implementation:
- Performance now comparable to C#.
- ~150x script speedup based on benchmarks.
- Server API enhancements:
- Cvars:
- sv.friendlyfire.enabled
- sv.player.cc.airclimb
- sv.cratespawner.predefinedcrates.enabled
- sv.cratespawner.randomcrates.enabled
- sv.player.maxturrets
- Hooks:
- OnShotgunPelletDamageToPlayerCalculated
- OnFallDamageCalculated
- OnPlayerDestroyVoxels
- Proxy methods:
- PlayerProxy:Equip
- PlayerProxy:Unequip
- PlayerProxy:IsEquippedInSlot
- PlayerProxy:PlaySfxEvent
- PlayerProxy:IncrementScore
- PlayerProxy:GetClass
- ServerProxy:GetPlayers
- ServerProxy:SendActionMessage
- ServerProxy:IncreaseTeamScore
- ServerProxy:GetTeamScore
- ServerProxy:EndRound
- WorldProxy:GetWorldVoxelDimensions
- Basic gamemodes API
- Server config validation:
- If your server config file is incorrect, the server will now shutdown instead of resetting the file.
Fixes
- Fixed shotgun damage falloff formula not being applied.
- Fixed local player viewmodel twitching occasionally when AFK.
- Fixed player clipping inside the world when running down stairs (now collides properly).
- Fixed voxel linker issues where multiple diagonally connected voxels sometimes failed to link (e.g. sometimes block gun blocks would disappear when they should collide and attach to the ground).
[ 2025-02-23 16:03:08 CET ] [ Original post ] Ace Squared Update v0.29Changelog - Version v0.29
Major UI Rework
- Completely reworked the UI for a cleaner and more intuitive experience.
- You can now change your cape while connected to a serverno need to reconnect.
- Removed the team join menu; changing teams is now done via the scoreboard.
- Added a "Reset to Defaults" button in the settings menu.
Gameplay & Mechanics
- Various balance changes.
- Implemented 3D spawn points for tents and CTF flags.
- Changed Engineer's jetpack model to a higher-quality version.
- Tweaked default auto-climb parameters:
- Faster camera interpolation time (250ms 125ms)now adjustable with cvar: sv.player.cc.cam.climb.duration.
- Reduced velocity loss when climbing, making movement smoother.
- Mouse scroll up/down actions are now fully customizable in keybind settings.
Server & Debugging
- Added a --debug flag for servers, enabling more detailed logging.
- Various small server-side fixes for improved stability.
Fixes
- Fixed a world state synchronization issue where structures could appear on the client but not on the server.
- Fixed items (e.g., drill gun) not moving down correctly when reloading.
- Fixed the `OnPlayerRespawnTimerStart` callback not working.
- Fixed an issue where other players' arms would sometimes appear bugged.
[ 2025-02-12 16:04:19 CET ] [ Original post ] Changelog - Version v0.28Changes
- Significant Netcode Rework:
- Voxel updates are now far more bandwidth-efficient, significantly reducing data usage.
- Server-to-client updates are faster, resulting in smoother and more responsive gameplay.
- Added customizable skybox for server administrators, along with other environment customization options such as fog color.
- Tweaked all hitboxes to better represent the actual character model.
- Reworked character collision physics with a custom system:
- Fixed a bug where players could bug inside the world when structures were placed where they were running.
- Implemented smoother autoclimb.
- Fixed players floating if they hit voxels above (or the world roof) when jumping or using the rocket launchercollision now works as expected.
- Resolved issues where players would get stuck when climbing voxels.
- Fixed players floating slightly in the air during movement or collisions.
- Implemented 3D spawn points, allowing spawns under roofs or underground.
- Enabled running while throwing grenades.
- Added keybinding options for toolbelt items.
- Improved logic for fetching official servers, making the server list more reliable in showing official servers.
- Added pitch shifting for all local player item use sound effects.
- Introduced new cvars:
- Player climb multiplier.
- Zombie pick chance.
- Expanded APIs:
- New functions: `GetPlayerTeam`, `SetPlayerTeam`, `CanJoinTeam`.
- New hooks: `OnSelectTeam`, `OnZombiesSelected`, `OnSetSpawnProtectionTimer`.
- Added new sound effects:
- Mortar shoot.
- Mortar projectile explosion.
- Jumping.
- Various balance changes.
Fixes
- Fixed a bug where players could become invincible in certain scenarios.
- Resolved an audio misconfiguration that allowed players to hear others walking, digging, jumping, etc., from across the map.
- Fixed item overrides not working for zombies via the scripting API.
[ 2025-01-26 18:02:12 CET ] [ Original post ] Changelog - Version v0.27.1Changelog - Version v0.27.1
Changes
- Class selection kick time increased to 60 seconds (previously 30 seconds).
- Removed auto-spawning crates from the classic CTF gamemode.
- Implemented various balance changes.
Fixes
- Fixed the "multiple clients" bug that occasionally prevented players from connecting.
- Fixed the minigun loop sound effect not playing.
- Fixed an issue where players were bugged as the Deuce class after spawning from spectator mode following a gamemode change.
[ 2025-01-06 16:40:35 CET ] [ Original post ] Changelog - Version 0.27Changelog - Version 0.27
Changes
Gameplay
- Added a cvar for player air resistance.
- Reduced default movement cvars.
- Added cvars for:
- Head, torso, legs, and arms weapon damage overrides.
- Tent restock cooldown.
- Block regeneration time and amount.
- Auto-select class is now used as an AFK kick system.
- Class configuration (available classes and class items) is now dynamic and modifiable via scripts on the server side:
- Access methods: GetClassConfiguration and SetClassConfiguration.
- Introduced the Deuce class for classic gamemodes:
- Equipped with a flamethrower, mortar, rifle, SMG, shotgun, deployable crates, landmine, and grenade.
- Equipped landmines are now team-colored.
- Classic CTF gamemode added.
Modding API
- Added support for temporary bans and mutes with durations (automatic unban/unmute after the time expires).
- Introduced BanManagerProxy and MuteManagerProxy to the modding API.
- Added modding API functions:
- IsCvar, SetCvar, GetCvar.
- GetGamemode, GetMapName.
- Modding API improvements:
- Added basic file I/O.
- Added basic filesystem operations.
Graphics and Sound
- Graphics tweaks.
- Fog adjustments.
- Reworked muzzle flash effects.
- Sound tweaks.
Fixes
- Fixed scoreboard item overflow.
- Fixed blueprint cue not appearing red when there were insufficient uses left.
- Fixed janky autoclimb near the world max height.
- Fixed headshot and hitmark sounds playing multiple times with the shotgun.
[ 2025-01-04 22:50:03 CET ] [ Original post ] Changelog - Version v0.26Changelog - Version v0.26
Changes
- Added Oceanian official server.
- Ping restrictions: Too high ping is now only applied to normal (non-authenticated) players.
- Chat messages:
- Sanitized from HTML tags.
- Reduced bandwidth usage for colored chat messages.
- Added 1 reserved server slot for server admin, allowing them to connect even if the server is full.
- Server cvar system: Configure your server on the fly, including:
- Respawn time
- Round duration
- Weapon fire rate, damage, spread, and ammo
- Grenade explosion radius
- Class base movement speed
- Max health
- ...and much more!
- Shotguns:
- Now fire 9 pellets by default.
- Spread pattern tweaked for tighter grouping.
- Reworked character controller movement:
- Now velocity-based:
- Transitions like walking to running now take time to accelerate.
- Rocket launcher RPG applies velocity in XYZ (not just Y), enabling horizontal launches.
- Slower XZ movement while in the air.
- No sprinting allowed while airborne.
- Scoreboard rework:
- Prettier UI.
- User options: Steam profile and mute (unlock cursor by pressing RMB while the scoreboard is open).
- Logging improvements:
- Improved file logging to prevent hard drive overflow (server + client).
- Increased performance by flushing logs every 1 second instead of for every log statement.
- Graphics improvements:
- Better fog effects.
- Increased voxel noise for improved detail.
- Enhanced ambient occlusion.
- Balance changes implemented.
- Improved minigun model.
Fixes
- Fixed bug preventing players from joining the zombie team during active zombie rounds due to "too many players."
- Fixed zombie LMB digging only granting 1 voxel instead of the correct number of broken blocks.
- Fixed incorrect local client-side projectiles when firing shotguns.
- Fixed deploy cue not being destroyed when spectating.
- Fixed inability to deploy directly below crates.
- Fixed issues where structure placement was blocked unnecessarily.
[ 2024-12-18 15:45:37 CET ] [ Original post ] Patch Notes - Version v0.25### changes ###
- implemented no-deploy zone near dropped ctf flags
- added cinematic camera mode for spectator. access via spectate.freeflight.camera.cinematic prefix in the console.
- added client console commands savecfg and resetcfg (operates on client cvars)
- added option to mute chat in settings
- added option to toggle chat in the settings
- fallen y-distance (used in dmg calc) is now reset upon impulse event. this basically results in better fall damage calculation when using red rocket launcher
- block uses are now shown in the UI when melee item is equipped
- added invert mouse option to settings
- miner's spade now always digs 3x3x3 area
- new items
- added knife for sniper
- added commando for engineer
- added new grenade for commando
- numerous balance changes
- viewmodel tweaks
- graphics tweaks
- sfx tweaks
### fixes ###
- fixed sometimes not being able to build blueprints when looking downwards near water
- likely fixed bug where sometimes you were assigned random username
- fixed screenshot mode not disabling certain ui elements
- fixed PlaceVoxels api not replacing voxels
[ 2024-12-09 17:38:33 CET ] [ Original post ] Ace Squared is a multiplayer arena first-person shooter. You can build huge structures and dig tunnels behind enemy lines. Imagination is the only limit. Featuring 32-player servers, different classes and gamemodes.
Key Features
MODIFIABLE WORLD - The world is fully modifiable! Build and destroy structures, and build them back again! Dig tunnels behind enemy lines and collapse their bunkers.
CLASSES - Choose your class! Support your team, provide suppressive fire, dig long tunnels or provide high-precision damage from afar!
GAMEMODES - Includes Team Deathmatch, Zombie and Capture The Flag gamemodes. Fight other team against kills, survive against other players who are zombies, or steal the enemy flag!
COMMUNITY SERVERS - Host community servers with your own configuration as you see fit.
MINIMAL SETUP- OS: Linux (64-bit. SteamOS compatible)
- Processor: Dual Core CPU (Intel Core i3 1115g4 or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated graphics card (NVIDIA GeForce GTX 950 or better)Network: Broadband Internet connection
- Storage: 1 GB available space
RECOMMENDED SETUP- Storage: 1 GB available space
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