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.
Hi everyone,\n\nAce Squared\'s classic mode is now free to play!\n\nPeople who purchased the game before the switch will receive a special \"Beta II Cape\" when they start the game.\n\nAlso, there are now a couple of North American official servers.\n\nBest regards,\nAce Squared Developers
Changelog Version 0.37.1
\n\nOverview
\n- \n
- Added Beta II Cape\n
- Minor client and server fixes\n
Changelog Version 0.37
\n\nClient Changes
\n- \n
- Small null-reference exception fixes.\n
- Updated classic rifle shoot sound effect.\n
- Official server list is now queried over HTTPS instead of HTTP.\n
- Added options to toggle visibility of the killfeed and score notifications.\n
Server Changes
\n- \n
- Added RCON support.\n
- Integrated master-server bans and mutes (disabled by default, set use_master_moderation_records to true in server config to use)\n
- Added new commands: loglevel, loginterval, unban, unmute, auth, clients, clientcount.\n
- Tweaked existing commands: uptime, version.\n
- Most moderation commands now work with SteamIDs as well as client IDs; using SteamIDs allows the commands to work even if the user is offline.\n
- Removed chat notifications for client kicks and mutes.\n
- Shutdown reason (if provided) is now displayed in chat when shutdown begins.\n
General Fixes
\n- \n
- Fixed players not taking damage if the bundled damage-extras script was removed.\n
- Fixed tents floating on top of deployed crates.\n
- Potentially fixed all remaining \"timed out\" issues.\n
- Fixed wrong winner team name in zombie gamemode when zombies had more rounds won but survivors won the last round.\n
Changelog - Version v0.36.1
\n\nChanges
\n- \n
- Votekick system updates:\n [list]\n
- No votekicks allowed against server moderators.\n
- Votekick is now more strict requires a minimum of 10 players to start and **66% YES** to pass.\n
- New server cvar: sv.votekick.enabled to toggle votekick functionality.\n
Server Changes
\n- \n
- Server logging improvements.\n
- Removed server commands: clientid, lsclients.\n
- Added server commands: version and uptime.\n
Fixes
\n- \n
- Fixed a small memory leak that occurred on round restart.\n
- Fixed inability to place black colored blueprints.\n
- Fixed tombstone explosion VFX not playing.\n
Changelog - Version v0.36
\n
Changes
Votekick system - Added votekick for cheating/griefing (usable via chat command or scoreboard).
[/*]Chat now persists across map changes (chat is no longer reset on map change).
[/*]Added color picker for block placement.
[/*]Reworked shoot SFX for classic SMG, classic shotgun, and classic mortar.
[/*]Updated Unity editor to address CVE-2025-59489.
[/*]
Server Changes
Added voteType parameter to the callback OnVoteOutcomeDetermined.
[/*]Added automatic mutes for spammers.
[/*]Replaced the --debug flag with log_statistics_interval in the server config.
[/*]Added handling of command line arguments for overriding server config values.
[/*]Removed MoonSharp support.
[/*]Removed use_xlua option and removed the old maps option.
[/*]Added new map option.
[/*]Added is_dlc_server option.
[/*]
Fixes
Fixed UI button click sound not playing.
[/*]Fixed melee/build labels ordering for the Deuce class.\n\n
[/*]
Important - Server Admin Notes
These are required config changes if you host a server (otherwise the server may not start or behave unexpectedly):
Remove the use_xlua config item from your server config.
[/*]Remove the old maps config item (replaced with map).
[/*]Add a map config item to your server config (example: map = \"Observatory\").
[/*]Add is_dlc_server=true to your server config (used to configure F2P vs P2P behavior).
[/*]
If you encounter problems, contact us on the project Discord server.
\n
Hello everyone, \n\nWe are excited to share that our game will move to a partially free-to-play model on December 1, 2025.
The Deuce class will be free to play.
[/*]The Miner, Sniper, Commando and Engineer classes will be included in a paid DLC.
[/*]Players who purchased the game before the switch will automatically receive the DLC at no additional cost.\n
[/*]
Servers
Free-to-play servers will be open to all players.
[/*]DLC servers will require the DLC. Free-to-play players can only join free-to-play servers.\n
[/*]
About the DLC
It is a content unlock for the listed classes and their items and weapons.
[/*]It grants access to servers that run this content.
[/*]It adds additional DLC game modes: Zombie, Team Deathmatch, and Capture the Flag.
[/*]
\nBest regards,\nAce Squared Developers
Changelog - Version v0.35
\n\nChanges
\n- \n
- Removed \"Smooth Mouse\" option from settings (no longer needed).\n
- Improved blueprint placement.\n
- Weapon spread now resets when respawned.\n
- Reduced weapon switch delay.\n
- Fire and aim now takes priority over running, if you sprint and start firing or aiming, sprint will be canceled.\n
- Melee weapons are always visible while running.\n
Fixes
\n- \n
- Fixed jittery movement when moving sideways.\n
- Fixed green team tent missing its special effect.\n
- Potential fix for Zombie gamemode ending suddenly.\n
Changelog - Version v0.34.1
\n\nSmall patch with bugfixes.\n\nFixes
\n- \n
- Fixed players being unable to pick up the CTF flag.\n
- Fixed everyone hearing a flag pickup even if it happened on the other side of the map.\n
- Fixed `GetGamemode()` throwing an error when a round was not active (modders).\n
- Fixed minimap crate icons not rendering correctly.\n
Changelog - Version v0.34
\n\nChanges
\n- \n
- Disconnect reason text tweaks: font changed to a more readable one; now contains a disconnect code in addition to human-readable text.\n
- If a server has been waiting too long in zombie gamemode for players, it will now end the round and start a map vote excluding zombie gamemode. This fixes issues where servers get stuck in zombie gamemode with low player counts.\n
- Improved F1 console suggestions: now shows 10 results instead of 5; much improved suggestion search based on user input.\n
- Server list UI now shows the number of players online in addition to server count.\n
- Tents now fall if not supported by enough voxels below them.\n
- Added weapon pierce mechanic: a single shot may now hit multiple enemies lined up behind each other.\n
- Water now has a new shader.\n
- Added new official map: DragonValley.\n
Server Changes
\n- \n
- Added log_level option to filter out unnecessary logs.\n
- Various logging improvements.\n
Fixes
\n- \n
- Fixed server from effectively crashing due to abusive cvar changes.\n
- Fixed issue where shooting at the world near a grenade on the ground would play incorrect grenade-world collision sounds.\n
- Potentially fixed bug where two players could pick up a single CTF flag simultaneously.\n
- Fixed issue where high-velocity players jumping or falling could tunnel through solid voxels. This likely fixes random falls into the ground resulting in death.\n
- Fixed blood color not being red.\n
- Fixed small memory leak on the client.\n
Changelog - Version 0.33.1
\n\nChanges
\n- \n
- Autoclimb behavior adjusted: autoclimb is now disabled only when **both** facing downwards **and** crouching.\n
Fixes
\n- \n
- Fixed sniper laser colors being purple instead of team color.\n
- Fixed blueprint placement SFX not playing.\n
Changelog - Version v0.33
\n\nChanges
\n- \n
- If you start throwing a grenade and die mid-throw, the grenade will still be thrown.\n
- Crate spawn points now target player clusters instead of individual players, making spawns fairer for everyone.\n
- Default max crates increased to 20 (was 10). Controlled by cvar: sv.maxcrates.\n
- Added HP regeneration for players (zombies excluded).\n
- Block placement sounds now play locally when the block is actually placed (no longer purely predicted).\n
- Improved skybox fog for better atmosphere.\n
- Tweaked projectile trail visuals.\n
- Disabled autoclimb when facing downwards makes it easier to go down small tunnels or holes.\n
- Jetpack now regenerates fuel while jumping.\n
- Reduced sniper zoom.\n
- Increased resolution of block particles when you are close to them for better detail.\n
- Reduced round change time for faster transitions between rounds.\n
- Miner received headshot damage reduced.\n
Server Changes
\n- \n
- Better logging on servers for improved diagnostics.\n
- Huge RAM usage reduction and fixed server crashes that occurred with many players connected.\n
- Other miscellaneous server-side improvements.\n
- Client-connected chat message is now only sent at the appropriate connection stage (prevents premature messages).\n
- Renamed and repurposed hook: OnShotgunPelletDamageToPlayerCalculated OnDamageToPlayerCalculated.\n
Fixes
\n- \n
- Fixed a bug where players could glitch in mid-air after joining a different server.\n
- Fixed camera clipping inside the world in certain situations (especially when digging straight tunnels).\n
Changelog - Version v0.32.1
Changes
- Added `ServerProxy:SendServerMessage()` method.
- Discord integration:
[list] - 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.
New 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.
[list] - Added ambient sound to the official Observatory map.
Visual & UI
- Improved bullet visual effects:
[list] - 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.
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.
Changelog - Version 0.31
Changes
- Added new assault rifle weapon.
- Turrets:
[list] - Now affected by the friendly fire flag.
- Hitscan turret fires continuously instead of in bursts.
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.
Changelog - 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.
Changelog - Version 0.30
Changes
- New gamemode: babel.
- Reworked HUD:
[list] - Now displays your points, time, and team scores.
- Much prettier design.
Server Changes
- Added really fast scripting implementation:
[list] - Performance now comparable to C#.
- ~150x script speedup based on benchmarks.
[list]
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).
Changelog - 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:
[list] - Faster camera interpolation time (250ms 125ms)now adjustable with cvar: sv.player.cc.cam.climb.duration.
- Reduced velocity loss when climbing, making movement smoother.
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.
Changes
- Significant Netcode Rework:
[list] - 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.
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.
Changelog - 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.
Changelog - Version 0.27
Changes
Gameplay
- Added a cvar for player air resistance.
- Reduced default movement cvars.
- Added cvars for:
[list] - Head, torso, legs, and arms weapon damage overrides.
- Tent restock cooldown.
- Block regeneration time and amount.
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:
[list] - IsCvar, SetCvar, GetCvar.
- GetGamemode, GetMapName.
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.
Changelog - Version v0.26
Changes
- Added Oceanian official server.
- Ping restrictions: Too high ping is now only applied to normal (non-authenticated) players.
- Chat messages:
[list] - Sanitized from HTML tags.
- Reduced bandwidth usage for colored chat messages.
[list]
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.
### 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
Minimum 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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