
Beta 0.1status report
Where the revival stands today: which versions are out, what you can play, what is still rough, and what comes next. Found something broken? Tell us on Discord.
Updated Maintained from the BattleSpades server and client docs
0.1.0-beta.1Live on every official server since 21 September 2026. The retail parity update is next.
0.1.0-beta.1Published Windows download. Development builds (0.1.0-beta.3) carry the Steam and parity work.
Protocol 168The unmodified Steam game and the non-Steam client both join BattleSpades servers.
What you can play today
Beta means everything below works and is played every day, but details can still differ from the original game. The implementation status board has the full, row-by-row picture.
Ten game modes
Team Deathmatch, Capture the Flag, Classic CTF, Territory Control, Multi-Hill, Occupation, Demolition, Diamond Mine, VIP and Zombie, plus Arena, the Tutorial and the Map Creator.
Official servers in Europe and the USA
TDM, CTF, Zombie, Diamond Mine, Territory Control and VIP run around the clock, with bots that step aside when players join.
Retail-accurate movement
Walking, jumping, climbing and jetpacks use a line-for-line copy of the retail physics on every platform.
Building and destruction
Blocks, lines, prefabs, digging, explosions and collapsing structures, synchronised for every player.
AoSPlay accounts
Register or play as a guest, earn XP and levels on servers approved for trusted stats, open level-up Supply Crates and wear cosmetics.
Creator tools
Skin Studio submissions and gallery, the Workshop archive, and the in-game Map Creator.
Host your own server
Portable server downloads for Windows, Linux and macOS on x86-64 and ARM64, with admin commands, bots and every mode.
The new BattleSpades client
A modern client with a server browser, Quick Play, friends and lobbies, match hosting and a RETAIL graphics tier — or keep playing on the original game.
What is still rough
These are the problems we already know about. You do not need to report them again — but extra details (when, where, which client) always help.
Friends, invites and Steam
Accepting a friend request fails
FixedAccept and Decline on a friend request used to fail with “AoSPlay did not answer”. Fixed on the AoSPlay service on 28 September: it works in the current download, no update needed.
Workaround: If a request sent before the fix still looks stuck, both players can press Add Friend on each other.
Friends list stuck on RECONNECTING or lobby “not found”
Fix readyVery busy lobbies could freeze the friends list, and a slow connection could remove a lobby owner from their own lobby. The AoSPlay side is fixed (live since 28 September); the client-side reconnect improvements ship with the next client build.
Steam Join Game and Invite to Game do nothing
Fix readyIn the current download, Join Game from the Steam friends list can fail to open or connect the game. Fixed in the next client build.
Workaround: Join through the in-game server browser or the AoSPlay Friends screen instead.
“Sign in through Steam” button missing
Fix readyThe button can be missing even when the game was started from Steam. The next client build retries on its own.
Workaround: If you have ever run the no-Steam version of the original game, restart Steam once — it can leave Steam's registration pointing at a closed process.
Playing
Other players briefly freeze in big fights
OpenOn a lossy connection a single lost packet can hold back other players' movement for a moment. Fixing it needs a network change the original game cannot read.
Small corrections on packet loss
OpenWhen a key press or release is lost you may see a tiny position correction a few times per minute, and there is a small forward nudge once per jetpack burn.
Lag compensation not yet proven on real ping
OpenShots are checked against where targets were on your screen, but this has only been tested locally so far. Tell us if hits feel wrong on higher ping.
Zombie bots cannot reach walled-in survivors
OpenSurvivor bots build a refuge, but zombie bots cannot climb in yet, and bots never open a parachute.
Full servers say “server out of date”
Fix readyBeta 0.1 servers use the wrong message when they are full. It says “server full” after the next update.
Workaround: Pick another server or try again in a minute.
Respawns take 5 seconds, not 10
By designKept on purpose for the faster BattleSpades pace; retail used 10 seconds.
Music plays during rounds
By designRetail rounds were silent apart from the last-man and ending music. The in-round track is kept on request; server owners can turn it off.
New client: graphics, audio and HUD
Flares do not glow in the RETAIL graphics tier
OpenFlare blocks light their surroundings in the enhanced tiers only for now.
Workaround: Switch to a higher graphics tier if you need flare lighting.
Machine-gun deploy has no progress display
OpenDeploying a mounted machine gun is instant in the new client and shows no DEPLOYING message or muzzle flash while mounted.
Map Creator quick save and preview camera missing
OpenF10 quick save and the map-preview screenshot tool from the original Map Creator are not in the new client yet.
A few labels still in English
OpenFor example the “JOIN” prefix on the team button. Report any others you spot.
New visuals and audio still being play-tested
OpenMuzzle flash, tracers, the death camera, reverb and gunshot levels are built and tested, but still need live side-by-side checks with retail.
Hosting a server
Anti-cheat only logs most checks
By designImpossible packets kick, but shot, aim and movement checks only log until they are reviewed against real players.
512 MB hosts should use lighter map rotations
OpenA long test showed a one-time memory step; a 6-hour run is still owed before calling 512 MB machines safe with every map.
What comes next
The order of work, not promised dates. See What's new for what already landed.
Next update
- Roll out the retail parity update
Ship the week of retail parity work to the official servers and publish the matching client build.
- Ship the social client improvements
The AoSPlay friend accept/decline and busy-lobby fixes are live; the next client build adds LEAVE + JOIN, INVITE (OFFLINE), tab counts and reconnect retries.
- Live play-tests
Two-player Steam Join Game and invites, the new audio, muzzle flash and tracers, the death camera and the connection watchdog.
Soon
- Turn on anti-cheat enforcement
Review the logged checks against real players on lossy connections, then switch enforcement on check by check.
- Confirm the last retail details
Retail captures for Zombie's head count, VIP round counting and Territory Control capture speed; flare lighting in the RETAIL tier.
- Client downloads for macOS and Linux
Packaged builds that pass the same release checks as Windows.
Later
- Smarter zombie bots and parachuting bots
Let zombie bots breach refuges and bots use parachutes.
- Achievements, password servers and map caching
Full achievement conditions, password-protected servers and faster repeat map loads.
Report it on Discord
Bug reports go to the community Discord, where the developers and testers read every one. A good report gets fixed much faster.
Include in your report
- What happened, and what you expected instead.
- The server name (or “my own server”) and the game mode and map.
- Roughly when it happened, with your time zone.
- Which client you use: the new BattleSpades client, the original Steam game or the non-Steam game.
- A screenshot or short clip if you can.
- New client: attach BattleSpadesClient.log from the folder next to the game executable.