Every release of the revival in one place: the BattleSpades client and server, the original AoS Revival client and AOSPatches for the Steam game. Newest first, in plain words.
Updated •Maintained from the BattleSpades server and client docs
The new native game client, written from scratch. It plays on BattleSpades servers, imports the game files from your own copy of Ace of Spades and adds a server browser, Quick Play, Create Match and Steam support.
The clean-room dedicated server for Ace of Spades: Battle Builder (protocol 168). It runs the official servers and works with both the original Steam game and the new client. Builds for Windows, Linux and macOS on x64 and Arm.
The first revival client: the original game's own code, maintained and repackaged with a launcher, the aosplay.net server list, local hosting with a bundled BattleSpades server and Steam-free lobbies. Its repository is now archived; the native BattleSpades Client is its successor.
Small, switchable fixes for the original Steam Ace of Spades. Nothing on disk is rewritten, every fix can be turned off, and an unknown game version leaves the game untouched.
The game files are found on every system, and the game can download them for you when they are missing.
Game files
Finds your Ace of Spades install through Steam's own library list on Windows, macOS and Linux, including CrossOver and Whisky on macOS and Proton, Flatpak and Wine on Linux.
Picking the Steam library, the common folder or a CrossOver bottle by mistake still finds the game inside it.
No game found is no longer an error: you get a simple choice screen instead.
"Download game assets" is built into the game files installer on every platform, with progress, resume and verification, whenever a game files download is published.
Error messages only mention options that are actually on screen.
On macOS, when the app cannot write next to itself (for example in Applications), the game files go to your user folder instead.
Installing is now one click, importing from Steam works, and Steam lets you choose which game to start. It also carries everything from 0.2.1-beta.2, released earlier the same day.
New in beta.3: install and Steam
Fixed importing the game files when BattleSpades is installed inside the Steam game folder (the layout the installer uses). Every import failure now explains what went wrong.
One-click installer: just a Ready and a Finished page. It picks the folder, imports the game files and sets up Steam for you, asking only once whether to restart Steam.
Steam launch chooser: pressing Play in Steam asks whether to start BattleSpades or the original game. Your choice is remembered; hold Shift to choose again. The original game starts exactly as Steam would start it.
The first-run screen preselects the best option and offers to download the game files whenever the release provides them.
Weapons (from 0.2.1-beta.2)
Single-shot weapons fixed: a tap fires once, the reload starts after the shoot animation, and launchers reload by themselves.
Retail hold-to-fire: weapons keep firing while the trigger is held at their original rate, including assault rifle bursts and deployables. A held trigger resumes when the reload ends.
A tap no longer interrupts a shotgun shell reload.
The UGC RPG never spends its round and the UGC drill gun never runs dry, as in the original.
Movement and classes (from 0.2.1-beta.2)
The Rocketeer (Glider and Jump packs) is back in the class list.
Engineers can steer in the air at walking speed.
The parachute drops faster when it opens at low speed.
Hosting (from 0.2.1-beta.2)
Whoever creates a room is its admin automatically.
Every hosted room gets its own random password instead of a shared one; the client logs back in by itself after a map change.
Builds
Client builds for all six targets: Windows, Linux and macOS on x64 and Arm, plus the Windows installer.
Windows on Arm picks the right Steam runtime for its processor.
0.2.1-beta.2 (2 October 2026) shipped the weapon, movement and hosting changes above; beta.3 adds the install and Steam fixes. Unsigned builds; check them against SHA256SUMS.
The client source went public, with a launcher that keeps itself up to date, an installer, and a week of work to make the game look, sound and feel like the original 1.x release.
Updates and installing
Auto-updater: the launcher updates the client, the server and the game files separately from one release manifest, with a backup mirror, file checks and rollback if something fails.
First run downloads or imports the game files; the server used for hosting is fetched only when you need it.
Windows installer that can register the Steam launch option and shortcut.
Install folders with non-English characters (for example Cyrillic) work everywhere.
Steam
The Steam overlay works and frees the mouse while it is open.
Steam Workshop map subscriptions sync into your Subscribed maps automatically.
Friends see your match in Steam and can click Join; invites and rich presence work.
Player-hosted matches run over Valve's relay network, with aosplay.net as the fallback.
Steam players sign in as themselves without being asked, and statistics and achievements are reported under the original names.
Looks like the original
Original terrain damage, block darkening and falling chunks; retail lighting, sea, sky, explosions, tracers and muzzle flash.
View models for every tool, jetpacks, drop shadows and the retail tool-switch strip with prefab blueprint plates.
Retail HUD: kill banners, chat, scoreboard, end screen, team and class select, vote-kick screen and crosshair modes.
Graphics settings now apply live during a match.
Plays and sounds like the original
Stock weapon catalogue and recoil, death and chase cameras, parachute and jetpack prediction, bridge placement.
The death camera keeps your view and centres on your grave.
Zombie markers on the map, zombie hand colour and first-life loadout.
Retail reverb, volumes, footsteps, music fades and ambience.
Map Creator saving and tutorial completion.
Quality of life
The game keeps running when you alt-tab, and borderless fullscreen is supported.
The server browser keeps its player counts moving while it is open.
When a server refuses a join, the client now tells you why.
Chat counts and cuts text by characters, so non-English messages are not broken.
A timestamped support log is written on Windows and macOS.
Tagged v0.2.0-beta. Covers the work since Beta 0.1, including the 0.1.0-beta.2 and beta.3 development builds of 22 September. The client is licensed AGPL-3.0-or-later from this release.
0.1.0-beta.1Beta 0.1
The first public beta of the native client: a portable Windows x64 build that joins the official servers and hosts local matches with bots.
What was in it
The native client, its shaders, UI and community cosmetics.
The matching BattleSpades server 0.1.0-beta.1, used by Create Match for local games with bots.
An asset installer that copies the game content from your own Ace of Spades: Battle Builder install and checks every file. No retail content is shipped.
Better hit registration, much smarter bots, a desktop app for hosting, and the weapon and flight changes that match the new client. Released alongside client 0.2.1-beta.3.
Hit registration
Sniper shots use the zoom you actually fired with.
Shots right after a reload are no longer thrown away.
Late or resent shots are rewound to the right moment, and every refused shot is logged with its reason.
Weapons, movement and classes
Holding the trigger fires at each weapon's original rate; deployables tolerate network jitter without firing faster.
Reloading a launcher no longer starts the reload of the gun you held before.
The UGC drill gun keeps its original reload gap and endless reserve.
The Rocketeer is back in Team Deathmatch, for Zombie survivors and for bots.
Engineer air steering at walking speed and a faster parachute descent (for the updated client).
Bots
Bots wear a [BOT] name tag, and bot chat is off by default.
They climb out of water and pits, pillar up and bridge gaps quickly with block lines.
They build schematics together, and build shelters for the VIP.
Zombie hordes spread out, get unstuck and lay siege by collapsing structures.
VIP: one bodyguard stays with the VIP, attackers focus the enemy VIP, and a lone VIP goes hunting.
Fixed bots taking control of the wrong player slot and bots turning invisible: a bot leaving is announced before its slot is reused.
Game modes and admin
When the VIP leaves, the crown passes to a teammate.
The zombie team sees survivors on the map.
Crouching in water no longer sets off the escape check or shows the VIP marker in Team Deathmatch.
The Classic clock no longer wraps past 59:59.
The room creator becomes admin with a one-time token, and rooms get random passwords.
Hosting
New desktop app (BattleSpadesServer) with host, network, console and advanced tabs, UPnP, a firewall helper and Steam Workshop map import.
The server checks for updates against the release manifest, and --update stages a new build.
Includes the unreleased 0.2.0-beta.3 and 0.2.1-beta.1 builds. 0.2.1-beta.2, published a few hours earlier the same day, has the same gameplay; beta.3 only matches the client's version number.
Beta 0.2 brings five days of retail parity work into one server release: game modes, combat, blocks and audio checked against the original 1.x game, plus stability fixes.
Game modes
Every mode reworked to original rules: Zombie rounds and refuge, VIP sudden death, and fixes for Territory Control, Multi-Hill, Occupation, Demolition and Diamond Mine.
Original announcements, end-of-round screen, map rotations and mode pools.
Players stay connected through stock map rotation.
Combat and blocks
Stock weapon values, per-body-part damage and seeded spread for every shot, including single pellets.
Lag compensation, explosion damage and knockback timing, molotov fire and chemical-bomb goo.
Block health, darkening and colours as in the original; fixed see-through terrain for players who join late after digging.
Corrected map lighting, marker colours and player block colours.
Fair play
Smart spawns, spawn protection and team balance.
Vote-kick in the original format, with its denials and cooldowns.
Bots keep a slot free for humans and step aside when a player joins.
Movement and networking
Smoother jumps, jetpack and parachute hand-offs, and better recovery from lost input.
Works with the optional retail movement fix (now part of AOSPatches).
Hosting and stability
Lower memory use and better map loading; the server stays responsive during map rotation on every platform.
Private-server passwords for the new client, and Diamond Mine options.
The in-game welcome points to the Discord.
Tagged v0.2.0-beta.1 and v0.2.0-beta.2 on 30 September 2026. The server is licensed AGPL-3.0-or-later from this release; releases up to 0.1.0-beta.1 stay MIT.
0.1.0-beta.1Beta 0.1
The first beta: bots that fight and move like players, and a server small enough for 512 MB hosts.
What's new
Bots sprint along routes, run off small ledges, take cover to reload, draw sidearms, flank, use jetpacks and dash for the intel in CTF.
A loaded map uses about 50 MB instead of 235 MB.
Movement is bit-exact with the original game on Linux and macOS as well as Windows.
A join greeting with the release name and a configurable message of the day.
Official servers in Europe and the USA were moved to this release the same day.