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AssaultCube

AssaultCube, formerly known as ActionCube, is a and open-source multiplayer video game based on the , emphasizing fast-paced, arcade-style gameplay in realistic environments. Developed initially by a team including Arghvark, driAn, Verbal_, and dtd, the project launched in July 2004 and released its first public beta (version 0.90) on November 4, 2006, with the stable version 1.0 arriving on November 21, 2008. The game supports multiple platforms including Windows, , and macOS, and is designed to run on modest hardware such as processors and connections as low as 56 Kbps, with a download size of approximately 50 MB. Key gameplay modes include deathmatch, capture the flag, and one-shot one-kill, along with team-based variants, featuring single-player bots, in-game map editing with cooperative support, and demo recording capabilities. Over the years, significant updates have enhanced the game, such as version 1.2.0.0 in October 2013 adding new modes and weapon adjustments, and version 1.3.0.2 (the "Lockdown Edition") released on April 1, 2022, which included new maps, gameplay fixes, and HUD improvements. Licensed under a zlib-like open-source agreement, AssaultCube maintains an active community through official forums, a wiki, IRC channels, and the AssaultCube Association founded in , , with ongoing maintenance by contributors like Grenadier and others.

Gameplay

Core Mechanics

AssaultCube features two opposing factions: the Cubers Liberation Army (CLA), depicted as terrorists, and the Rabid Viper (RVSF), portrayed as elite mercenaries. These teams have distinct character models and voice lines, but they provide identical gameplay capabilities, emphasizing balanced team-based combat without narrative progression. The movement system incorporates realistic physics, including that influences arcs and trajectories, alongside that prevents passage through solid geometry. Players can achieve high-speed navigation through straferunning, a technique that boosts velocity by approximately 41% by synchronizing forward or backward movement with left or right inputs. Advanced maneuvers include recoil-based ing, where firing the assault downward during a propels the player higher to access elevated positions or evade threats. Combat revolves around a selection of fictional weapons, each with unique stats for damage output, fire rate, patterns, and effective ranges. The knife delivers strikes at 50 damage per second with a 0.50-second attack delay, ideal for close-quarters finishes. The offers 18 damage per second and a 1.40-second reload time for its 10-round , while the assault rifle provides high damage per second at 22 but suffers from significant that affects sustained accuracy. The enables precise long-range shots with a scoped view, achieving instant kills on headshots for double frags, and the is a throwable pickup with a 2-second fuse that can gib enemies on direct impact. and armor pickups are scattered across maps, restoring vitality and providing damage mitigation to sustain engagements. For single-player practice, AssaultCube includes bot that simulates opponents in offline modes, allowing players to hone skills without network dependency. Bots employ basic to navigate maps toward objectives and use straightforward targeting to locate and attack the player, focusing on or gibbing enemies as their primary directive, though they lack advanced human-like decision-making. The game is optimized for bandwidth efficiency, enabling low-latency multiplayer even on connections as slow as 56 kbit/s, which supports smooth performance in team-based sessions with minimal packet overhead.

Multiplayer Modes

AssaultCube features 14 multiplayer modes designed to support competitive playstyles ranging from individual to coordinated team objectives and flag capture strategies, fostering strategic depth through varied rules on respawning, weapons, and scoring. These modes are grouped into five free-for-all variants emphasizing personal skill, five team-based formats highlighting cooperation and balance, and four flag-oriented options that introduce possession and defense mechanics. Free-for-All Modes
  • Deathmatch: Players engage in unrestricted free-for-all , accumulating kills to reach a score limit or time threshold, ideal for small groups focused on direct confrontations.
  • Survivor: A round-based mode where eliminated players wait until the round concludes with no surviving enemies; respawn occurs only at round end, encouraging careful positioning and endurance.
  • Pistol Frenzy: Limited to (with akimbo dual-wielding possible), supplemented by grenades and ; this restriction balances mobility and precision over firepower.
  • Last Swiss Standing: Knife-only with up to two grenades per pickup, conducted in rounds; pistol pickups convert to additional grenades, promoting close-quarters and timing.
  • One Shot, One Kill: Players start with 1 , equipped solely with a and knife in round-based play; the mode ends upon eliminating all opponents, emphasizing accuracy and one-hit lethality.
Team-Based Modes
These extend free-for-all concepts to two opposing teams, where victory depends on collective frags or eliminations, suiting larger player counts and requiring communication for flanking and coverage.
  • Team Deathmatch: Teams compete for the highest kill count, with no respawn restrictions beyond standard timers, allowing continuous .
  • Team Pistol Frenzy and Team Last Swiss Standing: Team variants of their free-for-all counterparts, applying the same weapon limits and round structures to enforce team coordination under constrained loadouts.
  • Team Survivor: Round-based team elimination, where a team's full wipe ends the round and triggers respawns, heightening the stakes for defensive plays.
  • Team One Shot, One Kill: Teams face off with 1 each, using snipers and knives; round victory comes from wiping the opposing team, demanding synchronized assaults.
Flag-Based Modes
These objective-driven modes revolve around flag possession, often with carrier penalties like reduced speed to balance offense and defense, best suited for 6 or more players to enable dynamic team roles.
  • Capture the Flag (CTF): Teams steal the enemy's and return it to their base while defending their own; if a flag is captured, players can recover it from the carrier, with a dedicated showing flag locations and statuses. Flag carriers experience speed penalties to prevent easy escapes.
  • Hunt the Flag: Players steal the enemy and score by its bearer; protecting one's flag is key, with a bonus point if the scoring player holds the enemy's flag simultaneously, adding risk-reward layers.
  • Keep the Flag: A free-for-all with a single central ; players score 1 point every 15 seconds while holding it, incentivizing control and disruption without teams.
  • Team Keep the Flag: Team version of Keep the Flag, where the holding team scores every 15 seconds; defense focuses on protecting the bearer, while offense aims to intercept.
Servers accommodate up to 16 players for master server registration, though the engine theoretically supports higher limits in private configurations, historically enabling hundreds of concurrent players across multiple servers during peak activity. Balance in modes is achieved through inherent rules like respawn waits in round-based formats (e.g., Survivor variants), carrier speed reductions in CTF and Hunt the Flag, and weapon/team size restrictions configurable via server settings (e.g., limiting to pistols or capping teams at equal numbers for fairness).

Map Editing

AssaultCube features a built-in map editor integrated directly into , leveraging the Cube engine's geometry tools to enable users to create custom maps without external software. This editor allows for block-based building where the world is constructed from cubic units, facilitating the design of indoor and outdoor environments. Access to the editor is straightforward: players toggle edit mode by pressing the 'E' key while in-game, enabling free flight through walls and structures for easier manipulation. The editing process begins with creating a new map using the /newmap command, optionally specifying a size parameter (defaulting to 7 for a standard layout). Users then build the basic geometry by selecting cubes with left-click and adjusting heights with keys like '[' and ']' for floors or 'O' and 'P' for ceilings, while toggling between solid and empty space via 'F' and 'G'. Textures are applied to walls, floors, and ceilings using 'Home', 'End', 'Insert', and 'Delete' to cycle options, with fine adjustments via 'X' and 'Z' combined with mouse scrolling for alignment and scaling. Lighting setup involves placing light entities with the /newent light command, specifying radius (1-32 units) and brightness (1-255 or RGB values), aiming for ambient illumination to enhance realism without overwhelming performance. Entities such as spawn points—for RVSF (/newent playerstart 1), CLA (/newent playerstart 0), or FFA (/newent playerstart 100)—and pickups like health (/newent health) or armor (/newent armour) are added via the /newent command or the editing menu, positioned at a selected cube and adjusted for height or attributes using number keys (1-7) and scrolling. Mapmodels, which add detailed objects, are placed sparingly with /newent mapmodel X Y Z (where X is the model ID, Y height, and Z texture variant) to avoid performance issues. To optimize for performance, editors compile the map by keeping the World Quad Count (WQD) under 5000—ideally below 1000 for layout—monitored via /showstats 2, and using cubes as occluders. Testing occurs in-game by loading the with /map filename and playing through it to balance spawns (placed strategically away from open areas) and item locations, ensuring fair gameplay flow. The editor supports realistic environments like urban streets or outdoor terrains, with multi-level designs achieved through height variations and mapmodels for platforms, but lacks advanced scripting capabilities, limiting interactions to basic engine features. Maps are saved as compressed .cgz files using the /savemap filename command, stored in the packages/maps , with automatic backups created as .BAK files that can be renamed for recovery. For sharing, users add a descriptive message with /mapmsg "text" (e.g., author credits) before saving, then upload the .cgz file—along with any custom config if used—to community servers or websites like ac-akimbo.net. Popular community-created maps include ac_desert (an arid outdoor arena), ac_shine (a glossy indoor complex), ac_gothic (a dark, architectural ), and ac_douze (a compact duel-focused space), which exemplify accessible yet detailed designs contributed by players.

Development

Origins

AssaultCube originated as a project named ActionCube, initiated in July 2004 by developers Arghvark, driAn, Verbal_, and dtd, who were active members of the Cube community seeking to develop a multiplayer with tactical elements inspired by games like . The effort began as an extension of the open-source engine, aiming to create accessible, fast-paced multiplayer experiences with team-based modes and realistic environments, leveraging the engine's modifiability to foster community-driven development. The primary development group was Rabid Viper Productions, with early contributors including makkE, who joined on August 1, 2004, to assist with coding and integration. The team's emphasis on open-source principles stemmed from the engine's GPL , enabling free distribution, code contributions, and modifications without proprietary restrictions, which aligned with their goal of building a collaborative, non-commercial project accessible to a broad audience. In May 2007, the project was renamed AssaultCube to better reflect its evolved, mature gameplay mechanics and to avoid confusion with Action Quake, a popular mod, following a request from its developers. The renaming coincided with version 0.93, released on June 4, 2007, marking a shift toward more polished features like enhanced visuals and networking. Prior to the official release, pre-release milestones included internal development through 2005 and early 2006, followed by the first public (version 0.90) on November 4, 2006, which introduced core gamemodes such as and Team Deathmatch, along with initial maps and weapons. Community feedback during this beta phase drove rapid iterations, with version 0.91 (November 12, 2006) adding modes like "one shot, one kill" and improvements based on player reports, while version 0.92 (January 17, 2007) incorporated auto-team balancing and bug fixes for issues like flag visibility, ensuring greater stability and engagement into early 2007.

Release History

AssaultCube's development progressed through a series of releases starting in 2006, culminating in the initial stable version 1.0, which marked the game's official launch as a polished multiplayer . This release introduced core features such as new maps, additional gamemodes, crouching mechanics, 1.1 audio support, and stencil shadows, with initial platform support focused on Windows but quickly expanding to and macOS binaries. compatibility was also established around this period through community ports, enabling builds on that operating system. Subsequent updates in the 1.0.x series addressed stability and multiplayer enhancements, including v1.0.1 on December 12, 2008, which added more maps, team balancing, and demo recording, followed by v1.0.2 on December 30, 2008, with detailed information and improved connect packet reliability. The v1.0.4 update on June 15, 2009, further refined browsing with favorites and timestamps. These patches solidified cross-platform availability across Windows, , macOS, and . The 1.1 series, beginning with v1.1.0.0 on August 4, 2010, introduced significant multiplayer features like a new mastermode, real-time spectators, survivor gamemodes, and voice communications, alongside anticheat measures in v1.1.0.1 on August 9, 2010. Later patches in this branch, such as v1.1.0.4 on November 15, 2010, added demo tutorials and support for easier joining. Version 1.2.0.0, released on October 9, 2013, brought weapon tweaks, new gamemodes including private messaging, and server-side improvements, expanding on the game's tactical depth. Follow-up releases like v1.2.0.1 on October 29, 2013, fixed crouch and spectate bugs, while v1.2.0.2 on November 10, 2013, resolved masterserver browsing issues, libcurl errors, and added tab completion cycling for better usability and optimization. An port based on this 1.2 codebase emerged, providing mobile compatibility. The 1.3 "Lockdown Edition" series represented the final major updates, starting with v1.3.0.0 on December 4, 2021, which included eight new maps, gameplay fixes for crouching and jumping, and enhancements, editing tools, migration to SDL2, improved bot waypoints for behavior, and further support. v1.3.0.1 on January 26, 2022, addressed AFK bugs and protocol tweaks, followed by v1.3.0.2 on April 1, 2022, which fixed spectator switching, added server message shuffling for data security, resolved build issues, and implemented enhanced anticheat via a new vita tracking system. Official development ceased after v1.3.0.2, with no further updates released since , though community efforts have maintained compatibility and minor fixes thereafter.

Technical Features

Engine and Rendering

AssaultCube is built upon a modified version of the —with backports from Cube 2: —originally developed in 2001 for the open-source game Cube. This employs a polygon-based rendering approach, where maps are constructed from a 2D array of cubes—each 16x16 units in size—organized via a quad tree structure for efficient processing. To optimize performance on low-end hardware, the implements dynamic occlusion culling and frustum culling to determine visible cubes, alongside level-of-detail () systems that can reduce polygon counts up to 250 times on slower machines, ensuring consistent frame rates. The rendering pipeline relies on for cross-platform compatibility, enabling features such as with support for 256x256 pixel textures scaled to 32x32 per face, dynamic to illuminate scenes in , and particle effects that simulate discharges and explosions. While optimized for resolutions like 800x600 at 16-bit to accommodate 2001-era hardware, the supports higher resolutions up to , allowing modern displays while maintaining low resource demands through adaptive and reduced poly counts. Key modifications to the base Cube engine include custom physics simulations tailored for multiplayer synchronization, using to handle player movement and collisions smoothly over networks. The network code adopts a fat-client/thin- model, optimized for low —such as 56 Kbps connections—by minimizing data transmission and server CPU usage, with recent additions for cheat prevention. Additionally, the engine integrates seamlessly with in-game mapping tools, allowing real-time editing that leverages the same rendering and physics systems.

System Requirements and Compatibility

AssaultCube features minimal system requirements, enabling it to operate on legacy hardware from the early 2000s. The minimum specifications include an Intel Pentium III 500 MHz processor or equivalent, 192 MB of , and an OpenGL-compatible such as the or ATI 7000 (the Riva TNT2 is supported but may have limitations). Storage needs are modest at approximately 72 MB. Although official recommended specifications are not detailed, the game's lightweight engine allows smooth performance on modern low-end systems. The game offers native builds for Windows (2000 and later), , and macOS. Community-driven ports exist for , including a public beta version, while support is available through official ports. On macOS 10.15 and newer, compatibility issues arise due to the of 32-bit applications in earlier versions like 1.2.0.2, necessitating 64-bit builds or workarounds such as beta patches for fullscreen mode. AssaultCube is freely downloadable from the official website or , with offline installer sizes ranging from 40 to 54 MB depending on the platform. Linux installations may require additional and libraries.

Reception and Impact

Critical Reception

AssaultCube received generally positive critical reception for its and low , earning an aggregate score of 74% from seven critic reviews compiled on . Reviewers praised the game's fast-paced, arcade-style multiplayer , which emphasized team-based modes and realistic environments while remaining and suitable for modest hardware, such as systems with a processor and 128 MB of RAM. Its small file size, around 40-50 MB, was highlighted as a key strength, enabling easy distribution and play on older computers or low-bandwidth connections like 56 Kbps. Critics noted some limitations, including dated graphics that appeared plain and uninteresting compared to contemporary titles, partly due to its reliance on the open-source . The absence of a dedicated single-player campaign was a common point of critique, with the game focusing almost exclusively on multiplayer and bot matches without deeper narrative elements. In early 2007, under its original name ActionCube, the game was featured as the "Gratisspiel des Monats" (Free Game of the Month) in the magazine PC Action's February issue, where it was included as a full version on the accompanying DVD and described as a compelling multiplayer with team deathmatch modes and five maps. Linux-focused outlets appreciated AssaultCube's open-source nature and cross-platform compatibility, with reviews emphasizing its appeal for users seeking a , no-frills that runs smoothly on distributions without high-end hardware. The game garnered millions of downloads on by 2017, reflecting its enduring popularity, though recent figures are unavailable.

Community and Legacy

AssaultCube developed a dedicated player base in its early years, particularly around , when community-driven ladders and events drew hundreds of players across active servers at peak times, fostering competitive multiplayer engagement. By 2025, the player base has shifted to niche communities, with ongoing activity on platforms like servers and the official forum, where recent posts in 2025 discuss servers, blacklists, and custom maps, indicating sustained but smaller-scale interest. The has remained active through organized tournaments, modding initiatives, and widespread hosting. Tournaments, hosted via dedicated sections, have included events like the AssaultCube series up to 2016, promoting clan-based competition and skill rankings. scenes encourage custom content creation, with users sharing maps and media on subforums and sites like Quadropolis. hosting thrives due to accessible guides, allowing players to run dedicated instances with ease, often featuring custom configurations for varied gameplay. Notable forks have extended the game's life, including AssaultCube Reloaded, an enhanced version that introduces server-sided anti-cheat, new weapons, perks, and game modes while retaining the Cube Engine's low footprint. ActionFPS, a 2017 fork originating from AssaultCube's competitive scene, adds authentication systems to prevent anonymous play alongside multiplayer leagues, emphasizing structured tournaments and rankings. These derivatives highlight AssaultCube's influence on open-source FPS development, inspiring similar accessible, modifiable titles in the genre. AssaultCube's legacy centers on democratizing multiplayer experiences through its free, open-source model and minimal , enabling broad participation on older . User-maintained resources, such as the AssaultWiki, provide ongoing documentation on , mapping, and server management, ensuring knowledge preservation. The absence of official updates since the April 2022 Lockdown Edition has spurred community-driven preservation via forks and forums, keeping the game's ecosystem alive despite halted core development.

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