JoinGG

How to Install America's Army: Proving Grounds and Join a Server

America's Army: Proving Grounds was built by an army. Not a studio with military advisers, but the US Army itself, as a recruitment tool it gave away.

SweetMask Β· 11 min read

The United States Army shut this game down on 5 May 2022. Around eighty people are playing it right now.

Both of those are true, and the distance between them is the whole story of America's Army: Proving Grounds. The Army ended the programme, switched off its official servers and stopped touching the code. It did not pull the game from Steam. Proving Grounds is still listed, still free, and the handful of people who kept machines running have kept real matches reachable on most evenings.

Listings for it collect on the hub. The rest of this page is how to get in, and what to expect when you do.

What the shutdown took, and what it left

The Army announced the end in February 2022 and set the date for 5 May. The PlayStation 4 version was delisted and its online services went with it. Console owners got nothing back at all.

The PC version kept more than anyone expected. Privately run servers, the mission editor and the offline content all carried on working. What stopped was the Army's own infrastructure β€” the official servers, and the player statistics that lived on them.

So the honest summary is that the game works and the permanent record does not. Nothing you do on a server now is written down anywhere lasting. For a series whose earlier entries were built around a standing you protected across months, that is a genuine loss, and it changes how a public server feels. People play for the round in front of them.

Steam's public concurrent-player figures give the shape of what is left: an average in the low eighties over the past month, daily peaks around two hundred, against an all-time high of just over three thousand in September 2013. Recent reviews run positive, and more than a dozen get written every month by people who launched it this year.

That is not a healthy game. It is a game with regulars, which is a different thing and better than it sounds.

Getting it

Search Steam for America's Army: Proving Grounds and install it. There is no paid version, no deluxe edition and nothing to buy. The Steam appid is 203290 if you would rather go to the store page by number than trust a search box.

Budget about 10 GB. The requirements date from 2015 and ask for a quad-core processor and 4 GB of RAM in the minimum column, so any machine you would use for work will run it well above its frame cap. It is a Windows game.

If Steam itself is new, the guide to installing Steam covers account creation and securing the account before you own anything worth stealing.

The files land under steamapps\common\America's Army, with the game's own tree in an AAPG folder inside that. You will want that path in a minute.

PunkBuster is the first thing that goes wrong

Sort this out before you try to join anything, because otherwise you will spend an hour thinking the servers are broken.

Proving Grounds ships with PunkBuster and most servers still enforce it. The anti-cheat has had no meaningful development for years, the copy bundled inside your install is older than the servers it needs to talk to, and the failure is a kick a few seconds after connecting with a message that explains nothing useful.

The community's answer has been the same for a decade: update PunkBuster by hand rather than trusting what shipped.

There are two ways. The game carries its own PunkBuster installer in the binaries folder inside AAPG β€” a small executable that uninstalls and reinstalls the service, and it wants to be run as administrator. The other route is Even Balance's own setup utility, which lets you add a game to its list and pull current files for it directly.

Then check two things that people skip. Both PunkBuster services need to be permitted to start under Windows, and if they are not running then nothing else you change will help. PunkBuster also needs to reach the internet through your firewall, which is the same problem wearing a different hat.

The game's launcher has a settings panel with PunkBuster controls in it, including buttons to install, update and test. Press them before you blame a server.

Finding a server

There is no matchmaking. There was never much of it β€” this was always a server-browser game β€” but the Army's own list went off with everything else, and what remains is Steam's.

The launcher has a browser of its own, reached from the play screen, with filters and a right-click menu that will add a server to your favourites. That is the route the game intends.

The other route is faster and more reliable. In the Steam client, open the View menu, choose Servers, set the game to America's Army: Proving Grounds and pick from the list. Selecting a server launches the game straight into it, and Steam's Favorites tab will accept an address typed in directly, without you having to find the server in a list first.

One caveat has cost people whole evenings: the browser only shows servers running the same build you are on. An empty list is frequently a client that has not finished updating rather than a game with nobody in it. Let Steam settle before you draw conclusions.

Players who still play describe the pattern as one to four servers with somebody on them at any given moment, filling up as a region's evening arrives and emptying again. Judging this game from a Tuesday lunchtime tells you nothing.

The address, and the port

Servers answer Source-protocol queries on port 27020 by default. That is the port a directory reads to get a server's name, map and player count β€” it is not the port your game traffic uses, which is a different one entirely.

The practical consequence is the same as everywhere else on this site: when somebody gives you an address, copy the whole thing including the port, and do not assume the default. A host running several servers on one machine has moved most of them.

What a match is actually like

Two formats, and the map name tells you which one you are loading.

BDX is Battle Drill Exercise β€” 6v6 on small maps, more rounds needed to win. FLO is Forward Line Operation β€” 12v12 on larger maps, fewer rounds. Every map file carries its prefix, so BDX_Breach_EX and FLO_Bridge_EX are readable before they finish loading.

The suffix is the objective type. EX is extraction, where the assaulting side locates a guidon flag and carries it out while the defence holds the ground it sits on. DE is destroy, with explosives to plant and a defence that can disarm them. AC is activate β€” a set of devices to switch on, in order, without being killed in the middle of doing it.

The 6v6 rotation is Breach, Crossfire, Outer Hospital, Shadow Step, Siege, Spring Street and Watchdog. The 12v12 maps are Bridge, Downtown, Hospital, Inner Hospital and Three Kings. Hospital and Bridge are carried over from the older games in the series and they are the two that long-time players ask servers to run.

Getting shot is a process, not an event

There is no regenerating health. A hit starts you bleeding, and bleeding keeps taking you apart until you bandage it, which means holding a key for a couple of seconds while standing still. Standing still is how the second bullet finds you. That trade β€” patch up now and be a target, or push on and keep losing health β€” is made several times a round and it is the best small decision in the game.

Going down is not death. You get forty-five seconds of bleed-out in which a teammate can revive you. An enemy who reaches you first can secure you instead, which ends the possibility.

That mechanic does most of the work here. A downed player is a magnet with a timer on it: the team that owns him has a reason to push into a bad position, and the team that dropped him has a reason to hold and watch the body. Firefights do not resolve when somebody falls, they escalate.

Headshots skip the whole system and are simply fatal.

Roles

Four of them: rifleman, automatic rifleman, designated marksman and sniper.

The weapons are real and specific rather than invented. Riflemen carry the M16A4 or the M4A1, with a shotgun available. The automatic rifleman gets the M249 and the optics that go with it. The designated marksman's M16A4 comes with a four-power ACOG fitted as standard rather than as something you bolt on, which is the clearest statement the game makes about roles being jobs rather than loadout presets.

Sights take time to settle after you move. Sprinting costs you real seconds before you can put rounds where you are looking. The sprint-and-shoot rhythm every modern shooter trains into you is actively wrong here, and unlearning it is most of the first hour.

Both teams are Americans

Every player sees his own side as US Army and the other side as an opposing force in Czervenian uniform, fighting over an intervention in the fictional Ostregal Islands. Nobody is ever asked to play as the enemy, because both teams are looking at a mirrored version of the same match with the labels swapped.

An army building a recruitment tool could not have players fighting as the people its soldiers fight. Rather than inventing an enemy nobody would object to, the developers made the enemy a matter of perspective. It works, and once you know about it you cannot stop noticing how cleanly it sidesteps the problem.

Training is optional, and almost every account of this game says otherwise

This is the detail most write-ups get wrong, because they are describing the wrong game.

America's Army 2 and 3 gated multiplayer behind training. You qualified or you did not play. Proving Grounds dropped that. On first launch you are offered basic combat training, an obstacle course and a set of firing ranges, and you are free to decline all of it and go straight to a server.

Do it anyway. Not because the game requires it, but because the ranges are the only place you will learn how the sights settle, what bandaging costs you and how much a sprint takes out of your aim without a squad watching you find out.

Progression is thin and that is deliberate. Rank shows how long you have played. Weapon camos come from kill counts on that weapon. Attachments unlock through challenges. None of it makes you stronger, and with the stats backend retired, none of it follows you anywhere.

Running one

This matters more than it usually would, because the number of servers is the only real constraint on this game.

The separate dedicated-server download that used to sit beside the game on Steam is no longer listed. People who host now describe launching the server console out of the game's own launcher executable, in the Win32 binaries folder, with a /ds switch appended to a shortcut's target. That is a community workaround passed between three or four people on a forum rather than documentation, nobody has written down a Linux equivalent, and whoever got it working last month knows more about it than this page does.

A few commercial hosts still sell Proving Grounds slots, which is its own small signal that people keep asking. If you are weighing that up, what a game server actually costs is worth reading first, and the region you put it in matters far more here than it would for a busy game β€” with one live server per continent, the wrong choice means nobody in your timezone can play on it.

If you do stand one up, why nobody joins your server is the honest version of what happens next. Empty stays empty until several people agree to be early together.

If it does not take

Say the population is too thin for your timezone, or PunkBuster defeats you. There are places the people who liked this went.

Insurgency is the closest living thing: the same one-or-two-rounds-and-you-are-finished model, the same reliance on sound and callouts, the same objective structure, and a community server scene that has not stopped. Insurgency: Sandstorm is that idea with a budget behind it.

Squad is where the people who came for the organised-unit part went β€” squad leaders, radios, logistics, and administrators who enforce teamwork as a server rule rather than a suggestion. Hell Let Loose and Arma 3 both hold real populations and both run the kind of role-assigned operations America's Army only gestured at.

The earlier entries have hubs of their own β€” America's Army and America's Army 3 β€” and the 2002-era game in particular has a small preservationist following for the same reason old GoldSrc games do.

Why this one is still here and the console version is not

The pattern is worth understanding, because it will happen to something you like.

Proving Grounds on PlayStation 4 died completely and immediately. Everything it needed lived on somebody else's machine, and when that machine went off there was nothing left to run. The PC version had a server binary, a browser, and people who had already been hosting for years. It lost its statistics and kept its game.

That is the argument for community-hosted servers stated as plainly as it gets, and it is most of the reason a directory like this exists. Our piece on what JoinGG is for makes the case at length. Proving Grounds is the cleaner illustration: same game, same year, two versions, and only the one people could host themselves is still being played.

<!-- joingg-footer -->

---

JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. America's Army: Proving Grounds servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.

Common questions

Can you play America's Army: Proving Grounds on PlayStation 4?
No, you cannot play it on PlayStation 4. The console version was delisted when the Army shut down its online services on 5 May 2022, and it does not work at all.
Why do you get kicked from a server immediately after joining?
You are likely being kicked by PunkBuster. The copy installed with the game is outdated, and you must manually update the anti-cheat or verify its Windows services and firewall access to avoid getting kicked.
Do you need to complete training before joining an online match?
No, training is completely optional in Proving Grounds. While America's Army 2 and 3 required qualification before accessing multiplayer, you can decline all training on first launch and go directly to a server.
Tags
america's army: proving groundsaapggoldsrcunreal enginededicated serverscommunity servers
Share

SweetMask

Published Β· 11 min read

All articles

Keep reading

Guides Β· Counter-Strike 1.6

ReHLDS and ReGameDLL: what modern CS 1.6 servers run

The rebuilt engine and game library behind modern CS 1.6 servers: what each piece replaces, what breaks when you switch, and how to test it first.

Β· 5 min read