PES 2021 Private Server / Online Emulator/ Open Alpha Test Server /

I might try with someone of your own country or a friend which you can try a small ping to his public ip to know the latency from your current connection, usually mobile connection has a whole different networking routing depending on each ISP might be related to that or some rules blocking connection, that's all that comes to my mind as someone who worked on that area for years :)
@༺Ƥeຮ༻ do you know if one of those packets sent were related to ping during the room?
I found an old thread on steam where a user confirmed the mobile hotspot with pes2021 was possible:

https://steamcommunity.com/app/1259970/discussions/0/2841165820080364856/#c2841165820089035578


Now I also made a test by tunnelling my connection with Warp cloudflare-one software... but the issue remains

from discord Polish (translated) chat channel:

1785861536848.png
 
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I found an old thread on steam where a user confirmed the mobile hotspot with pes2021 was possible:

https://steamcommunity.com/app/1259970/discussions/0/2841165820080364856/#c2841165820089035578


Now I also made a test by tunnelling my connection with Warp cloudflare-one software... but the issue remains

from discord Polish (translated) chat channel:

View attachment 436530

I really cannot help much, maybe try to provide more info on the discord channel with the time of your test could help them search for some logs, but from what you've been telling me it looks like a connection issue rather than a server issue
 
It's a shame that @dido and his Smoke Patch team heavily modified the CPY EXE, removing everything related to online play even from the menu. Otherwise, we could have had a version of the game every year that was ready for online play, complete with all the seasonal updates, without too much hassle, and featuring all the kits and graphical enhancements we needed thank to SP Football Life

Small Note and Question
And do you think, mate, even whole KONAMI corporation would not defend their intellectual property rights and would not close projects of such kind ?
I am was doing installers and one of main idea and reasons, that this works are shared for FREE - because of understanding that all games of PES Series - it's their intellectual property, and all products, protected with sign of intellectual property is subject to different laws in many countries and it's quite serious question and note.

I am doing and sharing my works with wish to do something useful for whole community, and of course, for me too important the sincere emotional response from those to whom these made installers give a good and pleasant feelings.
But I am not doing money on sharing it, while at the same time almost all current modding scene for big amount of games - doing even smallest mods for money only!

P.S. May be I am do not know exactly how correctly regulated such things now and someone else can add his "2 cents" with own explanations.
 
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Small Note and Question
And do you think, mate, even whole KONAMI corporation would not defend their intellectual property rights and would not close projects of such kind ?
I am was doing installers and one of main idea and reasons, that this works are shared for FREE - because of understanding that all games of PES Series - it's their intellectual property, and all products, protected with sign of intellectual property is subject to different laws in many countries and it's quite serious question and note.

I am doing and sharing my works with wish to do something useful for whole community, and of course, for me too important the sincere emotional response from those to whom these works give a good and pleasant feelings.
But I am not doing money on it, while at the same time almost all current modding scene for big amount of games - doing even smallest mods for money only !

P.S. May be I am do not know exactly how correctly regulated such things now and someone else can add his "2 cents" with own explanations.
it's not a issue for SP football life... they used a normal konami cpy exe and not tried to create on inside it an online project like PESBUL made here but externally to original konami game... and without a steam account and the proper launcher (that use ID from steam also on cpy version) can't connect to this project anyway... no one changed anything inside the exe... Smoke team, only cleread the exe from original konami offsets for online, but if they lived them, now this project might also work with their version of the game, just as it seems to work for those who use a traditional, unmodified CPY crack through a steam account and it's ID

Anyway they don't release a patched game with online enabled inside it through a mod inside their exe

and if the issue should intellectual proprety of konami... the entire forum here should have issue with them since decades for that 😜 also other online projects that working through previous versions of some PES games and all modders of anything should stop to mod any pes games

NOTE: And to be honest... according to that line of reasoning, maybe peraphs dido and smoke team think that by releasing each years a full modded and patched pes 2021 with simple another name doesn't violate the intellectual propriety of konami only because online offset are cutted inside sp exe?!?
the only thing that save modders and smoke team is we don't ask money for that
 
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and if the issue should intellectual proprety of konami... the entire forum here should have issue with them since decades for that 😜 also other online projects that working through previous versions of some PES games and all modders of anything should stop to mod any pes games

I am asking more about online mode for latest proper PES game - Pro Evolution Soccer 2021.

I am think, that games PES 5 and PES 6 are too old for restrict using 3d-party software for creating online.
It seems that they allowed us to play in PES 5 and PES 6 online without any juridical issues.
But PES 2021 can easily be "another story" ...
 
I am asking more about online mode for latest proper PES game - Pro Evolution Soccer 2021.

I am think, that games PES 5 and PES 6 are too old for restrict using 3d-party software for creating online.
It seems that they allowed us to play in PES 5 and PES 6 online without any juridical issues.
But PES 2021 can easily be "another story" ...
I'll say it again: leaving the CPY intact for Smoke Team wouldn't have changed anything, because they didn't enable any online features exactly as is the case with the cracked PC version of PES 2021. (they used it inside their patch)

This PESBUL project is separate from the Konami game and, therefore, also from Football Life. This is the point I want to emphasize ;)

This project change etc/hosts file inside your Windows to re direct original online mode from old dead konami servers to PESBUL server for matching other user through their real steam account ip by that new server
 
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I'll say it again: leaving the CPY intact for Smoke Team wouldn't have changed anything, because they didn't enable any online features exactly as is the case with the cracked PC version of PES 2021. (they used it inside their patch)

This PESBUL project is separate from the Konami game and, therefore, also from Football Life. This is the point I want to emphasize ;)

This project change etc file inside your Windows to re direct original online mode by konami to PESBUL server for matching other user through their real steam account ip

And my question not only about project Football Life (I am know what's it about - but there are too some questions - why it's possible without any juridical issues), but mostly about status of "creating online", do not asking any persmission from KONAMI company.

We are know very well many stories about Rockstar and different gamemods, and specially about mods for online.
 
I am asking more about online mode for latest proper PES game - Pro Evolution Soccer 2021.

I am think, that games PES 5 and PES 6 are too old for restrict using 3d-party software for creating online.
It seems that they allowed us to play in PES 5 and PES 6 online without any juridical issues.
But PES 2021 can easily be "another story" ...
In this case the server was started way passing the closure of konami servers, it was basically studying how the game client sends packets to the server and trying to figure out what the game expect, if we're talking of proper hacking konami to get their server code or software for the server, then thats another story, this is pretty similar to those first emulators of PSX that were created back in the 90. In fact, PES5 and 6 servers were created by doing actual reversing over the running servers before their shutdown, that's actually more critical, but in this case there was no packet capture of konami servers, however yes from their client (the game itself) it's pretty far away from piracy
 
In this case the server was started way passing the closure of konami servers, it was basically studying how the game client sends packets to the server and trying to figure out what the game expect, if we're talking of proper hacking konami to get their server code or software for the server, then thats another story, this is pretty similar to those first emulators of PSX that were created back in the 90. In fact, PES5 and 6 servers were created by doing actual reversing over the running servers before their shutdown, that's actually more critical, but in this case there was no packet capture of konami servers, however yes from their client (the game itself) it's pretty far away from piracy

Thank you, mate.
That's exactly explanation that I am was awaited to hear for difference understanding.
 
, but mostly about status of "creating online", do not asking any persmission from KONAMI company.
Anyway I think we're in a borderline situation where, if Konami really wanted to shut down the PESBUL server, it would certainly do so... It always depends on Konami, just as it has never happened in the past with other solutions that were made available very shortly after Konami discontinued support for the old titles on its own servers.

Anyway I think Now Koinami are focalized only to get money from mobile phones gaming users and this can take saved this project.
 
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Thank you, mate.
That's exactly explanation that I am was awaited to hear for difference understanding.
and for some history, this was the emulator I was talking about https://en.wikipedia.org/wiki/Bleem! they created without even using the bios it was amazing it was even faster than psx bios from what it was told, around the same time you have the one made for apple later on ported to windows, but that one included the sony bios, both were sued and lost around that time, but... we have to keep in mind that each game have their own EULA and DMCA policy that even doing modding we're breaking, what I might do recommend is removing the label of "PES" from the server as it could be consider use of trademark name, besides that it all depends on konami if they want to sue or not in the end.
And also abandonware is just a label, anyone can still get sue by modding or distributing a game not of their own
 
Respect for that Project !!! Ive played a couple of games on full manual, and it's so MUCH more fun than Efootball 2026...

SO right now its not possible to play online with an actual roster MOD, or GoalNet Physics Mod with the sider ? Right?
 
The only requirement is that both players use the same game version and the same database. That’s it.

I recently discovered that the CPY version uses the 1.0.2.0 executable, while the original game uses version 1.0.7.0 or something close to that. The fact that so many people have managed to play against each other while using mixed versions is honestly a miracle.

Most connection problems are caused by issues on the client side: different databases, different game versions, blocked ports, aggressive antivirus software or firewalls, VPN/VPS routing, and similar problems. These are all things that I cannot control from the server side.
 
In this case the server was started way passing the closure of konami servers, it was basically studying how the game client sends packets to the server and trying to figure out what the game expect, if we're talking of proper hacking konami to get their server code or software for the server, then thats another story, this is pretty similar to those first emulators of PSX that were created back in the 90. In fact, PES5 and 6 servers were created by doing actual reversing over the running servers before their shutdown, that's actually more critical, but in this case there was no packet capture of konami servers, however yes from their client (the game itself) it's pretty far away from piracy

In Ireland and the UK we have a saying "Loose lips sink ships". In PESBUL's progress reports posted here on EvoWeb, I think Konami can see he disassembled their exe and reversed their packet handlers. So that's just as bad as reversing their packets

i dont think its a good idea to leave the progress reports on the forum. He should delete them i think to protect himself.

Code:
https://evoweb.uk/threads/pes-2021-private-server-online-emulator-open-alpha-test-server.106068/#post-4280503

1785900271002.png

1785900234517.png


To be safe from being sued, he needed to follow strict clean room design. In the emulation scene, the way this usually plays out is that the dirty work of looking at the packets and Ghidra code is kept completely separate. Someone does the analysis and just drops a manual on the internet anonymously explaining how the server/exe works.

If it had been done that way PESBul could have just used that manual which nobody knows who made.......... and claimed he never looked at the packets or packet handlers in the disassembly himself when doing the server implementation

Then he would have been safe from being sued. Now if he tries to monetise the project via advertisements or paywalling (or what is being done right now - collecting donations and having official publicity partners to create a valuable asset that can be sold off later) it's risky. Doing the reversing out and implementation in the open on one account just ruins that defense and puts the project at risk.

The PES6 and PES5 servers actually have much better legal standing Marc :))

Reddwarf and me did the work of mapping the protocol out.... mostly it was Reddwarf who was also teaching me how to do some reverse engineering..... We passed this information over to Juce when Jue contacted Reddwarf.

Juce wanted to program an implementation in python for a private russian server.

One of Red's emails to me

1785901678139.png

This is what Reddwarf relayed to me about Juce's request [Click to enlarge + Private parts blacked out]

1785902516220.png

So Juce had no idea how Reddwarf and me did the reversing of the protocol. It may have been dirty or clean.
Then Juce coded and released his implementation. So Juce legally did nothing wrong and is safe i would guess

I got more things working later in fiveserver and code the Friendlist , Sending friends messages, the message inbox, the beep beep when you get a message from a friend, the blocklist, about half of the competition protocol, the news notifications when you log in, the emojis etc some of which is now used on the PES6.es server today and im credited as "Enda" on their server information messages.

I did it clean, without looking at packets or doing a disassembly of the packet handlers. So the first part (the reversal of the protocol) can be done clean just interacting with the game using your USB gamepad and coding and working things out that way.... not using tools to reverse the games code or packets which I didn't have. Its a grind and it takes 100 times longer.

1785903328663.png

Anyway this means Juce has done a clean room implementation and nobody can sue Juce.
I don't think anybody can sue or shut down the pes5 and pes6 servers.
The work was separated out between many people and nobody in the community knows if that protocol reversing work was done dirty or clean (except me )

So anyway Konami.... they possibly have someone monitoring (and even caching) all of evoweb ... for insights on how they are doing or for future lawsuits who knows.

PESBUL writing the following things publicly is certainly risky........

Code:
Every layer has been recovered from the executable through static analysis:

Code:
Confirmed by successful decryption of captured client frames

Along with all the little details....

1785899098772.png

1785900217303.png

AI agents have lowered the bar for reverse engineering. Someone intelligent can prompt the AI: "Analyze this executable. Find the login state machine and decode the cryptography" etc and work from there very hard, bringing almost any game back online (with a lot of intelligence to work through the problems with the AI and hard work). We already see 2 other guys this week working on PES 2013 servers here and another group getting FIFA 2014 and 2017 FUT servers working.

AAA companies won't tolerate this. You can't rely on their past leniency. AI reviving a decade of old PES and FIFA titles with thousands of active players becomes a massive threat to Konami's Dream Team and EA's Ultimate Team profits. So expect EA to start suing first and Konami copying them. If anyone is using agents to build servers, remember you must follow strict clean room design to protect yourself ....... or reboot your project cleanly if you already started and throw away the tainted code and genuinely start over from scratch with two separated teams
 

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This is a lot of text, I understand the concern, but most of what you said is untrue.

You are presenting speculation as fact, and several parts of your post are simply untrue.

There is no paywall. Nobody is paying to access the server, unlock features or play the game. Donations are completely optional and do not provide any advantage or special access. There is also no plan to build an “asset” for sale, and the claim about “official publicity partners” being used for that purpose is something you have invented without any evidence.

I have also never hidden the fact that I am not a professional programmer and that English is not my native language. I use AI to help translate my posts, organise technical findings and make the progress reports easier to understand. That is why some posts may sound structured or “robotic”.

Your claim that the project required a strict clean-room arrangement is also misleading. Under EU software law, analysing a legally obtained program for the purpose of interoperability with an independently developed program is permitted under defined conditions. It is not legally required that one anonymous person performs the analysis and another person pretends never to have seen it.

The emulator is independently written. I am not distributing Konami’s source code, executable files, game assets, cracks or DRM-bypass tools. Reproducing the protocol behaviour required for compatibility is not the same as copying Konami’s code.

Of course, no project is immune from receiving a legal complaint, but that does not justify inventing claims about paywalls, commercial partners or plans to sell the project. Please distinguish genuine legal concerns from personal assumptions and present them as assumptions, not facts.
 
The only requirement is that both players use the same game version and the same database. That’s it.

I recently discovered that the CPY version uses the 1.0.2.0 executable, while the original game uses version 1.0.7.0 or something close to that. The fact that so many people have managed to play against each other while using mixed versions is honestly a miracle.

Most connection problems are caused by issues on the client side: different databases, different game versions, blocked ports, aggressive antivirus software or firewalls, VPN/VPS routing, and similar problems. These are all things that I cannot control from the server side.

The CPY version was the first executable released by Konami (version 1.01.00) without any data packs installed, whilst the Steam version has been updated to the latest release, version 1.07.02, with data packs up to version 7.0.... The way to make everything identical is, for those who do not have the official game or a complete CPY repack of the game (like this one...) , to download a version of the CPY EXE that has been modified (using a hex editor) so that the game recognises it as v. 1.07.02, and able to load all the official Konami DLCs separately and placed in the game’s ‘downloads’ folder; With the CPY file modified in this way, you can load all the DLC exactly as in the Steam version... the only difference is the gameplay within the CPY EXE, which is more dynamic than that of the original Steam v. 1.07.02... every time Konami updated the EXE with an official patch, the gameplay also changed (personally I can port the gameplay from first version to latest one inside cpy but seem these not a big issue to connect at the moment)

these are the file CPY's game users need inside their game:

Official Datapacks (DLC's) by konami from 1.0 until 7.0 here... (put them inside the download folder of your cpy game)

CPY exe v1.0.1.00 modded as v. 1.07.02 here... (it can load the new dlcs from konami)

remember to use the Launcher needed by CPY version (here...) with your Steam ID with a real registered account. (you need steam app installed)
 
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This is a lot of text, I understand the concern, but most of what you said is untrue.

You are presenting speculation as fact, and several parts of your post are simply untrue.

Your claim that the project required a strict clean-room arrangement is also misleading. Under EU software law, analysing a legally obtained program for the purpose of interoperability with an independently developed program is permitted under defined conditions. It is not legally required that one anonymous person performs the analysis and another person pretends never to have seen it.

The emulator is independently written. I am not distributing Konami’s source code, executable files, game assets, cracks or DRM-bypass tools. Reproducing the protocol behaviour required for compatibility is not the same as copying Konami’s code.

Companies easily get around this in the EU by instead claiming you copied their architectures expression. Then they start legal proceedings. You are not protected from this and you have to pay money to defend yourself from it (and if you run out of money you lose by default).

The company will argue that you didn't just extract the protocols - they will say you looked at the decompiled code and effectively used AI to seamlessly copy and paste their expression (the architecture, logic, message dispatchers and other components) to build your server (exactly all the things you talked about in your detailed progress reports). The legal process is a bitch even in the EU unfortunately.

If we say that the server must recieve a 16 byte packet to check the password hash and return some specific opcode like 1 for success. Theres only like one way to do that right. The order of Konamis functions, the architecture they used to achieve that login - that is copyrightable expression and we're allowed to look at it and analyse it right.

If we spend hours studying konamis decompiled code and sit down to write the new server, it is easy for your new code to accidentally or intentionally look like konamis original code. The same structure and similar architectures that your report posts detailed out. You have now potentially copied their expression and committed copyright infringement and this is what they sue you for so you just close your project.

The discovery phase then will start then if you fight and you do not just get scared and delete everything. You can be asked to hand over your hard drives , ChatGPT logs, your source code even in the EU and the court in the EU will appoint an independent software expert to look for proof that your code is too similar to theirs. Those chat logs that contain decompiled code will be used as a paper trail proving access to and derivation from the copyrighted source about the architecture and expression. You have to hire a defence lawyer and he has to read all those documents too and hire software experts to testify that your code is completely original. You're talking hundreds of euros an hour for this.

Code:
There is no paywall. Nobody is paying to access the server, unlock features or play the game. Donations are completely optional and do not provide any advantage or special access. There is also no plan to build an “asset” for sale, and the claim about “official publicity partners” being used for that purpose is something you have invented without any evidence.

Of course, no project is immune from receiving a legal complaint, but that does not justify inventing claims about paywalls, commercial partners or plans to sell the project. Please distinguish genuine legal concerns from personal assumptions and present them as assumptions, not facts.

Yes regarding the paywalls and official publicity partners. That is just how konami will frame it in court. Im not accusing you of that. I know you love pes and have been in the community for 20 years and you are not doing this for money. But even if donations are optional they will spin it to a judge its a commercial enterprise soliciting money since you put that buy me a coffee link. You are allowed to emulate some protocol and charge if you want too. Again the problem is that you can't copying their expression.

So im recommend (your project is amazing, you know it will be popular now) that you at least delete those progress reports you posted to be safe https://evoweb.uk/threads/pes-2021-...r-open-alpha-test-server.106068/#post-4280503

It would be best you nuke the project and release it in a clean way in a few weeks time with a new domain so your lawyer in the future if this ever happens can just say you never saw a single line of Konamis decompiled code which will be true. You then read a plain text manual of the protocol rules some other guy in your team or on the internet posted anonymously. You threw away your first projects code because it was dirty. Therefore it is physically impossible for you to have copied their expression.

I mean this is really far fetched but if you're thinking about working on this long term and pouring your heart into it, i think bringing back 11v11 etc is going to bring a lot of attention and heat. With everyone else copying you and doing the same with bringing back FIFA FUT, PES 2013 etc it is going to force the companies to take action I think. You don't want to have to worry in 2 years of getting a stupid DMCA notice from Konami and having it all deleted , so at least delete those progress reports :))

Code:
I have also never hidden the fact that I am not a professional programmer and that English is not my native language. I use AI to help translate my posts, organise technical findings and make the progress reports easier to understand. That is why some posts may sound structured or “robotic”.

I know you are very intelligent and yes you have been open about using AI (Everyone uses AI these days me included and after seeing what you achieved I've been studying google antigravity and other things which you are far ahead of me with.... ) - I'm just explaining to the forum that because this really was done with Agents, AAA companies soon might not be so lenient as more people do this. And if anyone here is thinking about doing it, you need to follow strict clean room design as a shield against these DMCA notices. This is not like other software or reversing projects on EvoWeb - these servers are going to be potentially affecting Konami and EA's cash cows, Dream Team and Ultimate Team.
 
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The CPY version was the first executable released by Konami (version 1.01.00) without any data packs installed, whilst the Steam version has been updated to the latest release, version 1.07.02, with data packs up to version 7.0.... The way to make everything identical is, for those who do not have the official game or a complete CPY repack, to download a version of the CPY EXE that has been modified (using a hex editor) so that the game recognises it as v. 1.07.02, and to download all the official Konami DLCs separately and place them in the game’s ‘downloads’ folder; With the CPY file modified in this way, you can load all the DLC exactly as in the Steam version... the only difference is the gameplay within the CPY EXE, which is more dynamic than that of the original Steam v. 1.07.02... every time Konami updated the EXE with an official patch, the gameplay also changed (personally I can port the gameplay from first version to latest one inside cpy but seem these not a big issue to connect at the moment)

these are the file CPY's game users need inside their game:

Official Datapacks (DLC's) by konami from 1.0 until 7.0 here... (put them inside the download folder of your cpy game)

CPY exe v1.0.1.00 modded as v. 1.07.02 here... (it can load the new dlc from konami)

remember to use the Launcher needed by CPY version
Your links doesn't work. It just opens Discord.
 
@Prankster
Not following the recent years but i'm always wondering about your real intentions (to whoever is wondering, if you know, then you know).
If you are here only to offer some help based on experience, then cool, i guess.


Yep, just here to share some experience. I'll be navigating the exact same legal and technical problems trying to stay safe with PESBot, a small AI project like RLBot I'm working on again after some health issues derailed it for PES6, and this problem has often been on my mind. It's better to drop this info and try to push the point as I can see he's making some of the same mistakes I made (publishing progress reports...) so he can take precautions and clean things up now if he wishes. Everything I said above is just a redpill about the legal situation.

Regarding the old PES6 "server wars" and flamewars from way back, I'd certainly like to just leave that in the past and be on good terms with him and anyone else on the "enemy server" from many years ago, it went both ways pretty equally between the two groups with code being stolen, bullying, huge pranks, DDOS attacks and such., extremely toxic stuff and unfortunately happening again today with the two main PES6 servers server (pes6.es, etc.). It's the reason I switched to offline play and working on the AI.
 
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@Prankster it's similar to what I already said, even the small modding breaks EULA/ToS & DMCA everyone around here knows that, having it not progress report is not different than git history or AI logs, I think that as long as the server remains that it will not be considered a threat to them, konami will still have the people obsessed with the cards and all that shit, and still, DMCA notice could come to us all for just doing reverse engineering

and as an extra... Konami is not EA or even Nintendo, they seem to be more the kind of company who just keep a blind eye over this stuff

only case similar to this I could find was this: https://www.timeextension.com/news/...-of-the-metal-gear-solid-2-source-code-leaker and it was a leak, not even reverse engineering, there's actually lot of stuff from konami games over RE that they didnt even said a thing, we even have here a loader for efootball games and not a single thing, konami cares more about their games of horsegirls rather than the 22 guys on the field hitting a circle
 
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Clean-room development is not the mandatory legal requirement you keep presenting it as. It can be a useful evidential precaution, but Article 6 of Directive 2009/24/EC expressly permits necessary decompilation to obtain information required for the interoperability of an independently created program, subject to its stated conditions. The Directive does not require a fictional anonymous analyst, a second development team or a claim that the developer never inspected the original program.

Edna also repeatedly uses American concepts such as DMCA notices and broad discovery as though they operate identically throughout Europe. EU courts can order proportionate measures to preserve or produce relevant evidence, but this is judicially controlled and is not the automatic, unlimited process that he describes.

For some reason, he is presenting a worst-case litigation story as though it were the substantive law. It is not.
 
What launcher did you meant?
The launcher that allows you to use your Steam ID with the CPY executable (you must have Steam installed and a registered account) and enables you to be recognised by this project’s server as a unique user, just as if you were using the game downloaded from Steam I posted the launcher in my #101 post inside this thread.
 
The launcher that allows you to use your Steam ID with the CPY executable (you must have Steam installed and a registered account) and enables you to be recognised by this project’s server as a unique user, just as if you were using the game downloaded from Steam I posted the launcher in my #101 post inside this thread.
Thanks for the Launcher, but Windows Defender goes crazy :D
 
Add it to the exceptions list in Windows Defender

PS: the launcher is made by discord community of PESBUL, not by me
Let's be clear: the launcher is made by the community on the Discord server, not by me, :D but from what I know and see, i belive its save, and its only fast and easy way for you to create an original profile in the game with your original Steam ID. I'm not messing with the CPY version; I'm working only with the original game.
 
Let's be clear: the launcher is made by the community on the Discord server, not by me, :D but from what I know and see, i belive its save, and its only fast and easy way for you to create an original profile in the game with your original Steam ID. I'm not messing with the CPY version; I'm working only with the original game.
The funny thing is that I’m here giving everyone advice and information, and I can’t even play the game myself (unable to connect during the match)... :D :D :D :D :D :D
 
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