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The Next Era of PESBUL 2021 Starts Now

Public Beta • Server Now Live

The Next Era of PESBUL 2021 Starts Now

The PESBUL 2021 Private Server is officially moving from Alpha to Beta—powered by a completely new VPS, direct public connectivity and major improvements across 1v1 Friendly Lobby, Clans, Co-op and Team Play.

🚨 Mandatory update

Download the NEW PESBUL Connector

To connect to the new Public Beta server, every player must download and install the new PESBUL Connector BAT file. The previous BAT file contains the configuration for the old server and will no longer connect PES 2021 to our new VPS.

1 Download Get the latest PESBUL Connector BAT file.
2 Run as Administrator Right-click the BAT file and select the administrator option.
3 Connect Now / Install Apply the new PESBUL server configuration.
4 Start PES 2021 Launch the game after receiving the success confirmation.

This update is mandatory even if you already installed an older version of the PESBUL Connector.

DOWNLOAD THE NEW CONNECTOR
The biggest infrastructure upgrade yet

From a home-hosted Alpha
to a real public VPS

The previous Alpha proved that the reconstructed PES 2021 online services could work, but it ran on ageing home hardware and depended on additional tunnel and relay infrastructure. That was never intended to become the permanent home of the public server.

8 CPU cores
16 GB Server RAM
160 GB NVMe SSD
2 Gbps Download & upload

Built for the public Beta

PESBUL 2021 now runs on a new public VPS with direct connectivity. Game traffic no longer needs to depend on the previous home-server and tunnel route, removing an unnecessary layer between the players and the server. Fast NVMe storage also improves server, dashboard and database operations.

Hosting HOSTKEY VPS
Processing 8 CPU cores
Memory 16 GB RAM
Storage 160 GB NVMe SSD
Download connection Up to 2 Gbps
Upload connection Up to 2 Gbps
Connectivity Direct public connection
Current game-mode status

What is available in the Beta?

The Beta brings real improvements, but we will always distinguish between what is playable, what is experimental and what remains under active development.

Playable & improved

1v1 Friendly Lobby

The main supported PESBUL mode, now with important Ready-state and post-match room-lifecycle fixes.

🛡️
Partially available

Clans & Co-op

Clan creation, information, lobbies and rooms are available. Matchmaking remains incomplete.

👥
In development

Team Play 11v11

The client reaches the GameRelay loading stage, but Side Select and the match itself are not available yet.

The host no longer becomes Ready automatically

Previously, when a guest entered a room, the host could automatically light up as OK/Ready without selecting it. This has now been corrected. Each player controls their own Ready state.

Rooms can now be reused after the match

Previously, a completed match could leave the room stuck or unusable, forcing both players to create a new room. The room lifecycle has now been corrected, allowing the same room to be used again.

Clan creation is working

Players can create clans, and the server stores and returns the clan information correctly.

Correct clan-owner information

Clan details now display the profile and information of the correct clan owner.

Clan lobbies and rooms are available

Clan Co-op lobbies can be opened, rooms can be created and players inside the room are displayed correctly.

Host and member roles are displayed correctly

The room now distinguishes the host from the other clan members instead of showing incomplete participant data.

The game reaches Co-op matchmaking

The reconstructed flow now progresses through the clan room and reaches the original matchmaking stage.

Still incomplete: Clan join requests can be sent, but they cannot yet be accepted from inside the game. Co-op matchmaking also does not complete, so a Clan Co-op match cannot currently start.

Team Play room and Ready flow

The server recognises the Team Play room and its participants, processes the Ready state and progresses through the original match countdown.

GameRelay connection established

The client receives the GameRelay endpoint on the new VPS and begins the relay connection.

Secure key exchange completed

The server receives the client request, returns the expected key material and enters the secure communication stage.

Post-Secure traffic decoded

Encrypted and compressed application traffic can now be decoded and analysed correctly.

GameRelay loading is reached

Instead of immediately showing “Unable to connect,” the game now leaves the lobby and enters the GameRelay loading and connection stage.

Clear status: Team Play 11v11 is not playable yet.

The complete post-Secure server reply is still being reconstructed. Side Select is not reached and an 11v11 match does not currently start. We will not call the mode functional until players can actually reach Side Select and begin the match.

Prepared for a growing community

More than a server migration

With more than 3,000 player records already in the system, moving to a new public server required more than installing a fresh container. The Beta introduces new database and administration infrastructure designed for future growth.

🗄️

Database export and import

User and player records can now be transferred between server installations instead of recreating the community database from the beginning.

Faster user administration

The dashboard no longer needs to load the entire user database at once, making user-management actions much faster.

📈

Built for future growth

The new VPS and improved backend provide a stronger foundation as the PESBUL community continues to grow.

PESBUL 2021 Public Beta

The new server is live.

Thank you to everyone who tested the Alpha, reported bugs and helped us rebuild a part of PES 2021 that was supposed to be gone. The new Beta is a major foundation—but development continues.

DOWNLOAD THE NEW CONNECTOR

This is a community-built Beta server. Bugs and incomplete features should still be expected. When reporting a problem, please include the game mode, usernames, approximate time and a debug export whenever possible.