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(+1)

Great game so far.
However, in my opinion, it hasn’t yet realized the full potential of a tank-based CQB game. It’s a great and fundamentally solid CQB experience, but as it stands, the connection to tanks feels somewhat limited.

  1. You should really consider implementing a modular damage system and a crew mechanic for tanks, similar to War Thunder or GHPC. It doesn’t need to be overly intricate, but these features are essential.
  2. Assuming the first point is addressed, I believe the current observation system for tanks could use refinement. Right now, only the gunner has a vision cone, but in reality, the tank commander should also have their own field of view.
  3. In urban combat, a tank’s true adversaries are often concealed infantry and their anti-tank weapons—actual tank vs. tank engagements in cities are relatively rare.
  4. It would be great if crew members could dismount to conduct reconnaissance (a task usually handled by supporting infantry, but since the game’s setting involves isolated tank units, the crew will have to manage). Dismounted crew would be hard to detect but extremely vulnerable—if spotted, they’d almost certainly be eliminated.
(1 edit) (+1)

Thanks for playing and providing feedback. Some notes:

Although it's not well explained in the game, units do have a module and directional damage system alongside crew health, and I'm currently reworking it to make it more important. As for crew roles, this is planned.

Supporting infantry squads are in development and should be in the next update, and will fulfil some anti-tank and recon roles.