Future Schedules
Hello, Commanders,
After the main update goes live, the team are focus on the next content production, mainly including:
Roadmap:

Besides, the forum has a lot of feedback, here is a description of some of them:
There are many other great suggestions, and the team will discuss them one by one. Thank you again for your feedback.
- Joy Brick
After the main update goes live, the team are focus on the next content production, mainly including:
- Six main missions(sub missions are not included)
- Controllable Soviet tank
- Continuous optimization, including numerical balance, performance, UI
- Controller support
- In-battle music and voices
- Steam Achievement and community items
Roadmap:

Besides, the forum has a lot of feedback, here is a description of some of them:
- The main reason for the low fps of the game comes from the grass and the AI calculation of the multi-tank battle. It has been determined that it will be re-adjusted for the grass and can be effectively improved. We will update it after the adjustment, and the latter will continue to try optimize.
- The bounce and overpower of HE, resulting in no one uses AP and APCR. We have reduced the decreasing curve of armor penetration of AP and APCR, and revised the damage of HE to improve the benefits of long-distance use of AP and APCR. Also remove the bounce of HE. This will be adjusted in a recent update.
- There are three movement problems related to AI tanks, pushing each other, seek enemy, and stuck. The first two will be adjusted for the logic of pathfinding, and it is expected to be effectively improved. For the stuck problem, we have found some problems and corrected them, which will reduce the frequency of occurrence.
There are many other great suggestions, and the team will discuss them one by one. Thank you again for your feedback.
- Joy Brick