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Tank Squad News

Game Update 1.2.4



[h2]Dear Tankers and Mechanics![/h2]

[h3]Situation report[/h3]

We’re also releasing an update today – a slightly smaller one, as it mainly contains fixes for the upscaling filters, namely DLSS and FSR. In addition, there are a number of fixes for Maus and the localisation.

The next patch will likely be after Easter; we want to take a break for a while now. Thank you for the positive reception of the addition of Maus to the game. Thank you for your feedback; we read it regularly and are implementing your suggestions into the game. We wish you a happy Easter!

[h3]Flash sale[/h3]Reminder about our flash sale on the game. The 25% discount will last till end of April 5 also 7 pm CEST.

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[h3]Changelog 1.2.4[/h3]

Below is the full list of changes being made:

Added:
  • Roadmap 2026 localization
Modified:
  • Game version changed from 1.2.3 to 1.2.4
  • Tutorial localization improvements
Fixed:
  • Updated DLSS and FSR to fix the issue with the screen being zoomed in
  • Multiplayer skirmishes session creation now correctly allows to create force pool
  • Returning from campaign selection to skirmish now clears the force pool creator pool
  • Weather and time of day is correctly synced now
  • Maus visualization for turret mesh when moving it on crane
  • SquadType dropdown in force pool creator menu now correctly shows up first time it's opened
  • Disabled Toggle UI button in battle map as it was just disabling whole UI ofthe game and caused big issues
  • Mesh offset for maus turret when putting it down on stand
  • Clicking start from repairs in force pool creator should now correctly carry over that decision


Thank you for your support, we are working. See you next time!
DeGenerals

Game Update 1.2.3



[h2]Dear Tankers and Mechanics![/h2]

[h3]News in Patch 1.2.3[/h3]

We have obtained classified documents published on a gaming forum. These documents reveal that a German super-heavy tank took part in combat on the Eastern Front in 1943. Weighing 188 tonnes, this colossus was hastily built and assembled. Its unique camouflage was painted by a famous watercolor artist. Consequently, we decided that we had to add this tank to make the game more realistic.







[h3]Force Pool Creator[/h3]


In March, we worked on adding a force pool creator. From now on, you can edit the force pool for campaigns as well as for individual missions, including skirmishes. Procedural missions will also be added in the future. You can add units, create new squads or companies for your own forces or for the enemy’s forces. You can also filter vehicles by year, allowing you to build presets for specific time periods or add vehicles that are completely out of place – whichever you prefer. We plan to expand it and allow to have presets as a mods too.

[h3]Flash sale[/h3]Today we are launching a flash sale on the game. The 25% discount will last for the next 5 days. Sale will start 1 april 7 pm CEST and will last till end of April 5 also 7 pm CEST.

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[h3]Changelog 1.2.3[/h3]Below is the full list of changes being made:

Added:
  • Maus tank
  • ForcePoolCreator system
  • Navmesh A* implementation
  • New navmesh for C3 campaign missions
  • Proper size for new navmesh on C1M1
  • Soviet AT mine TM 41
  • UI Roadmap 2026 in main menu
  • Static weapon prefab variants with sandbags
  • ZIS static gun prefab with sandbags and C1M1 objective integration
  • Weather and Time Settings in Session Creation Menu
Modified:
  • KV-1 1942 prestige price change
  • FactionA and FactionB labels in ForcePoolCreatorPresetItem
  • Health modifier tagging system for spawned units crew repair prevention
  • Vehicle armor extended to 500m
  • Vehicle control WSAD and orders relation
  • Main menu UI animations procedural skirmish campaign matchmaking
  • Procedural spawner randomness and squad variety
  • Game version update 1.2.2 to 1.2.3
  • Vehicle follow distance 8m to 12m
  • Explosion force increase for physical objects
  • Formation spacing 8m to 12m
  • Removed blocking collision objects in German repair scene
  • AI behaviour caching changes
  • AI system refactor GenericAI removed merged into GenericUnit
Fixed:
  • Vehicle destination and rotation issues
  • Fire spread smoke VFX collision and layer issues
  • Vehicle infinite rotation at stop point
  • Infantry rotation at zero velocity
  • Main menu tutorial and bug reporter stall
  • Vehicle stop to shoot timing
  • Player tank brake input issues
  • Terrain deformer max depth
  • Save folder access fallback system
  • Inventory null references
  • AI walking on destroyed vehicles
  • Procedural missions and Force Pool Creator stability
  • Navmesh issues
  • Missing behaviours in artillery base prefab
  • Static gun AI initialization missing
  • Missing AI scripts in infantry removed
  • Static gun squad null references
  • Wheel rotation fixes Pz IIIM StuG III G
  • Combat squad performance optimization
  • Pathfinding cache cleanup
  • Player vehicle leader assignment fix
  • Navmesh agent enable disable refresh fixes
  • BallisticsXRayPlayer null reference fix
  • Vehicle destruction stop logic
  • Evacuation infantry movement fixes
  • Vehicle brake state fixes
  • Destroyed vehicle obstacle activation fix
  • Crew repair and return to slot fixes
  • Navmesh final scan fixes
  • Cover retreat logic fix
  • Spawner and skirmish environment fixes
  • Squad spawn scaling fix
  • Campaign end crash block fix
  • Repair section NPC animation and collision issues
  • C1R1 tent collider issue
  • Lantern physics errors in trenches
  • HE projectiles now correctly apply damage upon destruction to buildings

Thank you for your support, we are working. See you next time!
DeGenerals

Development Status #89



[h2]Dear Tankers![/h2]Welcome to our 89th Development Status.

[h3]Force Pool Creator[/h3]
Over the last two weeks, we’ve also been working on introducing a customisable resource pool for both the campaign and procedurally generated missions. We started by prototyping such a panel.



When creating a procedural mission, we’ll initially be greeted by a screen where we can choose which factions are to fight each other, along with basic settings such as prestige, whether we want a limit or not, how long the campaign should last, and the multiplier for the enemy resource pool.



On the left-hand side, there will be a list of available units to add to the custom resource pool. These units will be divided by type. The central panel will display the companies, squads and units that are already assigned. You will be able to remove them there and add others. You will also be able to add new companies and create new squads. Currently, we have a limit of 9 companies, each comprising 9 squads/platoons. A squad can contain up to 4 tanks, and infantry squads can contain up to 20 units.



Why 9? Everything is based on the numbers on the tanks, the German ones. The first digit is the company, the second is the platoon, and the third is the unit. So it won’t go higher than 994.

On the right-hand side is a purely informational panel. This shows a preview of the selected unit/squad/company, its name, description and prestige cost. At the bottom, there will also be buttons for adding and removing units, and for modifying squads and companies, e.g. their names or emblems.



We’re also thinking of allowing editing of the enemy resource pool, so that you can switch between resource pools to make changes.

Filters
You will be able to filter units by year. This will help you build a resource pool for a specific time period. We are considering extending this to include months as well, so that, for example, when creating a resource pool for a campaign set in the early months of 1943, Panther tanks would not be available.



Presets
We are considering enabling the saving and loading of resource pools as presets. These presets could also be made available as mods on the Steam Workshop.





[h3]Procedural Missions[/h3]
We have started working on procedurally generated missions. The types and number of objectives, the map, the starting location, the direction of attack and the positions of the troops will all be randomly generated. However, we plan to provide players with filters so they can customise the options as they see fit, including the participating factions, the maximum number of objectives and the maps on which the scenario is generated. Each mission created in this way will be unique — we plan to use existing maps, as well as locations that were rarely visible or overlooked during regular missions. It's also worth mentioning that you'll be able to create a procedural campaign, i.e. a series of procedural missions with access to repair stations.



Currently, we have a working prototype in which gameplay proceeds without player intervention — both sides of the conflict clash in a battle for a capture point. This AI commander will be used for both procedural and standard missions, providing automatic support to players by utilising the available force pool, which will eliminate the need for unit management for those who prefer not to manage units. We are convinced that completing this stage will be a significant step forward, making it easier for us to implement other new game modes in the future.

The map shows the distribution of objectives and their relative positions on the Luchki map (the first mission of the campaign). The blue points (A–D) are potential starting locations and the red points (1–7) are objectives. As with regular missions, there will also be opportunities to receive side missions.

[h3]Main menu changes[/h3]
We’ve added new buttons for procedural missions to the menu and tweaked the layout slightly. The ‘Create a Session’ tab has been removed. Instead, there’s now a section on the left-hand side categorising game types—namely Campaign, Skirmish, and Procedural—and only after selecting the relevant type can you choose to play in single-player mode or host a session. The session search function at the bottom remains unchanged.





[h3]Steam Spring Sale![/h3]
Our game is now 25% off. The sale will last till 26 of march!

https://store.steampowered.com/app/1498130

Thank you and have a good weekend!
DeGenerals

Development Status #88



[h2]Dear Tankers![/h2]Welcome to our 88th Development Status.

[h3]Patch 1.2.0 summary[/h3]
First, a brief summary following the release of patch 1.2.0, which finalizes the latest roadmap.

To correspond with the patch, we launched a 7-day sale offering a 25% discount. We received a record number of wishlist entries. In the history of both Tank Squad and Tank Mechanic Simulator, we cannot remember ever experiencing such a significant increase in registrations in one go. Could it be that people are waiting to buy because they see potential? Ultimately, we surpassed the peak number of players from the Tank Squad launch. We are extremely happy that you appreciate our work and our efforts to improve the quality and performance of the game.

[h3]Roadmap 2026[/h3]


As far as this year's roadmap is concerned, the plans are as follows. Regarding the next major update (1.3.0), we intend to release procedural missions and implement AI fixes.

The bigger topic this year will then be the release of DLC with a new Ponyri campaign, which will differ slightly from the current one. As we mentioned in the previous dev status, the map itself will be huge, so we want to create a view of the operational map.

Why DLC? As you may or may not be aware, we aim to keep you informed about our activities and plans, and we always write openly and honestly. Since the release, we have constantly released updates, fixes and new content, which we as players appreciate from other developers.

This is what we did with our previous game, Tank Mechanic Simulator. Before releasing two DLCs featuring tanks, we introduced several new tanks through updates. Unfortunately, Tank Squad is not selling very well. The launch was underwhelming, and we failed to deliver a good game on time. It was also a mistake to release the game as a full release rather than via Early Access.

For those who are not familiar with the situation, here's why we released the game in May in its current state:

Originally posted by author
Last April, we (DeGenerals) split with PlayWay. PlayWay took full IP rights to TMS and we took Tank Squad. We had to release Tank Squad as it was in order to survive as a company.


Despite the difficulties, we took up the fight for survival. We managed to improve the game's ratings, changing them from 'Mostly Negative' to 'Mostly Positive', which is now 'Mixed'. Now, about 20–40 people play the game every day.

We accomplished almost all of the goals set out in the previous roadmap, and we are already formulating a new one. We are trying to attract more players, but we need your support. This is why we have decided that the new campaign will be DLC.

One issue is what to do with Ferdinand: should he be added as part of the DLC or released in a free update? Another idea was to make Ferdinand a vehicle himself in the DLC. Following lengthy discussions within the team, we have decided that Ferdinand will be included in the add-on. The remaining question is whether someone without the DLC who joins a session will be able to drive or spawn Ferdinand. This is probably not possible, but we will continue to consider how to resolve this issue.

In terms of new vehicles, one thing we know for certain is that we want to incorporate the option of creating your own Force Pool into the game. This would open up possibilities such as adding any vehicles to missions/campaigns, including those that did not exist in a given time period.

In the meantime, between the release of major patches (1.3.0) and DLC, we plan to release smaller updates containing fixes and new features. There will also be discounts.

We are considering switching to the new Unity 6 engine, which would allow us to make significant visual improvements to the game.

Unfortunately, if we fail to attract more players, it may be difficult to implement some of our plans outside the roadmap, such as adding a mission/scenario editor.


[h3]Sd.Kfz 251[/h3]
I have just started working on Ferdinand, but I took a break to prepare the SdKfz 251 model for use in Tank Squad. Robert has been waiting a long time for this vehicle, so now is the perfect opportunity to include it.



While we're at it, we'll try something new: tanks and vehicles with a suspension system don't use dice, which is a good way to make the suspension behaviour of vehicles such as the Sd.Kfz 251 or Opel Blitz more realistic.



Firstly, we will create a base vehicle and then proceed to add further variants.
  • Sd.Kfz.251/1 Ausf.D standard version with two MG42s;
  • Sd.Kfz.251/2 Ausf.C Schützenpanzerwagen (Granatwerfer) with an 81 mm mortar and MG42;
  • Sd.Kfz.251/3 Ausf.C version with a radio that could be used as a command vehicle in the game.


Creating the Sd.Kfz 251 for the next update is also a good approach for the Ferdinand tank. I want to make some changes to the material structure and texture appearance of both vehicles to improve their quality and overall appearance in the game. Time will tell.




Thank you and have a good weekend!
DeGenerals

Game Update 1.2.2

[p][/p][h2]Dear Tankers and Mechanics![/h2][p]
[/p][h3]Situation report[/h3][p]This is the second patch as part of hotfixing and patching bugs encountered in the game this week. In the meantime, we are working on AI fixes, which is one of the main issues. We will write about this and our plans for the coming weeks and months in the next development status update.

[/p][h3]Changelog 1.2.2[/h3][p]Below is the full list of changes being made:

Added:
[/p]
  • [p] An option in gameplay tab to enable or disable notifications (sound/voice overs) when enemy is spotted
    [/p]
  • [p] Option to not apply camo to wheels (vehicle customizer)
    [/p]
  • [p] Support for 2560x1600 resolution
    [/p]
[p]Fixed:
[/p]
  • [p] Issue when ballistics simulation used to predict hits (white cross following mouse when aiming) shown red/yellow/green colors incorrectly - now it should calculate the penetration better
    [/p]
  • [p] Position of vfx shot for mosin nagant 1895
    [/p]
  • [p] Morton Counter attack should now happen correctly
    [/p]
  • [p] Pokrovka counter attack should now happen correctly
    [/p]
  • [p] ZiS-3, maxim, 62k AA gun had incorrect AI detection collision pivots - very low near ground, resulting in AI tanks not seeing them at all if the gun was behind a sandbag wall.
    [/p]
  • [p] AI tanks should now shoot at a target that they see but their line of fire is blocked by a sandbag, wooden wall etc.
    [/p]
  • [p] C1M6 Ozerovskii Logging Plant missing trees are not missing anymore
    [/p]
  • [p] Morton terrains should now be correctly visible
    [/p]
  • [p] You can correctly use Loader hatch in Panther A to get into the tank (only in total control mode)
    [/p]
  • [p]\[UI] Fixing Quarter Master Rect Transfrom, was showing wrong widths of some UI panels
    [/p]
  • [p] Various issues with AI navigation, tanks exposing their side to enemy, our gunner not able to shoot at very close range
    [/p]
  • [p] Tiger wheels became invisible too fast when they became detached - fixed that
    [/p]
  • [p] Vehicle tracks did not became visible after they were fixed by AI - now this should work[/p]
  • [p]Error when AI hull mg gunner or whoever had additional mg under control in the vehicle used all ammo in reload[/p]
  • [p]Vehicle Crosshair + Aim Prediction mode are now correctly applied when the game is running (during battle) [/p]
[p]Removed:
[/p]
  • [p] Removed indestructible sandbags from C1M6 scenario
    [/p]
  • [p] Removed endless spawning for enemy infantry during C2M3 scenario
    [/p]
[p]
[/p][h3]Sale[/h3][p]Our game is now 25% off. Today is the last day of our sale!

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Thank you for your support, we are working. See you next time!
DeGenerals

[/p]