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Demo Hotfix #1 - 30.04.2025



[h2]Dear Tankers![/h2]

We've uploaded Demo Hotfix #1, addressing few most common problems.

Changelog:

Fixed
  • Framerate option now should work
  • Contracts in repairs mode should now work
  • Notepad has better shading and better zoom
  • Squad Manager in Repair Section has more readable layout
  • T-34 incorrect mount of tracks
  • Squads that did not had emblems attached (AI enemy tank squads during battles) won't display white square in various UI menus
  • Top DEMO label is now localized
  • Final mission of demo campaign now properly ends
  • Smoke grenades not being synced fix
  • M10 Arty OnMap Shooting
  • On-map artillery has correct radius offset while shooting (no longer hit with first shot)
  • crew units visible during xray
  • Errors with controlling driver when in order mode
  • Infantry units stuck in suppresion behaviour after leaving vehicle or regrouping
  • Crew not visible after getting out of tank during player kill cam


Thank you and have a good one!
DeGenerals

Demo Update - 28.04.2025



[h2]Dear Tankers![/h2]

[h3]Developers Stream[/h3]

Today, we will launch a dev stream here on Steam at ~18:00 CEST (UTC +2). We will show gameplay from one of the missions from the demo. We will try to show the basics of how to play the game, what the basic mechanisms are, how they work and what the gameplay is like. Make sure to check it out.

[h3]Full game release status[/h3]

Full game of the Tank Squad is actually under Steam review. After positive approval we will be ready to announce the premiere date. We hope to be able to do it soon.

[h3]What can you expect in updated demo?[/h3]

https://store.steampowered.com/app/2622470/Tank_Squad_Demo

Basically better optimisation, less bugs, some new missions. Generally speaking we did and are still doing lots of improvements over asset optimization. From landscapes, environments to content. Compared to previous version of the demo you should notice huge improvements in that subjects.

For those who update the demo, after downloading the new update make sure to check-out game settings and apply new settings. Just to make sure anything wrong is not applied.



Regarding content, we have replaced some missions that we feel show the game better. Outskirts of Morton was a tech demo and actually a first mission that we really pushed the game mechanics forward and had a sandboxes to test, to play with. Once we jumped and continue to develop missions from the campaign, the scale of the battles changed a lot in terms of reception. There are missions with longer gameplay, further distances where there is an enemy hidden and also more fast, more driven scenarios like Morton. So it is diverse.

We are treating this update like some kind of a beta test before the full game release. Make sure to join our Discord and raport there or over the game (yes, we have added a Bug Reporter as well) to share feedback with us. Game at the beginning will ask (its not forced) but to share with us a player.log. That store crucial informations about crashes, null refs, any potential, hard to guess issues that might broke a game for you. It will help us to faster fix the issues.



Game modes:
  • Campaign (single player and cooperative)
  • Skirmish missions (single player and in cooperative)


Missions:


  • German Campaign Demo
    • Road to Prokhorovka (from German Campaign)
    • Steppe Mortar Rampage
    • Ribbentropp Platoon


  • Skirmishes
    • Road to Prokhorovka
    • Outskirst of Morton
    • Morton Defence
    • Pokrovka
    • Steppe Mortar Rampage
    • Ribbentropp Platoon


These missions can be played as a demo campaign and as a skirmish scenario. Both in single player mode and cooperative mode with up to 4 friends.

Vehicles
  • PzBfWg VI Tiger Ausf. E (Commander Tank)
  • PzKpfw VI Ausf. H1 "Tiger I"
  • PzKpfw VI Ausf. E "Tiger I"
  • PzKpfw IV Ausf. H
  • PzKpfw III Ausf. M
  • KV-1 (only playable when you take it over after as a wreck after battle during campaign mode)
  • T34-76 (only playable when you take it over after as a wreck after battle during campaign mode)
  • T-70 (only playable when you take it over after as a wreck after battle during campaign mode)




We look forward to your feedback. Check out our discord where you can share your suggestions and find other players willing to play coop!

[h3]Regions[/h3]

In terms of regions, the game runs on the Photon Fusion engine. We tested with our community members whether it was possible to play in Chinese regions. Unfortunately, we were not able to connect to the ‘Mainland China’ region. However, we were able to connect with people from China for the region e.g. Asia, whose server is located in Singapore.

For this reason, as long as we cannot use this region, it has been blocked in the game. All players from China will be connected to the nearest server/region - Asia. Therefore, it will be possible to play together with players all over the world.



[h3]Censored vs Not-censored version of the game[/h3]

We operate two game deposits. So that we don't make the same mistake as with Tank Mechanic Simulator. The game in German is censored. This is required by Steam, without this it will not be possible to release the game in Germany. So, any graphics, names that are not likely to be visible when the game is launched in the German version will be censored.

In Tank Mechanic Simulator, we had some markings e.g. medals or in the museum there were flags with some sign of luck. After 5 years after the launch we had to remove this. Fortunately there is a Steam Workshop available.

We as DeGenerals S.A. does not support any kind of totalitarian ideologies nor totalitarian systems such as National Socialism, Communism etc. This game only shows history as it is. History about tanks, their famous tank commanders and crew. Nothing more.

[h3]Steam Wargames Fest[/h3]
Our game will take part in an event organised by Steam called Wargaming Fest. The festival runs from 28 April to May 5, 2025

Thank you and have a good one!
DeGenerals

Development Status #74



Dear Tankers,


Welcome to our 74th Development Status.

[h2]Campaign is finished[/h2]



Since we last published the development status, we have been working on the final missions in the campaign. We made improvements to the terrains due to changes on the mission design. After deeper analysis during testing, some of the tasks did not make sense or the distances between them were too long leading to nothing happening on the mission.

For each mission we have added an intro, minimaps, a series of text descriptions and voice-overs explaining what there is to do and perform on the mission and what to look out for.



[h3]C1M7 - Attack on Starozhevoye[/h3]
We managed to finalise the seventh mission, the Attack on Starozhevoye. We recorded a video of this mission, which is available a bit below in this post. In a nutshell, the mission consists of breaking the blockade in the forest. This is followed by the destruction of enemy supplies. Additionally, before the final assault on the village of Starozhevoye, the enemy convoy got bogged down on the main road.



[h3]C1M8 - Road to Prokhorovka[/h3]
Eighth mission. During this scenario we have to secure the left and right flanks. Then break through along the road towards Prokhorovka, which may not be so easy as the foreground is guarded by enemy howitzers. Finally, there is a village waiting and a headquarters to be captured.



[h3]C1M9 - Prokhorovka outskirts[/h3]
The penultimate mission in the campaign. We start not far from where we finished the previous scenario. Our task is to break through the Soviet defence lines, then seize the Oktyabrsky farms. The final task is to capture hill 252.2.



[h3]C1M10 - Siege of hill 252[/h3]
The last mission in the campaign. At the beginning of the scenario we have to help the infantry defend the hill from the advancing enemy units. The longer we hold off the counterattack the better our forces will organise a second line of defence.

[h2]Hardcore gameplay with limited UI[/h2]

[previewyoutube][/previewyoutube]

In the video below is a snippet of our gameplay from the seventh mission from the campaign, the Attack on Starozhevoye. During this streaming at some point we disabled a significant part of the interface including: minimap, battle log, kill feed, compass, markers of the marked enemy as well as our allies.

We wanted to show in this way that it is possible to change the face of the game in an accessible way. When there is a lack of information on the screen, we look for it ourselves and thus play more cautiously, more prudently. We invite you to watch the material.

[previewyoutube][/previewyoutube]

[h2]Further game optimization[/h2]
We have replaced the next batch of special effects with newer and more optimised ones in order to simultaneously make the gameplay more visually interesting, as well as reducing memory consumption.

One of the most important parts of the game to improve is optimization. After playtesting the campaign we found few issues, mostly with memory management and too high CPU and GPU usage.

This is an ongoing process that won’t have a definitive finish. Before we release the game we’ve set ourselves few points to fix and optimize:

  • vehicle physics - the amount of vehicles present at the scene and physics required to simulate their suspension is going to require a rework. This is the biggest issue that the profiling tools are highlighting as CPU problem
  • network synchronization - amount of networked objects and synchronized values can also be a problem when a lot is happening. Not only because the game visually has synchronization issues (example - vehicles movement is jerky for clients) but also the CPU requires much more time each frame to pack all the data and then to unpack it
  • AI combat - AI units and their behaviour, looking for enemies, shooting at them etc. has been already optimized in the past. But now, after playtesting we see that just having too many units at once on a big scene, that previous work is still not enough to have good CPU usage for AI units.
  • RAM usage - we’re working to reduce the amount of memory that the games require - as well as fix any memory leaks. Our minimum requirement of system RAM we would like to set to 16 GB. Right now the game can take up to 15-17 GB of RAM, and we just need to get it lower.


[h2]Game balance[/h2]

After playtesting the campaign we have ran into balancing issues:
  • player team could buy everything after mission 2-3
  • player team had no other way to obtain their faction vehicles as replacements after buying out all reserves from quartermaster
  • ammo and fuel resources were missing most of the time, as repairing captured vehicles and converting them requires both of them
  • some campaign missions resulted in the player team losing from 10-20 vehicles. The limit of gathered wrecks after battle was 8.


To mitigate these problems, we have:
  • added an option to obtain more recovery vehicles, that enhance the number of gathered vehicles after battle
  • added ability to buy totally damaged (but repairable) random wrecks (max 3 per repair scene section, resets after next battle)
  • added two new tools, a canister and ammo box. Both can be filled for free on repair section and can be used directly on any vehicle to rearm or refuel
  • modified some squads/units from reserves to not be available immediately at quartermaster, but become available later in the campaign


[h2]Other changes[/h2]

[h3]Contract system (new game+) on repair station[/h3]
During the campaign and after finishing all missions from the campaign, players can continue to play on repair stations alone or with friends/other players in cooperation. In fulfilling the tasks from HQ like repairing tanks from other panzer divisions etc. By completing these contracts, players will receive additional resources.

[h3]Side missions on repair station[/h3]
In addition to the main missions, the staff will also be able to carry out side missions. For completed missions, players will also receive resources including additional offmap support.

[h3]Economy including exchange rate[/h3]
At the quartermaster's, it will now be possible to exchange resources. We used to have this option but it was disabled. It has been possible to exchange again for some time.

[h3]Missing voice overs for Soviet side[/h3]
We have finished recording Russian voice overs. This was necessary to enable playing in some skirmish missions and also will serve as a solid foundation for future Soviet campaigns.

[h3]New smoke VFX for tanks main guns and new mud VFX for tank tracks[/h3]
We have changed the appearance of every cannon aftershot smoke. We wanted to have it more visible to the players, for easier spotting of hidden enemy armor. They are also more realistic than previous ones.

[h3]Flares VFX when offmap support is called[/h3]
Now offmap support on the enemy side will be red, and on the allied side blue, for easier recognition of possible friendly fire.

[h3]New animations & possibility to open hatches and take over[/h3]
We’re extending the player control over vehicle hatches and allowing the use of roof MGs. The ability to take a look out the hatch will be divided into several steps. Closed, Low Stance, Standard, High Stance. If a player has binoculars in their inventory they can use them at any stance. The transition between stances would be triggered by the mouse wheel.

[h3]StuG with MG operated as a player[/h3]
After playtesting the campaign we found that StuGs are really vulnerable to enemy infantry - although we have the roof mg shield modelled. We’ve decided to add ability both for player and AI to control the roof mg to at least give the player an option to defend against enemy infantry.

Thank you and have a good one!
DeGenerals

Development Status #73



[h2]Dear Tankers,[/h2]

Welcome to our 73th Development Status.

[h3]Devlog #13[/h3]

[previewyoutube][/previewyoutube]

[h3]C1M6 - Vinogradovka Logging Plant rework[/h3]



For the sixth mission in the campaign, we have made further changes. After a lot of discussion, we decided to drop the two separate spawners at the start and go only with the right side, where the players have to take out the fortified enemy points on the hill we added.



Compared to previous missions, the area is more wooded, making it harder to spot the enemy, and the battles are often fought at close range.

Our task is to support the advancing infantry against the enemy's fortified positions. The task appears to be simple.



[h3]New intro for C1M4 and C1M5[/h3]



The fourth and fifth missions from the campaign have received their intros. We are in the middle of making the reception of the missions clearer and more transparent what the tasks are and what needs to be done during the mission. For more on the intros, check out Devlog #13.

[h3]Repair tasks on repair station[/h3]



In order to make the repair section of the game more organised and straightforward, a task system has been added. This will provide players with information on what needs to be done to prepare for the next battle.

We want the Battle and Repair game modes to be as clear and readable as possible, even without tutorials - which will be added to cover all features.

[h3]New orders menu / call signs[/h3]



We have noticed that infantry or other tanks that player controls are not reporting their status upon various situations. We have added callsign system with new voiceovers that should allow the player to have a better grip on what is going on with unit he commands.

Starting from crew status, player will be informed about:

  • a crew member dead/incapacitated
  • vehicle in squad being
    • knocked out
    • exploded
    • immobilized
    • on fire
    • evacuated




During the testing we noticed that some vehicles stay behind without notification or status icon, when inspected it turned out that these tanks were just immobile as their tracks or wheels were destroyed. This is another topic, as in future we will add AI repairing their own vehicle or moving towards battle stations to rearm or refuel.

[h3]UI changes[/h3]



Gameplay difficulty



One of the new changes to the interface is the ability to choose the style of game you want to play at the start of the game. More arcade or maybe more simulation.

At the moment, these are mainly cosmetic changes to the interface, such as the visibility of the minimap or the markers on the screen. Perhaps we will develop this further with gameplay elements by changing the difficulty level of the game.

Of course, you can always change the difficulty level in the game settings. Either by selecting presets od manually adjusting settings. Everyone can adjust the game to their own liking.

Mission selection



The mission selection screen has been tweaked slightly to make mission selection easier. We have also added a cryptonym field to the mission, as well as an icon for the faction we can play in a given mission.

Kill Feed



Faction icons have also been added to the elements that show hits on the enemy. The names themselves have also been shortened.

Game manual



We are also in the process of designing and implementing a new tutorial or way of showing and explaining the game mechanics. Not everything will be obvious at the start. There will be a sort of in-game manual - similar to the one given to tank crews. The manual will contain a number of categories, with sub-categories showing in video and written form what each topic is about. Running a dedicated scenario will also be an option.

We wish you a Merry Christmas and a Happy New Year.

See you soon in 2025. Next year could be special :)

Thank you and have a good one!
DeGenerals

Development Status #72



[h2]Dear Tankers,[/h2]

Welcome to our 72th Development Status.

[h3]Devlog[/h3]

[previewyoutube][/previewyoutube]

[h3]New VFX[/h3]



It was time for another iteration of our special effects and this time we decided to improve the smoke effects. Suggested by feedback from you, we felt that the current smoke particles were too modest and invisible in special cases. This made it hard to tell in the available demo which machine was destroyed or damaged. With the changes we have made, we have managed to get rid of this problem, while at the same time increasing the immersion from the gameplay - the player does not have to rely on artificial game elements (such as the puncture crosshairs) to tell which vehicle is incapable of fighting.



This is another step in the development of visual effects, the Visual Graph has allowed us to introduce particle variations faster, while giving better performance.

[h3]Side numbers[/h3]



A year ago, when we released the demo versions, each (German) tank was assigned side numbers according to the German nomenclature, i.e. the ‘Three-Digit System’. The approach was temporary because each tank with a different number was a different prefab, a separate file in the game where each number was assigned manually. Why this was a ‘problem’, a few sentences below.



The Germans, as a decent nation, also had to bring order to the field of markings. They therefore adopted the three-digit system for numbering their armoured vehicles.

The three-digit system simply identified a company, platoon or individual vehicle in the correct order and allowed the commander to effectively direct his units on the battlefield. For example, a vehicle numbered ‘213’ would mean: 2nd Company - 1st Platoon - 3rd Vehicle.



An armoured regiment of an armoured division usually had two battalions of four companies each, and the companies were numbered consecutively from 1 to 8. Most companies consisted of a command and three to four platoons, and each platoon could have four or five vehicles.

Regimental commanders used the designation ‘R’, so a regimental commander could have R00 or R01 and his adjutant could have R01 or R02. Battalion command vehicles were designated with Roman numerals I01, I02 (for the first battalion) or II01, II02 (for the second battalion).



Therefore, seeing how complicated and at the same time simple this system is, we started to implement similar mechanisms mapping the ways of numbering vehicles in our game. We no longer have dozens of prefabs with vehicles with a different number. The game automatically assigns side numbers to units.



For Soviet tanks, there were no stricted organized system. Tactical markings were all over the board. Diamond shapes were popular because that was the map symbol for a tank formation. But there are many images of tanks with squares, and some with triangles. Sometimes tanks had two-digit tactical numbers. Sometimes three. Sometimes four. Mostly in white. The tactical symbols and/or numbers were placed on both sides of the turret. Symbols before numbers. Or numbers before symbols. Or on the back of the turret. Or on the rear hull.



[h3]Customization[/h3]



We have started working on adding the ability to customise your tanks. In addition to the side numbers that are assigned to each tank when it is in a squad. A tank will also have visible emblems of its unit or faction, such as the Balkenkreuz or Red Star.



It is also possible to change the camouflage colour or pattern. If you remember changing camouflage or colour in Tank Mechanic Simulator, it will be similar here. You will be able to change the rotation, scale or state of the camouflage on your tank

[h3]More ammo types[/h3]



Last week we also added more ammo types than just AP and HE, introducing APHE, APCR, HEAT etc. This expansion requires us to redesign and finalize the weapon manager panel in the notepad to allow the player to select the ammo preset for his vehicle.

This can also lead to adding a new feature to be able to change the ammo preset while the battle is in progress, in the ammo station.



By the way, we have improved the interface somewhat. Until now, there was too much duplication of bullet and cannon information at the bottom. It is now tidier, and the most important things, such as the name of the projectile, the keyboard and the number of projectiles still available, have been retained.

[h3]X-ray system update[/h3]



The next iteration of the x-ray system. We have added better material handling. Now, during penetration, you can see in the view how the projectile behaves inside. Whether it hits something or not and what the consequences are. You can see what happens inside.



[h3]C1M2 Luchki Airport[/h3]

In the course of many tests, we came to the conclusion that the second map lacks quality and is not interesting from a gameplay point of view. We decided to change it in order to make it more readable for the players, and more rich in combat. The asphalt road, which led off the map before the changes, now directs players straight to their destination.



The addition of the river has helped to visually separate parts of the map, making it easier for players to find their way around the battlefield together. Three technical bridges now provide a flashpoint for armoured combat, increasing the difficulty level slightly. We also got rid of some buildings and fillers to increase optimisation.





Thank you and have a good one!
DeGenerals