1. Tank Squad
  2. News

Tank Squad News

Development Status #60


[h2]Dear Tankers,[/h2]

Welcome to our 60th Development Status. Lets take a look what happend during development last weeks!



[h3]Moving project to Unity URP[/h3]

Ok, a moment but what is all about?

So far we have used an older rendering method when working on the Unity engine in the project. This is referred to as built-in. The switch to the new system has been on our minds for some time now. We had a choice between URP and HDRP, and our decision was that URP was the better solution for the needs and scale of our game. So the time has come and we are in the process of moving the project from Built-in to URP.

What is URP?

The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.

Summary

We hope that this move will ensure that our game takes advantage of the latest solutions that Unity offers, while also improving the visual aspects and helping to make our game perform better.

In case you are interested in more technical stuff, here is a brief description:
https://docs.unity3d.com/Packages/[email protected]/manual/whats-new/urp-whats-new.html

[h3]What next?[/h3]



The first thing we want to do is to finish the move to the URP. Then we will try to organise playtests using the tools on Steam around December/beginning of the year as soon as we have sorted out and improved the performance and stability issues.

The demo version, which is still playable, will probably also receive an update.

We have a feature in development with the possibility of driving a tank in several players as one crew. More about this in the next dev statuses :)

[h3]C1M6 - Ozerovskii Logging Plant[/h3]



There is a lot in the works for environment. Vegetation will be completely overhauled, and it will be more realistic. This change hopefully will get rid off wierd dark spots within trees and bushes, as you can see on screen above.


[h3]AI attack behaviour[/h3]



We are also pushing what the infantry AI does while attacking. Previously they either rushed into the waypoint of attack careless of a shootout or dropped to the ground immediately when they got in contact with any enemy.

Right now we want the AI that attacks to be more aggressive, use leap-frogging/bounding overwatch (simplified for now) to:

  • Keep the pace of the advance tied to being suppressed or not, having valid target or not, the enemy that is defending is currently suppressed or not
  • Move the attacking squad in parts, one part of the squad is static and provides covering fire (with exception of heavy weapons soldiers), other part rushes forward. Every few seconds the roles switch - first group rushes, second covers
  • AI commanders will use smoke grenades to cover the attack while suppressed or when preparing to launch final assault (close enough to the attack pivot/target)


[h3]PzKpfw T-70 743(r)[/h3]



Another vehicle, this time the T-70 light tank that we had the pleasure to have a look at some time ago. It, too, has captured version that will be used in the campaign.







Thank you and have a good one!
DeGenerals

Development Status #59


[h2]Dear Tankers,[/h2]

Welcome to our 59th Development Status. Lets take a look what happend during Next Fest demo festival!

[h3]Demo Summary[/h3]

First of all, we would like to thank everyone who took part in the Nest Fest festival of demos on Steam and had the chance to play our game! We received a lot of feedback, suggestions and reports that we are still reviewing (because there are so many) and learning from.

Thank you for the conversations, questions and discussions for the whole community on our Discord, Steam Forum etc... Thank you also for the videos/streams of our game on Twitch or YouTube.



Releasing a playable version, in this case a demo version, was very important to us. We are aware of bugs, things that are still broken or the amount of content. Our goal was for you to be able to give you something that we are still working on with some missions and tanks. We are very happy that we have managed to deliver a playable game and show you almost 3 years of progress.

The overall feedback we have received from you can be summarized into few most important issues:
  • focus on adding multiple-player crews in single vehicle
  • focus on better optimization, so the game runs smoother
  • focus on tank controls and physics
  • focus on ballistics and penetration simulation
  • focus on improving AI vehicles and infantry behaviour




Statistic

Details



Lifetime free licenses:

34.547



Lifetime unique users

22.793



Most active daily users:

3789 (10 october)


Players peak:

135 (10 october)


Max players peak:

144 (15 october)


Daily users (median):

1.768


Linux peak players:

2


Total unique Steam viewers on Steam:

198834 (9-18 october)


Overall demo play duration:

846904 minutes or 14115 hours


Median time played:

~30 minutes per person


Most playable mission:

Outskirts of Morton: 18.8k players

Morton Defence: 4.3k players


Game settings: Aim prediction (true):

97.6%


Game settings: Aim prediction (false):

2.4%


Killer unit name:

82.5% - PzKpfw VI Tiger Ausf. H1

9.3% - PzKpfw IV Ausf. H

7.2% - PzKpfw III Ausf. M

0.6% - KV-1

0.3% - T-34/76


Victim unit name:

33.7% - Soviet rifleman

13.5% - Soviet tank crewman

11.% - T-34/76

10.5% - Soviet AT infantry

6.8% - Soviet leader

6.4% - ZiS3 AT gun (static)

3.8% - Soviet MG gunner

3.6% - Soviet MG assistant

3.5% - Soviet SMG gunner

3.4% - Soviet senior rifleman

2.6% - KV-1


Victim unit name (no infantry):

53.7% - T-34/76

31.2% - ZiS5 AT gun (static)

12.7% - KV-1


Friendly fire:

99.9% - False

0.1% - True


Player state change (where players spent most of the time):

39.3% - Vehicle

37.7% - UI

17.1% - Character

11.9% - Not respawned


Proportion of projectiles being shot by units:

40.5% - PzKpfw VI Tiger Ausf. H1

16.6% - T-34/76

15.5% - ZiS-3 AT gun (static)

8.3% - PzKpfw IV Ausf. H

8.2% - PzKpfw III Ausf. M

5.5% - KV-1

5.4% - Soviet AT infantry


AI deaths:

54.6% - Soviet

45.1% - Germany

0.3% - Independent (we threat surrenders as “no faction”


Germany tanks controller by AI killed by AI:

60.5% - T-34/76

19.2% - ZiS3 AT gun

17.4% - KV-1


Soviet tanks controller by AI killed by AI:

86.1% - PzKpfw III Ausf. M

5.2% - PzKpfw IV Ausf. H

3.4% - T-34/76

3.3% - PzKpfw VI Tiger Ausf. H1

1.7% - ZiS3 AT gun





[h3]Whats next?[/h3]

At the moment we plan to keep the demo available. If we decide to take it down, we will let you know well in advance.

We are planning to run playtests on Steam in the near future to test new things and suggestions from the community. Initially around December. We will let you know - for sure! :)

[h3]Beutepanzer[/h3]

One of the things that was possible in the demo was to capture and repair wrecks after completing missions in the campaign with Soviet tanks, i.e. KV-1 and T-34/76. However, we did not have time to introduce fully functional tank customisation. Nevertheless, below is an example of what you will be able to do with a captured tank in the game - in this case a T-34/76, i.e. a PzKpfw T-34 747(r).



The Germans, who introduced the units into their army, designated the T-34 as the Panzerkampfwagen 747(r). According to the literature, the acquired T-34s took part in Operation Citadel in 1943, and Das Reich units had a dozen of them in stock. Would you like them to be available at the start of the campaign? Let us know what you think in the comments.



The KV-1 heavy tank was also used under the designation Pz.Kpfw. KW I 756(r). More about this probably in the next development status.

In addition to the most important things, there will certainly be more content, more missions, even if you're not just playing as Germans, etc. etc.

Thank you and have a good one!
DeGenerals

Demo Update #3



[h2]Dear Tankers,[/h2]

Our first demo update is out! Check the changelog below for more info:

Demo Update #1

Fixed:

  • Fixed error with trying to leave turretless vehicle on repair section
  • Pz IIIM and PZ IVH visualizations of engine and turret
  • Adding queue to tree damage synchronization
  • An error while loading main menu and game detected that there is no settings.cfg file
  • Minimap position of markers to match minimap texture
  • Sounds for Pz IIIM and Pz IVH engines should now not only play idle sound
  • Battle Progress GUI Item
  • Vector Aiming setting
  • Assigned missing DamageableData to all damageables
  • Footsteps volumes (added limiter)


Added:

  • Invert Y axis for FPP (when walking as character, when in interior mode (vehicle) or in commander mode)
  • New sound to T-34 engine
  • New sound to KV-1 engine
  • Two version outskirts of morton
  • Morton Defence, endless infantry squad that support the tanks
  • Morton Outskirts, Added additional spawning slots and rotated the spawn


Improved:

  • Outskirts of Morton, added second main objective
  • Infantry, AA, AT, Static MG indicators
  • Aim movement smooth for Tiger I in max zoom / fov setting


Thank you and have a good one!
DeGenerals

Join our Stream in Steam Next Fest!


[h2]Dear Tankers,[/h2]

We would like to invite you for Steam Next Fest broadcast of Tank Squad, which will take place tomorrow (13.10.2023) at 10:00 AM (CEST) on our Steampage.

We can't wait to see you there!

Thank you and have a good one!
DeGenerals

Play the Tank Squad demo now!



[h2]Dear Tankers,[/h2]

[h2]The long-awaited Tank Squad demo is now available![/h2]



We decided to make it available a few days before Steam Next Fest. A tutorial, campaign and skirmish mode are available to you. You can see the full contents of the demo in the list below:

Game modes:
  • Campaign (single player and cooperative)
  • Skirmish missions (single player and in cooperative)
German Demo Campaign including, 3 missions:
  • Battle of Steppes
  • Outskirts of Morton
  • Morton Defense

All these missions can be played as a campaign and skirmish scenarios in single player or can be hosted as a session and be played with your friends in cooperative mode.

Tutorial, 2 missions
  • Repairs
  • Battle
Vehicles
  • PzKpfw VI Ausf. H1 "Tiger I"
  • PzKpfw IV Ausf. H
  • PzKpfw III Ausf. M
  • KV-1 (only playable when you take it over after a battle in campaign mode)
  • T34-76 (only playable when you take it over after a battle in 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 co-op!

Link to the discord below

Thank you and have a good one!
DeGenerals