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GHPC Update 20250522

GHPC Early Access has been updated to version 20250522.

This is a regular update, introducing new features, adjustments, and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

[h2]MARDER A1- IFV[/h2]



Continuing the rollout of the West German forces, we are introducing the Marder infantry fighting vehicle. This troop carrier is lightly armored but carries a rapid fire 20mm autocannon and a removable MILAN anti-tank guided missile launcher to deal with a variety of targets.

There were many versions of the Marder throughout its development history. The one we're introducing today is the A1 minus, equipped with a non-thermal night vision intensifier sight and an infrared searchlight for active illumination. As with other vehicles in GHPC, the searchlight is configured automatically for day or night based on the mission time.

The Marder has a series of quirks that may be unexpected, so it seems useful to list them up front:

  • The main gun turret is unstabilized. You will need to halt the vehicle in order to aim precisely.
  • The MILAN missile launcher has no night sight. Illumination flares and environmental light sources will be your only way to acquire armored targets in the dark.
  • The gunner's primary optic has a ballistic compensation mechanism, which simply rotates the aim point up or down. You will need to manually adjust your reticle whenever you dial in a new range or switch ammunition types.
  • There is an anti-aircraft "web" included in the day sight's wide field of view (WFOV) reticle. The narrow field of view (NFOV) setting removes this and only leaves the normal aiming marks.
  • The rear deck has a gun pod containing a separate MG3 machine gun. This would be available for operation by the troops in the rear compartment. At the present time, this is not operable in GHPC.
  • Unlike the M2 Bradley, the Marder's main weapon is open-bolt and does not chamber a round before firing. This means when you change ammo selection, the next round fired is already the intended new type. There is no "dump round" left over to fire off.


[h2]MARDER CUSTOMIZATIONS[/h2]

Since the MILAN launcher was easily removable and not always mounted, we've provided an alternative "no ATGM" configuration in the customizer.

The main anti-armor round for the Marder's 20mm cannon in this time period was DM43. However, DM63 APDS was rolled out in the late '80s, with dramatically increased armor penetration. For fun, we've provided an option in the customizer to switch to the APDS round.

[h2]NEW MISSIONS[/h2]

To showcase the Marder, we've added a series of missions centered around the vehicle, operating in various capacities as a fire support platform and a troop carrier. The change log has the full list of missions and which Instant Action categories to find them in.

[h2]CHANGE LOG[/h2]



[h3]NEW CONTENT[/h3]

  • Added Marder A1- IFV for West Germany
  • Added alternative "no ATGM" variant of Marder A1- with MILAN launcher removed
  • Added new missions "Don't Wither" parts 1-2 in Fulda Outskirts
  • Added new mission "Road Not Taken" in Eastern Road
  • Added new mission "Highway Patrol" in Eastern Road
  • Added Marder training mission in Grafenwoehr Tank Range


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Improved VFX for autocannon impacts
  • Improved some terrain details
  • Blast shockwaves are now visible in the grass


[h3]FIXES[/h3]

  • Tanks are no longer able to fire before gun barrel returns from reload position
  • Bradley steering is less dramatic now
  • Helicopter crashes now properly register the crew as casualties
  • Removed tripod legs from 9P135M launcher unit on BMP-1P
  • Weapons that require a full halt to fire will no longer operate while the vehicle is reversing
  • Troops now wait until the vehicle is properly stopped to disembark
  • Added missing colors to T-62 X-ray model
  • Corrected several infantry animation issues
  • Eliminated several script errors
  • Fixed several mission setup issues


NOTE: The build was updated at 4:44 EDT to fix the MILAN missile's maximum range, a bug in the Marder's ammo count behavior, and the presence of dev-only infantry controls in the Q menu.

Thanks for playing!

GHPC May Day Flash Sale!

International Workers' Day is May 1st. To celebrate, Gunner, HEAT, PC! is 35% off on Steam!

Thank you for your continued support so we can keep making our dream tank game a reality!

GHPC Update 20250401.2

GHPC Early Access has been updated to version 20250401.2.

This is a minor update, introducing new adjustments and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

[h2]APRIL FOOLS EVENT CONCLUDED[/h2]

The April Fools event has come to an end. Making the Real-Time Strategy (RTS) mode was a fun challenge, and we hope you enjoyed playing it too!

As in the past, this April event had a dual purpose, allowing us to test upcoming features in an interesting way. In this case, we were able to use the RTS game mode as a testbed for upcoming game mechanics that will allow more direct control of friendly forces outside of your immediate platoon. We're continuing to develop these features and will reveal more about them when the time is right.

[h2]ELEVATION LOCKING DURING RELOADS[/h2]



As a small enhancement to authenticity, we've introduced an elevation locking feature for reload cycles. Certain tanks will now automatically elevate and lock their gun barrels during the reload, just as they do in real life.

Depending on the vehicle, this can either disrupt the main gunsight's alignment or leave it alone - if you're using a T-54/55 or T-62, you will likely need to use the low power zoom in order to keep sight of your target while reloading.

For now, this feature has been rolled out for Soviet-designed tanks. Some Western vehicles also had this behavior in real life and will receive it in GHPC in the future.

[h2]CHANGE LOG[/h2]

[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Added gun elevation lock during reload cycles on Soviet tanks
  • Improved optimization of some particle effects
  • Removed April Fools RTS mode


[h3]FIXES[/h3]

  • Fixed non-TTS M60A3 having overly dark tint in night vision sight
  • Fixed an issue that led to incorrect armor performance for non-composite T-72 turrets
  • Fixed some UI elements not disappearing during free cam mode
  • Fixed infantry gore being able to create nearly unlimited gibs
  • Fixed some unused files being included in the build


Thanks for playing!

GHPC Update 20250401.1

GHPC Early Access has been updated to version 20250401.1.

This is a minor update, introducing new adjustments and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

[h3]Note: This is a quick update to deliver some fixes to the game, and the April Fools content has NOT been removed. It will still be removed in a near future update, as previously planned and announced.[/h3]

[h2]CHANGE LOG[/h2]

[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Reduced the willingness of the AI to engage a target behind obstructions
  • Improved the optimization of some particle effects
  • Increased the effectiveness of HE frag across the board


[h3]FIXES[/h3]

  • Fixed an issue that contributed to frame rate drops and micro freezes, especially when creating particle effects
  • Fixed an issue that led to AI gunners frequently missing partially obstructed BMPs by shooting over them
  • Fixed rocket launches being too loud at distance
  • Fixed smoke grenade sound effects being too loud at distance
  • Fixed exterior vehicle sounds not being muffled from interior view
  • Fixed helicopters making noise while deactivated
  • Fixed some raindrop effects appearing in clear weather
  • Fixed cinematic camera position being broken in the secret main menu scene


Thanks for playing!

GHPC Update 20250401

GHPC Early Access has been updated to version 20250401.

This is a regular update, introducing new features, adjustments, and bug fixes.

We've got plenty more in the works for GHPC! As always, you can get additional info by visiting our Discord server and YouTube channel. Links are on the GHPC website.

[h2]RTS MODE[/h2]



This year's April Fools event features seven new missions across two new map options. These missions use a Real-Time Strategy (RTS) style interface. Rather than driving vehicles directly, you take a bird's-eye view of the battlefield and issue orders to your units.

Be sure to check the quick reference pop-up (F1 key) during a mission to learn the controls for the new mode! Additionally, you can instantly teleport the camera view to locations of interest by clicking the pop-up alerts on the left edge of the screen or double-clicking the unit count shield icons.

There is a full set of new voice lines for RTS units, and several of the missions feature custom voiced briefings and battlefield events.

Much like past April Fools content, the RTS missions are temporary and will be removed in a future update.

[h2]ENVIRONMENT OVERHAUL[/h2]



This update features multiple changes to the visuals and environment assets in GHPC. When combined, they significantly improve the baseline look and feel of the game.

[h3]PBR TERRAIN[/h3]

Our environment artists have reworked the terrain shaders to use the Physically-Based Rendering (PBR) lighting model, including specular highlights.

Previously, we avoided plastic-looking lighting artifacts by simply removing lighting effects from the terrain. This accomplished the goal, but it resulted in the scene looking oddly flat and dull in many conditions, in contrast with the visually responsive surfaces of the tank models. With the new shaders, everything in the scene should be more visually cohesive and interesting.

To accompany this new rendering mode, we've updated most of the environment models, with new trees, grass, crops, and dirt clods. We've also added a new wetness response, so the ground becomes shinier when it's raining.

[h3]RAIN IMPROVEMENTS[/h3]



Speaking of rain, the effects for precipitation have been totally overhauled as well. The visual rain effects are denser and more compelling, and there is new audio for both the overall rainy environment and the raindrops hitting the tank's surface.

If you're turned out in your commander view, you will also notice brand-new weather effects on your vehicle: the surfaces are shiny and wet, with animated raindrop impacts on the roof. Very immersive.

[h3]LIGHTING AND COLOR BALANCE ADJUSTMENTS[/h3]

As an enhancement to the other visual improvements, we've updated the lighting and color balance in the game. Major changes include a bluer sky and more vibrant overall tones.

We've also made a reduction in the harsh shadowing that was used on low-angled vehicle surfaces. The bounce lighting from the ground should be more apparent now, and the vehicles should look more suited to the scene around them. It will also be more possible to see things like number markings and camouflage on certain parts of the vehicles that were previously wiped out by shadows.

[h3]TANK TRACK MARKS[/h3]



A small but welcome change is the addition of tank track marks behind your vehicle as it crosses the ground. The effect should help underscore the fact that a 40+ ton vehicle is tearing its way through a random field that is very much not designed to stand up to it.

[h3]AUDIO AMBIENCE[/h3]

At long last, the terrain overhaul has brought back a missing feature: the sounds of wind and wildlife in the surrounding environment. These should be especially noticeable when you're near or inside forested areas.

[h2]GAME ENGINE UPGRADE[/h2]

Under the hood, the entire game has been moved to a newer version of the Unity engine. This will make various development processes more efficient, allow us to use newer and better custom tools, and unblock several upcoming features that are in development. It may also translate to small performance gains in the game itself.

There's still more, of course. Read on to see the full list of improvements!

[h2]CHANGE LOG[/h2]

(Screenshot credit: H4PY)

[h3]NEW CONTENT[/h3]

  • Added temporary RTS mode missions
  • Added new vegetation models
  • Added new PBR terrain materials
  • Added track ruts behind moving vehicles
  • Rebalanced terrain and sky colors
  • Added improved rain visuals
  • Added new separate autoloader audio for AZ carousel (T-72) and MZ carousel (T-64/T-80)
  • Added rain audio
  • Added ambient wind and creature audio for forested areas
  • Added new huge explosion effect for large amounts of ammunition detonating at once
  • Added reload audio to some weapons
  • Added MiG-27


[h3]FEATURES AND ADJUSTMENTS[/h3]

  • Upgraded to new core game engine version
  • Smoke is no longer black in thermal vision
  • Added custom thermal signatures for particle effects
  • Updated multiple visual effects
  • Improved accuracy of AI gunners in tanks with advanced fire control systems
  • Added intentional variation to AI gunner aim with machine guns for better effect on targets
  • IFV gunners now use HE rounds against infantry
  • Drivers can now help spot targets in front of the vehicle at close range
  • Adjusted drag modeling on some ammunition to better match real-world firing tables
  • Updated MG3 audio
  • Improved the way some audio effects respond to camera perspective changes
  • Reduced volume on some autocannon audio
  • Reduced harshness of shadowing on low angled vehicle surfaces
  • Increased chance of rainy weather in missions
  • Gain in thermal optics is now adjusted for best contrast based on time of day
  • Optimized performance of several systems
  • Switched to an improved ambient occlusion method
  • Number decals on fixed wing aircraft now randomize properly
  • Increased turret throw force limit on some tanks
  • Updated game credits


[h3]FIXES[/h3]

  • Fixed excessive parallax offset in Leopard 1A1Ax primary gunsight
  • Fixed Leopard 1A1Ax drivetrain components being unresponsive to damage
  • Fixed an issue that prevented AI drivers from detecting vehicles and obstacles ahead of them
  • Fixed multiple issues in AI driving behavior
  • Fixed an issue where AI couldn't hit small targets due to optic parallax
  • Fixed an issue that could lead AI gunners to fixate on strange scanning directions
  • Fixed invisible tree trunk colliders existing in certain missions
  • Fixed decals on Mi-8
  • Fixed some artifacts in T-64 engine audio
  • Fixed unwanted roll correction behavior on some optics


Thanks for playing!

Note: The build was updated around 17:30 EDT to fix bugs with the campaign mode and the unit selection menu.