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Multi Turret Academy News

0.8.41.1b Optimize the vision system and the new hidden protection mechanism!

**0.8.41.1b Update**


1. A new hidden protection mechanism has been added: now, when you're at full health and receive damage that exceeds your maximum health, you will survive with a tiny bit of health left, rather than dying instantly. Consider it a small nerf to the enemy's Jagdtiger!

2. The aiming function has been moved to the right mouse button, and the fire for sub weapons and sub turrets has been merged into the spacebar. The controls have been updated in the instruction guide.

3. The mobility of the SU-76M has been improved.

4. Now, archers in aiming mode will properly aim their tail at the enemy.

5. Vehicles that are too long no longer need to be fully within view to be spotted!

Enjoy the update and have fun!

(This is a Beta update. Please participate in testing by right-clicking on the game in Steam, selecting "Properties" - "Betas" - "Beta Participation"!)


0.8.41 New Aiming System and new Vehicle: SU-76M!

[h3]Greetings, Commanders![/h3]
In this update, we’ve focused on improving the vision system, addressing some long-standing issues that many of you have been discussing, such as:
  1. The camera view was too close, making it difficult for long-range vehicles to take advantage of their range.
  2. The screen’s wide-top-narrow-bottom layout made it easy for players to be ambushed by enemies from off-screen.
  3. The fog of war lacked a clear purpose.


After discussing with players and giving it thorough consideration, we’ve made these changes to enhance the overall gameplay experience. Feel free to share your feedback after the update!

[h3]Update 0.8.41[/h3]
  • New Vehicle: SU-76M: The SU-76M is the infantry’s best friend, excelling at tank hunting and fire support. However, its armor is so thin that even a bush might offer better protection...
  • New Aiming System: Press Q to enter aiming mode, focusing the camera on the direction of your mouse. For turretless vehicles, the hull will automatically rotate to align with the target direction.
  • Vision System Improvements: While the overall vision range has been slightly reduced, buildings will no longer block your view, and you can now share vision with allies!
  • “Open Top” Optimization: This attribute now directly increases vision range instead of camera height, with its effect boosted to 30%!


Enjoy the update, Commanders, and let us know what you think!



WePlay Travelogue and Future Plans~~

WePlay is the largest indie game expo in China, and I was incredibly fortunate to bring my first game, Multi Turret Academy, to participate in this event.

I’m a bit of a social phobic and often feel like my game isn’t good enough, so I originally didn’t plan to attend any expos. However, earlier this year, on a whim, I submitted my game to the IndiePlay Awards. To my surprise, it was nominated for the Nova Prize, and I was offered a small booth. I’m truly grateful to the organizers and judges for their support. And so, I went.

The event was held at the Shanghai World Expo Exhibition Center. For the two weeks leading up to it, I was busy with preparations—designing gifts for players, making posters, renting computer—for the first time ever. It was a lot of work but also incredibly enjoyable. I believe next time, I’ll handle it all with more ease.



The day before the expo was the China Indie Game Developer Conference, featuring several speakers sharing their experiences in game development. This is remarkable in an industry where everyone fears their ideas being copied.

That day, I also met Simon, the curator of WePlay, founder of CIGA(China indie game alliance), and a man with many other impressive titles. He turned out to be a gentle and approachable person, spending a lot of time chatting with me, even though I’m just a new developer.

Many people might assume that organizing the largest indie game expo in China requires an unapproachable, massive team. But in reality, their team is smaller than many indie studios, and it seems all of this was driven solely by Simon’s passion for the gaming industry.
He simply decided to take it on himself since no one else does.



Then came the first day of the expo. We arrived early to set up and prepare for players. Watching the entire expo come together and being part of the process felt amazing—almost like creating a game alongside everyone else.
I also took the opportunity to chat with many developers behind games I admire. To me, this is the real value of an expo: a chance to meet and connect with people who once felt unreachable online.

More people played my game than I expected, though compared to others, the numbers were still small. As I anticipated, most of the players were military game enthusiasts, while casual attendees showed little interest. But that’s okay—my ability is limited, and I can’t create something that appeals to everyone. Instead, I’ll focus on making something that a select few will truly love.

The second day was much the same, except I spent more time wandering around the venue, often leaving my booth unattended. I sincerely apologize to those who came to try my game.
But there was just so much fun stuff to explore! It felt like how making games doesn’t compare to the joy of playing them.



Finally, about my game. If I thought Multi Turret Academy was 80% complete before the expo, now I feel like it’s only 50%. The game has high barriers to entry for new players, lacks proper guidance, and offers limited replayability for veterans. Additionally, the UI design is... well, let’s just say it’s what happens when you let a programmer design UI.

Moving forward, I plan to spend another six months to a year redesigning every aspect of the game. My goal is to address all the shortcomings while retaining its unique features, keeping the support of current players while attracting new ones. It won’t be easy, but it’s a challenge that I'm willing to accept.

After completing these improvements, the game will transition into its full release. Even then, new content will continue to be added. As long as there are people playing, this game will keep updating. I hope we can witness it together.

To close, I’d like to quote Winston Churchill:
“This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.”

The winner of the 35th new vehicle vote is... the Mark IV!

Yulia: Hey Commanders! The winner of the 35th new vehicle vote is... the Mark IV! Congrats to our latest champion 🎉
We'll make it super fun and get it into the game as soon as possible~~

But just a heads-up—this will be our last vehicle vote for a while, as we're putting all our focus into developing exciting new systems! Stay tuned!

0.8.40 The 35th Vehicle Vote and New vehicle T-28 (F-30)!

Hello, Commanders! This is Yulia from Multi Turret Academy, and I’ll be handling all our game announcements from now on! Every time there’s a new vehicle, new event, or a bug fix from your feedback, I’ll make sure to bring it straight to you~ (≧▽≦)

0.8.40
• This update introduces a new vehicle, the T-28 (F-30)! Don’t be fooled by its cute looks—it’s now armed with a powerful 85mm gun! Anyone who underestimates it will find themselves on the receiving end of this “can opener”!
• We’ve also fixed a bug where modified hulls weren’t granting completion stars after finishing a mission... But unfortunately, this fix means you’ll need to complete it again to unlock that star. (っ´▽`)っ





The 35th Vehicle Vote has also begun! The theme this time is “WWI Legends.”
Head to the game to vote for the vehicle you most want to see in Multi Turret Academy! Voting is open for two days, so make your choice soon~



We have a couple of important news to share with all Commanders:

[h2]1. Attending Weplay Game Expo in Shanghai[/h2]
Our game will be showcased at Weplay Game Expo in Shanghai this month! This is our first time bringing the game to meet players in person. Honestly, it feels like a dream come true! Recently, we’ve been busy preparing for the event and handling other matters outside of development, which has slowed down update progress a bit. We appreciate everyone’s understanding!

[h2]2. Weekly Vehicle Voting Paused[/h2]
Since the launch of our Early Access, we’ve held 35 rounds of weekly vehicle voting. We’re so grateful for your support over these 200+ days! Choosing new vehicles together with everyone has been a unique experience we haven’t seen in any other game.
However, in order to focus more time on important new systems, we’ve made the difficult decision to temporarily pause the weekly vehicle voting. We’ll continue adding the previously voted vehicles, and we also promise to occasionally introduce some interesting new ones for you all to enjoy. Once we reach the full release, we’ll resume adding even more new vehicles, so stay tuned!