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Mini Tank Mayhem News

Monthly Transmission Manifest (June 2025) - Improving The Visual

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Welcome to June devlog for Mini Tank Mayhem. First of all, thank you so much for playing Mini Tank Mayhem demo. We are very happy to hear your enthusiasts and feedback about our game. Due to popular demand, we decided to open the demo for new and veteran commanders![/p][p][/p][p]In this devlog, our team worked on improving the visual of the game.Don’t forget to always check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving! [/p][p][/p][h2]How It All Began[/h2][p]During the development of the demo, we encountered a limitation with Unity’s Built-in Render Pipeline. This limitation is coming from post-processing effects from Built-in Render Pipeline. To make Mini Tank Mayhem visual more vibrant and cleaner as we envisioned, we decided to switch Render Pipeline. As you can see, Unity has three main rendering pipelines: Built-in, Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP). However, what we did not anticipate was how each render pipeline uses its own shader system. In simple terms, our material shader from built-in won’t work either in URP or HDRP so we have to reworked the shaders. [/p][h2]Choosing Render Pipeline[/h2][p][/p][p]Initially, we thought choosing a pipeline would be the easy part. HDRP is known for delivering high-end visuals but is demanding on performance — not ideal for our target audience. URP offered a good balance between quality and performance, so we opted for it. However, the transition came with its own set of challenges.[/p][p]Initially, choosing the render pipeline would be the easy part because URP is the most logical answer. If you did not know, HDRP is known for delivering high-end visuals but is demanding on performance. URP on the other hand has a good balance between quality and performance, so we opted for it. However, the transition came with its own set of challenges.[/p][p][/p][h2]Cleaning All The Mess[/h2][p]As expected, many of our 3D assets materials are missing due to shader incompatibilities. Restoring them took several weeks of shader fixes and material reassignments. To make matters things better (or worse), we ran into lighting issues with URP, which required backtracking to resolve. It became a cycle of fixing shaders, adjusting lighting, and ensuring everything looked right in the new pipeline. The results of these efforts can be seen below.[/p][p]


What do you think about the current visual? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference. [/p]

Mini Tank Mayhem Demo Released! - Celebrating SEAsian Games Festival 2025

[p] [/p][h2]This is the commander speaking![/h2][p]We are happy to announced that a demo for Mini Tank Mayhem is released! the demo is released as part of Southeast Asian Games Showcase 2025 !! [/p][h2]Demo Announcement In Southeast Asian Games Festival 2025[/h2][p]As we mentioned earlier, we've just pushed a public demo for Mini Tank Mayhem as part of Southeast Asian Games Showcase 2025. In this demo, players can play as "Lt. Col. Kelana", a playable commander experienced in commanding big battalion of tanks from Attacker, Machine Gun, The Dealer, and Hyena. Fight the gauntlet of endless alien swarms and survive long enough to defeat the final boss stage.[/p][p] [/p][p]While it is a small demo, we are very proud of what we have accomplished so far. If you have feedback or bug reports to share, do not hesitate to share your thoughts to our steam forums.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]
Enjoy the recently released and upcoming games created by Algorocks!
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Demo Is Coming Soon

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We are happy to announce Mini Tank Mayhem will be releasing a demo on Steam and Itch.io! Keep in mind this demo will be released in limited time only so make sure to mark your calendars on 6th until 20th June 2025. Other than that we will announce something special on 6th June 2025. That's all from me and don't forget to keep an eye for both announcement!



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Monthly Transmission Manifest (May 2025) - Redesign The Card (Frame)



This is the commander speaking!


Welcome to May devlog for Mini Tank Mayhem! Our visual department has been busy overhaul the visual of the game. From tweaking the level until redesign the card frame.

Don’t forget to always check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving!

[h2]Designing The First Card [/h2]

In any deckbuilder game, card design is crucial to make it more stand out than the rest. Our goal is to create a card system that is not only functional, but also visually distinct. Our visual department has clear concept in the beginning: a blueprint-inspired card layout that fits the aesthetic of the game, which is sci-fi.

We want to show that the card conveys crucial information such as Action Points (AP), card stats, and clear card description. Additionally, we wanted the visual language of the cards to be clear and reinforce each type of tank available on the battlefield. This type can be written as follows:

  1. Assault tanks use a blue color scheme, emphasizing their offensive capabilities and frontline presence.
  2. Elemental tanks are marked with a red scheme, reflecting their high-impact, often volatile abilities that can shift the tide of battle.
  3. Utility tanks, which play a supporting role and can’t attack directly, stand apart with a green layout and expanded space for descriptions.




After reviewing our early prototypes and gathering internal feedback, we realized the cards needed a stronger visual identity. While the first design looks solid, it is in need of better design and stronger style. Something more aligned with sci-fi theme.

Some key elements of the card had been revised for improvement. Inspired by Slay the Spire, the new card layout consists of Action Points (AP), card names, and descriptive effects. At the same time, we want to focused more on Sci-fi aesthetics. This means more cleaner UI and readable assets. We want to make sure that each tank type still maintains a distinct color identity as previous design to support quick visual recognition.



The new iteration features a darker, moodier color palette with sharper lines and modern look. We also took the opportunity to make a gameplay improvement by reverting tank stat in the first design. During internal playtests, many players reported difficulty in identifying a tank's stats. The reasons being that they were only visible after the tank card has been deployed. With the new design, players can now assess their options more easily before making a move.





What do you think about the card design? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.

Monthly Transmission Manifest (April 2025) - Navigating The Map



This is the commander speaking!


Welcome to April devlog for Mini Tank Mayhem! For this month we’d like to keep this short as we will be describing how we overhaul our map node flow.

Don’t forget to always check out our videos and posts on Facebook, Instagram , and Twitter. Now let's get those tanks moving!

[h2]Opening The Map [/h2]

Maps are core element shaping the whole game in general. The purpose of a map in roguelike is to bring navigation and pathway where you can go and where does it go. Our goal was to make the map expansive with branching paths. We decided to go sleek, sci-fi holographic aesthetic at first based on the theme of our game. The initial design of our map is inspired by Slay the Spire map so we embrace the fully randomized maps as in literal.



During our first private playtest, many people concerned because the flow of the map is lengthy to get to boss battle which makes them to less anticipated when reaching the boss stage. Back to design board, we simplified structure of the path and reducing branching routes. As a result, playtesters are positive to see with the changes. The second design can be seen as below where the path only breaks into 3 nodes only.



With the node issues out of the way, our logical next step is revise the map design. We wanted to make the map feels dynamic and approach like you are making progress as you start getting closer to the boss stage. We’ve drawn inspiration from Monster Train map where you descend to the abyss.



The final (for now) design of the map is resembles Monster Train map but you have to ascent to fight the final stage.



What do you think about the map node? don’t forget to connect with us on social media. We’re building this game with you, and your feedback makes all the difference.