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Mini Tank Mayhem News

Demo Is Coming Soon

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This is the commander speaking!
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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.

Monthly Transmission Manifest (March 2025) - Switching The Canvas



This is the commander speaking!


Welcome to the March devlog for Mini Tank Mayhem! This month, we're diving into a mix of nostalgia and progress as we showcase the latest updates on the game's promotional art.

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

[h2]The Old Promotional Art[/h2]

The original concept for Mini Tank Mayhem's promotional art started with a focus on highlighting both the tank and card elements, emphasizing the core mechanics of our tower defense deckbuilder. To add more context and depth, we added Aliens to give visual cue what players will be fighting against.

As mentioned in our previous devlog, this state of visual direction is still in early phase and we lean towards cartoony yet saturated color palette.



[h2]The Second Promotional Art[/h2]

As time goes on, we've created another piece of promotional art with different approach. This time, we focused on brighter, more vibrant colors to make the visuals pop. However, we noticed that the background felt less dynamic compared to previous iterations.



Back to research department, we found that many successful visuals in the genre share distinct elements such as intense action effects, swarms of enemies overwhelming the main character, and towers fiercely battling the hordes.



[h2]The Final Promotional Art[/h2]

The initial redesign is based on our first promotional art. After experimenting with different designs, we found that adding VFX, enemies, bolder colors made the art more visually striking. This new design can be an example for us as a guideline for how we approach the new promotional artwork.



The results are as follow. We created 2 instances of promotional artworks where the first art focused on multiple tanks, the second art is focused on single tank fighting the aliens.





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

Celebrating The Days of Ramadan Festival 2025 With Mini Tank Mayhem

[h2]This is the commander speaking![/h2]

We are happy to announced that Mini Tank Mayhem is part of The Days of Ramadan Festival 2025 !!

[h2]Celebrate The Days of Ramadan Festival 2025 [/h2]
Join us and celebrate the Ramadan month! The Days of Ramadan Festival 2025 is a digital festival where you can find hundreds of video games from many region. Explore a range of genre of deckbuilders to awesome indie games. Huge thanks to SEAGamethetic for hosting this awesome event on Steam!




Enjoy the recently released and upcoming games created by Algorocks!