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Video Q&A with War Thunder Game Director Viacheslav Bulannikov!

[p][/p][p]Hey everyone! Last month, we asked you to leave your questions in a YouTube post so that we could compile them into a video Q&A with War Thunder Game Director, Viacheslav Bulannikov.[/p][p][/p][p]The video is here! Check it out as Viacheslav answers some of the most upvoted and hottest questions that you’ve asked regarding the game.[/p][p][/p][previewyoutube][/previewyoutube]

Stalingrad: The Cruiser Killer

[p][/p][p][/p][p]Meet Stalingrad, an ambitious Soviet battlecruiser designed chiefly as a “cruiser killer.”[/p][p] [/p]
[p]Stalingrad: A Battlecruiser for the USSR at Rank VI[/p]
[p]At a glance:[/p]
  • [p]Nine 305mm guns![/p]
  • [p]Very high armor penetration[/p]
  • [p]Great anti-aircraft battery[/p]
  • [p]High speed[/p]
  • [p]Poor protection[/p]
  • [p]No reconnaissance aircraft[/p]
[p] [/p][h3]Vehicle History[/h3][p]On May 15th, 1941, the People’s Commissariat of the USSR Navy approved the design specifications for the "Project 82" heavy cruiser. The ship was conceived as a multi-purpose vessel, capable of engaging heavy enemy ships, supporting light naval forces, laying minefields, and suppressing coastal batteries. The cruiser was initially planned to be armed with eight 203 mm guns, powerful anti-aircraft weaponry, torpedo tubes and four reconnaissance aircraft. During the initial review of the plans, however, the 203 mm main battery was considered by many specialists to be insufficient for a ship of such size. Increasing the main caliber would give the ship superiority over foreign cruisers designed under the Washington Naval Treaty, which was an appealing concept for the designers. However, work on these revisions was interrupted by Operation Barbarossa, marking the start of the Second World War for the USSR and necessitating an immediate shift in priority.[/p][p][/p][p]The project was revisited later in 1943 after the course of the war started to turn more favorable, and the duties and specifications of Stalingrad were further refined. The first revision saw the planned firepower increased to 220 mm, and later again to 305 mm in 1947, after the government expressed their desire for more powerful armament. It was with this caliber that the final design was approved on August 31st, 1948. The lead ship, Stalingrad, was laid down in Nikolaev on December 31st, 1951, with construction on two more cruisers beginning the following year. However, in 1953 following the death of J. V. Stalin, all work on the cruisers was halted, and the partially constructed hulls were dismantled on the slipways. The hull of Stalingrad itself was used as a training target for various weapon systems, including early missiles.[/p][p][/p][p][/p][p][/p][h3]Introducing Stalingrad![/h3][p]A highly specialized ship will be arriving in the next War Thunder update — the battlecruiser Stalingrad! It features excellent armor penetration, impressive speed, but mediocre protection. The ultimate glass cannon of the Soviet bluewater fleet, let’s have a look![/p][p][/p][p]The final approved concept of the Project 82 series of battlecruisers featured three triple SM-31 turrets housing high-velocity 305 mm guns. The performance of its AP and HE shells is comparable to that of battleship guns, offering very high penetration for their caliber. This impressive firepower is further aided by an advanced mechanized loading system that keeps the fire rate high. Stalingrad’s auxiliary weaponry consists of six twin 130 mm dual-purpose guns, which will be nicely familiar to captains experienced with Soviet post-war destroyers. The anti-aircraft battery is not lacking either, featuring twenty four 45 mm guns in six quad mounts and forty 25 mm guns in ten quad mounts, making Stalingrad a truly formidable force in terms of firepower.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Even with this powerful, almost battleship-esque armament, Stalingrad firmly remains a cruiser, chiefly because of its speed, and secondly because of its armor. Stalingrad can cruise at an enviable 35.2 knots (65 km/h), making this battlecruiser one of the fastest ships at its rank! All of this comes with a harsh drawback, however, and that’s the armor. Protection had to be sacrificed to keep the speed high, and was reduced further as a consequence of the heavy gun mounts and their weighty reloading mechanisms. Stalingrad’s main belt armor is only 180 mm thick at a slight angle. The main caliber turrets fare slightly better at 240 mm, but protection is certainly unimpressive across the board. Stalingrad’s armor is vulnerable to nearly all guns at medium and close range, so make sure to rely on the high speed, and stick with more armored teammates for protection while making good use of the powerful long range performance of Stalingrad’s cannons.[/p][p][/p][p][/p][p][/p][p]Fast, lethal, but vulnerable, the battlecruiser Stalingrad will be waiting for skilled and tactical commanders when it arrives in the final update of 2025. Stay tuned, we have literal tons of vehicles still to show you, we’ll see you soon for the next blog![/p][p][/p][p]Please note that this vehicle’s characteristics may be changed before it is added to the game.[/p]

Community Update No.9: It’s The End of the Year!

[p][/p][p][/p][p]Hi everyone! Dive into our 9th Community Update article, in which we reveal some of the upcoming changes and additions coming to War Thunder in the near future. Buckle up and read along![/p][p][/p]
[p]Disclaimer: While we’re excited to be able to share work-in-progress information before dev blogs, the dev server and the full release, please bear in mind that new features, vehicles and maps mentioned in this news are subject to change, be delayed or even cancelled. War Thunder is constantly being developed, and as with all game development, unexpected delays or other unforeseen circumstances may occur. Thank you for your interest![/p]
[p] [/p][h2]Returning decal codes![/h2][p]We’re temporarily returning last year’s free decal codes! If you just joined the game this year and missed them, now you’ll have the chance to pick them up.[/p][p]Simply enter NOSEKRITSINSIDE here![/p][p][/p]
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[p]“No Sekrit Dokuments, Please” decal[/p]
[p]“Sekrit Dokuments” decal[/p]
[p][/p][h2]Get yourself a new free decal![/h2][p]Nigel is always among us, but he’s hiding. Enter code NIGELWASHERE here to redeem this special decal.[/p][p][/p]
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[p]“Nigel Was Here” decal[/p]
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[p]Important: make sure to login to the game after activating the code on the website, as if you don’t login before the mentioned code expiry date, the decal won’t activate on your account at all.[/p]
[p] [/p][p]Once you’ve logged in, the decals can be found under:[/p]
  • [p]“No Sekrit Dokuments, Please” decal: Decals > Special > Snails[/p]
  • [p]“Sekrit Dokuments” & “Nigel Was Here” decal: Decals > Special > Other[/p]
[p][/p][p]The decal codes will remain active from the publish date of this news until December 11th (10:00 GMT).[/p][p][/p][p][/p][h2]Testing new Matchmaking to avoid repeat maps[/h2][p][/p][p]For most players, it can be a bit tedious to get the same map twice in a row, especially if it’s a map that doesn’t align with your playstyle or one that you don’t have the most suitable lineup for. Due to this, over the last few weeks we’ve been testing a new matchmaking system that will drastically reduce the likelihood of getting the same map twice in a row. When selecting a map for battle, the matchmaker now takes into account the map history of all players in the queue — it sees the map that each player previously played on, and will reduce the chance of selecting that map again for the upcoming battle.[/p][p][/p][p]We’ve been testing this for around three weeks on the live servers, and have been gathering data in the meantime. Based on the matchmaking results and the data we’ve collected, the number of players experiencing a repeat map has dropped by orders of magnitude across the board (by more than ten times).[/p][p][/p][p]While the system is working effectively, it’s not perfect. Please be aware that depending on active map bans, dislikes, (just as a reminder, the top 2 most disliked maps from players in the queue will be excluded) and the overall map pool available in any particular queue, there will be instances where some players will get the same map twice. However, the chance of this happening should be significantly reduced compared to how it was previously, so let us know how your battles have gone and if you’ve noticed a difference![/p][p][/p][h2]The December Major Update[/h2][p]It’s time to take a look at what’s coming in the final major update of 2025.[/p][p][/p][h3]Changes to Ground Arcade and Realistic Battle Lineups[/h3][p][/p][p]In Ground Arcade and Realistic battles, lineups are a vital contributor to the outcome of any given battle. However, not every player will have a full lineup available to them. Someone may only have a single premium tank, or may have rushed down the tree to unlock a certain vehicle while neglecting other branches, resulting in a fairly unbalanced lineup that lacks versatility.[/p][p][/p][p]With this in mind, we’ve decided to implement a new feature to help. We’ll be adding a random ground vehicle spawn option in Ground Arcade and Ground Realistic Battles in lineups of 9.3 and above. This will work similarly to the aircraft spawns for Naval Battles, where you have the option to spawn a random fighter or bomber. For Ground Realistic Battles, there will be two options: a random spawn for tanks and another for SPAAs, while Ground Arcade Battles will just have a tank option.[/p][p][/p][p]The available vehicle selection depends on the nation and Battle Rating of the battle, but the options won’t be top BR in any given scenario. As an example, in a 9.7 to 10.7 match, if you have a battle rating of 10.7, the random vehicle options will be between 9.7 and 10.3 — while if you have a Battle Rating of 9.7, the options will be between 9.3 and 10.0. This logic will apply universally across the board where possible, in cases where there is a limited number of vehicles available, the roster will include vehicles of lower BRs just to make sure there are enough options.[/p][p][/p][p]In addition to this, we’ve also applied the same logic above to the random aircraft spawns in Naval Battles, the list of available aircraft has been drastically expanded, for both bombers and fighters.[/p][p][/p][p]We hope that this new feature combined with the free daily backups will give everyone more ability to stay in each match for longer and keep fighting until the very end![/p][p] [/p][h3]Naval Improvements[/h3][p][/p][p]We also have a couple of nice additions for naval that we’d like to tell you about as well. We have some more naval features planned for this update but they’re not quite finalized yet, so we’ll tell you about two that we already have locked in![/p][p][/p][h3]Refining Rewards, and how Damage is Calculated[/h3][p][/p][p]Vessels in War Thunder have effectively two types of damage mechanics: the durability of each section of the ship, and the percentage of crew. Previously, damage — and therefore rewards — was calculated based on how much damage was caused to sections of the ship that contained crew, and not explicitly tied to crew itself.[/p][p][/p][p]This could lead to situations where a player has depleted 80% of a ship’s crew but has only caused 15% of the damage, which would lead to only 15% of the reward (SL, RP, mission score, award damage). This is why you may have noticed that destroying coastal vessels provided much more damage points on the scoreboard, because of the difference in their damage model.[/p][p][/p][p]In the next update, damage and all of the associated rewards will be tied completely to crew, and not to the sections of the damage model that contain crew. This should make the process of damage and getting rewards much clearer, as crew is a more tangible and convenient source of survivability. This change will mean that you’ll regularly get a much higher damage score when fighting large ships, and higher rewards too![/p][p][/p][h3]Severe Damage System[/h3][p][/p][p]Exactly as the title says, we’ll be adding a severe damage mechanic to naval! It will be similar in function to the mechanic for aircraft that we have in the game already. For naval specifically, you’ll be granted a severe damage credit by causing 50% crew depletion to a ship. This will give you 50% of the kill reward the moment you receive the credit for severe damage. If you don’t land the finishing blow, you’ll still get the kill credit, which will be shared with the player who landed the final hit.[/p][p][/p][p]Another difference from the mechanic for aircraft is that a ship won’t be “written off” like a severely damaged aircraft at the end of the mission. If you’ve been severely damaged but keep your vessel afloat until the end of the battle, a kill credit won’t be given to the player that caused the damage. This mechanic will be present for all vessels, from boats to battleships.[/p][p][/p][h3]“Heavy Damage” Battle Award[/h3][p][/p][p]When engaging large vessels like cruisers and battleships, they can sometimes take quite a long time to take down. This is fair enough of course, they’re tough nuts to crack after all, but it does mean that it’ll often be quite a while before you get that satisfying Target Destroyed message.[/p][p][/p][p]Because of this, we’ll be adding a new battle award, it’ll be named something like “Heavy Damage” and will be awarded for causing 30% crew depletion on large vessels (cruisers and battleships). The aim of this new medal is to give you an extra reward while you steadily bring down enemy ships, and ideally give you a motivation boost to keep those shells raining down![/p][p][/p][h3]Vehicles![/h3][p][/p][p]Moving on from the naval improvements now to the vehicles coming. The December update will feature a heap of interesting vehicles for all nations, we’ll save the real headliners for the trailer and the upcoming dev server, but we might as well drop a few hints while we’re here...[/p][p][/p][p]We’re planning a handful of advanced SAM systems for several nations in the next update. We'll be adding a few, but we think you’ll especially like the two we have planned for Japan and Sweden. We also have some very interesting light vehicles in the works...[/p][p][/p][p]We’ll have a nice mix of famous and obscure naval additions well, with each nation with naval getting something. There’s a lot of big names you’ll recognise, regal and states, and a few rarer vessels too![/p][p][/p][p]Also on the cards is a highly unusual experimental bomber, it’ll have a rather special playstyle, but we won’t say much more! There’s a lot to expect on aviation front in general for the next update, you won’t have to wait too long to see what we’ve got in store![/p][p][/p][h3]New detailed cockpits[/h3][p][/p][p]Alright, alright we have to show something, we’d love to share some progress on some bomber cockpits we’ve been working on — next update the B-25 series will all receive detailed cockpits! This addition will be the first of many detailed cockpits that we’ll be adding for older aircraft that are missing them. It may be a small thing in the wider scope of the game, but it’s often the detail that makes War Thunder special, so expect more bombers to receive detailed cockpits in the future. In the meantime, check out the work in progress on the B-25! The textures are still being worked on, but from these screenshots you can see the amount of detail this cockpit will have.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]The end of year winter event[/h3][p][/p][p]We’re coming up to the end of the year now, which means it’ll soon be time for our big winter event, featuring four vehicles instead of one. Keep an eye out for what’s coming for this event![/p][p][/p][p]Before that though, we’ll have a dedicated naval event for a Soviet boat![/p][p][/p][h2]Bullet Hell reflections[/h2][p][/p][p]We’re very happy to see how everyone enjoyed the Bullet Hell event! A lot of us took part too, it was an interesting change of pace for sure. There are a few tweaks we’d like to make to the mode in general but overall we’re very happy to see how well it was received, so expect to see it again in some form in the future. In the meantime we’ll keep working on developing similar experimental modes too.[/p][p][/p][h2]Video Q&A with WT Game Director, Viacheslav Bulannikov[/h2][p][/p][p]Check out this Q&A with War Thunder Game Director Viacheslav Bulannikov who answers some of your hottest questions![/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Thank you![/h3][p][/p][p][/p][p]Well, that’s the last Community Update post from us this year, it goes fast doesn’t it? From the entire War Thunder team, thank you for a great 2025. Thank you for reading these posts and leaving your thoughts throughout the year, we always appreciate it. All of us here are hard at work on the final major update, and next year after a little bit of R&R we’ll see you again for more updates on what we’re working on! We hope you all have a fantastic holiday season, wrap up warm (apart from those of you in Australia, get the brolly up and the tinnie out!), and we’ll see you in 2026![/p][p][/p][h2]War Thunder - Community Update Pack[/h2][p][/p][p]Haven’t purchased the Community Update pack yet? Check it out![/p][p][/p]
[p]War Thunder - Community Update Pack[/p]
[p][/p][p]This pack includes:[/p]
  • [p]“TOP SECRET” avatar frame[/p]
  • [p]“TOP SECRET” decal[/p]
  • [p]“TOP SECRET” title[/p]
  • [p]300 Golden Eagles[/p]
[p] [/p][p]The War Thunder Team[/p]

Announcing the Winners of the Senrai Maidens Fan Art Contest!

[p][/p][p]It’s time to announce the winners of the Senrai Maidens Fan Art Contest![/p][p][/p][p]Over a month ago, three fierce tankers, Elsa, Maria, and Kate stole our hearts. With the release of their packs, we announced a fan art contest and today we’re ready to announce the winners. [/p][p][/p][p]A big congratulations to all of the winners! Please keep an eye on your Social Media account messages, as our official War Thunder account will contact you with all the details on how to claim your prize. If you didn’t win this time, don’t feel too disheartened — know that you did a great job and should be proud of your work![/p][p][/p][h2]Top 4[/h2][p]Top 4 really stood out above the rest. Each winner gets to pick one Senrai Maidens pack of their choice![/p][p][/p]
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[p][/p][h3]Winners:[/h3][p][/p][h2]Places 5-14[/h2][p]Places 5-14 were outstanding. Each winner gets 5,000 Golden Eagles![/p][p][/p]
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[p][/p][h3]Winners:[/h3][p][/p][p] [/p][p] [/p][h2]Places 15-24[/h2][p]Places 15-24 had their foot in the door and caught our eye. Each winner gets 7 Days of Premium Account time![/p][p][/p]
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[p][/p][h3]Winners:[/h3][p][/p][p]You may have noticed that instead of 13 winners, we have selected 24. This is no mistake! The quantity and quality of the entries was so high that we decided to pick an additional winners. The additional winners receive 7 days of premium account time![/p][p][/p][p]Thank you once again for all your submissions! Remember that the Senrai Maidens Packs are still available in our store. These packs will not only make you stand out on the battlefield, but also allow you to unlock vehicles in their respective research trees faster![/p][p][/p][p]Purchase all three packs and receive the exclusive “Senrai Maidens” title, showcasing your dedication and style![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p]

It’s fixed! №110

[p][/p][p][/p][p]Today, we’ve rounded up and will be covering some of the bug fixes and improvements that we’ve made to the game today and over the past few weeks. If you’d like to catch up on every fixed bug, then be sure to check out the changelog section on our website.[/p][p] [/p][p]If you’ve found a bug that you’d like to report, you can do so on our community bug reporting platform.[/p][p][/p][h2]A fix for air frags not counting on the scoreboard[/h2][p][/p][p]Two pilots engage in a tense duel, one of them gains the upper hand and deals critical damage to the enemy plane, causing it to crash. The victor receives mission points, but notices that the credit for destroying the aircraft doesn’t appear in the scoreboard.[/p][p][/p][p]This was a bit of an issue, but was temporary: as soon as the defeated player took damage again after respawning, or if the victor crashed, the well-deserved credit would appear in the scoreboard. But this didn’t always happen. We’ve fixed this issue and your frags will count correctly on the scoreboard again.[/p][p][/p][h2]Radar fixes[/h2][p][/p][p]We’ve fixed several bugs that occurred in various radar systems. For example, phased array radars would sometimes lose acquired targets if they moved out of range. The TWS+ radar also lost targets, where they would stop updating and freeze. Another bug affected TWS HDN mode, preventing target acquisition. Thank you for your reports, as they helped identify and quickly fix these issues![/p][p][/p][h2]Convenient filtering![/h2][p]War Thunder is a game full of details and rich content and sometimes, finding what you’re looking for or filtering can require some effort. We’ve added a “Select all” button to many menus, allowing you to... well, select everything in a list. For example in the X-ray module filtering menu, wishlists and when selecting camouflages. This will help you speed things up while in the hangar, so make sure to use it when you need it![/p][p][/p][h2]That’s not all[/h2][p]Check out the full list of fixes and improvements in the update notes below! Here’s some more: haze is now less noticeable in naval and air battles in good weather, spaces in vehicle names no longer interfere with vehicle searches, and Silver Lion and Golden Eagle purchase windows now display correctly on ultra-wide monitors.[/p][p][/p][h3]Previous Updates:[/h3][p][/p][h2]Today's Update: 2.51.0.50[/h2][p][/p][h3]Interface[/h3]
  • [p]A bug where it was not possible to find a vehicle by name in the Statistics section of the Player Profile window if the vehicle name contained a space has been fixed.[/p]
  • [p]A bug where, if a player's War Bond balance exceeded the maximum limit, completing daily tasks would trigger an erroneous warning window stating that a certain amount of the currency would be lost has been fixed.[/p]
  • [p]A "Select all" button has been added to various filter windows to make it easier to select most filter options at once.[/p]
  • [p]A bug where, when respawning using a backup, the daily backup was always selected even if all daily backups had been spent has been fixed. Now, the first available backup is selected by default.[/p]
[p] [/p][h3]Ground Vehicles[/h3]
  • [p]R400 — gun elevation angles have been corrected from -9/20 to -7/18 degrees.[/p]
  • [p]R400 — wheel thickness has been changed from 20 to 10 mm.[/p]
  • [p]R400 — the vehicle height parameter affecting visibility has been corrected.[/p]
  • [p]R400 — the gun has been changed from the 105 mm L7A3 gun to the 105 mm Rh 105-30 gun.[/p]
  • [p]TAM 2IP — an error in the description of the armor of the internal partition between the engine and the fighting compartment has been fixed.[/p]
  • [p]FSAF SAMP/T — a bug that showed a text key instead of the engine name has been fixed.[/p]
  • [p]EBRC Jaguar — an extra detail on the hull that should have only appeared with the additional armor modification installed has been removed.[/p]
  • [p]SPYDER — the crew replenishment icon has been changed from German crew to Israeli crew.[/p]
[p] [/p][h3]Anti-Cheat[/h3]
  • [p]To participate in Arcade Battles with a Battle Rating of 4.7 or higher, anti-cheat is now required.[/p]