- Update 1.3.8 - 18 September 2026
Dear Tankers and Mechanics!today we're releasing another patch with fixes and a few new features. Better performanceWe continued investigating the causes of crashes and added some safeguards—things should be better now. In addition, we’ve made a number of physics optimization changes for infantry and tanks. These changes free up CPU resources. When infantry aren’t visible on screen, we disable their animations, which improves the game’s performance. The same goes for tanks. At long range, we disable their physics (regarding movement and driving - don’t worry) this is a little trick that should improve performance, especially in larger battles.UI changesBattle MinimapA few cosmetic and other changes to the UI. We’ve added a “Battle Minimap” panel, accessible by default with the “M” key which, of course, can be remapped. When you hold down the key, the map panel opens, you’ll see markers…
- Development Status #95 - 11 September 2026
Dear Tankers!Welcome to our 95th Development Status. We have some news from development of Ponyri but not only. We hope you will enjoy reading this dev status :) Status reportWe have continued our work on the game, now spending a few weeks pushing bigger fixes (mostly - optimization of vehicle physics and infantry animators - less CPU usage) + progressing the development of the Ponyri DLC (more about it below).Ponyri - Sector 1 - TaginskiCPU Usage optimizationOur biggest CPU drain was and still is - vehicle physics. The more tanks are spawned on the scene and move, the more CPU they use + all that physics is being calculated on single core of the processor.Now after having a small talk with our friend Marco, the main dev of Easy Red 2, we want to try and implement a physics LOD (level of detail) system. If a vehicle is far away from us (or static but closer) then it’s physics will be tu…
- Update 1.3.7 - 4 September 2026
Dear Tankers and Mechanics!We're back from gamescom and immediately straight to action. This update brings in more optimization (this time the size of the meshes we use got decreased, so it should bring from 100-200 MB less on memory usage), issues with pathfinding through bridges, other sound modifications and so on.We investigated further why the game sometimes crashes when using a fire extinguisher in tanks, and added further safeguards. We’ve also fixed the selection of wrecks at the end of a mission; a silly bug meant you couldn’t select anythingWe are cooking ;) ːtms_hammerː Changelog 1.3.7Below is the list of changes being made:Added:The map will focus on our vehicle (if we're spawned) when we open the map in overview mode (with options to call in arty)New video quality setting for decal draw distanceSmall bump when player hits a tree or bigger buildingModified:Increased the dist…
- Update 1.3.6 - 23 August 2026
Dear Tankers and Mechanics!In this patch we are addressing issues reported by players about crashesAs a quick reaction we decided temporarily to block all molotovs and other fire sources which are the main cause for the game to crash. Its a temp solution since we are heading to Gamescom and can't right now to do a normal procedure to bug hunt and test internally a good solution for it. Really sorry for inconvenience.Patch 1.3.5Please take a look if you haven't had chance to read about changes and new sounds that came with previous patch.Gamescom 2026 - meet us!Our team is going to Cologne to take part in Gamescom 2026. We're going to be part of the Polish PARP stand in the business area. We want to take the opportunity and find some business partners for further work on this game - who dares wins! Tank Squad is on SALE -30%To celebrate the release of Patch 1.3.5 and our trip to Gamescom…
- Update 1.3.5 - 21 August 2026
Dear Tankers and Mechanics!In this patch we are releasing new fixes, optimization and sound overhaul of the game. OptimizationAnother big news is that we're bringing in a sizable optimization for used memory (the game should consume around 400-600 MB less than it did).More FPS in battles - around 5-10 more when there are many static tanks. This is because we've added a system that switches the physics of static tanks totally off - which saves a lot of performance. (shout out to @Marco from EasyRed2 for this idea ;))In the next month or two we're going to include the same approach to moving tanks that are very far away from the player or outside the view of the camera - to further reduce the CPU usage.This is also the case for infantry - we want to also alter their animation cycle and just don't use it at all if the player does not see it or that infantryman is very very far away - but t…
- Development Status #94 - 14 August 2026
Dear Tankers!Welcome to our 94th Development Status. welcome back, long time no see. We have some news from development and also regarding gamescom. We hope you will enjoy reading this dev status :) Ponyri 1943 - progress We are reaching a state with the DLC where the sectors, one by one, are getting implemented and are connected to the operational system map. This is going to allow us to properly test the missions in context of what is going on in the operational map - not like the linear campaign we’ve had previously. WIP of the interact able table with the operational gameplay situation. Sectors The game now has a system that correctly controls the sector state. This system understands the context of an upcoming battle on a selected sector, for example which part of the map is the entry point for a given faction - based on direction from where a given unit had entered the sector in t…
- Hotfix 1.3.4 - 4 August 2026
Dear Tankers and Mechanics! We have received reports about players not being able to spawn at all. We have investigated it and made a fix for it. This hotfix should resolve problems If you conquered issues on your end for example: playing tutorial basic or multicrew and wasn’t able to spawn. Download this patch and try again. Basically, the whole spawning system didn’t work properly at all for the whole game including total control and multicrew. Apologies for problems Changelog Hotfix 1.3.4 Fixed: Aim Range will be reset when player spawns with new vehicle and controlled weapons change Critical issue with inability to spawn if player wanted to play battle tutorial first Incorrect voiceover sound for procedural missions - location Village Issues with navmesh on Vasylevka map (C1M4) - factory buildings had incorrect shape of navigation obstacles and units drove/ran into them Thank you fo…
- Update 1.3.5 - 31 July 2026
Dear Tankers and Mechanics!In this patch we are releasing new fixes, optimization and sound overhaul of the game. OptimizationAnother big news is that we're bringing in a sizable optimization for used memory (the game should consume around 400-600 MB less than it did).More FPS in battles - around 5-10 more when there are many static tanks. This is because we've added a system that switches the physics of static tanks totally off - which saves a lot of performance. (shout out to @Marco from EasyRed2 for this idea ;))In the next month or two we're going to include the same approach to moving tanks that are very far away from the player or outside the view of the camera - to further reduce the CPU usage.This is also the case for infantry - we want to also alter their animation cycle and just don't use it at all if the player does not see it or that infantryman is very very far away - but t…
- Update 1.3.3 - 24 July 2026
Dear Tankers and Mechanics! Another patch, again fixing various UI stuff, battle saves, cleaning up the game when leaving the scene etc. We are not changing the course and we're onto more fixes onward. On a side note, the development on Ponyri DLC is not halted - just the stuff we're stumbling upon in the base game are too big and too serious to ignore - they need to be fixed right here and right now. Author: Silere Changelog 1.3.3 Fixed: Parent with distance is disabled for vehicles in orders menu Killfeed icon width Input from mouse click when using and closing the radial menu won't go through to shoot main gun Radial menu now properly works when leaving scene Issue where the first campaign save generated for procedural campaign had incorrect map config in the save file Collider in the air on Outskirts of Prokhorovka environment scene Options to use smoke grenades, extinguishers, turn…
- Update 1.3.2 - 8 July 2026
Dear Tankers and Mechanics! We have worked our backs for 2 weeks to bring back the visibility of decals, craters etc. which we finally did. While doing it we've also fixed a few issues. Sorry for this delay. Next we are onto finalization of the Ponyri DLC, but there might be a small patch before it comes out, we will inform you guys in dev status and on forums - happy hunting PS. Sorry for the quality of the thumbnail - Michał is on vacations and I had I've just used paint - in my opinion it's superb tool Changelog 1.3.2 Added: Option to name the battle saves created in pause menu Killcam for explosives, grenades, arty, bombs Sound of being on fire for infantry Tank track skid marks Battle Scale dropdown - only for procedural missions - to control the max limit of AI Commanders to spawn less units it and get better performance. Default is Maximum then it is limited (50% units) and minim…
- Update 1.3.1 + Ballistic Lab - 25 June 2026
Dear Tankers and Mechanics! What's new in Patch 1.3.1 First and foremost, there are plenty of fixes, as well as a few major changes and new features. A new scene for previewing armour and testing projectile penetration on vehicles available in the game – the Ballistics Lab. Please take a look at the descriptions in the development status updates #92 and #93, where we’ve covered this in detail. Extended orders from the commander With this patch, we’re also introducing the first step towards expanding the scope of command. The commander will be able to issue direct orders to gunners to cease fire or fire without orders, as well as manually select targets or leave the choice entirely up to the gunner. New enviro & weather presets Moving on, another major change concerns the appearance of scenes, namely weather conditions. Among other things, we’ve updated the weather asset – Enviro Sky. We…
- Development Status #93 - 19 June 2026
Dear Tankers!Welcome to our 93th Development Status. Hello again, we’ve got some news about the new things we’re working on. We hope you enjoy reading this :) Ponyri 1943 - progress We have finalised the division of the map into sectors – the smallest will measure 3 x 3 km, whilst the largest will cover an area of 6 x 6 km. As well as varying in size, the sectors will also differ significantly from one another – each will have randomly generated objectives on the map. We also want to expand the AI commander’s capabilities to include additional decisions made during missions. As the terrain will be more open and larger, we will introduce a flanking system and improve the behaviour of AI units on the map. Sectors Each sector already has dedicated scenes set up and interconnections between them implemented. Using Microverse, we have also added vegetation using the biome system – should any…
- Development Status #92 - 22 May 2026
Dear Tankers!Welcome to our 92th Development Status. First and foremost, we’d like to thank you for your support and kind words. We weren’t expecting such a response, so it’s given us a real boost of motivation and sparked a glimmer of hope. Ponyri 1943 - progress As we mentioned, following the release of patch 1.3.0, we’ve got back to work. We’ve got a few technical challenges to tackle, which we’re currently working on. First and foremost, how to tackle such a large area, and how to divide it into sectors and missions. Sectors As you may recall, all the areas together cover an area of 24 by 24 kilometres. This consists of 64 areas, each measuring 3 by 3 kilometres. For now, we’ve divided the map into 21 sectors for testing purposes – that is, 21 scenarios/missions that will be playable in campaign mode. As for the procedural mission mode, we don’t yet know whether these will be the sa…
- Update 1.3.0 + Procedural Missions - 8 May 2026
Dear Tankers and Mechanics! What's new in Patch 1.3.0 Today is a special day. Firstly, we’re releasing a major patch, version 1.3.0, featuring procedurally generated missions, and secondly, it’s the anniversary of the game’s launch. Procedural missions As for the procedural missions themselves, you can read about our concept and how they work in our development updates #90 and #91, where we’ve covered this in detail. This is just the beginning. 12 missions have been prepared for this game mode / update. There’s still a lot of fine-tuning to be done on this mode and the missions themselves. Sd. Kfz 251 vehicles are not yet released as a operating vehicles, we are still working on implementation and better interiors. Anniversary Today we are celebrating the first anniversary of our game’s launch. To mark the occasion, we have prepared a video for you World War II Games Sale This year we a…
- Development Status #91 - 1 May 2026
Dear Tankers!Welcome to our 91th Development Status. Sd.Kfz 251 Since the last development update, we have already implemented three versions in the game: the standard transport version with an MG-34, the mortar version, and the command version. Sd. Kfz. 251/1 Ausf. C (standard) Sd. Kfz. 251/2 Ausf. C (81 mm mortar) Sd. Kfz. 251/3 Ausf. C (command, antenna, etc.) I have started work on the fourth version, equipped with a 7.5 cm Kwk 37 L/24 short-barrelled gun, commonly known as the “stummel” (“stump”). Whilst working on this version, I decided to refresh the interior, as it still dates back to our first game, Tank Mechanic Simulator, when I created this vehicle back in 2019. Changes were required anyway due to the modifications made to the interior to fit the Stummel gun or the 3.7 cm Pak 36 version 251/10. The interior looked as follows: The changes currently planned include a complete…
- Development Status #90 - 17 April 2026
Dear Tankers!Welcome to our 90th Development Status. Procedural missions Basic concept We are developing a new procedurally generated mission mode, where the main and side objectives are randomly generated and will vary each time you play. This will also form the basis for a simple procedurally generated campaign mode and, in the near future, a straightforward career mode – something you’ve been asking us for (and which we’d like to add ourselves). AICommander We have added and are currently developing a new controller for both friendly and enemy AI – AICommander. This is a script that we intend to base on a behavioural tree designed to handle combat and resource management during a given mission in a more natural and procedural manner. In a nutshell, until now the game was based on scripted events that were triggered either when a player drove into the relevant trigger point or after a…
- Game Update 1.2.4 - 3 April 2026
Dear Tankers and Mechanics! Situation report We’re also releasing an update today – a slightly smaller one, as it mainly contains fixes for the upscaling filters, namely DLSS and FSR. In addition, there are a number of fixes for Maus and the localisation. The next patch will likely be after Easter; we want to take a break for a while now. Thank you for the positive reception of the addition of Maus to the game. Thank you for your feedback; we read it regularly and are implementing your suggestions into the game. We wish you a happy Easter! Flash saleReminder about our flash sale on the game. The 25% discount will last till end of April 5 also 7 pm CEST. Changelog 1.2.4 Below is the full list of changes being made: Added: Roadmap 2026 localization Modified: Game version changed from 1.2.3 to 1.2.4 Tutorial localization improvements Fixed: Updated DLSS and FSR to fix the issue with the sc…
- Game Update 1.2.3 - 2 April 2026
Dear Tankers and Mechanics! News in Patch 1.2.3 We have obtained classified documents published on a gaming forum. These documents reveal that a German super-heavy tank took part in combat on the Eastern Front in 1943. Weighing 188 tonnes, this colossus was hastily built and assembled. Its unique camouflage was painted by a famous watercolor artist. Consequently, we decided that we had to add this tank to make the game more realistic. Force Pool Creator In March, we worked on adding a force pool creator. From now on, you can edit the force pool for campaigns as well as for individual missions, including skirmishes. Procedural missions will also be added in the future. You can add units, create new squads or companies for your own forces or for the enemy’s forces. You can also filter vehicles by year, allowing you to build presets for specific time periods or add vehicles that are comple…
- Development Status #89 - 20 March 2026
Dear Tankers!Welcome to our 89th Development Status. Force Pool Creator Over the last two weeks, we’ve also been working on introducing a customisable resource pool for both the campaign and procedurally generated missions. We started by prototyping such a panel. When creating a procedural mission, we’ll initially be greeted by a screen where we can choose which factions are to fight each other, along with basic settings such as prestige, whether we want a limit or not, how long the campaign should last, and the multiplier for the enemy resource pool. On the left-hand side, there will be a list of available units to add to the custom resource pool. These units will be divided by type. The central panel will display the companies, squads and units that are already assigned. You will be able to remove them there and add others. You will also be able to add new companies and create new squ…
- Development Status #88 - 6 March 2026
Dear Tankers!Welcome to our 88th Development Status. Patch 1.2.0 summary First, a brief summary following the release of patch 1.2.0, which finalizes the latest roadmap. To correspond with the patch, we launched a 7-day sale offering a 25% discount. We received a record number of wishlist entries. In the history of both Tank Squad and Tank Mechanic Simulator, we cannot remember ever experiencing such a significant increase in registrations in one go. Could it be that people are waiting to buy because they see potential? Ultimately, we surpassed the peak number of players from the Tank Squad launch. We are extremely happy that you appreciate our work and our efforts to improve the quality and performance of the game. Roadmap 2026 As far as this year's roadmap is concerned, the plans are as follows. Regarding the next major update (1.3.0), we intend to release procedural missions and impl…