- 0.2.55.5 - Christie Suspension & Optimizations - 21 September 2026
Hi all, The build on the experimental branch is now stable. New Christie spring suspension Adds a new suspension type which utilizes configurable springs. Compared to torsion bars, they're cheaper, more space consuming and they run up the sides of the hull instead of across the width, letting you build lower profile vehicles. In addition, some big optimizations to rendering have been made. New Parts Christie spring suspension KV-1 stowage box Round split hatch Periscope hatch Changes Significantly optimized vehicle shader with no quality loss. Optimized CPU rendering of vehicles. Reduced GPU performance cost of depth of field set to high. Fixed a minor memory leak. Added a subtle blur to paint jobs, to lower pixelation at high scales. Raised the resolution of all paint job textures from 1024x1024 to 2048x2048. 'Abstract' and 'Block' camouflages are now available again. Fixed axles not c…
- 0.2.55.3 (EXPERIMENTAL) - Christie Suspension & Optimizations - 11 September 2026
Hi all, There's a build up on the experimental branch which adds Christie spring suspension. Compared to torsion bars, they're cheaper, more space consuming and they run up the sides of the hull instead of across the width, letting you build lower profile vehicles. In addition, some big optimizations to rendering have been made. (Technical) Parts are now merged where possible and rendered using atlases created from all loaded parts, allowing them to be rendered with fewer draw calls. Shadow proxies are now merged together where possible. Let me know what this does for your performance! New Parts Christie spring suspension KV-1 stowage box Round split hatch Periscope hatch Changes Increased consistency of part texture quality. Fixed vehicle detail levels not being affected by the distance object detail setting. Significantly optimized vehicle shader with no quality loss. Reduced GPU perf…
- 0.2.54.4 - Game Engine Update - 26 August 2026
Hi all, The build on the experimental branch is now stable. With a game engine update which brings the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was needed after the engine upgrade, so I took some time to give it a polish while I got it working again. Changes Upgraded from Unity 2022.3 to 6000.3 Improved the appearance of terrain in Sandbox, Railway, Fields. Improved appearance of grass and trees. Improved the appearance of rivers and lakes in the sandbox. Reduced popping of levels of detail for trees and grass. Screen-space global illumination can now be enabled, this mainly improves the look of foliage. Added a grass distance and density setting. Added a shadow distance and shadow quality setting. Added a distant object detail quality setting. Added a texture…
- 0.2.54.2 (EXPERIMENTAL) - Engine upgrade - 20 August 2026
Hi all, There's a build up on the experimental branch with a game engine update, bringing the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was needed after the engine upgrade, so I took some time to give it a polish while I got it working again. Changes Upgraded from Unity 2022.3 to 6000.3 Improved the appearance of terrain in Sandbox, Railway, Fields. Improved appearance of grass and trees. Improved the appearance of rivers and lakes in the sandbox. Fixed flicker when switching to and from scope view. Reduced popping of levels of detail for trees and grass. Fixed vehicles having incorrect collision with some trees. Screen-space global illumination can now be enabled, this mainly improves the look of foliage. Added a grass distance and density setting. Added a sha…
- 0.2.53.2 - Armour overlay - 28 July 2026
Hi all, The experimental changes are now on the stable branch. Changes Two new modes for the armour overlay: Absolute - A heatmap of the raw thickness of each plate Effective - A heatmap of the effective thickness of each plate, taking angle into account. Added a 'Select' mode to the armour overlay to allow you to select plates and edit their thickness while in the armour overlay. Freeform point and edge size now scales with distance from the camera. Increased scale of textures on plate structures. Made plate edge textures less pixelated. Smaller one this time as I've been focusing on the UI rework while Mark focuses on these minor features. - Hamish
- 0.2.52.3 - Dynamic centre of mass - 7 July 2026
Hi all, The experimental changes are now on the stable branch. Immersion pass Did some work on the visual and sound effects in an effort to improve gameplay simply by removing immersion-breaking effects. I'd say it was a success and I'm enjoying battles more. Basic transmission editing Introduces a simplified transmission editing screen. This condenses most of transmission design into 5 options, which should be a little more accessible. Also note the new centre of mass, indicated by the blue diamond. This gizmo can be hidden in the overlay settings. Dynamic centre of mass Centre of mass (COM) is now calculated inside and outside of the editor. The COM is now generally a lot higher (was previously fixed 0.1m above the bottom of the hull), resulting in vehicles rocking more. A heavy gun barrel on a light vehicle might cause the vehicle to lean when the turret is rotated to the side. Heavy…
- 0.2.52.3 (EXPERIMENTAL) - Dynamic centre of mass - 3 July 2026
Hi all, There's a build up on the experimental branch with dynamic vehicle centre of mass and a pass on many of the effects in the game. Hopefully these changes let you feel a bit more immersed in battles! Changes Vehicle centre of mass is now calculated. It'll generally be higher than before, leading to vehicles rocking more. Added a 'basic' transmission editing mode. Reworked visual effects for cannon fires, shell impacts, turret popoffs, flameouts, vehicle fires and track throwoff. Reworked audio effects for cannon fires and shell impacts. Added a sound effect when blown-off turrets hit the ground. New part from Dario: triple pad track belt segment. Bot gunners now have a reaction time, between 0.1 and 0.5s. The gun will need to be held on the target for this period. Stops them firing accurately on the move. Added a 'balanced' bot mode. They'll fire a few shots before advancing in a…
- 0.2.51.36 - Movement overhaul - 18 June 2026
Hi all, Pleased to announce that the four month overhaul to vehicle movement is now stable. Track physics has been moved off of the PhysX engine into a custom solution - opening the black box to allow your design decisions to have much greater impact on movement. 0.2.50.10 has been moved to its own branch, if you're not quite done with it. Powertrains Now entirely physics-based and behaving more like a real tank. Heavy tanks feel heavier and light tanks feel lighter. Engines simulate inertia and can stall. Tracks behave better when fully off of the ground. As an example of the new physics-based nature: Previously, the engine generated torque and applied it directly to the tracks. Now, the engine applies torque to its crankshaft, speeding it up. The clutch then generates friction based on the speed difference between the crankshaft and the tracks and applies this torque to the tracks. Th…
- 0.2.51.35 (EXPERIMENTAL) - Fixes - 17 June 2026
Leaf spring suspension stiffness reduced by 20% Removed padding from the torque threshold required to upshift. Makes the driver less hesitant to upshift. Improved the accuracy of the resistive torque estimation used in the gear shifting logic. Fixes some cases of downshifting immediately after launch and also makes the driver less hesitant to upshift. Fixed belts partially disappearing when using leaf spring suspension high above the ground. Fixed modded invisible track belt showing magenta in the editor. Updated the starter blueprints. Torsion bars are now limited to 100mm length in WWI.
- 0.2.51.34 (EXPERIMENTAL) - Fixes - 16 June 2026
Reduced lingering exhaust thickness by 1/3. Fixed another cause of modded engine tech allowing infinite RPMs. Constant mesh is now limited to interwar onwards. Synchromesh is now limited to earlywar onwards. Improved bogie articulation on leaf spring suspensions.
- 0.2.51.33 (EXPERIMENTAL) - Fixes & Exhaust Tweaks - 10 June 2026
Fixed grade resistance not being applied to the powertrain correctly, resulting in unrealistic performance moving uphill. Slightly reduced drifting. Exhaust colour and density now changes with the amount of fuel being burned. Increased speed of exhaust fumes. Added lingering exhaust.
- 0.2.51.32 (EXPERIMENTAL) - Fixes - 9 June 2026
Lowered the coefficient of friction for tracks from 1.2 to 0.8. Reworked lateral traction to use the same model as longitudinal traction. Affects turning behaviour and creates more drifting on lighter vehicles. Reduced vehicle sliding on sloped terrain. Traction now competes with grade resistance for friction correctly, resulting in more realistic slippage driving up steep inclines. Fixed twin transmission not returning both transmissions to drive/reverse on both transmissions after steering in gear 1. Fixed modded engine tech allowing infinite RPMs. The gear number readout in the movement info screen now starts at 1 instead of 0. Back from my break, thanks for all of the kind words and patience while I get this update polished! - Hamish
- 0.2.51.31 (EXPERIMENTAL) - Fixes - 26 May 2026
Fixed instability sometimes caused when switching from drive to reverse and vice versa. The driver will no longer downshift if the resulting engine speed would be above the rev limiter + the expected RPM drop from shifting. If the driver fails an uphill upshift, they will longer attempt an upshift to that gear for 10 seconds. Increased prediction accuracy of the torque output in the next gear, improving shifting decisions. The minimum engine speed the driver can dip to while upshifting is now scaled towards the idle on level ground and the operating rpm on 30d inclines. Fixed track inertia being around half as high as it should have been, resulting in tracks slowing down too quickly during speed matching and coasting. This will decrease acceleration but make shifting easier. Reduced rolling resistance at low speeds. Fixed twin transmission allowing instant upshifts by steering at the ri…
- 0.2.51.30 (EXPERIMENTAL) - Transmission mesh types - 22 May 2026
Added 3 transmission mesh modes: Synchromesh (default): Easier speed matching, allowing higher gear steps in some cases. Bigger and more expensive transmissions. Slower to engage gears. Constant mesh: Requires precise speed matching by the driver. Small and cheap transmissions. Slide mesh: WWI option pre synchromesh invention and constant mesh use on tanks. The same behaviour as constant mesh but bigger and cheaper. These aren't limited by era yet. Synchromesh goes: declutch > shift > reclutch Constant mesh and slide mesh require the new double declutching: declutch > neutral > clutch > speedmatch > declutch > shift > reclutch Your transmissions will be set to synchromesh and wont change size. Other changes The driver now only upshifts if the vehicle is capable of accelerating in the current gear and the next gear would also accelerate. The driver now only downshifts if the engine speed…
- 0.2.51.29 (EXPERIMENTAL) - Fixes - 20 May 2026
Reworked driver shifting behaviour. Downshifts are now based entirely on torque, instead of speed. Upshifts consider whether speed can be maintained at the new gear, so the driver can upshift on inclines again. Viscous drag on the sprocket reduced across all eras below latewar. Reduces speed loss during gear shifting. Fixed energy injection when vehicles aren't level on their suspension. Made triggers for the failed shift notification less sensitive.
- 0.2.51.28 (EXPERIMENTAL) - Fixes - 19 May 2026
Fixed tanks sliding at stand-still, introduced with the tension changes. Fixed track belts not colliding with objects above the track (actually fixed this time). Engine idle RPM is now automatically configured. The engine shift range used for the transmission warnings is now the top half of the engine's usable speed, instead of upshift - downshift. Adding new gears now copies the last ratio to the new gears, instead of attempting to smooth it from G1. An error is now displayed if the driver is unable to upshift due to too large of a gear step. Downshifts no longer have their speed match forced below the engine's rev limiter. So downshifts can fail now if your downshift is too high.
- 0.2.51.27 (EXPERIMENTAL) - Fixes - 18 May 2026
Warnings are now displayed for potential issues with transmission setups. Fixed incorrect speed limits on transmissions with top gear that's not 1:1. Fixed vehicles rolling backwards without any inputs, more noticeable on some vehicles. Reverted transmission smooth function to the old one, since the new one was optimized for the old shifting. It now creates equal steps between gears. Reduced track sag on higher track tensions. Fixed track belts not colliding with objects above the track with certain setups. Braking now redistributes track tension. The angle the driver considers uphill (for gear selection) is now adjustable in the steering wheel properties. Improved belt collision accuracy at the ends of the tracks.
- 0.2.51.26 (EXPERIMENTAL) - Fixes - 13 May 2026
Tension around the sprocket is now simulated more accurately, track tension will shift throughout the track when transitioning between drive and reverse. Shouldn't affect vehicle performance except for the time taken for the sprocket to shift the tension when switching between drive and reverse. Track belts now collide with objects above the track. They shouldn't clip through fenders when going over bumps anymore. The downshift disable after exiting a shift while the engine is accelerating is no longer active when driving up inclines. Fixed twin transmission pivot steers briefly reversing pivot direction when stopping after a clockwise pivot. Fixed the driver not cancelling a shift when you're trying to brake. Engine rev limiter can now be set to the engine's max safe RPM. Engine upshift can now be closer to the rev limiter. Fixed the driver overshooting when speed matching. The speed m…
- 0.2.51.25 (EXPERIMENTAL) - Fixes - 11 May 2026
The driver can now go below the downshift if needed for a large gear step. This fixes some designs not upshifting. The driver will no longer downshift if the engine is accelerating or the last shift was under 3s ago. This stops an upshift-downshift cycle noticeable on some vehicles near their top speeds. Fixed twin transmission reduced turn performance introduced last patch. Known issues Belts can clip through objects above them like fenders. The modded invisible track segment part used for wheeled vehicles causes a crash. Modded multi-tracks are broken.
- 0.2.51.24 (EXPERIMENTAL) - Fixes - 7 May 2026
Shifting is now based on track speed instead of engine speed. The driver won't upshift if the resulting upshift RPM is below the downshift target and vice versa. Prevents the driver upshifting and immediately downshifting again. The driver's speed match target while upshifting is no longer forced above the downshift target. If you're stalling while upshifting now, you need smaller ratio jumps. Twin transmission: Fixed the driver throttling down when doing hard turns at speed. Twin transmission: Fixed incorrect shifting when downshifting during steering. Twin transmission: Fixed the clutch sometimes not engaging when launching into a steer. The driver can now upshift immediately after launch. Only downshifting has the 2s limit now. The delay after steering before the driver can shift reduced from 2 to 1s. Fixed LSS bogie wheel offsets being incorrect with mount scales that weren't 1 Duri…