About the Game
The tank game you've been waiting for
It's a weird time for fans of modern tank combat games. The straight-shooting simulator titles from the turn of the millennium are no more. As tank nerds, we need a game that gets right to the good stuff - modern tanks, realistic system and damage models, and a focus on fun over all.
With Gunner, HEAT, PC! we aim to make that dream a reality.
GHPC will blend game and simulation in just the right amounts, providing awesome fire control and ballistics simulation behind deceptively simple controls. This core feature set serves as the foundation for a rich single player campaign mode, skirmish missions, and (eventually) cooperative multiplayer modes: a satisfying option for every taste. And let's not forget about infantry and support units - tanks weren't built to fight alone. AI-controlled combined arms forces will round out the tactical environment and let armored units shine the way they were meant to.
We're making a great tank game because that's what we want to play.
GHPC features a fictional conflict between NATO and the Warsaw Pact in central Germany circa 1985. Play as armored units from the United States, Soviet Union, German Democratic Republic, and Federal Republic of Germany.
Screenshots
37 images
Version Information
Steam Patch Notes
Official update history
GHPC Early Access has been updated to version 20260507.1. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
CHANGE LOG
Fixed some impact decals not respecting scene lighting
Fixed visual issues with PERI R12 commander's sight unit on Leopard 1A4
Revised Leopard 1A1 family names to reduce confusion*
* Some names in mission titles and briefings are not updated yet
Thanks for playing!
GHPC Early Access has been updated to version 20260507. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW FEATURE: IMPACT MARKS
[img src="{STEAM_CLAN_IMAGE}/41547077/a59f7e9472001931d0eafcdbcb7d75e6d7571fcc.jpg"]
Another item from GHPC roadmap phase 7 arrives today: visible impacts from projectiles on armor. Most projectiles will now leave a mark where they hit, with the appearance based on the projectile type, incident angle, and whether it penetrated or failed to penetrate.
This feature combines well with one of the game's previously added systems: the flammable item simulation and compartment setups in the vehicles. In GHPC's fire system, penetrated compartments will leak smoke and sometimes flames through the entry holes, depending on the pressure involved and what other outlets (such as opened hatches) exist. Until now, the entry holes were invisible, despite being fully simulated and emitting smoke or sucking in oxygen. With the current update, you will now see the actual holes, and the effect is complete!
[img src="{STEAM_CLAN_IMAGE}/41547077/fadbe26bd77fe9913809328e9c6cbb248ed9d63b.jpg"]
It's worth mentioning that this initial release of the impact marks system is bound to have a few teething issues. There are some cases where the marks can fail to appear or look odd when they do. If you run across examples of this, especially consistently reproducible ones, please let us know in the dedicated bug reporting forums: our github issues page or the #feedback board on our Discord server.
LEOPARD 1A4
[img src="{STEAM_CLAN_IMAGE}/41547077/888c04be703082c02d90f1aa203c800223d6e4e4.jpg"]
It may look mostly like a Leopard 1A3 at first glance, but this last iteration of the Leopard 1 family in GHPC brings in a new feature: manual lead compensation! Much like many of the more advanced tanks in the game, the Leopard 1A4 can adjust its sight picture to help you hit a moving target. But unlike any tank in the game so far, it also waits for you to manually engage the lead feature with a separate control. It does not activate on rangefinding like the Abrams and M60A3, nor is it always-on like the T-64B and T-80B. You will need to use the new manual lead controls to pick exactly when to engage and dump the offset.
To use lead compensation in the Leopard 1A4 you will need to perform these steps:
Good Range: Get a good range reading of your target using the usual stereoscopic rangefinder view (default: tap E). Incorrect ranges will cause the lead to be too far left or right.
Good Track: Once you have the right number dialed in, you'll next need to get a perfect track of the target - stick the reticle to it on a fixed point, moving at the exact same speed, so it looks like it's glued on. Don't let the reticle "sweep" across the target and fire when it's overlapping; you will miss if you do this. In this way, the Leopard 1A4 is exactly like the Abrams, M60A3, T-64B, and T-80B.
Manually Engage Lead: At this point, you can use the manual lead control. This can be done in two ways based on your preference. Either press and hold the rangefinder key (default: hold E) or press and hold the new manual lead key (default: hold Caps Lock). This will shift the gunsight and reticle once, much like the M60A3, and you will be ready to fire and hit the target. To reset ("dump") the lead, let go of the lead control.
Some of you may find it interesting that this manual lead control will not end up being for only one tank. In the future, the final Bundeswehr tank to be added to the game will also feature this separate control, but paired with a laser rangefinder and thermal sights as well. More on that another time!
[img src="{STEAM_CLAN_IMAGE}/41547077/29f6d6c86c4884bd4a97af6c0d8f72ccdbdf1737.jpg"]
There are some other unique aspects of the Leopard 1A4 besides the lead system: an additional zoom level on the gunner's sight, a range scale that turns red when the gun is ready to fire, and a night sight view through the commander's PERI R12 independent panoramic viewer, which is fixed in the forward position when acting in a gunnery role. The vehicle represents the pinnacle of the Leopard 1 in German service by 1985. As usual, we find it fascinating to see this evolution represented in the game, and we hope you will too.
TURRET INERTIA
One small authenticity detail we've wanted to add since the start of early access is the "overrun" or "momentum" effect that happens if you get a heavy turret rotating quickly and then tell it to stop. As a first test of this feature, we've added it to the Abrams. The M1 and M1IP will now take a moment to halt their turret motion when you dump the palm switches during high traverse rates. This should combine nicely with the grinding noise of the turret brake kicking in and forcing the assembly to a halt.
Of course, the Abrams isn't the only tank with a heavy turret. As we get time in the future, we'll likely go through and add this feature to other tanks in varying intensity levels.
OPTIMIZATIONS
[img src="{STEAM_CLAN_IMAGE}/41547077/97f8f8ac7d25cb62da27697a7792b79130940db5.jpg"]
Our parallel quest to make the game run more efficiently has produced more results for this update. Multiple game systems have been further optimized, which should cause a small bump in frame rates depending on your system's hardware and which aspects were bottlenecked when running the game.
A notable side effect of the optimization effort is that the track marks left by tanks are now much more persistent, despite being more efficient to render. Rather than disappearing after a few seconds, they will remain permanently until your view leaves the area. If you perform tactical moves like "jockeying" on the back of a berm during an exchange of shells, you'll be able to see the aftermath of all your maneuvering carved into the ground!
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/79e8c531ed942387d15bdbd372acc8559d076612.jpg"]
With all that said, it's time to list the full change set for the update.
NEW CONTENT
Added impact decals system to show most types of hits and penetrations on armor
Added Leopard 1A4
FEATURES AND ADJUSTMENTS
Added manual lead feature: hold rangefinder key or press separate lead key to activate on relevant vehicles (just Leopard 1A4 so far)
Added rotational inertia to Abrams turret
Optimized physics system to reduce impact of moving vehicles on frame rate
Optimized track marks system to improve performance and remove time-based fadeout
Optimized several textures to reduce VRAM usage
Game preferences and mission completion data are now stored in the My Games folder rather than the registry
FIXES
Fixed Abrams primary sight not being damaged by scripted events and direct impacts
Fixed Abrams fire control system not taking damage
Fixed Leopard 1 B171 night sight vertical aim mismatch
Fixed deflector on T-54/55 glacis behaving like metal armor
Fixed MG3 trigger on Leopard 1A3 being the wrong color
Fixed some issues with audio settings
EDIT: The build was updated on 2026-05-08 to fix issues with analog controller input axes and grass settings.
GHPC Early Access has been updated to version 20260507. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW FEATURE: IMPACT MARKS
[img src="{STEAM_CLAN_IMAGE}/41547077/a59f7e9472001931d0eafcdbcb7d75e6d7571fcc.jpg"]
Another item from GHPC roadmap phase 7 arrives today: visible impacts from projectiles on armor. Most projectiles will now leave a mark where they hit, with the appearance based on the projectile type, incident angle, and whether it penetrated or failed to penetrate.
This feature combines well with one of the game's previously added systems: the flammable item simulation and compartment setups in the vehicles. In GHPC's fire system, penetrated compartments will leak smoke and sometimes flames through the entry holes, depending on the pressure involved and what other outlets (such as opened hatches) exist. Until now, the entry holes were invisible, despite being fully simulated and emitting smoke or sucking in oxygen. With the current update, you will now see the actual holes, and the effect is complete!
[img src="{STEAM_CLAN_IMAGE}/41547077/fadbe26bd77fe9913809328e9c6cbb248ed9d63b.jpg"]
It's worth mentioning that this initial release of the impact marks system is bound to have a few teething issues. There are some cases where the marks can fail to appear or look odd when they do. If you run across examples of this, especially consistently reproducible ones, please let us know in the dedicated bug reporting forums: our github issues page or the #feedback board on our Discord server.
LEOPARD 1A4
[img src="{STEAM_CLAN_IMAGE}/41547077/888c04be703082c02d90f1aa203c800223d6e4e4.jpg"]
It may look mostly like a Leopard 1A3 at first glance, but this last iteration of the Leopard 1 family in GHPC brings in a new feature: manual lead compensation! Much like many of the more advanced tanks in the game, the Leopard 1A4 can adjust its sight picture to help you hit a moving target. But unlike any tank in the game so far, it also waits for you to manually engage the lead feature with a separate control. It does not activate on rangefinding like the Abrams and M60A3, nor is it always-on like the T-64B and T-80B. You will need to use the new manual lead controls to pick exactly when to engage and dump the offset.
To use lead compensation in the Leopard 1A4 you will need to perform these steps:
Good Range: Get a good range reading of your target using the usual stereoscopic rangefinder view (default: tap E). Incorrect ranges will cause the lead to be too far left or right.
Good Track: Once you have the right number dialed in, you'll next need to get a perfect track of the target - stick the reticle to it on a fixed point, moving at the exact same speed, so it looks like it's glued on. Don't let the reticle "sweep" across the target and fire when it's overlapping; you will miss if you do this. In this way, the Leopard 1A4 is exactly like the Abrams, M60A3, T-64B, and T-80B.
Manually Engage Lead: At this point, you can use the manual lead control. This can be done in two ways based on your preference. Either press and hold the rangefinder key (default: hold E) or press and hold the new manual lead key (default: hold Caps Lock). This will shift the gunsight and reticle once, much like the M60A3, and you will be ready to fire and hit the target. To reset ("dump") the lead, let go of the lead control.
Some of you may find it interesting that this manual lead control will not end up being for only one tank. In the future, the final Bundeswehr tank to be added to the game will also feature this separate control, but paired with a laser rangefinder and thermal sights as well. More on that another time!
[img src="{STEAM_CLAN_IMAGE}/41547077/29f6d6c86c4884bd4a97af6c0d8f72ccdbdf1737.jpg"]
There are some other unique aspects of the Leopard 1A4 besides the lead system: an additional zoom level on the gunner's sight, a range scale that turns red when the gun is ready to fire, and a night sight view through the commander's PERI R12 independent panoramic viewer, which is fixed in the forward position when acting in a gunnery role. The vehicle represents the pinnacle of the Leopard 1 in German service by 1985. As usual, we find it fascinating to see this evolution represented in the game, and we hope you will too.
TURRET INERTIA
One small authenticity detail we've wanted to add since the start of early access is the "overrun" or "momentum" effect that happens if you get a heavy turret rotating quickly and then tell it to stop. As a first test of this feature, we've added it to the Abrams. The M1 and M1IP will now take a moment to halt their turret motion when you dump the palm switches during high traverse rates. This should combine nicely with the grinding noise of the turret brake kicking in and forcing the assembly to a halt.
Of course, the Abrams isn't the only tank with a heavy turret. As we get time in the future, we'll likely go through and add this feature to other tanks in varying intensity levels.
OPTIMIZATIONS
[img src="{STEAM_CLAN_IMAGE}/41547077/97f8f8ac7d25cb62da27697a7792b79130940db5.jpg"]
Our parallel quest to make the game run more efficiently has produced more results for this update. Multiple game systems have been further optimized, which should cause a small bump in frame rates depending on your system's hardware and which aspects were bottlenecked when running the game.
A notable side effect of the optimization effort is that the track marks left by tanks are now much more persistent, despite being more efficient to render. Rather than disappearing after a few seconds, they will remain permanently until your view leaves the area. If you perform tactical moves like "jockeying" on the back of a berm during an exchange of shells, you'll be able to see the aftermath of all your maneuvering carved into the ground!
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/79e8c531ed942387d15bdbd372acc8559d076612.jpg"]
With all that said, it's time to list the full change set for the update.
NEW CONTENT
Added impact decals system to show most types of hits and penetrations on armor
Added Leopard 1A4
FEATURES AND ADJUSTMENTS
Added manual lead feature: hold rangefinder key or press separate lead key to activate on relevant vehicles (just Leopard 1A4 so far)
Added rotational inertia to Abrams turret
Optimized physics system to reduce impact of moving vehicles on frame rate
Optimized track marks system to improve performance and remove time-based fadeout
Optimized several textures to reduce VRAM usage
Game preferences and mission completion data are now stored in the My Games folder rather than the registry
FIXES
Fixed Abrams primary sight not being damaged by scripted events and direct impacts
Fixed Abrams fire control system not taking damage
Fixed Leopard 1 B171 night sight vertical aim mismatch
Fixed deflector on T-54/55 glacis behaving like metal armor
Fixed MG3 trigger on Leopard 1A3 being the wrong color
Fixed some issues with audio settings
EDIT: The build was updated on 2026-05-08 to fix issues with analog controller input axes and grass settings.
GHPC Early Access has been updated to version 20260507. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW FEATURE: IMPACT MARKS
[img src="{STEAM_CLAN_IMAGE}/41547077/a59f7e9472001931d0eafcdbcb7d75e6d7571fcc.jpg"]
Another item from GHPC roadmap phase 7 arrives today: visible impacts from projectiles on armor. Most projectiles will now leave a mark where they hit, with the appearance based on the projectile type, incident angle, and whether it penetrated or failed to penetrate.
This feature combines well with one of the game's previously added systems: the flammable item simulation and compartment setups in the vehicles. In GHPC's fire system, penetrated compartments will leak smoke and sometimes flames through the entry holes, depending on the pressure involved and what other outlets (such as opened hatches) exist. Until now, the entry holes were invisible, despite being fully simulated and emitting smoke or sucking in oxygen. With the current update, you will now see the actual holes, and the effect is complete!
[img src="{STEAM_CLAN_IMAGE}/41547077/fadbe26bd77fe9913809328e9c6cbb248ed9d63b.jpg"]
It's worth mentioning that this initial release of the impact marks system is bound to have a few teething issues. There are some cases where the marks can fail to appear or look odd when they do. If you run across examples of this, especially consistently reproducible ones, please let us know in the dedicated bug reporting forums: our github issues page or the #feedback board on our Discord server.
LEOPARD 1A4
[img src="{STEAM_CLAN_IMAGE}/41547077/888c04be703082c02d90f1aa203c800223d6e4e4.jpg"]
It may look mostly like a Leopard 1A3 at first glance, but this last iteration of the Leopard 1 family in GHPC brings in a new feature: manual lead compensation! Much like many of the more advanced tanks in the game, the Leopard 1A4 can adjust its sight picture to help you hit a moving target. But unlike any tank in the game so far, it also waits for you to manually engage the lead feature with a separate control. It does not activate on rangefinding like the Abrams and M60A3, nor is it always-on like the T-64B and T-80B. You will need to use the new manual lead controls to pick exactly when to engage and dump the offset.
To use lead compensation in the Leopard 1A4 you will need to perform these steps:
Good Range: Get a good range reading of your target using the usual stereoscopic rangefinder view (default: tap E). Incorrect ranges will cause the lead to be too far left or right.
Good Track: Once you have the right number dialed in, you'll next need to get a perfect track of the target - stick the reticle to it on a fixed point, moving at the exact same speed, so it looks like it's glued on. Don't let the reticle "sweep" across the target and fire when it's overlapping; you will miss if you do this. In this way, the Leopard 1A4 is exactly like the Abrams, M60A3, T-64B, and T-80B.
Manually Engage Lead: At this point, you can use the manual lead control. This can be done in two ways based on your preference. Either press and hold the rangefinder key (default: hold E) or press and hold the new manual lead key (default: hold Caps Lock). This will shift the gunsight and reticle once, much like the M60A3, and you will be ready to fire and hit the target. To reset ("dump") the lead, let go of the lead control.
Some of you may find it interesting that this manual lead control will not end up being for only one tank. In the future, the final Bundeswehr tank to be added to the game will also feature this separate control, but paired with a laser rangefinder and thermal sights as well. More on that another time!
[img src="{STEAM_CLAN_IMAGE}/41547077/29f6d6c86c4884bd4a97af6c0d8f72ccdbdf1737.jpg"]
There are some other unique aspects of the Leopard 1A4 besides the lead system: an additional zoom level on the gunner's sight, a range scale that turns red when the gun is ready to fire, and a night sight view through the commander's PERI R12 independent panoramic viewer, which is fixed in the forward position when acting in a gunnery role. The vehicle represents the pinnacle of the Leopard 1 in German service by 1985. As usual, we find it fascinating to see this evolution represented in the game, and we hope you will too.
TURRET INERTIA
One small authenticity detail we've wanted to add since the start of early access is the "overrun" or "momentum" effect that happens if you get a heavy turret rotating quickly and then tell it to stop. As a first test of this feature, we've added it to the Abrams. The M1 and M1IP will now take a moment to halt their turret motion when you dump the palm switches during high traverse rates. This should combine nicely with the grinding noise of the turret brake kicking in and forcing the assembly to a halt.
Of course, the Abrams isn't the only tank with a heavy turret. As we get time in the future, we'll likely go through and add this feature to other tanks in varying intensity levels.
OPTIMIZATIONS
[img src="{STEAM_CLAN_IMAGE}/41547077/97f8f8ac7d25cb62da27697a7792b79130940db5.jpg"]
Our parallel quest to make the game run more efficiently has produced more results for this update. Multiple game systems have been further optimized, which should cause a small bump in frame rates depending on your system's hardware and which aspects were bottlenecked when running the game.
A notable side effect of the optimization effort is that the track marks left by tanks are now much more persistent, despite being more efficient to render. Rather than disappearing after a few seconds, they will remain permanently until your view leaves the area. If you perform tactical moves like "jockeying" on the back of a berm during an exchange of shells, you'll be able to see the aftermath of all your maneuvering carved into the ground!
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/79e8c531ed942387d15bdbd372acc8559d076612.jpg"]
With all that said, it's time to list the full change set for the update.
NEW CONTENT
Added impact decals system to show most types of hits and penetrations on armor
Added Leopard 1A4
FEATURES AND ADJUSTMENTS
Added manual lead feature: hold rangefinder key or press separate lead key to activate on relevant vehicles (just Leopard 1A4 so far)
Added rotational inertia to Abrams turret
Optimized physics system to reduce impact of moving vehicles on frame rate
Optimized track marks system to improve performance and remove time-based fadeout
Optimized several textures to reduce VRAM usage
Game preferences and mission completion data are now stored in the My Games folder rather than the registry
FIXES
Fixed Abrams primary sight not being damaged by scripted events and direct impacts
Fixed Abrams fire control system not taking damage
Fixed Leopard 1 B171 night sight vertical aim mismatch
Fixed deflector on T-54/55 glacis behaving like metal armor
Fixed MG3 trigger on Leopard 1A3 being the wrong color
Fixed some issues with audio settings
EDIT: The build was updated on 2026-05-08 to fix issues with analog controller input axes and grass settings.
GHPC Early Access has been updated to version 20260319.1. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
CHANGE LOG
Fixed an issue with turret traverse audio when the "invert palm switch" option was enabled
Fixed lack of randomization on BMP-2 camo nets
Thanks for playing!
GHPC Early Access has been updated to version 20260319. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW FEATURE: TREE DESTRUCTION
[img src="{STEAM_CLAN_IMAGE}/41547077/8f7975c731d56767152298fe3e7a699bc2d63cbc.jpg"]
Often, in an early-access game under active development, features that to some seem obvious or even mandatory end up being placed lower on the priority list. Until now, tree destruction has been in that situation: a readily apparent "need" for the tank driving experience, but not a high priority for implementation while more important work was being done. We indicated that this would eventually become a feature by including it in GHPC roadmap phase 7.
As we work our way down the roadmap, we have finally reached the point in the development timeline where this feature's moment arrives. With this update, you will be able to push trees down, provided that your vehicle is powerful enough - having enough mass to overpower the trunk and enough torque to get it moving. Practically speaking, this means that tanks and IFVs can usually take out trees, while trucks will have a difficult time with the task and may only be able to run through smaller obstacles like bushes.
TURRET AUDIO OVERHAUL
Our audio designer has completed a revision pass on most of the turret traverse audio in the game. There are new motor and brake sounds, plus other audio cues for the various mechanical processes related to turret movement.
The sounds used in this overhaul were partially based on recordings of real tanks captured by our team. We enjoy the opportunity to occasionally touch grass and get direct experience with the machines we're depicting, so this feature was fun to research! In addition, we would like to thank the tankers and armor mechanics in our community for their expert advice, contributions, and detailed feedback during the development of the feature.
NEW MISSION
[img src="{STEAM_CLAN_IMAGE}/41547077/ef054ee3d259456ff43cd46300e3c860bccec7e6.jpg"]
While most of the team is still focused solely on long-term goals such as the campaign mode and crew stations overhaul, our mission designers did find time to add a new Instant Action scenario for this update. This one is a large night assault by Soviet forces against a prepared NATO defense. You can find "The Regiment's Way" in the Point Alpha mission list.
OPTIMIZATIONS
[img src="{STEAM_CLAN_IMAGE}/41547077/a5cfd5ee81ee9a1faa135924915942410a14c104.jpg"]
After our previous update, we determined that there were still some issues in the rendering systems that were not solved by the previous optimization round. In addition, we found more ways to streamline several game systems to make them more efficient.
Taking all of these findings into account, we've done a significant second pass, which should improve performance across the board for most players. This should be especially noticeable in AAR mode or when the game is rendering large forest or crop field areas during low intensity sections of gameplay.
As usual, work on optimization continues, regardless of the long list of previous improvements. We will likely continue to focus on this goal all the way until the game's full 1.0 release.
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/8f0d76d15377c909caba2cc0355e968d5536607b.jpg"]
NEW CONTENT
New mission: The Regiment's Way (Point Alpha)
FEATURES AND ADJUSTMENTS
Added ability for sufficiently powerful vehicles to push trees down
Overhauled turret audio for most vehicles
Added loading progress bar when entering mission
Implemented several performance optimizations
Improved grass pop-in at edge of LOD distance
FIXES
Fixed performance issues in AAR mode
Fixed performance issues with vegetation
Fixed an issue where the AI crew could ignore a new threat when engaging a non-threat
Fixed an issue where the player vehicle's AI commander wouldn't change targets if a closer one appeared
Fixed issues with incorrect trees spawning in some locations
Fixed particle shadows not working
Fixed some vehicles having 100% camo net spawn rate
Fixed various mission layout bugs
NOTE: The build was updated several hours after release to add bugfixes that were inadvertently left out of the initial release.
GHPC Early Access has been updated to version 20260319. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW FEATURE: TREE DESTRUCTION
[img src="{STEAM_CLAN_IMAGE}/41547077/8f7975c731d56767152298fe3e7a699bc2d63cbc.jpg"]
Often, in an early-access game under active development, features that to some seem obvious or even mandatory end up being placed lower on the priority list. Until now, tree destruction has been in that situation: a readily apparent "need" for the tank driving experience, but not a high priority for implementation while more important work was being done. We indicated that this would eventually become a feature by including it in GHPC roadmap phase 7.
As we work our way down the roadmap, we have finally reached the point in the development timeline where this feature's moment arrives. With this update, you will be able to push trees down, provided that your vehicle is powerful enough - having enough mass to overpower the trunk and enough torque to get it moving. Practically speaking, this means that tanks and IFVs can usually take out trees, while trucks will have a difficult time with the task and may only be able to run through smaller obstacles like bushes.
TURRET AUDIO OVERHAUL
Our audio designer has completed a revision pass on most of the turret traverse audio in the game. There are new motor and brake sounds, plus other audio cues for the various mechanical processes related to turret movement.
The sounds used in this overhaul were partially based on recordings of real tanks captured by our team. We enjoy the opportunity to occasionally touch grass and get direct experience with the machines we're depicting, so this feature was fun to research! In addition, we would like to thank the tankers and armor mechanics in our community for their expert advice, contributions, and detailed feedback during the development of the feature.
NEW MISSION
[img src="{STEAM_CLAN_IMAGE}/41547077/ef054ee3d259456ff43cd46300e3c860bccec7e6.jpg"]
While most of the team is still focused solely on long-term goals such as the campaign mode and crew stations overhaul, our mission designers did find time to add a new Instant Action scenario for this update. This one is a large night assault by Soviet forces against a prepared NATO defense. You can find "The Regiment's Way" in the Point Alpha mission list.
OPTIMIZATIONS
[img src="{STEAM_CLAN_IMAGE}/41547077/a5cfd5ee81ee9a1faa135924915942410a14c104.jpg"]
After our previous update, we determined that there were still some issues in the rendering systems that were not solved by the previous optimization round. In addition, we found more ways to streamline several game systems to make them more efficient.
Taking all of these findings into account, we've done a significant second pass, which should improve performance across the board for most players. This should be especially noticeable in AAR mode or when the game is rendering large forest or crop field areas during low intensity sections of gameplay.
As usual, work on optimization continues, regardless of the long list of previous improvements. We will likely continue to focus on this goal all the way until the game's full 1.0 release.
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/8f0d76d15377c909caba2cc0355e968d5536607b.jpg"]
NEW CONTENT
New mission: The Regiment's Way (Point Alpha)
FEATURES AND ADJUSTMENTS
Added ability for sufficiently powerful vehicles to push trees down
Overhauled turret audio for most vehicles
Added loading progress bar when entering mission
Implemented several performance optimizations
Improved grass pop-in at edge of LOD distance
FIXES
Fixed performance issues in AAR mode
Fixed performance issues with vegetation
Fixed an issue where the AI crew could ignore a new threat when engaging a non-threat
Fixed an issue where the player vehicle's AI commander wouldn't change targets if a closer one appeared
Fixed issues with incorrect trees spawning in some locations
Fixed particle shadows not working
Fixed some vehicles having 100% camo net spawn rate
Fixed various mission layout bugs
NOTE: The build was updated several hours after release to add bugfixes that were inadvertently left out of the initial release.
GHPC Early Access has been updated to version 20260210.1. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
CHANGE LOG
Fixed command mode bugs that could degrade performance
Fixed an issue that prevented tree removal at dug-in positions
Fixed anti-aliasing settings not functioning in missions
Fixed several mission bugs
Fixed a bug that made AI IFV crews hesitant to switch to using their ATGM launcher
Fixed an issue where AI crews would continue using a sub-optimal weapon when target distance changed
Fixed a bug that disrupted rendering when switching from aux sight to PZB in Leopard 1A3
Fixed a physics issue that made the map edge driving barriers non-functional
Thanks for playing!
GHPC Early Access has been updated to version 20260210. As always, you can get additional info on this and future updates by visiting our Discord server and YouTube channel. Links are on the GHPC website.
NEW VEHICLE: MARDER 1A2
[img src="{STEAM_CLAN_IMAGE}/41547077/e432659588c5bc77789ca8b2f10d36ded2c76fa7.jpg"]
The latest arrival in the ongoing development of the West German equipment is the Marder 1A2 infantry fighting vehicle (IFV). In most respects, this vehicle is identical to the existing Marder A1- and Marder A1+ IFVs previously added to the game, but there is one very important difference: the addition of a standard forward-looking infrared (FLIR) thermal sight for the gunner.
[img src="{STEAM_CLAN_IMAGE}/41547077/dd016bcbf8b62d0649fc0b50ade38a303b1c1393.jpg"]
If you've learned how to use the M1 or the M60A3 TTS in GHPC, this new sight will feel very familiar. It has a green tint, a very 1980s image resolution, and two zoom levels with different reticles. Due to the optic's sensitivity to heat signatures, it can be useful not only for night fighting but also for daytime target acquisition.
Thermal sights like this one would gradually replace the standard night vision and "thermal pointer" sights in the Marder fleet. In GHPC's setting, however, the 1A2 package is still brand-new, so the earlier variants remain in play and provide plenty of variety.
Aside from the significant optics upgrade, the Marder 1A2 is still a Marder, with all of its quirks - including the unstabilized gun and 20mm caliber. Even with the ability to see the enemy much more easily, you'll still need to be careful not to overextend in combat.
MISSION UPDATES
Our mission team has finished converting the vast majority of the existing Instant Action missions to support the command mode. With only a few exceptions like legacy missions or special formats, all friendly team movements in GHPC will now be editable by the player, should you wish to adjust or replace the default plan. And if you prefer to simply jump in and drive, that's fine too - the default plan is usually plenty good enough.
[img src="{STEAM_CLAN_IMAGE}/41547077/87bd2c2475a4e8d0fe8e3a7ad4d5d4029298d523.jpg"]
Meanwhile, another brand-new mission is ready to debut. "Forest Incursion" can be found in the Point Alpha mission list. This one is built for the Marder 1A2 and Leopard 1A3, but as with any Instant Action mission, you can swap in any vehicles you like using the customize button after winning at least once.
BINOCULARS
We've been doing lots of background work regarding crew models and crew station control as we build toward the "detailed crew" milestone from our roadmap. One small piece of that work was the creation of new animated binoculars to be used in first-person view. We've decided to add these to the game without waiting for the other crew changes to arrive, as they still work fine on their own.
[img src="{STEAM_CLAN_IMAGE}/41547077/02f9bd6ad586c2d0b57a0a9ab056fcdc5e7f77b4.jpg"]
While in the commander's first-person "head view", you will now see a physical pair of binoculars raised up into view when you use the zoom-in control. They'll lower again when you zoom out, then get stowed after not being used for a bit.
[img src="{STEAM_CLAN_IMAGE}/41547077/2e83b3ddeba4fbcb66880912eeff75ee407ab7ef.jpg"]
As you look through the binoculars, you'll also notice new reticles in your viewfinder, with different patterns for NATO and Warsaw Pact. These markings are intended for use in optical rangefinding - at least, if you know how to convert mil measurements to target distance!
COSMETIC UPDATES
Some of the details in the game don't have a material impact on the performance of the vehicles, but they're still interesting in their own right. While the programming team continues to focus on long-term work toward our remaining roadmap features, our art lead has cooked up some new stuff.
[img src="{STEAM_CLAN_IMAGE}/41547077/611c0241d4b2d22ff352a5b6b1fa46eaa5dc5be8.jpg"]
First up, we have a large expansion of the list of vehicles that can receive camouflage netting as a decoration. This was previously exclusive to the Abrams and T-80B, but now several other tanks and IFVs can appear with this enhancement.
[img src="{STEAM_CLAN_IMAGE}/41547077/c68edee31f0016603dff13947387ab224eb67f56.jpg"]
Alongside the netting, the "luggage" models available on various vehicles have been updated. There's a new 1980s-era MRE box, as well as a classic Soviet TVN-12 thermos container.
And last but not least, the thermal signatures of vehicles have been reduced a bit, to make them less intensely "glowy".
OPTIMIZATION
As we work on new features for the game, we also constantly seek out ways to improve the underlying systems. In keeping with that strategy, today's update features a series of optimizations designed to speed up the rendering of terrain, particularly trees and grass. The workload should be spread more evenly across CPU threads, and as a bonus, trees will retain visual detail out to a slightly longer distance. The results will depend on each individual player's system specs, but we think on average this will provide a small bump in frame rates.
Now that we've covered the key points, here's the full change list:
CHANGE LOG
[img src="{STEAM_CLAN_IMAGE}/41547077/b3c5792432642ce609ba2c7e9cd0e2ca3f3278b9.jpg"]
NEW CONTENT
Added Marder 1A2 IFV
Added mission Forest Incursion in Point Alpha mission list
Converted nearly all existing missions to command mode, which will be the new standard going forward
Added first-person binocular models and animations when using commander head view
Added reticles to binocular views
Added randomized camouflage netting decorations to a large number of vehicles
FEATURES AND ADJUSTMENTS
Improved optimization of tree systems
Improved optimization of terrain detail systems
Reduced intensity of vehicle heat signatures
Improved heat signatures of tank tracks
Updated decoration items on vehicles with new US MRE box and Soviet TVN-12 thermos container
Revised Abrams Alley to make the layout and pacing easier to understand
FIXES
Fixed multiple mission flow bugs
Fixed issues with "wait for node" modifier in command mode
Fixed multiple issues with infantry control in command mode
Fixed a bug that could occur when using infantry with a platoon of mixed vehicle types
Fixed an issue that could prevent some vehicle decoration layouts from appearing
Fixed improper terrain checks that could lead to various bugs
Edit: The build was updated at 17:30 EST to correct a rendering issue with tank tracks.
Current Release
23225409
Uploaded May 24, 2026
System Requirements
How to Install
GHPC.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.1 GB
23225409
735B81E6
640f538c12596102f55172df3d8eee2b9efa073e863b70b18ac41dcb2eb618e7
You May Also Like
View AllDownload Gunner, HEAT, PC! for PC with a direct link or via torrent. Get the full version of Gunner, HEAT, PC! for free. Gunner, HEAT, PC! is a Action released by Radian Simulations LLC.