2.4 GB
Action
, Indie
, Simulation
, Early Access
Added
10 months ago
Updated
2 weeks ago
CSF + Goldberg
About the Game
Design tanks in a dedicated and intuitive designer, allowing the realistic armour mechanics that make tank combat so unique. Explore tank design's challenges through WW1, the interwar period and the early, mid and late stages of WW2.
Please note: There is currently no dedicated tutorial. If you don't enjoy figuring things out or you don't know much about tanks, it may be worth holding off until better guidance is in place.
Well angled shapes may bounce incoming shells off entirely, leaving only a scratch and several ringing ears.
Please note: There is currently no dedicated tutorial. If you don't enjoy figuring things out or you don't know much about tanks, it may be worth holding off until better guidance is in place.
Hull & Turret Shape Design
Easy to use and flexible enough to give you endless design starting points. Drag on a face or edge to move it. Bigger compartments create more internal space but have more surface to armour.Well angled shapes may bounce incoming shells off entirely, leaving only a scratch and several ringing ears.
Armour Design
Set the thickness of each armour plate, allowing you to block shots from your foes. Though the weight and space used adds up!Cannon Design
Build a gun capable of piercing enemy armour. You'll need enough space and force to rotate it. Make sure you save enough room for ammo!Crew Design
Humans are light but large and quite essential, squeeze them in and assign them one or more roles. Cramped and overworked crew perform poorly.Attached Parts
Add functional and decorative parts to the exterior of your vehicle. These can define where internals are e.g. the engine is positioned where you place your exhausts and vents, then gets hit if a shell pierces your armour in that area. Place a fuel port in front of the driver and the fuel tank just might absorb a projectile, saving their life - if it doesn't ignite...Track Design
Focus your tracks and suspension on trench crossing, mountain climbing, going fast or just looking cool.Engine Design
Design anything from ship engines to lawnmower engines in a basic powerplant designer.Fuel Tank Design
Set your fuel capacity and tank locations. Even bring them outside of the vehicle - if you don't mind them being shot off every now and then.Transmission Design
Design your ratios - make it faster backwards than forwards or give it a 1st gear that can climb any mountain. One of these on each track will let one side drive while the other reverses, turning on the spot.Internal Component Health
No hit-points. Vehicles carry on the fight as long as their critical internals are still functioning.Full Powertrain Simulation
Engines, transmissions & tracks work together to move your tank with a realistic simulation, making vehicles feel like the real thing.Scenarios
Battle in a range of environments with a team of your custom tanks, although make your design too expensive and you might be on your own. If your vehicle is destroyed, you carry on the fight in control of an ally - sometimes watching your previous self go up in flames.Screenshots
6 imagesVersion Information
Steam Patch Notes
Official update history
On the site: Build 24933378
Up to date
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!
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
- Hamish
View on Steam
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!
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
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 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 connecting to sprocket wheels correctly.
- Hamish
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.
Once I've got this update stable, Mark's got Christie suspension ready to go:
{STEAM_CLAN_IMAGE}/40992535/a3b65577633d4f9fd187bbbf240fb6e7d18ec72d.gif
- Hamish
View on Steam
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 shadow distance and shadow quality setting.
- Added a distant object detail quality setting.
- Added a texture resolution quality setting.
- Added quality settings for ambient occlusion, global illumination, reflections and contact shadows.
- Fixed incorrect terrain culling close to the camera on Taiga and Dunes.
- Added quality setting for depth of field (DoF).
- Reduced quality of maximum DoF quality to improve its performance.
- Significantly reduced VRAM usage.
- Colour grading changed from sRGB to ACEScg
Once I've got this update stable, Mark's got Christie suspension ready to go:
{STEAM_CLAN_IMAGE}/40992535/a3b65577633d4f9fd187bbbf240fb6e7d18ec72d.gif
- Hamish
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!
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
{STEAM_CLAN_IMAGE}/40992535/5da5e73376483fe9bfa96dc0265dd17a6d657f21.png
- Hamish
View on Steam
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!
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
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 cycle. Applied to custom battles bots and ally bots in Railway.
- Hatch pressure limits are now slightly randomized. Flameouts will no longer always blow all hatches, instead they'll blow the weakest first, which might lower pressure enough to prevent other hatches blowing.
- Bots without a target will now search for enemies they've lost sight of.
- Projectile lifetime increased from 5 to 10s.
- Recoil energy absorption reduced from 99.9% absorbed to 99.75% absorbed. So recoil is 2.5x higher.
- Reduced how much camera shake falls off by zooming out.
- Reduced lingering smoke at stand-still.
- Improved look of smoke stacks and reduced flickering.
- Smokestacks now cast shadows.
- Track throwoff is now stronger on the part of the track that has more recently been on the ground.
- Transmissions will now only lose torque output if their health drops below 10%. This fixes the driver shifting to final gear upon receiving any transmission damage.
- Transmissions now get stuck in the current gear if their health drops below 60%.
- Fixed instability caused by the 'Point Normal' freeform thicken mode.
Optimizations
- Optimized distant visual effects.
- Optimized GPU usage of all smoke visual effects.
- Smoke visual effects are now rendered at a lower resolution, significantly reducing GPU cost (especially on weaker GPUs).
- Collisions can now be disabled for addon structures (collisions disabled by default). Allows for some big CPU savings for vehicles using a lot of them.
- The number of engine fire effects per-vehicle is now limited to 2.
{STEAM_CLAN_IMAGE}/40992535/5da5e73376483fe9bfa96dc0265dd17a6d657f21.png
- Hamish
- 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.
- 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.
- 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.
- 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
- 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 right time.
I'm off on a break until next Wednesday, so expect a pause on the movement update until then.
- Hamish
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.
View on Steam
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 drops below its operating rpm (+ an estimated drop from shifting) and the current gear isn't capable of accelerating.
- Engine 'Downshift' renamed to 'Operating speed'
- Speed match threshold increased from 50rpm to 100rpm. This gets bumped up to 250rpm if the engine is about to stall.
- Engine friction is now higher in earlier eras and track resistance has been reduced further. Should help with speed matching issues.
- Fixed vehicles not upshifting in reverse.
- Removed the failed shift notification
- 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.
- 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.
- 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.
Current Release
Build 24933378
Uploaded Aug 28, 2026
System Requirements
OS
N/A
CPU
Dual core 3Ghz+
RAM
4 GB RAM
GPU
2GB dedicated VRAM, Shader Model 5.0
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Sprocket.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
Archive password
Needed when extracting (WinRAR / 7-Zip) — not a site login.
CRC32
AE86B7F8
SHA-256
90b9ce4e3394aa74f9766e97a1eaf53403ea48ca2f7af43d3dcc46cd3f8a390d
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
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View AllDownload Sprocket for PC with a direct link or via torrent. Get the full version of Sprocket for free. Sprocket is a Action released by Hamish Dunn.