3.4 GB
Action
, Indie
, Simulation
, Early Access
Added
6 months ago
Updated
1 month 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 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 22058447
Up to date
- 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.
- 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 match target is now recalculated during the speed match, generally making it lower than before.
- Modded multi-tracks are now working again.
- Modded invisible track belt segments now working again.
- 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.
- 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
- During launching the driver now gradually releases the brakes while engaging the clutch. Improves hill launching and makes launches less jerky.
- Twin transmission: Fixed energy injection. Noticeable when the idle RPM was higher than the downshift target.
- Idle RPM can no longer be higher than 100rpm below the downshift RPM. This broke speed matching.
- Fixed the driver not launching in 1st when doing a hill start in reverse.
Big change with the shifting logic here.
If your driver isn't upshifting, you need to reduce the step between your gear ratios, lower your downshift or raise your upshift.
Will work on giving this a warning in the editor.
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.
- Rewrote twin transmission driver behaviour with the new approach used on clutch braking, allowing for improved gear shifting. Should be a bit more responsive now.
- The driver starting in 2nd gear on launch is now an option in the steering wheel properties. (Off by default)
- Fixed transmission aux gear multi stage threshold not saving correctly.
- Fixed the driver not always applying the requested throttle during steering.
- The driver no longer tries to keep RPM at the target max on top gear. They'll go up to the rev limiter like before. Should fix some vehicles not upshifting as expected.
- Stopped the driver from shifting gears for 2 seconds after launching.
- Fixed the belt slipping on the sprocket after driving around for a bit.
- The driver now has a "standby to move" mode, where they'll hold the engine at the operating RPM. This is enabled after any inputs and is disabled after 30s of no inputs. This dramatically lowers the time to get going again.
- The driver now disengages the clutch while coasting. This prevents the engine's idling from driving the vehicle.
These changes only apply to clutch braking currently.
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.
Hi all,
Here's a full rewrite of clutch braking driver behaviour for the movement overhaul on the experimental branch. Allows for more complex behaviours like speed matching while shifting, as well as cleaning it up on my end.
Nothing's changed with twin transmission driver behaviour in this one. That'll be getting a similar rewrite next.
- Hamish
View on Steam
Here's a full rewrite of clutch braking driver behaviour for the movement overhaul on the experimental branch. Allows for more complex behaviours like speed matching while shifting, as well as cleaning it up on my end.
Changes
- Reduced leaf spring stiffness by 1/3.
- Clutches are no longer engaged linearly, now following an easeInOutCubic curve.
- Made steering clutch speed faster.
- The driver now speedmatches during shifts.
- The driver no longer upshifts until it's been 2.0s until the last steer input. So the driver will be less likely to shift while manoeuvring.
- Greatly reduced engine friction. Improves coasting.
- The driver no longer downshifts during coasting. Improves coasting.
- Fixed braking not applying correctly at high speeds.
- The driver now launches in 2nd gear on flat terrain. This was more common than starting in first.
- Fixed suspension instability and flipped arms on torsion bars with low target angles and extremely long thin bars.
Nothing's changed with twin transmission driver behaviour in this one. That'll be getting a similar rewrite next.
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.
- Some designs aren't working well starting in 2nd gear, will likely make this an option.
- Hamish
Hi all,
Sorry for the wait! This was a tricky one
There's an experimental build of 0.2.51 up on the experimental branch
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
This time powertrain and track behaviour have seen a full overhaul.
Overall this update aims to:
Give it a go and let us know what you think!
- Hamish
View on Steam
Sorry for the wait! This was a tricky one
There's an experimental build of 0.2.51 up on the experimental branch
{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png
This time powertrain and track behaviour have seen a full overhaul.
Main Changes
- The powertrain simulation is now much more realistic.
- Moved the track simulation off of PhysX into an in-house solution. This allowed for in-depth rolling resistance and bump-stop simulation and paves the way for more factors like weight dispersion to be simulated. This moves a lot of the physics work onto other threads.
- Track collisions are now belt-based instead of wheel-based. Allows the belt under the sprocket and idler to provide traction and suspension.
- Added a new traction model. It's now more realistic and allows track slipping, skidding and drifting.
- Clutches are now more realistic, with a maximum torque transfer and slippage.
- The clutch is now disengaged during gear shifts.
- Track belts now have every joint simulated and more accurate collisions with the wheels. Belts can now detach from the wheels instead of being anchored to them.
- Destroying tracks now causes their belt to break. Instead of the placeholder 'belt vanishing'.
- Suspension now simulates bump-stops. When a suspension's travel is maxed-out, its bump stop applies strong forces to prevent damage.
- Added microbumps to the ground. This simulates small (<5cm) irregularities in the ground. This is returning after it was cut due to optimization issues, it's optimized now.
Other changes
- Torsion bars now have more realistic stiffness and travel.
- Suspensions are now preloaded so that the vehicle sits at the target-angle (previously called rest angle). When the vehicle is off of the ground, suspension arms will extend down more than before.
- Artificial physics constraints no longer need to be applied to the vehicle at rest, resulting in more realistic recoil when firing while stationary.
- Twin transmission: The driver will no longer shift down more than 2 gears to steer while holding the throttle, 4 while the throttle is released at speed.
- Fixed track wheels jumping when moving from a stand-still.
- The final drive property has been moved from the transmission to the sprocket wheel.
- The vehicle's powertrain speed limit is now shown next to the final drive property.
- Key powertrain simulation variables are now shown in the movement info screen 'V'.
- The driver now revs to an operating engine RPM when moving from a stand-still. This operating RPM is 50RPM over the target min.
- Vehicles now launch on 2nd gear when starting on inclines below 5 degrees.
- Brakes are no longer automatically applied above 5km/h, allowing you to cruise.
- Switching between drive and reverse now requires the vehicle to come to a near complete stop.
- The driver no longer upshifts on inclinations above 10 degrees.
- The driver no longer upshifts when turning.
- Suspension damping is now editable in WWI
- Raised minimum torsion bar diameter from 20 to 30mm.
- Raised minimum damping from 0.
- Improved motion blur on fast moving tracks belts.
- Smoothed suspension test bumps
- The sprocket wheel is now classed as 'powertrain', and is visible in interior view. This provides easier access to the moved final drive.
- Wheels no longer visually decouple from their suspension arms under high load.
- Volute spring constants are now much closer to real values and scale more realistically.
- Torsion bars can no longer be longer than the track separation.
- Torsion bars now only offset one track if their length is above half the track separation.
- Fixed the long-standing bug of vehicles jumping when exiting photomode. Photomode no longer scales the physics sample rate with the timescale. So slower timescales won't affect the physics sim.
- Vehicle movement is now smoothed between physics updates. So if you run the game at over 100fps, you should see smoother movement and better motion blur.
- Transmission aux gear ratio now disabled by default.
- Leaf spring stiffness is now significantly higher than before.
Optimizations
- The bulk of the movement system is now multithreadded.
- Significantly optimized CPU-side rendering of track belts.
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.
Overall this update aims to:
- Make all vehicles feel heavier, like you're driving a real tank.
- Make light vehicles more viable by increasing the difficulty of designing manoeuvrable and well armoured vehicles (while still allowing heavy vehicles to have high top speeds).
- Make suspension setups and track layouts affect vehicle behaviour more.
- Fix several long-standing movement bugs.
Give it a go and let us know what you think!
- Hamish
Current Release
22058447
Uploaded Apr 15, 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 .RAR 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
Size
3.4 GB
Build
22058447
Password: cracked-games.org or 123
CRC32
AFB142CB
SHA-256
43d2168aa871f3b7f72fccd173f7741388090d8a2a1cfde3f1269d02d5d505ef
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.