v 1.1.3 Update
Just some minor fixes
Just some minor fixes

Just some minor fixes
Just some minor fixes
This update does not add any changes, but closes a security vulnerability in the engine.
This update does not add any changes, but closes a security vulnerability in the engine.
Fixes a dozen smaller bugs on our way to version 1.2.
Fixes a dozen smaller bugs on our way to version 1.2.
This update comes with the long awaited solo/cooperativ "survival mode". It also adds rare "epic" items to buy and the shop and some corresponding changes to the games economy. It also adds dynamic weather and makes it the new default weather condition. Finally the update adds a
This update comes with the long awaited solo/cooperativ "survival mode". It also adds rare "epic" items to buy and the shop and some corresponding changes to the games economy.
It also adds dynamic weather and makes it the new default weather condition.
Finally the update adds a whole bunch of ui and usability improvements.
Improved Added a version switcher under the settings menu. Made proximity indicators more intuitive. Fixed Resolved a bug where Etorps interfered with the active transporter-special. Corrected two typos in the UI.
Howdy everybody, Today, I wanted to take some time to let you all know what to expect in the near future. Version 1.0.2: Bugfixes and Version Switch The next version will primarily feature smaller bug fixes. I’m currently still trying to figure out a reported bug in 4-player matc
Howdy everybody,
Today, I wanted to take some time to let you all know what to expect in the near future.
The next version will primarily feature smaller bug fixes. I’m currently still trying to figure out a reported bug in 4-player matches. Unfortunately, I haven’t been able to reproduce this bug, which makes it hard to fix. Therefore, I want to ask all of you again: If you encounter bugs, please let me know so I can do my best to fix them.
Another change in this update is the introduction of a version switch. The default will be the current stable build. If this causes you any new problems, you can switch back to the previous stable version. Again, if you do so, please let me know!
You will also be able to switch to the beta branch, which will offer a less-tested but (hopefully) playable preview of what’s coming in the next version. Use this option if you’d like to help me find bugs early. This might be even more helpful, as the next bigger update is, well, big…
More bugfix patches will come out if needed before we will be celebrating:
From watching more and more matches with newcomers, it’s become apparent that some players struggle with the controls at the start. To address this, I’ll be adding tutorial-style messages to the game. Players will be introduced to the basic controls and concepts during their first rounds. Each player can complete the tutorial at their own pace. Seasoned players will, of course, have the option to disable this in the settings.
Additionally, I’ve been working on a “survival” style mode where the player’s goal is to survive with a single life for as long as possible while also keeping the clock from running out. Players can do this by searching for collectibles on the map while being attacked by an increasing number of drones and turrets. Since this mode does not include PvP gameplay, it will be the first mode you’ll be able to play not only solo but also cooperatively. Players will be able to revive each other to prolong the game.
When will this come out? Glad you asked. Don’t expect this to arrive before February. If you want to try it out earlier, check the beta branch mentioned above.
I’ll keep you posted on socials and also on the Discord.
So long,
Chris
I've been watching your streams and reviews looking for things to fix and improve. Improved Made sentry placement more intuitive Friends can now also be invited from the lobby screen Using Steam's Remote Play Together dialog instead of the normal invite dialog Changed pause UI to
I've been watching your streams and reviews looking for things to fix and improve.
I can’t believe this day is finally here—Thumb Tanks is officially live on Steam! 🎉 After two years of learning gamedev, long nights and countless rounds of tweaking and testing, my dream of publishing my own game is now a reality. It feels surreal, and I’m beyond excited to sha
I can’t believe this day is finally here—Thumb Tanks is officially live on Steam! 🎉 After two years of learning gamedev, long nights and countless rounds of tweaking and testing, my dream of publishing my own game is now a reality. It feels surreal, and I’m beyond excited to share it with all of you!
This game is all about pure fun—local multiplayer madness with friends and the magic of Steam Remote Play Together, so you can battle anyone, anywhere. It’s fast, explosive, and full of those hilarious, nail-biting moments I’ve always wanted in a party game.
I couldn’t have done this alone. A huge, heartfelt THANK YOU to everyone who believed in this project, from the testers who tore it apart (and helped me rebuild it better!) to the friends and supporters who cheered me on every step of the way. This game exists because of your passion and support. And a special big thank you to my girlfriend for her support, feedback and countless testing matches.💜
So grab your friends, fire up those tanks, and let’s see who’s got what it takes to be the best. This is just the beginning, and I’m so excited to hear your feedback and see the chaos unfold!
Thank you again, from the bottom of my heart. Let’s roll! 🚀✨
What's more to say? The game will come out on late Dec 5th. Also, there will of course be a seven day launch sale, where you will get 33% discount. The game will come out in two versions: The regular game priced at 9.99USD(before discount) The "Supporter bundle", which will featu
What's more to say? The game will come out on late Dec 5th.
Also, there will of course be a seven day launch sale, where you will get 33% discount.
The game will come out in two versions:
Looking forward to the release. Tell your friends and family.
If you like to support the game by promoting/streaming it on or around the launchday, let me know. I'll hapilly provide some keys for giveaways etc.
- Chris
Howdy folks, this months update comes without any real new features but with a lot of minor tweaks to existing mechanics, optimizations, and bugfixes to sum up for almost thirty changes. I'd like to point out to changes here: 1. The "how to play" section, which can be called from
Howdy folks,
this months update comes without any real new features but with a lot of minor tweaks to existing mechanics, optimizations, and bugfixes to sum up for almost thirty changes. I'd like to point out to changes here:
1. The "how to play" section, which can be called from the pause menu, has been updated to reflect the changes introduced since it was written almost a year ago.
2. Exclusive for supporters there has been added a new special weapon, which can be bought during rounds, the "Inferno" shots. Hitting you opponents with one of them, will light them on fire and force them to put the fire out in the nearest river or sea. Like all special weapons, this beauty can be combined with all other special weapons. So we are talking igniting, system failure causing, contaminating cluster-shots if you like them.
Next stop: December update. Don't expect any fancy changes but more fine tuning and optimizations, since the plan is to put the game out this year or January 2025 at latest.
August update out now I am excited to bring you a major update for our game! This update includes over 50 changes with the goal to enhance the game pace and make the game more starter-friendly. More base damage: To increase the importance of eliminations in scoring, the base dama
I am excited to bring you a major update for our game! This update includes over 50 changes with the goal to enhance the game pace and make the game more starter-friendly.
On top of that I added dozens of minor changes and bugfixes.
Apart from bug fixes, there will be no updates for the next eight to twelve weeks. The game is now relatively close to the state in which I would like to release it. Major changes will therefore only be made if they turn out to be necessary during playtesting. In the near future, I will primarily focus on promo material and things like how-to-play videos.
If you want to help test the game and provide feedback, you can join the Discord to do so: https://discord.com/invite/mt7dBDn7un
Testers and Discord members will receive some exclusive content once the game launches.
Hey, just a quick update. I'm still working on the July update and fixing a few tricky bugs. I've decided not to release the game through Early Access, but as the “real thing” for two reasons: I want the game to be as bug-free as possible at launch, so players aren't buying a bet
Hey, just a quick update. I'm still working on the July update and fixing a few tricky bugs. I've decided not to release the game through Early Access, but as the “real thing” for two reasons:
That being said, I’m still planing on fixing bugs that come to light after the release and add some new ideas from players feedback.
In summary, I want clearer expectations. At release, you'll get a stable game to enjoy with friends, not a buggy first version. I hope to release it in 2024, but it might push to 2025 to meet these goals.
Want to help? Join the discord for regular game test sessions. All testers get a free key on release day!
May update out now I am excited to bring you a major update for our game! This update includes over 50 changes designed to enhance your gaming experience. Here's a quick overview of what's new: Lobby and Keyboard Support: I've listened to your feedback and have added support for
I am excited to bring you a major update for our game! This update includes over 50 changes designed to enhance your gaming experience. Here's a quick overview of what's new:
On top of that I added dozens of minor changes and bugfixes.
The next update is due in July. Until then I'll focus on more testing and marketing the game. There are still some little bugs, that need to be fixed. Also I'm very excited to what ideas the testers come up. The majority of this updates changes were inspired by your feedback. Thank you for that.
If you want to help test the game and provide feedback, you can join the Discord to do so: https://discord.com/invite/mt7dBDn7un
Testers and Discord members will receive some exclusive content once the game launches.
Finally, what was supposed to be the March update is now out. And boy oh boy, it has a lot. My list of changes and bug fixes is more than 60 items long. While I'd love to write about all the changes, I'll try to respect your time and stick to the most important bits. Quickplay vs
Finally, what was supposed to be the March update is now out. And boy oh boy, it has a lot. My list of changes and bug fixes is more than 60 items long. While I'd love to write about all the changes, I'll try to respect your time and stick to the most important bits.
Quickplay, as the name suggests, is the quickest way to set up a game. Simply select the number of players and rounds to start a deathmatch with the most commonly used settings. In Quickplay, special weapons and talents are assigned randomly at the start of each round, making it the ultimate challenge.
Custom games, on the other hand, give you full control over every aspect of the game. Choose the game mode, set the amount of friendly fire, change the time of day and weather, select whether medals should impact the ranks or not, and even more. Just give it a shot.
The latest update reduced the duration of each round to four minutes (by the way, in a custom game, you can set different times). To compensate for this, game modes with an objective can now go into overtime if a player still has an objective.
E-Torps were always less popular than nukes among testers. Their faster velocity put many players off, as it was hard to get into the groove with them. Also, they were less powerful than nukes. Two changes were made to address this. First, E-Torps now fly at a speed closer to that of the other rockets. They also now cause system failures on tanks that they pass in close proximity. So, even those shots that you narrowly miss can distract and harm your opponents.
Sometimes less is more. Out of 20+ talents, most players gravitated towards fewer than 10 of them. After testing the possibility of having two talents at once (which failed miserably in testing), I decided to go the other way around and reduce the number of talents. There is one new talent “Nemesis” in this update and more to come. But the plan is to keep the number of talents rather low and concentrate on those for which players do not have to adapt the way they play the game.
Now, there are two ways to control your tank and your tank's turret. Give them a try. Also, every player can select their own input scheme (and button layout), making it easier to mix different gamepads.
Yes, I did it again. To address the changes with Quickplay and custom games, a full overhaul of the menu was overdue.
Changes were also made to the in-game messaging system, as testers sometimes overlooked them.
Usually, this is the place where I list all changes to show off. But not this time. I would have to translate them into English first, and I'd rather continue working on the game.
I've decided to switch to a bi-monthly release cycle. The primary reason for this is that I'd like to test future updates more thoroughly. I also need to catch up with all the marketing stuff. For instance, the trailer hasn't been updated in more than half a year, so I'm planning to spend more time on it.
As for what to expect from the next update? I don't know. However, I do have a list of 100+ smaller tweaks and features I'm considering. But I'd like to see what comes from testing this version before deciding where to go next.
If you want to help test the game and provide feedback, you can join the Discord to do so: https://discord.gg/mt7dBDn7un. Testers and Discord members will receive some exclusive content once the game launches.
There's a pretty big update this month. Since there won't be a February update, I've tried to pack as much as possible into this update. With the new features, balancing changes and the brand new challenges, the core gameplay is now in a form I can imagine for the launch. There w
There's a pretty big update this month. Since there won't be a February update, I've tried to pack as much as possible into this update. With the new features, balancing changes and the brand new challenges, the core gameplay is now in a form I can imagine for the launch. There will probably be some new challenges added, maybe a few new characters. But if you don't like the game as it is in the current state of deathmatch, it probably won't change. Further changes will probably centre on the interface, the start of a game and improvements to details. And maybe, just maybe, an online multiplayer is waiting on the horizon. But that depends on what feedback I get from you.
ReRolls in the draft are no longer bought with coins. Instead, there is a separate currency for this. You can now also upgrade buffs in the draft before using them. There is also a new currency for this. How do you get these new currencies? Through challenges. These small side missions give those who successfully complete them either a re-roll or a buff-buff.
All tanks now have an inbuilt boost. Pressing the right trigger makes the tank faster for a while. This skill must be recharged after use - which takes some time. So use it carefully.
To increase the pace of the game a little, the standard fire rate of the cannon has been increased by 20%. Since beginners in particular have a lot of trouble with damage from friendly fire, cannons now only cause 60% friendly fire. But beware: mines and contamination still cause full damage. All these changes together lead to a significantly faster game.
In return, the duration of a round has been reduced from 5 to 4 minutes. This increases the importance of tank buffs, re-rolls and buff buffs. Due to the changes mentioned above, the number of eliminations per round should remain the same.
- Tank turrets now turn faster
- The speed when reversing is now just as fast as the normal speed
- New in-game message system (yes, again)
- Revisions to the enemy radar
- Changes to the drone (more damage, but shorter lifespan)
- Serwa can now dismantle her Turret
- Overtime is now possible in some game modes.
- Changes to the Capitalist and Mindful Medals
- Blocked buildings are now unlocked faster if you stay close to them.
I'm on holiday in February. See you again in March. All the best until then!
Due to the holidays, this month's update comes with fewer, but significant, changes. Besides some bug fixes, the changes address suggestions provided by the game's playtesters. So, here they are: Menus can now be navigated by using the d-pad The tank selection has been reworked a
Due to the holidays, this month's update comes with fewer, but significant, changes. Besides some bug fixes, the changes address suggestions provided by the game's playtesters. So, here they are:
In January I'll concentrate on performance optimizations and bugfixes before being on vacation in February. So don't expect many new features before march.
The November update got bigger than expected. Let's dive into it. New UI A last-second addition. Almost every piece of UI has been changed. After watching a couple of game testers, I added a bunch of hints to make the game more intuitive. And while at it, I also added new icons,
The November update got bigger than expected. Let's dive into it.
A last-second addition. Almost every piece of UI has been changed. After watching a couple of game testers, I added a bunch of hints to make the game more intuitive. And while at it, I also added new icons, reworked the messages, and many more.
The new game mode "Deathmatch Plus" adds buildings to the map, which you can conquer. In return, they offer their owner advantages on the battlefield. Be aware, enemies can set them on fire, so you may have to come back to them again.
The game mode "Domination" is all about the buildings. Conquer and control as many of them as long as you can to get points.
Santiago's special has now become more offensive. While his special is active, he will shove other tanks around the map like nothing, while dealing substantial damage to them. But be aware: Like every flame, Santiago's special gets put out by water as well. So you might reconsider chasing your opponents you just shoved into the sea.
Besides that, I made more than 20 smaller changes. I spare you the details. It’s mix of balancing adjustments, bugfixes and performance optimizations.
Coins, Upgrades, Power ups A new month, a new update. The biggest change is the introduction of coins. Power-ups no longer fall from the sky, but coins do. From now on, you can use them to buy power-ups in the four shops on the map. With each life, each player receives a voucher
A new month, a new update. The biggest change is the introduction of coins. Power-ups no longer fall from the sky, but coins do. From now on, you can use them to buy power-ups in the four shops on the map. With each life, each player receives a voucher for the shops to buy a free power-up. Coins can also be used to reshuffle the upgrades in the upgrade draft. But beware: The player with the most coins in his possession at the end of the game receives a gold medal.
A handful of changes to the interface should make the game easier to understand. Before each round, you can now browse through all the tips. The irradiated area on the map is now more clearly visible. And especially the interface of the upgrade draft has been adapted: The upgrades and coins of all players are now permanently visible there. This allows you to better adjust your choice to your opponents. Finally, instead of the link to the poll, there is now a link to Discord. I look forward to your feedback there.
Some specials have been adjusted to balance them better against the others. Burt's shield now absorbs all damage for the first three seconds before the shield slowly loses its energy and can be penetrated. Serwa's Turret now has its own life energy - similar to Theodore's Drone - and also heals Serwa when she is within the Turret's range. If the Turret takes damage, this healing is reduced as well as its firing frequency. To compensate, your damage and normal firing rate has been reduced. Finally, Kim's cloaking device has been adjusted. Shots, mines and hits no longer override the cloaking device. However, Kim appears briefly in this case.
To avoid misunderstandings, when two cannonballs meet, the ball that has been in the air for less time is attributed to the other player. This should eliminate some confusing self-eliminations. In return, the "Intercepted" medal has been removed. This was very random and had little to do with skill.
Some bronze medals were upgraded to silver medals. There is now a gold medal for the player with the most coins at the end of the round. The Medal for the most power-ups picked up in each round has been removed with the change to coins. There is no comparable medal for the most coins in a round, as this medal was also too random. Players who do not lose one health point in a round due to friendly fire will receive a medal for this. Finally, the animations during the award ceremony have been reworked again.
With another month almost over, it is finally time for the monthly update. As announced, this one is a bit smaller, but still comes with a total of 17 noteworthy (and some smaller) changes. A friendly reminder: I am still looking for playtesters who would like to test the full ve
With another month almost over, it is finally time for the monthly update. As announced, this one is a bit smaller, but still comes with a total of 17 noteworthy (and some smaller) changes. A friendly reminder: I am still looking for playtesters who would like to test the full version. The details can still be found here: https://thumbtanks.com/playtesters-wanted.
Tanks can now do critical damage with a low probability. The mood system ensures that this probability of critical damage improves when things are going badly for a player. Although critical damage and the mood system should slightly favour weaker players, no major changes to the balancing are expected. To make the end of rounds more exciting, in the Deathmatch game mode all rounds will end in "Final Frenzy", a phase of 15 seconds in which every shot will do critical damage.
During the game, each player is now shown when his talent is currently active and what effect it has. In order to free up the necessary space in the interface, the display of the currently available special weapons has been combined and simplified.
From now on, settings such as the display of the buttons and the volume can be changed from the pause menu during a round. The pause menu has also been adapted so that it is now hardly possible to end the game by mistake.
A number of adjustments were made based on tester feedback. For one thing, the camera is now zoomed out a little further during the round so that you can see more of the playing field. The award boxes have been removed completely (and will be replaced with something hopefully better in one of the next updates). Contamination now does a little less damage, some talents have been adjusted. In addition, the number of mountains on the map has been slightly reduced.
It is also worth mentioning that the behaviour of Theodore's Drone has been adjusted. It can now be shot down, has its own health and becomes less efficient the more damage it takes.
At the moment, I would like to wait and see how the situation around Unity develops. That's why I expect a somewhat smaller update in October.
The big to-dos, apart from some rare but annoying bugs, are still a new special for Serwa. More orders (and adjustments to the existing ones) and changes to the draft are also planned.
The biggest change, insofar as it makes it into the October update, will be an adjustment to the draft. New pick-ups will give players more options in the future.
Howdy everyone. The August update (in the beta as well as in the demo) is now live. This month's update comes with a bunch of changes, some adjustments to the balancing, and also some bug fixes. Join the playtesters panel! I'd like to get more people involved in the testing of th
Howdy everyone. The August update (in the beta as well as in the demo) is now live. This month's update comes with a bunch of changes, some adjustments to the balancing, and also some bug fixes.
I'd like to get more people involved in the testing of the game. If you'd like to provide some feedback (and get a game-key in exchange), feel free to message me. More details about this can be found on the official website.
Now there is a chance of light or dense clouds over the map, which can partially block the view on the map. Finally, before each round, a bird's eye view of the entire map is shown.
The weapon pick-ups have been changed to be modular. Instead of having to choose between E-Torps, Nukes, or Clusterbombs, you can now combine these pick-ups. This led to some changes in regard to the balancing of these pick-ups and the corresponding UI.
Indicators next to your tank will now indicate nearby tanks to avoid situations where players are missing each other.
When taking damage or repairing the tank, numbers will indicate the amount of repair/damage to provide a better feel for the impact of weapons, specials, buffs, etc.
A changelog has been added to the start screen showing the latest updates, changes, and what to expect from the next one.
Almost all talents and buffs are now stronger. Mines and rockets dealt a bit more damage. Natasha's special was upgraded: Natasha can now select two pick-ups, which will be in her air support box.
Since I'll be on vacation between August and September, the September update will probably be rather small. The plan is to concentrate on performance optimizations.
On the mid-term roadmap is still the base-defender game-mode, the possibility to change settings from the pause-menu, two new talents, and a bunch of new medals. Those and some other changes will probably come in the October update.
[NEW] Weapon pick-ups can now be combined.
[NEW] Proximity indicators show tanks nearby.
[NEW] Added possibility of cloudy weather.
[IMPROVED] Burt's shield was changed, so it does not make the tank wider.
[IMPROVED] Nurse and witchdoctor talents are back.
[IMPROVED] Rewrote Natasha's special to be more versatile and powerful.
[IMPROVED] Respawn animation now fades earlier.
[IMPROVED] Code optimization to reduce stutter on object-spawn and higher fps in general.
[UI] The map (+ weather and time of day) is shown before each round.
[UI] Added changelog to start screen.
[UI] Health changes are now displayed as numbers in-game.
[UI] Changed animation for gold and silver medals.
[BALANCING] Buffs are now stronger, but limited to four levels each.
[BALANCING] Talents are now stronger.
[BALANCING] Thresholds for e-torp minigame related awards are now higher.
[FIXED] A bug due to which Natasha could not call her air support.
[FIXED] A bug in which E-Torp minigame wasn't reset when been eliminated while in minigame.
[FIXED] A bug which caused spawn points to be on rocks.
[FIXED] A bug due to which two players could spawn at the same spawn point.
[FIXED] A bug that caused tanks to be burning before the start of the first round.
[FIXED] A rare bug that caused the game to crash at the start of the first round.
[FIXED] Flickering of the UI in "Time's up"-state.
[FIXED] A bug, which caused e-torp minigame related awards to be given out wrong.