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Steam app 1674170 · updated 12 Sep 2026, 17:59 UTC

Sprocket

Carefully balance mobility, firepower and armour in a dedicated tank designer. Then uncarefully put them to the test in a series of combat scenarios progressing through the ages of the tank. Here, your limit is what you can fit inside your hull and turret while still being able to move forwards.

Sprocket Steam header artwork
Hamish DunnHamish Dunn
685playing now
71624-hour peak
1,936all-time peak
376average, last 30 days

The last 30 days

+5.6Gain+1.52%% gain716Peak

720 hourly samples, with the daily peak drawn over them. Weekends are shaded.

019338758077313 Aug18 Aug23 Aug28 Aug02 Sep07 Sep12 SepThursday 13 August 2026419 peakFriday 14 August 2026484 peakSaturday 15 August 2026520 peakSunday 16 August 2026535 peakMonday 17 August 2026520 peakTuesday 18 August 2026505 peakWednesday 19 August 2026484 peakThursday 20 August 2026477 peakFriday 21 August 2026515 peakSaturday 22 August 2026540 peakSunday 23 August 2026531 peakMonday 24 August 2026507 peakTuesday 25 August 2026481 peakWednesday 26 August 2026561 peakThursday 27 August 2026564 peakFriday 28 August 2026568 peakSaturday 29 August 2026621 peakSunday 30 August 2026618 peakMonday 31 August 2026543 peakTuesday 01 September 2026487 peakWednesday 02 September 2026456 peakThursday 03 September 2026475 peakFriday 04 September 2026534 peakSaturday 05 September 2026610 peakSunday 06 September 2026591 peakMonday 07 September 2026575 peakTuesday 08 September 2026510 peakWednesday 09 September 2026496 peakThursday 10 September 2026501 peakFriday 11 September 2026633 peakSaturday 12 September 2026716 peak
Daily peakEvery hourly sample

All time

62 months, August 2021 to September 2026. The highest number of people in the game at once, each month, on a time axis -- a gap in the record stays a gap.

05231k2k2kAug 2021Jun 2022Apr 2023Feb 2024Dec 2024Oct 2025Aug 2026August 20211,873 monthly peakSeptember 20211,936 monthly peakOctober 2021806 monthly peakNovember 2021459 monthly peakDecember 2021332 monthly peakJanuary 2022409 monthly peakFebruary 2022628 monthly peakMarch 2022408 monthly peakApril 2022353 monthly peakMay 2022307 monthly peakJune 2022309 monthly peakJuly 2022323 monthly peakAugust 2022411 monthly peakSeptember 2022283 monthly peakOctober 2022394 monthly peakNovember 2022404 monthly peakDecember 2022369 monthly peakJanuary 2023572 monthly peakFebruary 2023550 monthly peakMarch 2023548 monthly peakApril 2023502 monthly peakMay 2023469 monthly peakJune 2023367 monthly peakJuly 2023300 monthly peakAugust 2023304 monthly peakSeptember 2023336 monthly peakOctober 2023351 monthly peakNovember 2023364 monthly peakDecember 2023355 monthly peakJanuary 2024396 monthly peakFebruary 2024534 monthly peakMarch 2024392 monthly peakApril 2024843 monthly peakMay 2024319 monthly peakJune 2024327 monthly peakJuly 2024431 monthly peakAugust 2024365 monthly peakSeptember 2024385 monthly peakOctober 2024467 monthly peakNovember 2024434 monthly peakDecember 2024412 monthly peakJanuary 2025383 monthly peakFebruary 2025377 monthly peakMarch 2025408 monthly peakApril 2025360 monthly peakMay 2025468 monthly peakJune 2025430 monthly peakJuly 2025316 monthly peakAugust 2025335 monthly peakSeptember 2025360 monthly peakOctober 2025410 monthly peakNovember 2025595 monthly peakDecember 2025548 monthly peakJanuary 2026659 monthly peakFebruary 2026609 monthly peakMarch 2026546 monthly peakApril 2026452 monthly peakMay 2026437 monthly peakJune 2026552 monthly peakJuly 2026649 monthly peakAugust 2026621 monthly peakSeptember 2026716 monthly peak
Monthly peak

The last four months

Show:

The highest number of people in the game at once, each month. Four, because four is as far back as the source keeps anything finer than one figure a month.

0193387580773July 2026August 2026September 2026October 2026July 2026649 peak — daily detail belowAugust 2026621 peak — hourly detail belowSeptember 2026716 peak — hourly detail below
Monthly peakHas finer data

July 2026

31 days, each one the highest figure that day. The source keeps no hourly detail this far back. Weekends are shaded.

017535052670101 Jul06 Jul11 Jul16 Jul21 Jul26 Jul31 JulWednesday 01 July 2026448 peakThursday 02 July 2026454 peakFriday 03 July 2026474 peakSaturday 04 July 2026498 peakSunday 05 July 2026514 peakMonday 06 July 2026443 peakTuesday 07 July 2026649 peakWednesday 08 July 2026576 peakThursday 09 July 2026570 peakFriday 10 July 2026531 peakSaturday 11 July 2026538 peakSunday 12 July 2026529 peakMonday 13 July 2026508 peakTuesday 14 July 2026486 peakWednesday 15 July 2026491 peakThursday 16 July 2026468 peakFriday 17 July 2026480 peakSaturday 18 July 2026488 peakSunday 19 July 2026516 peakMonday 20 July 2026438 peakTuesday 21 July 2026500 peakWednesday 22 July 2026490 peakThursday 23 July 2026484 peakFriday 24 July 2026475 peakSaturday 25 July 2026462 peakSunday 26 July 2026491 peakMonday 27 July 2026481 peakTuesday 28 July 2026591 peakWednesday 29 July 2026512 peakThursday 30 July 2026529 peakFriday 31 July 2026535 peak

August 2026

31 days as the curve, each the highest figure that day. Behind it, 438 hourly samples from 13 Aug, which is as far back as the source keeps every hour. Weekends are shaded.

016833550367101 Aug06 Aug11 Aug16 Aug21 Aug26 Aug31 AugSaturday 01 August 2026504 peakSunday 02 August 2026530 peakMonday 03 August 2026485 peakTuesday 04 August 2026463 peakWednesday 05 August 2026479 peakThursday 06 August 2026444 peakFriday 07 August 2026466 peakSaturday 08 August 2026510 peakSunday 09 August 2026477 peakMonday 10 August 2026465 peakTuesday 11 August 2026497 peakWednesday 12 August 2026449 peakThursday 13 August 2026470 peakFriday 14 August 2026484 peakSaturday 15 August 2026520 peakSunday 16 August 2026535 peakMonday 17 August 2026520 peakTuesday 18 August 2026505 peakWednesday 19 August 2026484 peakThursday 20 August 2026477 peakFriday 21 August 2026515 peakSaturday 22 August 2026540 peakSunday 23 August 2026531 peakMonday 24 August 2026507 peakTuesday 25 August 2026481 peakWednesday 26 August 2026561 peakThursday 27 August 2026564 peakFriday 28 August 2026568 peakSaturday 29 August 2026621 peakSunday 30 August 2026618 peakMonday 31 August 2026543 peak

September 2026

12 days as the curve, each the highest figure that day. Behind it, 282 hourly samples. Each dip is a night. Weekends are shaded.

019338758077301 Sep03 Sep05 Sep07 Sep09 Sep11 SepTuesday 01 September 2026487 peakWednesday 02 September 2026456 peakThursday 03 September 2026475 peakFriday 04 September 2026534 peakSaturday 05 September 2026610 peakSunday 06 September 2026591 peakMonday 07 September 2026575 peakTuesday 08 September 2026510 peakWednesday 09 September 2026496 peakThursday 10 September 2026501 peakFriday 11 September 2026633 peakSaturday 12 September 2026716 peak

October 2026

Sprocket was released on 26 Aug, 2021.

Not out yet.There is nothing to draw for this month.
Nothing here is interpolated or estimated; where a sample is missing the line is broken.

Game information

Updated 12 Sep 2026, 17:59 UTC
App ID
1674170
Last updated
26 Aug 2026 build 24933378
Developer
Hamish Dunn
Publisher
Hamish Dunn
Release date
26 Aug, 2021
Platforms
Windows
Genres
Action, Indie, Simulation, Early Access
Game modes
Single-player
Controller support
Unknown
Early Access
Listed in Early Access

Features & support

Steam features

Steam CloudFamily Sharing

Controllers & input

Accessibility

Popular tags

Early AccessSandboxBuildingMilitaryWarVehicular CombatWargameWorld War IIThird-Person ShooterWorld War IPhysicsPvECold War3DGun CustomizationCharacter CustomizationTanksThird PersonAlternate HistoryAction
About this gameFull description from Steam
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. 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.
Content & age ratings2 regional ratings

Regional ratings

DEJUS10Violência
IGRS13Kekerasan
System requirementsMinimum and recommended hardware

Minimum

Minimum: Requires a 64-bit processor and operating system OS *: Windows 10, 8, 7 (64 bit) Processor: Dual core 3Ghz+ Memory: 4 GB RAM Graphics: 2GB dedicated VRAM, Shader Model 5.0 DirectX: Version 11 Storage: 3 GB available space

Recommended

Recommended: Requires a 64-bit processor and operating system OS *: Windows 10, 8, 7 (64 bit) Processor: Quad core 3Ghz+ Memory: 8 GB RAM Graphics: 4GB dedicated VRAM (GeForce GTX 970, Radeon R9 290X) DirectX: Version 11 Storage: 4 GB available space

macOS

Minimum: Recommended:

Linux

Minimum: Recommended:
Supported languages1 languages
LanguageFull audio
English●

A blank audio cell means full audio was not marked in the returned language list.

Screenshots & trailersScreenshots and trailers

Trailers

AchievementsTotal count and selected achievements

50 developer announcements, Mar 2025 to Sep 2026 · times in UTC

September

  1. 0.2.55.3 (EXPERIMENTAL) - Christie Suspension & Optimizations

    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…

    Patch notes

August

  1. 0.2.54.4 - Game Engine Update

    Hi all, The build on the experimental branch is now stable. With a game engine update which brings the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI…

    Mushy
  2. 0.2.54.2 (EXPERIMENTAL) - Engine upgrade

    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…

    Patch notes

July

  1. 0.2.53.2 - Armour overlay

    Hi all, The experimental changes are now on the stable branch. Changes Two new modes for the armour overlay: Absolute - A heatmap of the raw thickness of each plate Effective - A heatmap of the effective thickness of each plate, taking…

    Mushy
  2. 0.2.52.3 - Dynamic centre of mass

    Hi all, The experimental changes are now on the stable branch. Immersion pass Did some work on the visual and sound effects in an effort to improve gameplay simply by removing immersion-breaking effects. I'd say it was a success and I'm…

    Mushy
  3. 0.2.52.3 (EXPERIMENTAL) - Dynamic centre of mass

    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!…

    Patch notes

June

  1. 0.2.51.36 - Movement overhaul

    Hi all, Pleased to announce that the four month overhaul to vehicle movement is now stable. Track physics has been moved off of the PhysX engine into a custom solution - opening the black box to allow your design decisions to have much…

    Mushy
  2. 0.2.51.35 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  3. 0.2.51.34 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  4. 0.2.51.33 (EXPERIMENTAL) - Fixes & Exhaust Tweaks

    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…

    Patch notes
  5. 0.2.51.32 (EXPERIMENTAL) - Fixes

    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…

    Patch notes

May

  1. 0.2.51.31 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  2. 0.2.51.30 (EXPERIMENTAL) - Transmission mesh types

    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…

    Patch notes
  3. 0.2.51.29 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  4. 0.2.51.28 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  5. 0.2.51.27 (EXPERIMENTAL) - Fixes

    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.…

    Patch notes
  6. 0.2.51.26 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  7. 0.2.51.25 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  8. 0.2.51.24 (EXPERIMENTAL) - Fixes

    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…

    Patch notes
  9. 0.2.51.23 (EXPERIMENTAL) - Twin transmission driver behaviour rewrite

    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.

    Patch notes
  10. 0.2.51.22 (EXPERIMENTAL) - Clutch braking fixes

    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…

    Patch notes
  11. 0.2.51.21 (EXPERIMENTAL) - Clutch braking driver behaviour rewrite

    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. Changes…

    Patch notes

April

  1. 0.2.51.19 (EXPERIMENTAL) - Movement overhaul

    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…

    Patch notes

February

  1. 0.2.50.10 - Cost system & Transmission reworks

    Hi all, 0.2.50 is now stable! Bringing with it the new cost system and a host of transmission changes. 0.2.49.4 has been moved to its own branch - in case you weren't quite done with it. Cost system This update introduces a new cost system…

    Mushy
  2. 0.2.50.9 (EXPERIMENTAL) - Cost system & Transmission realism pass

    Hi all, There's an experimental build of 0.2.50 up on the experimental branch {STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png It introduces a new cost system and some significant changes to transmission sizes: Cost…

    Patch notes

January

  1. 0.2.49.4 - Bot Vison Rework & Commanders

    Hi all, Commanders are back! Create a commander by assigning a crew member to any viewport on the vehicle. Fully healthy commanders provide these benefits: 50% faster role switching 100% wider view direction cone 100% faster scan direction…

    Mushy

December

  1. 0.2.48.3 - Vidarr's Parts & Hiring News

    Hi all, Some new parts for you today New M4 Sherman PartsAll made by Vidarr, from the community. Filler cap Sprocket wheel M34A1 mantlet T66 Tracks Headlight Split-hatch Cupola Vertical volute spring suspension (VVSS) 3 SandbagsVVSS…

    Mushy

November

  1. 0.2.47.3 - Dario's Parts #2

    Hi all,Here's 26 new parts, all made by DarioXN while I was working on 0.2. He took the cover and header pictures too.New Parts6 hole wheel90 degree ventAlecto muzzle brakeBolted tow loopItalian tow loopWelded tow loopChar B1 track…

    Mushy
  2. Roadmap Update #3

    Hi all,Here's the reconsidered post-0.2 roadmap, as promised:Quite a radical reorder there but hear me out.The reorders are driven by a desire to focus on core gameplay. Focusing on making a polished heavy-feeling and realistic single…

    Mushy
  3. 0.2 Now stable

    Hi all, Pleased to announce that after 30 months in development, 0.2 is now considered more stable than the stable branch (by quite a bit too!).0.2 is moving to the main branch, where it will become the default experience. 0.1261 (the…

    Mushy
  4. 0.2.46.4 - Improved Turret Rings (Experimental)

    Hi all, Final patch for the experimental branch to wrap up the 0.2 beta. A separate post on that to follow. This patch removes the placeholder models for turret rings and traverse drives. Traverse drives are now a concern when designing, as…

    Patch notes

October

  1. 0.2.45.0 - Fixes (Experimental)

    Hi all, Here's yet another week of fixes for the experimental branch (0.2). Fixes When placing a part, selecting a new part for placement will now replace the current placement. Cannons now automatically assign sights if they don't have…

    Patch notes
  2. 0.2.44.1 - Hotfix (Experimental)

    Fixed stuttering outside of the editor with high vehicle counts. Fixed a recent cause of vehicles not loading.

    Patch notes
  3. 0.2.44.0 - Fixes (Experimental)

    Fixes Fixed freeform hole generation missing faces. Fixed freeform hole generation having inverted face directions. Fixed custom decals/paint not loading if the file name contained spaces. Fixed grid snap 0 causing sliders to break…

    Patch notes
  4. 0.2.43.1 - Freeform Fixes (Experimental)

    Hi all, Here are some more fixes for you, focusing on freeform this time. Fixes Plate structure moving, rotation and scaling can now be done in global space. Fixed the freeform slope tool creating extreme results on almost flat surfaces.…

    Patch notes
  5. 0.2.42.1 - Fixes (Experimental)

    Fixes Custom decal and paintjob paths are now stored relative to game's Documents folder. Fixed the decal URL field not updating when changing the decal graphic. Raised the minimum torque of the transmission manual torque config sliders…

    Patch notes
  6. 0.2.41.0 - Fixes & Polish (Experimental)

    Hi all, Quick fixes for Tuesday's patch and some slow fixes for older issues + some improvements to flameouts I've been eager to do. Fixes Fixed AI gunners not firing if they couldn't see the lowest point of their target vehicle. Gave the…

    Patch notes

September

  1. 0.2.40.4 - Crew Role Rework (Experimental)

    Hi all, This update rewrites some crew systems, making them more stable (long-term), tidier on my end, and easier to introduce new types of roles with. It sets the groundwork for the return of commanders and radiomen, as well as multiple…

    Mushy

July

  1. 0.2.39.5 - Hotfix (Experimental)

    Fixed spare wheel hit boxes not matching their wheel size. Fixed multiple track editor GUIs appearing with the track selected. The steering wheel is no longer painted. Fixed certrain track edit sliders from being unresponsive. Fixed spare…

    Patch notes
  2. 0.2.39.4 - Hotfix (Experimental)

    Hi all, Quick fixes for yesterday's patch. Reduces the size of driveshaft junctions, to help with the new angle limitations. If the limitations still aren't for you, the reimplemented place anywhere cheat will let you disable them. Fixed…

    Patch notes
  3. 0.2.39.3 - Obstructions Rework, Fixes and QoL (Experimental)

    Hi all, This patch fully reworks the editor hitbox system, used to detect part selection and obstruction. Fixes the fundamental bugs and poor performance of the previous system, and cleans things up on my end. This update is for the…

    Patch notes

June

  1. 0.2.38.1 - AI Improvements (Experimental)

    Hi all, Here's some AI improvements for 0.2 (experimental branch).Should make them behave themselves more and shoot you in the back less.ChangesAIs now check their line-of-fire for friendlies.AIs now avoid driving into other tanks. This…

    Patch notes
  2. 0.2.37.0 - Fixes (Experimental)

    Hi all, Here's some more fixes for the experimental branch. {STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Fixes Fixed instability caused by removing cannon recoiled segments. The firegroup select GUI is no longer…

    Patch notes
  3. 0.2.36.0 - Fixes (Experimental)

    Hi all, Here's some quick fixes for the 0.2 beta. This update's for the experimental branch.{STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Fixes Fixed freeform structures sticking around in vehicle save files when…

    Patch notes

May

  1. 0.2 Alpha - Beta Transition

    Hi all, As mentioned in Tuesday's patch, 0.2 is at target feature parity with 0.127. So all work will now go into fixing bugs, improving stability, and refining the new 0.2 features. 0.2 is moving to the 'experimental' branch and the…

    Mushy
  2. 0.2.35.2 - Battle Overlay & Turret Decoupling (0.2 Alpha)

    Hi all, Here's the final major 0.2 alpha patch before it enters beta. We'll move to the experimental branch in the next few days, where 0.2 will be stabilized and polished. 0.127 will be moved to its own dedicated branch where you'll be…

    Mushy
  3. 0.2.34.2 - Detracking & Multi-Cannon Fire Delays (0.2 Alpha)

    Hi all, Continuing the implementation of missing features from 0.127 to 0.2. Cannon Linking Cannons can now have their firing mechanisms linked, allowing one gunner to fire multiple cannons at once, or with a delay between them.…

    Mushy
  4. 0.2.33.2 - Scenarios Reimplemented (0.2 Alpha)

    Hi all, This one reimplements all missing scenarios from 0.127 over to 0.2 - with a few tweaks to take advantage of the flexibility added by the rewrites. This update's for the 0.2 alpha, you'll have to opt-in to play it…

    Mushy

April

  1. Development Resumed

    Hi all, Just letting you know I've finished my much needed break. Back to work! - Hamish

    Mushy

March

  1. Development Break

    Hi all, Feeling a bit burnt out. Taking some time off to recharge, until I can be productive again. Should hopefully only be a week or two! - Hamish

    Mushy

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