

A local free-for-all tank brawl. Two to four tanks fight through procedurally built arenas in six worlds, each hull carrying its own second weapon. Play a friend or fill the seats with bots — then take one tank through a 300-level solo campaign and spend the winnings in the garage.
Overview
A local free-for-all tank brawl. Two to four tanks fight through procedurally built arenas in six worlds, each hull carrying its own second weapon. Play a friend or fill the seats with bots — then take one tank through a 300-level solo campaign and spend the winnings in the garage.
Description
Pick a hull, pick a paint, and fight it out in an arena that was built the moment the round started. Crates splinter, drums go up and take their neighbours with them, and the camera pulls back to keep every survivor in frame — so there is nowhere to hide and nothing to camp behind for long.
One to four players on one screen. Keyboard plus up to four gamepads; whoever does not turn up is replaced by a bot.
Every tank for itself, or two on two. Pair up with a friend against two bots, or split four players down the middle. Friendly fire is off.
Rounds — last tank standing; first to 3, 5, 10 or 15 round wins. With sudden death on, the border starts burning inward after ninety seconds, so nobody wins by hiding.
Deathmatch — three, five or ten minutes, nobody eliminated. Die and you respawn on your own base, already invulnerable. Highest score at zero takes it — or play it as King of the Hill, scoring every second you hold the ring in the middle alone.
Every match is stock on both sides. Nothing you unlock elsewhere follows you into a versus match — the only thing that decides it is who is driving.
The cannon is the same for everyone. What is bolted on beside it is not:
Brawler — Rocket. Lobbed over cover onto a fixed spot, with a barrel-sized blast. Middling reach, middling wait — the all-rounder every other weapon trades away from.
Longshot — Lance. A bolt that does not stop. It opens every crate on the line in one pass and hits every tank standing behind them. No blast at all, so it has to be genuinely aimed.
Bulldog — Grenade. A short throw on a fuse that bounces off walls and keeps rolling after it lands — the one shot you can put somewhere you cannot see. Hardest hit in the game.
Scout — Mine. Thrown short, it lands and waits, armed, three at a time. Never a danger to you and useless against a tank that keeps moving — it pays off wherever somebody is about to drive.
Siege — Barrage. One heavy round that comes apart where it lands and walks five blasts across the ground. Twice anything else's reach, and long enough in the air to be walked out of.
Hexer — Hexbolt. A slow bolt that skips off four walls before it goes off. Unavoidable down a lane, easy to dodge in the open — and after the first bounce it belongs to nobody.
They are sidegrades, not a ladder.
Depot, Forest, Desert, Island, Arctic and Volcano — each with its own ground, its own cover, its own light and its own weather. A fresh layout every single round.
Six areas of fifty levels. The arena grows from a yard to a field, the crews get sharper, and new enemy hulls arrive one lesson at a time — the Scout teaches you to watch your back, the Hexer teaches you that a wall is not cover. Levels ask one of three things: destroy everything, outlast the waves, or out-score the room before the clock runs out. Every level is the same map on every retry, so a level worth learning is worth learning.
Three stars a level — the clear, and two harder asks: finish with half your hull, beat the par time, destroy enough of the waves, win by a margin.
A boss at the end of every area — the area's signature hull, half as big again and built to take a beating, with an escort walking in behind it.
Bring a friend — a second player joins any level in their own tank on their own controller, fighting it together. The level is lost only when both are.
A daily challenge — one new level every day, on a stock hull so every score is the same contest, with a best score and a streak to keep.
Kills, broken crates and cleared levels pay coins. Coins buy the rest of the fleet, open new areas, and raise five stats per hull across ten levels each — but a hull levels in step, so all five have to keep up before any one of them moves on. A full run through the campaign will take one favourite most of the way. It will not max everything, and choosing is the point.
Eighty-four milestones across eighteen counters, and the only thing in the game that watches every mode — a kill in a four-way brawl counts the same as a kill in Adventure.
Collect a rung and it pays into the campaign purse.
The controls can be remapped, keyboard and gamepad alike. Every tank wears a shape as well as a colour, and a colourblind-safe palette is one switch away.
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