Ramshackle Playtest
Playing now
4−2 vs. yesterday
1.4%of peak
All-time peak
294Mar 2026
Playing now
4−2 vs. yesterday
All-time peak
294Mar 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | PT3.25b \ · Button to hide the chat · Chat visibility tweaks \ · Fixed some odd chat behavior \ · extra debug options for profiling | — | |
| Game update | PT3.25 \ · New chat UI · Test Drive debug (f9) menu shell impact visuals show AoE \ · Map overlay stuck after leaving test drive · Hard-synced turret physics stutter, new handling behavior · Shell analyzer not showing visuals when ricocheting into the ground · Input mix window edits not triggering save/undo · Select Catch Radius setting not wired to builder click radius · Server browser list stale / n… | — | |
| Game update | PT3.24 - Added a loader indexer module - Assign to cannon and a traverse part - Operated by loader - Adjustable index angle setting - automatically actives when assigned cannon starts a reload - A major discrepancy was found regarding return rollers causing some tracks to over perform their advertised stats - Some tracks have had their tonnage tweaked to compensate - Fixed crew sometimes not replenish… | — | |
| Game update | PT3.23b \ · Fix model on T50 tracks (just visual not hitbox) · Fix empty supply bins costing 0LP · Fix Siege mission script nuking the player cache whenever a convoy is cleaned up · in testing, this appears to solve hotjoining issues in Siege, but will need to confirm on the main server \ · Fix tonnage discrepancy on T50 sprocket vs. roadwheel | — | |
| Game update | PT3.23 \ · Fixed LC calculation for Armor Hole for large structures vs. equivalent volume of 3d armor · this was a mistake, the last setup was only tested vs. specific thin setups and we forgot to account for the high end. for example, multiple plates of 2d RHA should be close to a similar shaped hole armor in all configurations · Fixed a critical issue with network cache handling · Fixed an edge case… | — | |
| Game update | PT3.21 \ · Fixed square hatch face angle · Fixed the wrong crew sometimes being selected for tasks (sorting bug) · Fixed motd command not working with a blank motd \ · Added a lock/unlock input to hatches, which when triggered will force the crew out of the hatch · Added an optional assignment on crew positions that can be linked to hatches, which will whitelist that hatch to only accept crew from tha… | — | |
| In-game event | PT3.20 - Midpatch This is going to act as a preliminary balance & content patch before a larger balance update coming later. (PT3.5) Content · New Rank II Light Track - T-50 · New Rank II Medium Wheel (Duel) · Added Left-Side Trunnion options for both A & B Styles · New Truck/Car Style Driver Position · Re-enabled 'Open' Input on Hatches · Added option to disable crew access on Hatches · Added ability to toggle… | — | |
| Game update | 3.17DEV \ · Added transmission debug panel in the F9 > debug panel manager menu · Added "debug" tab in the settings panel \ · Fix: ribbon area blocking mouse input in designer · Test fix: move around some deployment logic on server join | — | |
| Game update | PT3.16DEV This is a preview to fix a lot of performance and connectivity issues, we need to make sure there were no regressions. Games that are hotjoined are handled differently per mission atm (Siege in general has a lot more going on which can significantly affect lower-end clients joining) \ · Perspective-aware team color (you are always blue, enemy is always red) · Clientside configuration for the co… | — | |
| Major update | Playtest 3 Major Update Details original post here: Greetings Everyone! Nice to see all the new players and all the feedback! Keep mashing that feedback button we read every one. We'd like to give a little status report on our current plans for the Playtest and what we have in store for the future of the game. Playtest Status First off, we are going to be switching to a continuous playtest strategy where access is always open… | — | |
| Game update | PT3.15 This is a quick hotfix on a specific reported bug, we are working on a larger update in the meantime, please report any strange shell interactions as a result of this (especially regarding UFP/roof armor) \ · disabled smoke for unit turrets to improve performance · fixed a strange interaction with hole armor in certain configurations "black holing" shells | — | |
| Game update | PT3.14 \ · Networking adjustments to handle high load better · New bug reporter UI and behavior fixes · Added a "Files" Button on the garage UI that opens the MyVessels folder, fixed behavior on linux \ · Fix for inconsistent transform panel in the builder | — | |
| Game update | PT3.13 \ · Added more capture points to the Siege map · General nerf on HEAT shells · Reduced armor damage to None from Light · Reduced blast damage by 15-25% · Reduced volumetric efficiency on blast wave \ · Fixed unsafe thread access with UI text causing crashes · Fixed inconsistent restock behavior · Fixed some armor hole mirror behavior · Fixed (one of) siege mode's performance issues · Fixed capp… | — | |
| Game update | PT3.12 \ · Added F1 vessel controls help menu · Added armor variant swapping to hole armors · Added some extra logging so we can find annoying crashes easier. Please keep sending in reports, they are very useful. \ · Turret ring physics bug definitely fixed this time, for real, 100% (probably) · Fixed passthrough on basketless turret ring · Fixed behavior on the indicator when aiming at friendly tanks | — | |
| Game update | PT3.11b - Fixed physics glitch in testdrive proper - Made friendly marker more readable/improved behavior - Reduced setup cooldown on traverse parts | — | |
| Game update | PT3.11 \ · Duel gamemode — test gamemode, returned with the ability to vote for bots · Adjusted cash gain in siege \ · More defensive measures against some crashes · Test: extra checks and a 4s warmup on traverse parts when entering test drive, might help find that weird physics bug · Fixed Delete while placing module acting weird · Fixed Siege vessel spawning behavior, hopefully · Fixed resupplied cr… | — | |
| Game update | PT3.10d fixed the issue where designs get thrown into the void not getting pushed to steam · fixed the fix for the restocking issue not getting pushed to steam · more crash prevention and logging related to UI text | — | |
| Game update | PT3.10b - fixed issue where design would get thrown into the void randomly in test drive. | — | |
| Game update | PT3.10 \ · Fixed builder Redo function · Fixed mouse sometimes getting locked up after submitting a bug report in spectator mode · Fixed crew not replenishing at resupply points · Fixed crew restocking not happening at full "effort" \ · General normalization buff for AP guns · lose less penetration from impact angle (this is a buff) · HESH/Frag fuse sensitivity set to 0 · fixes HESH teleporting throug… | — | |
| Game update | PT3.09 \ - Fixed crew hitboxes initializing wrong, sometimes jamming turrets on some builds \ - Fixed designer selection highlights breaking after returning from battle - Fixed networking getting bogged down preventing rejoining - Fix for aimlock not persisting when entering or leaving a scope - Fix test drive resupply point not resupplying - fix for autosaving not persisting when disconnecting in MP… | — | |
| Game update | PT 3.08 Note on the notorious turret locking bug: It has found to be a very slight difference in collider init between test drive and multiplayer. If your design is affected by it try raising your turret from your hull by ~0.1m until we can find a better fix. · fix bug reporter file browser not opening on linux sometimes (probably) · fixed infinte RPM hydraulic particle accelerator · fix an error relat… | — | |
| Game update | PT3.07 We are still working on fixing that critical bug where a gunner station fails to rotate the turret in battle but not test drive, as any change we make requires a fully built out game & server to fix so iteration is annoyingly slow. -Invalid \ - Crew damage wasn't applying correctly - Cost scaling on armor holes was incorrect - Tweaked weld zones on ACs \ - Crew HP reduced to 80 from 100 - Locke… | — | |
| Game update | Playtest 3.05 Official Start Sorry for the delay we encountered some fundamental issues with the patch yesterday. We are going to start letting new testers in 1000 users at a time over the next few hrs/days. | — | |
| Game update | PT2.77 - CAS is grounded due to poor fuel quality - Reduced ammo-rack explosion damage Testing a avoid player system · Access via scoreboard by selecting a player · Avoid up to 3 players · Avoids can't be revoked, but auto clear after 24hrs (to prevent slot cycling) · You will get warned if any of your avoided players is in a battle when you stage · If a majority of players in a ongoing battle have th… | — | |
| Game update | PT2.76 Added CAS.... Prefers larger targets.. April fools! :) | — | |
| Game update | PT2.75 - Struts scale their mass based on length - Reduced durability of struts by a bit (just enough to get threshold killed by AoE damage) - Reduced durability of all trim parts to match armor changes Developer Comment: These changes wont really fix strut spam, but it wont be as 'unchecked'. More changes are on the way for PT3 | — | |
| Game update | PT2.74 \ - Added 'Mild Steel' a less dense version of Cast Steel - Tweaked armor cost curve - Increased Overmatch Threshold to 2x - Fixed unrepresentative armor costs in parts menu | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.