Tank Universal 2
Last seen
0Sampled 3 hours ago · not a live figure
—of peak
All-time peak
015 Sep 2026
Last seen
0Sampled 3 hours ago · not a live figure
All-time peak
015 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Update March 2019: A patch, price drop and a bonus new unit PATCH New patch for the game Tank Universal 2 today. This includes fixes for upgrades not being correctly retained between levels or when restarting a level after game exited and reloaded. Issue also fixed whereby player could lose upgrades if restarting game at a level where player was first spawned on foot and not in a tank. Tank repair bay height increased so if player in heavy tank (or resp… | — | |
| Community | Tank Universal2 - holiday sale! Take control of your virtual tank and confront the forces of Gorgon - now 20% OFF until 21 January! | — | |
| Community | Tank Universal 2 out of early access With this latest update Tank Universal 2 moved out of early access and is now officially released. As a lone indie dev, I have to pause and read that line again. It's been a long road to get to this point - many, many hours of work, listening to feedback and incorporating it into code. Plus all the other bits and pieces that go into making a game. And no doubt there'll be a patch or two to come… | — | |
| Community | Update December 2018: Pomf edition <edit> This version has since been updated to V1.00. For example, user Pomf recently reported that TU2 running at 4k would cause his 4k TV to switch to 30hz (note that this doesn't appear to be the case on 4k monitors). On further investigation it appears TU2 was creating a 4k window a few pixels wider than 3840x2160. This update tweaks how TU2 handles screen resolution in order to create a cor… | — | |
| Community | Update November 2018: bughunt Hi all. End of October, start of November? The year is rapidly dwindling and so it must be time for another TU2 update. At this point all content is in, so the focus is very much on balancing and bug fixing. This update won't fix all the bugs but there's been good progress on killing many of the more bothersome issues. First up is a rebalancing of upgrade costs and the amount of upgrade points… | — | |
| Community | Update October 2018: behemoth build It's October and the start of Spring down here in New Zealand, so obviously it's time for another TU2 build update. Some excellent additions this last month. Behemoth and (allied) Titans have been reworked. Behemoths can turn up during both offensive and defensive fortress battles in zone 3 and 4. Titans can be summmoned as a powerup by the player. Animations have been improved for both types.… | — | |
| Community | Update September 2018: boss! Hi all. It's not quite September but close enough for another update! Some good content included in this new build. First up, a console and basic cheat commands. Hit the tilde key and type help for a list of these commands. God mode, level warp, get extra upgrade points and energy shards. Note that god mode may be turned off after some cutscenes. In addition to the console, a basic savegame sys… | — | |
| Community | Update August 2018: cutscene palooza Hi all. It's August and I'm happy to announce a new build for the month. The bulk of last month's work has been on completing the artwork for all the cutscenes throughout the game. Although a review may see tweaks to that artwork, the story aspect of the game is now complete. This is an important milestone in that it means dev work can return to fun things such as bug squashing, adding extra bo… | — | |
| Community | Update June 2018: the Winter Kiwi Hi all. Happy summer to those northern hemisphere dwellers - it's winter down here in New Zealand and a bit chilly too. However time for a new build to be uploaded. Firstly, loading times (apart from the first load into the main menu) have been reduced. Seems that particle data did not need to be read again between levels ;-) The final two levels (26 and Epilogue) are 'finished'. 'Finished' mea… | — | |
| Community | Update May 2018: closing the loop Hi all. As promised, public build updated this month. The focus these two months past has been on getting all the levels in and being able to play from 'go to woah'. Well, it's almost there. The final level is under development now and a postscript to George's story comes after that. So it is possible now to play from level 1 to mid-way level 26. There are still bugs to be squashed and quality… | — | |
| Community | Update March 2018: level 10 playtesting February has come and gone and so it's time to update the public build. As with last month, it has been a mix of content creation + bugfixes + general improvements. Examples: Radar now shows enemy gun ranges as red shaded circles and gun directions as thin lines. This is very helpful in gauging how close to enemy beam turrets you are as these turrets are typically deadly. And if you're moving i… | — | |
| Community | Update February 2018: level 15 playtesting Cripes - it's February already. Now that dev is fulltime, things are moving along. A big chunk of this last month has been spent filling in content for levels, particularly 15, 16 and 17. However additional time has gone into some essential bug fixes. LEVEL 15 PLAYTESTING REQUEST ################### Note that this level is pretty much a re-run of the transport evacuation level in the original T… | — | |
| Community | Update January 2018: sabotage and messaging Hi all. A new year is here and what better way to get into it than a TU2 update! This update includes: · Better messaging on where to go and what to do, particularly during fortress attack levels. This includes radar directions + text. · Linking between levels improved. Generally each level will now end with the player being able to call a lifter in when they're ready. This does depend on the p… | — | |
| Community | Update August 2017: bugfixes and bombers Hi all End of the month and given a month was skipped update wise, definitely time to have one now. Not a massive update, but a number of very useful bug fixes and some tasty new content. BUG FIXES · Turret blocking exit to level 1 was clipping below ground. · Enemy harvesters will not now be deployed in level 2. · Level 5 cut-scene crash fixed. · Further tweaks to resolve tank traffic jams. ·… | — | |
| Game update | TU2 update June 2017: a bit of a messy one Hi all! Another month, another update. Progress this month has mostly been 'behind the scenes' in the sense that it has been about reducing the memory footprint of the game. Part of this was tightening up on a rather horrendous memory leak that was seeing the game crash after changing out a number of levels. There is still a 1 meg or so leak between levels and am looking to track that down. Pos… | — | |
| Community | May and another TU2 update. May and it's time for a TU2 update! Main feature of this month's patch is the inclusion of the upgrades screen. Upgrades give you a reason to go after that distant turret as upgrades (in time honored tradition) require upgrade points to purchase and blowing up fixed turrets is one way of procuring said points. Having said that, this is a first pass at upgrades and balancing the cost of upgrades… | — | |
| Community | Quick progress report for April 2017 No patch this month. As a sole dev, Real Life (tm) has been taking more of my time than usual. Having said that, development goes on. Here's a screenshot of the upgrades screen as a wip. UPGRADE SCREEN The idea is that all upgrades can be seen at once along with what the player can and can't afford. This is because I'm not a fan of upgrades being spread across multiple screens in games, a schem… | — | |
| Game update | It's March? Must be time for an update! Hi there Tank Universal 2 supporters - new update to the game. Focuses mainly on issues with hub battles but general AI improvements will help across the board. Improved traffic jam resolution Vehicle avoidance still needs another pass as tanks are still prone to driving into each other, but said collisions and traffic snarls should clear more quickly. Improved beam tower interface. If the play… | — | |
| Game update | Major update for Tank Universal 2 Hi there New year, new update! After a lot of hard work, January sees another battle style introduced to Tank Universal 2 along with a slew of bug fixes and general improvements. As the resistance works its way north across the sector, it needs energy to survive. The strange structures known as hubs offer abundant energy, yet each one will need to be liberated from the enemy! Hub battles involv… | — | |
| Community | DEV UPDATE:8 DECEMBER 2016 Yeah, 2016's almost over and for many it can't come soon enough. It certainly hasn't been my favorite year. I hope your experience has been different. Anyway, just a quick update. Currently working on hardpoint capture battles. These were in TU1 and involved a series of hardpoints in between two hubs that needed to be captured before the enemy fortress cold be 'hacked' and the key retrieved. As… | — | |
| Community | New update available Hi all. New TU2 update for November. · Expanded graphics settings (high/medium/low buttons removed) · Customisable keys (includes number-pad for lefties) · Settings saved and restored on game start, including mouse invert in tank/on-foot. (Settings saved to AppDataDir +"\Dialogue_Design" under W10. Should work for Vista users on-wards too although location may change.) · General menu fixes. · M… | — |
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.