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Tank SquadEventsUpdate 1.3.5
In-game event

Update 1.3.5

Tank Squad · published 21 Aug 2026, 17:06 UTC

All eventsPlayers around this dateRead on Steam

Dear Tankers and Mechanics!

In this patch we are releasing new fixes, optimization and sound overhaul of the game.

Optimization

Another big news is that we're bringing in a sizable optimization for used memory (the game should consume around 400-600 MB less than it did).More FPS in battles - around 5-10 more when there are many static tanks. This is because we've added a system that switches the physics of static tanks totally off - which saves a lot of performance. (shout out to @Marco from EasyRed2 for this idea ;))In the next month or two we're going to include the same approach to moving tanks that are very far away from the player or outside the view of the camera - to further reduce the CPU usage.This is also the case for infantry - we want to also alter their animation cycle and just don't use it at all if the player does not see it or that infantryman is very very far away - but that's in September - October.

Sound rework

Our new sound designer - nicknamed Yellow King - has started proper rework of how the game handles the sounds.

Gamescom 2026 - meet us!

Our team is going to Cologne to take part in Gamescom 2026. We're going to be part of the Polish PARP stand in the business area. We want to take the opportunity and find some business partners for further work on this game - who dares wins!

Tank Squad is on SALE -30%

To celebrate the release of Patch 1.3.5 and our trip to Gamescom, we’re launching a 30% off sale on our game. The promotion starts today 21 August and runs till September 4 (2 weeks). The sale starts at 7:00 pm / 19:00 CEST GMT+2 Polish time/central european summer time.

New Steam Store layout

We have finally rolled out the long-planned update to our Steam store page. The final changes were implemented right before launch. Since then, Steam has published updates regarding image sizes and the types of content allowed on such pages. We’ve also added videos to the description with captions. The entire page has been translated. Update to the layout will be launched with this patch.

We’d like to take this opportunity to thank a few members of our community for their help with translations, spotting mistakes, and making corrections in Spanish, German, and Russian. A heartfelt thank you to: Adeptus Manulus, Divadov, Kitalbi

Changelog 1.3.5

Below is the list of changes being made:

Added:

  • An option called Voice Overs and Kill Feed Filter to filter out voice overs and kill feed depending on context. For example setting this dropdown to OnlyPlayer is going to filter out all notifications that the local player is not part of.

  • Faction image to campaign selection menu, both for new campaigns and saved campaigns to make the selection easier to understand (especially for procedural campaigns)

Modified:

  • Introduced a prototype of fake suspension system for vehicles (Big optimization when vehicle is static)

  • Change how many times a second calculations happen for units, should result in less CPU usage (another optimization)

  • Type of few hundreds of meshes have been changed to use less RAM (results in around 400-600 MB less per mission in RAM)

  • T-34, Panther, Tiger, Pz IV/III and Kv-1 engines now start dropping volume further away from the camera

  • Changed how the game handles molotov fire spreads, trying to remove the crash that happens when player uses fire extinguisher in his tank

  • Ammo rack explosion now causes additional vfx of explosion + sound + tears off various mountable parts

  • Sound Update: Comprehensive audio mix, optimization, and asset update across engine, weapon, flyby, impact, and reloading event groups:

    • ENGINES & VEHICLES

      • Made drop off primary tank engine sound more gradual/further away (for third person). Increased the 200hz dip in panthers/tigers by 2db. Moved the master High filter down by 5Hz, this should bring in some deeper bass by an average of 1db. Increase T-34 primary by 2 db (it was quieter than panther)

      • T-34 / KV-1:

        • Added positional events (50m to 150m) utilizing new far-field wave assets.

        • Widened spatializer stereo curves for players within 10m. When play is close, stereo, when further back from the vehicle, sound shrinks.

        • Configured loop-cuts upon engine shutdown and restricted AI idle stacking.

        • Attenuated master EQ below 100Hz to eliminate sub-bass mud.

      • PANTHER:

        • Applied identical spatializer, loop-cut, and master EQ adjustments.

        • Integrated internal tread squeak foley with a 10% trigger probability.

        • Reduced rumble

      • TIGER:

        • Configured positional events (50m to 150m) and tread squeak foley.

        • Attenuated master EQ below 50Hz (retaining more low-frequency bass).

        • Reduced rumble

      • JU-87:

        • Added pitch-to-distance attenuation curve (1.04x at 0m to 0.76x at 500m).

        • Applied notch EQ at 4.6kHz to reduce high-frequency distortion.

    • FLYBYS

      • Flybys Big:

        • Added 4 new flyby wave assets; relocated flybys to 'Shots/Flyby'.

        • Widened player stereo spatializer within 10m.

        • Reduced max distance from 1500m to 50m to aggressively prune silent voices.

      • Flybys & Ricochets:

        • Restricted max distance from 1500m to 150m for bus preservation.

    • IMPACTS & ARTILLERY

      • Offmap Distance Shots:

        • Reduced instrument duration to 1/4 of runtime to terminate long reverb tails.

        • Applied high-pass filter below 100Hz and cut brown rumble at 500Hz.

      • Offmap Impacts:

        • Adjusted close channel cutoff to 500m; advanced far channel trigger to 250m.

        • Added debris foley channel, close-up small arms bass shot, and far reverb.

        • Reduced instrument durations to 1/4 of runtime; reduced lead-up on Impact 04 by 8%.

      • Offmap Incoming:

        • Merged redundant events; added medium and far pitch-bend channels.

        • Restricted far voice trigger probability P(X) to conserve bus overhead.

        • Shortened tail release times; added incoming shell whistle instruments.

      • Offmap Katyusha & Nebelwerfer:

        • Reduced instrument runtimes by 1/3rd to free up voice capacity.

        • Added processed Katyusha voice overlay to Nebelwerfer far channel.

      • Impacts 88mm Penetration (All Vehicle Strikes):

        • Reduced all instrument sizes/durations by 50%.

        • Constrained Close-Internal channel reach to 20m to focus player hits.

        • Replaced global parametric EQ with custom close-internal compression and EQ.

        • Added metal nocking, scraping, buckling internal foley, and AI penetration cue (50m).

        • Pruned legacy 'Tank_Cannon_Hit_Close_03.wav'.

      • Impacts (Grenade, Panzerknacker, Large, Lights, Medium, Panzerfaust, Molotov):

        • Disabled master spatializers on grenade/large impacts for direct stereo near-field mixing.

        • Added dirt foley channels, close bass shots, and far-field reverb layers.

        • Pruned legacy/distorted assets (Large_Far_01, Small_Far_01, Medium_Close_02, grenade_1).

        • Adjusted max distances (Lights: 1000m, Medium: 1000m/1200m, Panzerfaust: 1500m).

        • Added a fire woosh instrument to Molotov events.

    • RELOADING

      • Reload Heavy, Light, Medium, Very Heavy:

        • Configured distance parameter boundaries to stop reload audio outside vehicle.

        • Aligned event timelines with tank-specific reload rates (Heavy/Tiger: ~6s, Light/T-70: ~3-4s, Very Heavy/Maus: 8s).

        • Integrated mechanical wheel squeaks, handles, door closures, and heavy reloading assets.

        • Applied custom compressor and subtle space reverb to Heavy events.

    • WEAPONS & SHOOTS

      • Cannon Shots (Heavy, Medium, Light, T4):

        • Replaced legacy T4 assets with 6 new high-quality large-caliber close samples.

        • Heavy, Medium, Light: Configured custom stereo curves, compressor, and parametric EQ.

        • Bypassed master pitch shifter to avoid artifacts.

        • Implemented 'interior_ext_mute' high-pass routing to allow distant shots to penetrate cabin.

        • Added Very Far channels (88mm+ identifier), bass layers, and re-worked far assets.

      • Small Arms Shortened:

        • Shortened Mortar, M1895, DT, PTRD, PZB39, and Wickers events to free up bus capacity.

      • FG42:

        • Shortened release tails on Close, Far, and Interior loop events; added steel click foley.

      • G41 & K98k:

        • Added Very Far channels, small arms reverbs, and close/far bass shot layers.

        • Trimmed silent start-margins on 10 far-field K98k wave files to eliminate trigger latency.

      • Luger P08:

        • Reduced far-field cutoff distance; integrated reverb and bass layers.

      • MG34 & MG42:

        • Added dedicated close-up metal loop assets and special far-field reverb channels.

      • MP40 (Loop & New):

        • Modified EQ (boosted bass/highs, cut mid) and added landing bass shot.

        • Added mid and far channels with distance-dependent pop/hiss reverb balancing.

      • Smoke Grenade Launcher:

        • Shortened event runtime to preserve voice limits.

      • Soviet Mosin-Nagant & SVT40:

        • Added Very Far channels, close/far bass layers, and reverbs.

        • Applied 3-band EQ on SVT40 master bus to boost mids.

      • Incoming Fire (MG):

        • Added internal bullet ricochet clatter foley to simulate tank hull hits.

      • Shell Drops:

        • Added 8 brand new rifle/MG brass shell casing drop assets.

    • NEW CHANNELS & ROUTING

      • Added positional tracks for Panther, KV-1, and T-70.

      • Enables separation of tank track behavior from base T-34 master systems.

      • Moved the JU87 Dive Bomb event into the Effects bank, out of music (muted music = muted dive sound)

Fixed:

  • Incorrect voiceover sound for procedural missions - location Village

  • Issues with navmesh on Vasylevka map (C1M4) - factory buildings had incorrect shape of navigation obstacles and units drove/ran into them

  • Aim Range will be reset when player spawns with new vehicle and controlled weapons change

  • Critical issue with inability to spawn if player wanted to play battle tutorial first

  • UI problem with specator ui menu where the details of selected unit were filled with some default text that should not be there

  • Molotovs now correctly attach to vehicles they hit

  • An issue with appearing unit markers for incorrect objective types (for example on Morton Defence for attacking soviet units)

  • An issue that procedural missions sometimes could not start properly and camera was underground

  • An issue with incorrect scale of various UI elements in orders menu

  • Tigers and Panthers on procedural map should now be better kept from always spawning

  • An issue with main menu session creation menu or head quarters menu not always properly keeping track of what mission the player had selected

  • Issue with spectator UI unit list where the details about faction and squad were not shown properly

  • Issue with inability to select various enemy or allied wrecks at the end of procedural missions


Thank you for your support, we are working. See you next time!
DeGenerals

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