
Welcome to our 94th Development Status.
welcome back, long time no see. We have some news from development and also regarding gamescom. We hope you will enjoy reading this dev status :)

We are reaching a state with the DLC where the sectors, one by one, are getting implemented and are connected to the operational system map. This is going to allow us to properly test the missions in context of what is going on in the operational map - not like the linear campaign we’ve had previously.

WIP of the interact able table with the operational gameplay situation.
The game now has a system that correctly controls the sector state. This system understands the context of an upcoming battle on a selected sector, for example which part of the map is the entry point for a given faction - based on direction from where a given unit had entered the sector in the operational map

We’ve attacked from the East so the game allows us to spawn from the eastern entry point. Defenders have access to other entries so their reinforcements are going to come from there.
Another example would be that if the sector is marked as having the feature of an artillery battery or AA battery then this objective will be available when fighting over that sector.
Next we want to include more features for sectors, like a given sector is an ammo base or repair station which is going to grant bonuses to anyone who controls it.
The whole operational gameplay part design is to be as easy as it can be. We’re not creating Hearts of Iron V - the amount of details it is going to have will increase in time but we want it to be easy.

Testing new sector gameplay. An error with selection of entry points caused both Wehrmacht and Red Army to spawn on top of each other resulting in melee combat between tanks ;)

When prototyping the Battle Order menu (which controls the whole operational gameplay system) we were basing on a few already tested games. Inspirations came from Gates of Hell, Red Orchestra 2 (multiplayer campaign voting map), Easy Red 2 (hey Tomislav I know you’re here winking face Steel Division 2 and Close Combat series (with campaign map/sector).
We lack proper animations and camera work but the basics are here that allow us to play and test.

We’re attacking Tagiński Sector

Enemy tank battalions are going to be a menace. Enemy commander wants to win the campaign too you know

At the end of July and beginning of August, I got back to work on the Ferdynand. I started by sculpting the exterior of the model, beginning with the wheels, the hull and the entire superstructure. I familiarised myself with the documentation and all the technical details and nuances concerning the early versions of the Ferdynand and the later versions known as the Elefants.


The version we’re creating for the Ponyri DLC is the Ferdinand from July 1943, so we won’t see a better commander’s cupola or an MG mounted on the front armour plate here.


The next steps involve attempting to model the interior. We make no secret of the fact that this is a time-consuming undertaking, especially as we want to retain a great deal of detail inside. We may not manage to create a highly detailed interior straight away – we still have a few vehicles left to build.



The Ponyri DLC will also introduce new buildings to the maps. As the new map will be an incomparably larger battlefield for tank combat, we’ve decided to design new buildings that are more tailored to the needs of the Tank Squad.

Every building in Tank Squad to date has been a unique structure, which has led to a noticeable degree of repetition. We have now divided each new building design into several modules that can be customised and will fit together seamlessly.

This will mean there is less repetition, and the buildings themselves will be more interesting.\

Another factor that influenced the decision to create new buildings was the lack of more ‘rural’ structures. We were missing typical pre-war buildings made of straw, thatch and plaster.
As the new buildings will mainly use shared and universal textures, the visibility of details will be improved, whilst maintaining the same resolution as the current objects.

This year we’re heading to gamescom 2026 and will be at the Polish stand organised by PARP. You’ll be able to find us from 26 to 28 August in Hall 4.1 at stand C041g/D050g. Do come along – you’ll be able to chat to us in person, ask questions and get a better idea of what it’s like to work on the project and what we’re currently working on. Who’s coming to gamescom?

We plan to release Patch 1.3.5 alongside a sale to coincide with gamescom 2026. In that patch we’re going to include a prototype of a fake suspension system that gets enabled when an AI tank puts on the parking brake - and no physics at all will be calculated. This + few other memory management issues might optimize the game further for you.

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


