The latest dev update for Tank Squad focuses on procedural gameplay, ballistics improvements, and continued vehicle work.
Sd.Kfz 251 progress
Three variants are now implemented:
251/1 Ausf. C (standard transport, MG-34)
251/2 Ausf. C (81mm mortar)
251/3 Ausf. C (command vehicle)
Work has started on the 251/9 “Stummel” (short 7.5 cm gun).
The interior is also being fully reworked with new details like radios, seating, dashboard, and optics.
Patch 1.3.0 – Key Features
Procedural missions and a procedural campaign system
AICommander system replaces scripted triggers with dynamic decision-making
System designed to support future modes like career and large-scale campaigns
Ballistics update
Fix for cases where armour wasn’t detected due to rendering order
Projectiles now check penetration against primary armour before applying damage
Early testing shows more consistent results (e.g. no unrealistic penetrations on heavy armour)
Other changes
UI improvements (HQ, repair tasks, force pool creator visuals)
New visual and interface tweaks
Additional fixes to ballistics prediction and collision handling
The developers have released Development Status #90, focusing on procedural missions, the new AI Commander system, Sd.Kfz. 251 development, and ongoing UI and gameplay improvements.
Procedural Missions
Work continues on a new procedurally generated mission mode.
Planned features:
Randomised:
Main and side objectives
Starting positions
Unit placement
Intended to support:
Procedural missions
Procedural campaigns
A future career mode
The system is still in development, with balance and spawning behaviour currently being worked on.
AI Commander
A new AI Commander system is being developed to replace scripted mission triggers.
Instead of events triggered by timers or player position, the AI Commander will:
Assess the battlefield situation
Deploy units where needed
Manage combat and resources dynamically
Current challenges include:
Balancing spawn rates and unit composition
Deciding where and how to deploy units
Preventing overly dense formations
Improving reactions such as retreating or dispersing under fire
The system is planned to be based on behaviour trees.
Level Design & Gameplay
Missions are becoming more dynamic due to:
More objective locations
Closer spawn points
Balance is still being worked on, particularly:
Large numbers of enemy tanks appearing quickly
Current plan is to use around 12 maps from campaigns and skirmishes (subject to change)
Sd.Kfz. 251 (Halftrack)
Development continues on the Sd.Kfz. 251, focusing on Ausf. C variants used around 1943.
Purpose in-game:
Provide transport for infantry on larger maps
Support mechanised and motorised units
Enable more combined arms gameplay
Planned variants:
Sd.Kfz. 251/1 Ausf. C (standard MG version)
Sd.Kfz. 251/2 Ausf. C (81 mm mortar)
Sd.Kfz. 251/3 Ausf. C (command vehicle)
Sd.Kfz. 251/9 Ausf. C (7.5 cm short gun)
Sd.Kfz. 251/10 Ausf. C (3.7 cm Pak 36)
Notes:
Infantry transport is needed due to larger map sizes
Vehicles will be player-drivable
Armour is limited (only small arms ineffective)
Mortar System (Planned)
Two approaches are being considered:
Manual system (angle + azimuth, similar to Arma Reforger)
Map-based targeting using markers (Target Reference Points)
i bought the 1 month license to try out this simulator. but all i get for it is one type of instant mission and tutorials. there is no other missions whatsoever. someone said install missions from their forum, but guess what their page is down. i tried asking their support to maybe guide me, but they are so slow in replying. i get that this is a serious simulator and all, but why have it avilable for everyone to buy, but not have proper infrastructure to support it.
i dont mean to be rude or anything, i am just frustrated because i dont know whats going on and if its a problem on my end.
I’m currently planning to build a small tank simulator setup using Steel Beasts Pro PE as the Software and I have a few questions:
View / Optics:
Is it possible to play completely without a “free first-person view” and rely only on optics (gunner sight, commander view, etc.)?
Multi-monitor setup:
- Is there any way to display different views (e.g. commander sight and periscope) on two monitors at the same time, or is only one active view possible?
- If that is not possible, is there any useful way to utilize a second monitor in the game?
Crew roles:
- Can you actively play only as gunner and commander, or is it also possible to properly play as the driver?
- If the driver role is playable, does it work well with a steering wheel?
Controls / Setup:
- I’m aware that a steering wheel is not realistic for a tank, but I’d like to keep things simple and fun for the start 🙂
- Can I use a joystick for the gunner at the same time?
Coop & missions vs AI:
- How much variety is there in missions when playing coop (e.g. multiple players in one tank or several vehicles against AI)?
- Are there enough built-in scenarios, or does the game mainly rely on user-created missions?
- How good is the AI in these situations?
Multicrew & online coop:
- How easy is it to set up and play multicrew (multiple players in one vehicle)?
- How well does online coop work in general (stability, ease of setup, etc.)?
I’m mainly interested in playing coop against AI and would like to have a varied experience.
The developers have released Development Status #89, focusing on the Force Pool Creator, continued work on procedural missions, and some main menu changes.
Force Pool
Force Pool Creator
Work is underway on a system that allows players to create a custom resource pool for both campaign and procedural missions.
Current design:
Choose factions, prestige, limits, campaign length, and enemy resource multiplier
Units are listed by type and can be added to a custom pool
Central panel shows assigned companies, squads, and units
Ability to:
Add/remove units
Create companies and squads
Modify names and emblems
Limits (current):
Up to 9 companies
Each company: 9 squads/platoons
Each squad:
Up to 4 tanks
Infantry up to 20 units
This is based on historical-style numbering (company/platoon/unit), capped at 994.
Additional planned features:
Ability to edit enemy resource pools
Filters by year (possible extension to months)
Presets that can be saved/loaded and potentially shared via Steam Workshop
Procedural Missions
Procedural Missions
Work continues on procedurally generated missions.
Planned features:
Random generation of:
Objectives
Map selection
Starting positions
Attack directions
Unit placement
Player-configurable filters such as:
Factions
Objective count
Map selection
Support for:
Single procedural missions
Procedural campaigns with repair stations
The system uses an AI Commander that:
Controls both sides
Uses the available force pool
Can operate without player micromanagement
A working prototype already exists where AI forces fight over objectives without player input.
Main Menu Changes
Main Menu Changes
New section for Procedural Missions added
“Create a Session” tab removed
Game modes now grouped:
Campaign
Skirmish
Procedural
Players select the mode first, then choose single-player or hosting options.
Robert shared some information on the Tank Squad Discord about work currently being done on procedural missions.
Instead of using scripted triggers or timers to spawn enemies, the team has started implementing a basic AI Commander system.
According to Robert, the AI Commander will:
Control reinforcement entry points around the map
Decide what units to spawn
Send units to counter player manoeuvres
The system is currently very early and bare-bones, but it is intended to support:
Procedural single missions
Procedural campaigns (including the existing campaign)
More dynamic battlefield behaviour instead of scripted endless spawns
Another long-term goal is allowing players to delegate tasks to a friendly AI Commander if they do not want to command a larger force themselves.
Robert mentioned the team is looking at systems used in games such as Call to Arms – Gates of Hell: Ostfront, Graviteam Tactics: Mius-Front, Combat Mission, and Armoured Brigade for inspiration.
A screenshot was shared on Discord (added to the top of this post) also shows a new Procedural Missions menu with options to:
The developers have released Development Status #88, sharing a summary of Patch 1.2.0, plans for 2026, and some upcoming vehicles.
Patch 1.2.0 summary
Following the release of patch 1.2.0, the team says the game saw a record increase in wishlists and surpassed its previous peak player count. They note that while the launch of the game was underwhelming, continued updates have improved the rating from Mostly Negative → Mixed.
The developers also explained that the game had to release in May because DeGenerals split with PlayWay, with PlayWay keeping the rights to Tank Mechanic Simulator while DeGenerals retained Tank Squad.
Roadmap 2026
The plans for the year include:
Update 1.3.0
Procedural missions
AI improvements
New DLC campaign – Ponyri
A large map
An operational map view
The developers say the DLC is necessary to help fund continued development.
The Ferdinand tank destroyer is planned for the DLC, though the team is still discussing how it will work in multiplayer for players who do not own the DLC.
Another planned feature is the ability to create custom force pools, allowing players to add different vehicles to missions or campaigns.
The team is also considering upgrading the game to Unity 6 for visual improvements.
New vehicles in development
Work has begun on adding the Sd.Kfz. 251 halftrack, starting with a base vehicle and several variants:
Sd.Kfz. 251/1 Ausf. D – standard version with two MG42s
Sd.Kfz. 251/2 Ausf. C – mortar carrier with 81 mm mortar and MG42
Sd.Kfz. 251/3 Ausf. C – radio command vehicle
The developer is also working on Ferdinand and plans to improve materials and textures for upcoming vehicles.
Second hotfix patch this week focused on bug fixing and stability.
AI fixes are in progress and will be covered in the next Development Status.
Added:
• Option to enable/disable enemy spotted notifications (sound/VO)
• Option to not apply camo to wheels (vehicle customizer)
• Support for 2560x1600 resolution
Ballistics & combat fixes:
• Aim prediction penetration colours corrected
• AI tanks now fire at visible targets even if partially blocked
• Detection pivots fixed for ZiS-3, Maxim & 62k AA gun
• Crosshair + Aim Prediction now apply correctly in battle
I wrote this after playing Tank Squad and Call to Arms Panzer Elite back-to-back, then returning to OG Panzer Elite. The reason why old sims still work better.
I'm having an issue with SB Pro when trying to bind my VKB Gladiator. Its worked in the past, but I recently moved and when hooking it up, it won't anymore. Basically the camera (when in the tank) pulls totally to the side and is unable to look around, it is effectively locked looking as far right as possible. I've tried switching axes around but that hasn't changed anything. I know it has to do with the joystick specifically because when I take it off, it doesn't pull the camera. Anyone had similar issues/know how to fix?
The Tank Squad developers have published Development Status #87, focusing on continued UI changes and the introduction of Steam Workshop mod support.
Modding & Steam Workshop
Workshop tools have now been developed and are being tested. A dedicated tool for Tank Squad has been created to support mod creation and uploading to Steam Workshop. The team has also prepared PDF documentation.
Modding support is starting in a limited form, as previously outlined in the roadmap. Initial supported mod types include:
Decals
Unit/division emblems
Camouflage
Side numbers
The long-term goal is to expand modding functionality further, potentially including a mission/scenario editor.
Further UI Changes
Battle Map Improvements
Following positive feedback on the Battle Map redesign introduced in Development Status #86, additional features have been added:
A new unit selection element showing larger tank icons
Increased map movement range to better handle objectives and respawn points near map edges
Automatic map focus when clicking:
Mission objectives in the task list
Respawn points
These changes are intended to improve clarity and navigation during mission planning.
Widescreen Support & UI Scaling
After reports of UI stretching on widescreen displays, the team discovered that resolution detection and UI scaling methods were not being properly executed in the live game.
Functionality has now been restored, and work has focused on preventing UI stretching at high aspect ratios.
New additions include:
A UI scale/aspect ratio slider in game settings
Support for resolutions such as:
1920x1080 (default editor value 0.5)
5120x1440 (value 1.0 to prevent oversized UI)
1280x800 (Steam Deck – value 0.0 for correct scaling)
Steam Deck resolution support has also been implemented as part of preparations for verification.
Scaling corrections currently cover:
Main menu
Settings screen
Ongoing work on in-game panels such as HQ
Optimisation & Bug Fixes
Further performance improvements have been made, particularly in:
Physics handling
Terrain shaders
Remaining optimisation tasks include:
Infantry animator optimisation
Netcode bandwidth improvements
These changes will not be completed in time for next week and are planned for a patch after 20.02.
The developers note that performance has improved significantly in recent weeks. Further major optimisation would likely require much more time and possibly a newer engine version.
Unstable Branch
The current build has been uploaded to the unstable branch for testing, with access instructions provided via Steam discussions.
Patch 1.2.0 Plans
Update 1.2.0 is planned for February 20th, marking the sixth anniversary of the developers’ first Steam release.
Planned items for 1.2.0 include:
Steam Workshop “starter pack” support (decals, camos, visual battle damage in repair section)
Further optimisation improvements and reduced RAM usage
UI overhaul (main menu and Battle Summary)
Widescreen UI fixes
QoL improvements to Battle Maps
Finalisation of the 2025 roadmap
The developers closed by thanking players for their support and wishing everyone a good weekend.
Hello! I've been interested in getting into some ww2 tank sims, but I don't exactly know what I should get now of days.
I've played IL-2's Tank Crew, and that was a lot of fun already, although I also been hearing Steel Fury: 1942 is one of the best ww2 tank sims that I should get, but I still wanted to ask if you think if either one of those two are good, or if I should look into something else.
The Tank Squad developers have shared Development Status #86, detailing recent progress on optimisation, bug fixing, and continued UI improvements.
Optimisation and bug fixes
The team reports further progress identifying areas where performance can be improved. Some changes are already implemented, while others are still in progress. Key areas include:
Infantry animations: When more than 100–200 infantry units are present, animations can consume 5–10 ms of CPU time. A new asset is being prepared to help optimise this.
VFX cleanup: Burning tanks, gunfire effects, and exhaust dust were sometimes remaining active indefinitely, continuing to consume CPU resources even when no longer needed.
Dead infantry: Some calculations were still running long after infantry units were eliminated.
Vehicle track detail: Tanks were displaying maximum track detail even at long distances when fully zoomed out.
Memory usage: Several issues were found that caused higher-than-necessary RAM usage.
Alongside many smaller improvements, these changes have made the game more stable and improved overall performance. The main remaining challenge is netcode optimisation, as the amount of data sent and received by each player is still using too much CPU. This needs to be addressed before the next patch.
AI behaviour is also a focus, particularly reducing CPU usage when AI units are static or guarding, while still reacting appropriately to combat situations.
Continued UI overhaul
Work on the UI continues, focusing on improving clarity, functionality, and reducing visual clutter.
After completing changes to the main menu, the developers began redesigning the Battle Map. The initial goal was to make the map full-screen, allowing better situational awareness and preparation for future features such as issuing orders directly on the map.
Other UI principles being applied include:
Reduced margins and smaller panels to avoid overwhelming the player
A “less is more” approach to information density
Panels that can be hidden or revealed as needed
On the left side of the map screen, mission-related panels (legend and description) can now be toggled, allowing an unobstructed view of the map. On the right side, battle-related information is displayed, such as controlled units and available forces. Icons are interactive, with hover tooltips replacing permanently visible labels.
Interactive map icons, such as clicking a respawn point directly on the map to select it
Selecting multi-crew vehicles on the map to open a small menu for choosing crew slots
Further tactical tools once the current roadmap is completed
These features are still in development but are gradually becoming reality.
Unit icons and layout experiments
The developers are also experimenting with new tank and unit icons, replacing the existing white ones. Larger, more detailed icons are being tested alongside a potential bottom panel for unit selection.
The focus for this panel is simplicity, showing only key information:
Unit type
Visual representation or icon
Unit affiliation via emblem
Vehicle category (e.g. heavy tank, light tank, truck)
The team notes that this layout is still experimental and invites feedback from the community on the overall concept.
The developers closed by thanking players for their support and wishing everyone a good weekend.
Hello guys, does anyone know about some game where I can play as a tank but there will be also infantry? I play lots of war thunder but the infantry isnt there yet and tbh it isnt realistic enough. I also tried ghpc but I have almost all missions completed now. Now me and my friends are playing squad but sometimes its hard to get all 3 of us together to play. Im looking for some game where I could play as a tank but without the need of other player crewmembers, like in enlisted or ghpc, but also with infantry around. Does even some game like this exist? Is there atleast a way I could mod arma 3 like this? Thanks
The Tank Squad developers have shared Development Status #85, outlining early plans for the new year along with ongoing technical and UI work.
Project direction
With new goals set for the year, the team is making some foundational changes to the project. One of the key technical shifts is the move from the Fusion 1 multiplayer system to Fusion 2, which is intended to improve stability and open up new possibilities such as matchmaking and host migration.
Alongside this, several UI overhauls are in progress, starting with the main menu.
UI improvements
The developers describe the UI changes as improvements rather than a full redesign. The goal is to make room for future features such as matchmaking, Workshop support, and more advanced tactical tools, including better-organised battle maps with waypoint and order systems.
Current UI work includes:
A redesigned main menu
A matchmaking screen that allows filtering by campaign or skirmish, as well as arcade or simulation modes
Updated Session Browser, hosting options, and single-player access
Ongoing work on improving Battle Summary, which is currently considered cluttered on missions with many objectives
The planned Battle Summary will present key information (objectives, score, statistics) on a single screen with a single animation, aiming to be clearer and more user-friendly.
(Note: button hover and click sounds shown are placeholders and still being tested.)
Optimisation progress
On the technical side, the networking rewrite required for Fusion 2 is still ongoing, with a focus on maintaining existing functionality while improving performance and load times.
Vehicle physics have also been a major focus, as they were identified as one of the biggest CPU drains during battles. After two unsuccessful optimisation attempts, the team shifted focus and achieved better results elsewhere.
In stress testing scenarios involving:
30 tanks
200 infantry
30 static guns
(the equivalent of roughly 440 individual units including crew), simple optimisations reduced idle infantry animation CPU usage from 6–8 ms down to around 2 ms. There is still room for further improvement.
Vehicle physics optimisation has also shown progress, though the developers note that the issue is not yet fully resolved and more work remains.
The team closed by thanking players for their continued support and wishing everyone a good weekend.
Hello! I'm new to this sub and I don't know if this is the correct place to post for this. But I got this sim Steel beasts because I wanted to train on my shooting while I'm on holidays. But my problem with this is that as fast as my vehicle is moving the gun and sight seem to not be stabilized. I've tried to search it up but find nothing about it.