2026-09-11 14:27 UTC · Community Announcements · Mushy
Hi all, There's a build up on the experimental branch which adds Christie spring suspension. Compared to torsion bars, they're cheaper, more space consuming and they run up the sides of the hull instead of across the width, letting you build lower profile vehicles. In addition, some big optimizations to rendering have been made. (Technical) Parts are now merged where possible and rendered using atlases created from all loaded parts, allowing them to be rendered with fewer draw calls. Shadow proxies are now merged together where possible. Let me know what this does for your performance! {STEAM_
2026-08-26 11:02 UTC · Community Announcements · Mushy
Hi all, The build on the experimental branch is now stable. With a game engine update which brings the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was needed after the engine upgrade, so I took some time to give it a polish while I got it working again. Changes Upgraded from Unity 2022.3 to 6000.3 Improved the appearance of terrain in Sandbox, Railway, Fields. Improved appearance of grass and trees. Improved the appearance of rivers and lakes in the sandbox. Reduced pop
2026-08-20 17:07 UTC · Community Announcements · Mushy
Hi all, There's a build up on the experimental branch with a game engine update, bringing the game up to speed with 4 years of engine changes and fixes. This is necessary for some engine changes and fixes needed for the GUI overhaul. A rework on foliage rendering was needed after the engine upgrade, so I took some time to give it a polish while I got it working again. Changes Upgraded from Unity 2022.3 to 6000.3 Improved the appearance of terrain in Sandbox, Railway, Fields. Improved appearance of grass and trees. Improved the appearance of rivers and lakes in the sandbox. Fixed flicker when s
2026-07-28 11:12 UTC · Community Announcements · Mushy
Hi all, The experimental changes are now on the stable branch. Changes Two new modes for the armour overlay: Absolute - A heatmap of the raw thickness of each plate Effective - A heatmap of the effective thickness of each plate, taking angle into account. Added a 'Select' mode to the armour overlay to allow you to select plates and edit their thickness while in the armour overlay. Freeform point and edge size now scales with distance from the camera. Increased scale of textures on plate structures. Made plate edge textures less pixelated. {STEAM_CLAN_IMAGE}/40992535/e836e3e2af1d178907881768b01
2026-07-07 11:15 UTC · Community Announcements · Mushy
Hi all, The experimental changes are now on the stable branch. Immersion pass Did some work on the visual and sound effects in an effort to improve gameplay simply by removing immersion-breaking effects. I'd say it was a success and I'm enjoying battles more. {STEAM_CLAN_IMAGE}/40992535/e3e9c345ecd1d4cbe4323482e43a28edd1aefabf.gif Basic transmission editing Introduces a simplified transmission editing screen. This condenses most of transmission design into 5 options, which should be a little more accessible. {STEAM_CLAN_IMAGE}/40992535/0ad5fb47e7436b39cf68e46ce213eaeb1391cbf7.png Also note the
2026-07-03 15:45 UTC · Community Announcements · Mushy
Hi all, There's a build up on the experimental branch with dynamic vehicle centre of mass and a pass on many of the effects in the game. Hopefully these changes let you feel a bit more immersed in battles! {STEAM_CLAN_IMAGE}/40992535/9057602a469d43fc43528968296953d859829b68.png Changes Vehicle centre of mass is now calculated. It'll generally be higher than before, leading to vehicles rocking more. Added a 'basic' transmission editing mode. Reworked visual effects for cannon fires, shell impacts, turret popoffs, flameouts, vehicle fires and track throwoff. Reworked audio effects for cannon fir
2026-06-18 16:44 UTC · Community Announcements · Mushy
Hi all, Pleased to announce that the four month overhaul to vehicle movement is now stable. Track physics has been moved off of the PhysX engine into a custom solution - opening the black box to allow your design decisions to have much greater impact on movement. 0.2.50.10 has been moved to its own branch, if you're not quite done with it. Powertrains Now entirely physics-based and behaving more like a real tank. Heavy tanks feel heavier and light tanks feel lighter. Engines simulate inertia and can stall. Tracks behave better when fully off of the ground. As an example of the new physics-base
2026-06-17 15:00 UTC · Community Announcements · Mushy
Leaf spring suspension stiffness reduced by 20% Removed padding from the torque threshold required to upshift. Makes the driver less hesitant to upshift. Improved the accuracy of the resistive torque estimation used in the gear shifting logic. Fixes some cases of downshifting immediately after launch and also makes the driver less hesitant to upshift. Fixed belts partially disappearing when using leaf spring suspension high above the ground. Fixed modded invisible track belt showing magenta in the editor. Updated the starter blueprints. Torsion bars are now limited to 100mm length in WWI.
2026-06-16 12:06 UTC · Community Announcements · Mushy
Reduced lingering exhaust thickness by 1/3. Fixed another cause of modded engine tech allowing infinite RPMs. Constant mesh is now limited to interwar onwards. Synchromesh is now limited to earlywar onwards. Improved bogie articulation on leaf spring suspensions.
2026-06-10 17:57 UTC · Community Announcements · Mushy
Fixed grade resistance not being applied to the powertrain correctly, resulting in unrealistic performance moving uphill. Slightly reduced drifting. Exhaust colour and density now changes with the amount of fuel being burned. Increased speed of exhaust fumes. Added lingering exhaust.
2026-06-09 13:58 UTC · Community Announcements · Mushy
Lowered the coefficient of friction for tracks from 1.2 to 0.8. Reworked lateral traction to use the same model as longitudinal traction. Affects turning behaviour and creates more drifting on lighter vehicles. Reduced vehicle sliding on sloped terrain. Traction now competes with grade resistance for friction correctly, resulting in more realistic slippage driving up steep inclines. Fixed twin transmission not returning both transmissions to drive/reverse on both transmissions after steering in gear 1. Fixed modded engine tech allowing infinite RPMs. The gear number readout in the movement inf
2026-05-26 18:39 UTC · Community Announcements · Mushy
Fixed instability sometimes caused when switching from drive to reverse and vice versa. The driver will no longer downshift if the resulting engine speed would be above the rev limiter + the expected RPM drop from shifting. If the driver fails an uphill upshift, they will longer attempt an upshift to that gear for 10 seconds. Increased prediction accuracy of the torque output in the next gear, improving shifting decisions. The minimum engine speed the driver can dip to while upshifting is now scaled towards the idle on level ground and the operating rpm on 30d inclines. Fixed track inertia bei
2026-05-22 19:11 UTC · Community Announcements · Mushy
Added 3 transmission mesh modes: Synchromesh (default): Easier speed matching, allowing higher gear steps in some cases. Bigger and more expensive transmissions. Slower to engage gears. Constant mesh: Requires precise speed matching by the driver. Small and cheap transmissions. Slide mesh: WWI option pre synchromesh invention and constant mesh use on tanks. The same behaviour as constant mesh but bigger and cheaper. These aren't limited by era yet. Synchromesh goes: declutch > shift > reclutch Constant mesh and slide mesh require the new double declutching: declutch > neutral > clutch > speedm
2026-05-20 17:57 UTC · Community Announcements · Mushy
Reworked driver shifting behaviour. Downshifts are now based entirely on torque, instead of speed. Upshifts consider whether speed can be maintained at the new gear, so the driver can upshift on inclines again. Viscous drag on the sprocket reduced across all eras below latewar. Reduces speed loss during gear shifting. Fixed energy injection when vehicles aren't level on their suspension. Made triggers for the failed shift notification less sensitive.
2026-05-19 19:00 UTC · Community Announcements · Mushy
Fixed tanks sliding at stand-still, introduced with the tension changes. Fixed track belts not colliding with objects above the track (actually fixed this time). Engine idle RPM is now automatically configured. The engine shift range used for the transmission warnings is now the top half of the engine's usable speed, instead of upshift - downshift. Adding new gears now copies the last ratio to the new gears, instead of attempting to smooth it from G1. An error is now displayed if the driver is unable to upshift due to too large of a gear step. Downshifts no longer have their speed match forced
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