Tank Universal 2 - May sale!
Jump in your virtual tank and go head to head with the forces of Gorgon! 10% off until 30th May - now's the time to grab your copy.
Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived! Take control of your virtual tank and confront the forces of Gorgon in explosive first person 3d tank combat.
| App ID | 523030 |
|---|---|
| App type | Game |
| Developer | Phil Jones |
| Publisher | Dialogue Design |
| Release date | 2016-10-13 19:48 UTC |
| Release state | released |
| Store page | store.steampowered.com/app/523030 |
| Last store refresh | 2 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | BIN\TU2_GAME.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
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| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:46 UTC | $9.99 | $9.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 3656810 | 2019-03-18 16:50 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228990 | windows | from app 228980 · shared install | ||||
| 523031 | windows | 499.46 MB | 247.44 MB | 5286503675470226520 |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 3656810 | public | 2019-03-18 16:50 UTC | 2 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:47 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Jump in your virtual tank and go head to head with the forces of Gorgon! 10% off until 30th May - now's the time to grab your copy.
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A second update this month. The biggest change is that TU2 now uses ReShade. ReShade is an open source DX wrapper - similar to ENB - which allows for a selection of postprocess fx to be added to a game. In this case, TU2 now uses a selection that includes a superior bloom + colour and levels enhancements. It makes the game look much prettier and more vibrant - more 'Tron-like'. These post process fx run on top of the game's internal fx. To access the ReShade config menu from within the game, hit Home To TOGGLE ReShade on/off, hit End The above hotkeys can be configured from within the ReShade
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 respawns in heavy tank) will not get stuck. This could be a problem in the level 'Difficulty Spike'. PRICE DROP The game has had a price drop recently, making it even more attractive to get in a tank and bla
Take control of your virtual tank and confront the forces of Gorgon - now 20% OFF until 21 January!
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, but TU2 is officially released. Thanks to all those who've stuck with and supported the game over the years. I hope you all enjoy playing this release version and for fans of the first game, I hope it
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 correctly sized game screen (hopefully this will fix Pomf's issue). Fullscreen_exclusive toggle added to game start dialog box. When enabled, this will start the game in exclusive mode, correctly sized. In this mo
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 awarded during play. Essential upgrades such as reload time, armor levels and shield regen have been made cheaper - other items such as rockets have been made more expensive. The nuke ability is now very
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. Behemoths no longer shoot a beam (which wasn't working well). Instead they now shoot ground shaking bolts with a wide area of effect (in addition to their stomp attack). These bolts are deadly so either
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 system is in. Levels not yet completed will not be available (unless you use the console warp command). Note that if the player exits during a battle, they'll have to restart the level. Battle states are no
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 bosses and sorting out the save system. There's still a good block of work to be done, but I'd like to pose a question about release timing. When should TU2 leave early access? Do you guys have any thought
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' means pending extra artwork for the static cutscenes and a general review of course. But this is still a milestone as it means that TU2 game dev is now moving into its final stages. Spent today playing thro
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 of life tweaks to be made of course, but the answer is yes. Regards bugs for example, in my last playthrough some UI elements were not being turned off during cutscenes or the odd situation was not dealt
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 into an area with many overlapping red circles and a lot of lines converging on your position, you can probably expect trouble! Speaking of hardpoint beam turrets (in hub battles), enemy towers are now to
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 into an area with many overlapping red circles and a lot of lines converging on your position, you can probably expect trouble! Speaking of hardpoint beam turrets (in hub battles), enemy towers are now to
Full appinfo as delivered by Steam PICS, changenumber 37435436. Also at /api/app/523030/raw.
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