




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
This update comes with the long awaited solo/cooperativ "survival mode". It also adds rare "epic" items to buy and the shop and some corresponding changes to the games economy. It also adds dynamic weather and makes it the new default weather condition. Finally the update adds a whole bunch of ui and usability improvements.
Howdy everybody, Today, I wanted to take some time to let you all know what to expect in the near future.
I've been watching your streams and reviews looking for things to fix and improve.
I cant believe this day is finally hereThumb Tanks is officially live on Steam! After two years of learning gamedev, long nights and countless rounds of tweaking and testing, my dream of publishing my own game is now a reality. It feels surreal, and Im beyond excited to share it with all of you! This game is all about pure funlocal multiplayer madness with friends and the magic of Steam Remote Play Together, so you can battle anyone, anywhere. Its fast, explosive, and full of those hilarious, nail-biting moments Ive always wanted in a party game. I couldnt have done this alone. A huge, heartfelt THANK YOU to everyone who believed in this project, from the testers who tore it apart (and helped me rebuild it better!) to the friends and supporters who cheered me on every step of the way. This game exists because of your passion and support. And a special big thank you to my girlfriend for her support, feedback and countless testing matches. So grab your friends, fire up those tanks, and lets see whos got what it takes to be the best. This is just the beginning, and Im so excited to hear your feedback and see the chaos unfold! Thank you again, from the bottom of my heart. Lets roll!
What's more to say? The game will come out on late Dec 5th. Also, there will of course be a seven day launch sale, where you will get 33% discount. The game will come out in two versions: [olist]
Howdy folks, this months update comes without any real new features but with a lot of minor tweaks to existing mechanics, optimizations, and bugfixes to sum up for almost thirty changes. I'd like to point out to changes here: 1. The "how to play" section, which can be called from the pause menu, has been updated to reflect the changes introduced since it was written almost a year ago. 2. Exclusive for supporters there has been added a new special weapon, which can be bought during rounds, the "Inferno" shots. Hitting you opponents with one of them, will light them on fire and force them to put the fire out in the nearest river or sea. Like all special weapons, this beauty can be combined with all other special weapons. So we are talking igniting, system failure causing, contaminating cluster-shots if you like them. Next stop: December update. Don't expect any fancy changes but more fine tuning and optimizations, since the plan is to put the game out this year or January 2025 at latest.
Hey, just a quick update. I'm still working on the July update and fixing a few tricky bugs. I've decided not to release the game through Early Access, but as the real thing for two reasons: [olist]
Finally, what was supposed to be the March update is now out. And boy oh boy, it has a lot. My list of changes and bug fixes is more than 60 items long. While I'd love to write about all the changes, I'll try to respect your time and stick to the most important bits.
There's a pretty big update this month. Since there won't be a February update, I've tried to pack as much as possible into this update. With the new features, balancing changes and the brand new challenges, the core gameplay is now in a form I can imagine for the launch. There will probably be some new challenges added, maybe a few new characters. But if you don't like the game as it is in the current state of deathmatch, it probably won't change. Further changes will probably centre on the interface, the start of a game and improvements to details. And maybe, just maybe, an online multiplayer is waiting on the horizon. But that depends on what feedback I get from you.
Due to the holidays, this month's update comes with fewer, but significant, changes. Besides some bug fixes, the changes address suggestions provided by the game's playtesters. So, here they are:
The November update got bigger than expected. Let's dive into it.
With another month almost over, it is finally time for the monthly update. As announced, this one is a bit smaller, but still comes with a total of 17 noteworthy (and some smaller) changes. A friendly reminder: I am still looking for playtesters who would like to test the full version. The details can still be found here: https://thumbtanks.com/playtesters-wanted.
Howdy everyone. The August update (in the beta as well as in the demo) is now live. This month's update comes with a bunch of changes, some adjustments to the balancing, and also some bug fixes.
Why you should watch this one? Let's face it. I never did a livestream. Therefore the first one might not go as planned. This one however will be smooth as silk - kinda. Over 25 years ago, a buddy showed me my first lines of QuickBASIC. Immediately enthusiastic I knew that I wanted to use this magic power to create games. Since then I have programmed almost continuously. Heck, I even have a small company that does full-stack web development. Almost the only thing I havent programmed since then is a lousy finished game. Now beeing an somewhat old fart and a handful of demos started, it was time to finally get one finished. Keep it small, keep it simple, but finish it. That was my motto behind Thumb Tanks. Is it the best game ever? Probably not. Is it fun? I mean yes, some agree with me. In the stream, I'll shortly talk about the game, show a complete 4 player match to explain all the mechanics and then answer all the questions you might have. See you there! Chris
This month's update focuses on polishing rather than adding new features. The most obvious changes are the reduced sizes of in-game messages and the new Steam guide to the game, which can be opened from inside the game (either from the start or pause menu). Three changes address the balancing of some characters' special skills. Thanks to the testers for their feedback. There have also been a couple of bug fixes. The most important one addressed a bug in which the game halted after the first round of a match when the previous match had been ended via the pause menu.
I am excited to announce our latest update to the game, which includes several improvements to enhance your gaming experience. Some of the significant improvements include:
Alright, alright. The April update is out now. Bad news first: This will be the last bigger updates for the upcoming weeks. For the next weeks, Ill be fixing bugs and preparing the demo for NextFest in June. This also means that in mid-June the demo will finally be released. Stay tuned for more information regarding NextFest and the live stream.
Over 25 years ago, a buddy showed me my first lines of QuickBASIC. Immediately enthusiastic I knew that I wanted to use this magic power to create games. Since then I have programmed almost continuously. Heck, I even have a small company that does full-stack web development. Almost the only thing I havent programmed since then is a lousy finished game. Now beeing an somewhat old fart and a handful of demos started, it was time to finally get one finished. Keep it small, keep it simple, but finish it. That was my motto behind Thumb Tanks. Is it the best game ever? Probably not. Is it fun? I mean yes, some agree with me. In the stream, I'll shortly talk about the game, show a complete 4 player match to explain all the mechanics and then answer all the questions you might have. See you there! Chris
So there is mixed news. First of all, I've pushed back the release by almost three months! Why is that? A number of reasons: [olist]
[ 6079 ]
[ 2063 ]
[ 4245 ]