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.
All Reviews:
Positive (13) - 100% of the 13 user reviews for this game are positive.
Release Date:
Oct 13, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Tank Universal 2 has been in development for some years now and has benefited greatly from the feedback of the dedicated TU2 community. However since most core features are now in and content is expanding, the game is at a point where it needs to be out and about in the larger world, being enjoyed by a wider range of players - and that's you!”

Approximately how long will this game be in Early Access?

“TU2 will most probably be in Early Access for at least the remainder of 2016 and a good part of 2017. There is a chance it could be longer - TU2 is a lone dev project. Additionally the scope of work to be done (and therefore time needed) will be heavily influenced by your feedback during the Early Access process.”

How is the full version planned to differ from the Early Access version?

“At this point in development, a base set of release requirements are clear;
20 level campaign story mode.
Two more major battle modes - pylon take-down and hub battles.
An extended selection of end of level bosses.
Polished and balanced AI across all battle modes.

Note that there's also features (such as tank crew members) that would be great to add, but this will depend on how smoothly completing the game will go.”

What is the current state of the Early Access version?

“At time of writing, TU2 ships with three campaign missions (Aug 2016), however playtime is significantly extended by the inclusion of the custom battle editor. With the editor, the player can enjoy a multitude of battle combinations and locations.”

Will the game be priced differently during and after Early Access?

“It's not envisioned that TU2's price would alter after leaving Early Access, however circumstances may change.”

How are you planning on involving the Community in your development process?

“I'll be regularly reviewing and responding to community feedback on both the Steam and TU2 forums and incorporating that feedback into updated builds. A public Trello board has worked well for other indie devs and this is under consideration for TU2 Early Access as well.”
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Recent updates View all (11)

March 1

Update March 2018: level 10 playtesting

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.

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 tougher and you'd be advised to claim a freed hardpoint as soon as possible.
Additionally, beam tower build time has been shortened for the player and when in control of a beam turret, reload time for the player is shorter.
These changes make building and jumping into beam towers more useful overall and hub battles involving hardpoints are a bit more tactical.

In the Custom Battle screen:
New control allows the player to set initial upgrade points.
A second control sets a multiplier applied to upgrade points earned during a custom battle.
Battles in which red team controls the area selected can not be started until at least one blue team invasion direction is set.

When choosing a mission from the Chapter Select screen, initial upgrade points are now calculated by level number - the higher the level, the more initial points awarded.
Note that a final balancing of upgrade points vs upgrade costs is still needed.
Also need to award points for sucessfully completing missions as it is possible to fail some missions (get caught in a blastwall for example).

Blue powerstations have received a visual upgrade.

Additonal tweaks and content for levels 16-17.

A new intro to level 18 involving a mysterious droid.

Level 20 - the final logic gate - is now playable to completion but missing cutscene images.

LEVEL 10 PLAYTESTING REQUEST ###################
This mission involves opening a logic gate (as per TU1 but without the big capship as battering ram). It's a multi-part mission involving a base assault and then using the jetpack to open the gate and finish the level. Would be keen to hear players' impressions.

Once again, thanks to all those who've supported the game over the years - hope you enjoy this update and that March turns out to be one of the better ones! :steamhappy:
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February 1

Update February 2018: level 15 playtesting

Cripes - it's February already.
Now that dev is fulltime, things are moving along.
A big chunk of this last month has been spent filling in content for levels, particularly 15, 16 and 17.
However additional time has gone into some essential bug fixes.

LEVEL 15 PLAYTESTING REQUEST ###################
Note that this level is pretty much a re-run of the transport evacuation level in the original Tank Universal - which was something of a crowd favourite. However, be warned, this level is intense.

Before the combat starts, recommend visiting the upgrade screen.
  • Upgrade points have been provided and I would suggest upgrading your armour level, shield regen rate, gun reload rate and turbo time.
  • I would also recommend upgrading your drop turrets and rockets.
  • This is all to mimic the upgrades you might have earned by level 15 when playing each level sequentially in the full game.
  • After exiting the upgrade screen, pick up as many armour shards as needed(look for the cracked rocks).

The enemy will come from the north in waves and try to bombard the transports as they're waiting for lifter pickup on a plateau.

They will also call in spotters and bombers. It's imperative to clear the spotters as they will call in powerful airstrikes from the circling bombers.

One possible counter-strategy is to place dropturrets as you can afford them, in a defensive line along the northern edge of the plateau, but be wary of placing these just before air raids. They tend to get destroyed by dropped bombs easily.

Another option is to jump into a heavy tank, max shields and armor and tough it out.
Whatever your strategy, you'll need to pick up whatever shards you can, but may want to resist going too far north lest you find yourself swamped by the enemy and unable to get away.

FIXES/IMPROVEMENTS ###################
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About This Game

Inspired by the shapes and spaces of Tron and the gameplay of Battlezone, the sequel to 'Tank Universal' has arrived!

Take control of your cyber-tank and confront the forces of Gorgon in explosive first person combat. But remember, you are just one unit among many on the battlefield!

Key features

  • EASY TO USE FPS CONTROLS. WASD for movement, mouse look to swing your turret about. Easy to pick up and play.
  • UPGRADE YOUR TANK. Bonuses both permanent and not so permanent if you lose your tank in battle. Can you keep the same tank for the entire game?
  • EXIT YOUR TANK for a quick spot of repair or jet-pack to a new tank and take control.
  • ATTACK-DEFEND-CAPTURE. Take the fight to the enemy or defend your base from epic waves of enemy tanks and other vehicles.
  • CUSTOM BATTLE BUILDER. Select your battleground and the strength of the forces that are to clash. Then hit start to place yourself in the heat of the battle.

System Requirements

    • OS: Windows XP Service Pack 3
    • Processor: Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: Intel 4xxx Series w/ 512MB VRAM or better
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: Any on-board chip will work.
    • Additional Notes: The game is in an Alpha state and is constantly being expanded and optimized. System requirements are subject to change until the game ships.
    • OS: Windows 8
    • Processor: Intel i7 CPU @ 2.6GHz or higher
    • Memory: 8 GB RAM
    • Graphics: nVidia GTX 760 w/ 1GB VRAM or better
    • DirectX: Version 9.0
    • Storage: 500 MB available space
    • Sound Card: Ideally, something with Surround capabilities.
    • Additional Notes: The game is in an Alpha state and is constantly being expanded and optimized. System requirements are subject to change until the game ships.
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