An armour penetration sandbox. Build the target from plates, thicknesses and angles, pick a penetrator from American, Soviet and German service rounds, fire. The hit is not animated — it is solved from real terminal-ballistics models.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“ArmorSim has a working ballistics core and a working sandbox, and it needs players hitting it with scenarios I would never think of. Every serious bug in this project so far has come from someone asking "why did the result change when I swapped those two plates?" — a question a test suite does not ask. Early Access is how I get more of those questions while the architecture is still soft enough to answer them.”

Approximately how long will this game be in Early Access?

“Around twelve months. The remaining work is the ULTRA continuum mode: calibration against a frozen reference case, the visualisation path, a background job queue, and performance. That work is scoped and sequenced, but it is physics code, and physics code slips. If it slips, I will say so in an update rather than quietly moving the date.”

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

“The full version adds the ULTRA continuum solver as a shipped, calibrated mode rather than a preview: crater morphology, plug ejection, spall and petalling produced by the solver instead of by scripted deformation. It also widens the supported material set, adds shareable replay files, and adds oblique impact to the continuum path. The analytic Normal and Advanced modes are already complete and will be refined rather than replaced.”

What is the current state of the Early Access version?

“Normal and Advanced modes are complete and usable: build a scene, set materials, thicknesses, angles and spacing, configure a projectile, fire, and get a solved outcome with ballistic limit, residual velocity and wear fraction per layer. Fourteen armour materials and four penetrator cores are selectable. ULTRA is present but limited — normal incidence only, a reduced material set, and the mode tells you plainly when your scene falls outside what it can solve.”

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

“Yes. The price will rise at 1.0. Buying during Early Access is the cheapest it will ever be, and there is no additional charge later — the full version is a free update for anyone who bought in.”

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

“Two channels. The Steam discussion boards for scenario reports — if a result looks wrong to you, post the setup and I will run it. And a public roadmap that says which physics is measured, which is fitted and which is assumed, because in a simulator that distinction is the product. Where the open literature has no data for a material, I would rather say so in the open than fake it and hope nobody checks.”
Read more
This game is not yet available on Steam

Planned Release Date: Sep 7, 2026

This game plans to unlock in approximately 4 days

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Stack the plates. Pick the round. See what actually happens.

ArmorSim is a 3D terminal ballistics simulator built for people who argue about armour for fun. One question drives the whole thing: will it go through?

You build the target — plates, thicknesses, angles, spacing, materials. You build the projectile, or take a real one from the American, Soviet/Russian and German arsenals. Then you fire, and the impact is solved, not animated. The rod grinds itself down. The plate dishes, tears, punches out a plug or opens a ragged hole. Fragments fly with real mass behind them. You orbit the camera around the whole thing in slow motion and look at the damage from any angle you like.

No sparks. No glow. No explosion smoke. Just metal doing what metal does.

Three solvers, one sandbox

NORMAL — the fast one. Analytic terminal ballistics: Alekseevskii–Tate erosion integration, Recht–Ipson residual velocity, a Rosenberg ricochet criterion, Grady fragmentation. Answer in a fraction of a second. Fire, tweak one number, fire again.

ADVANCED — the same core with its guts on the table. Layered and spaced arrays, reactive armour packs, per-layer energy accounting. Ballistic limit, wear fraction and residual velocity reported for every plate the rod passes through, so you can see exactly where the shot ran out of energy.

ULTRA — a genuine continuum solver. An axisymmetric Lagrangian mesh running Johnson–Cook plasticity, a Mie-Grüneisen equation of state, adiabatic shear banding and element erosion. It takes minutes to produce a single impact. The crater shape is not drawn by an artist — it falls out of the physics.

Physics, not hardness points

There is not a single hit point anywhere in ArmorSim. Every outcome comes out of published models driven by real material properties — density, yield strength, shock data from laboratory tests. Rod erosion, ragged hole edges, plug ejection and fragment formation are consequences of those numbers, not animations played back on cue.

It is not a hydrocode, and it does not pretend to be one. An ANSYS-class simulation of this impact runs for hours on a cluster. Here is what ArmorSim does instead of pretending:

  • Every material constant carries a source. The material table tags each number MEASURED, DERIVED, FITTED or ASSUMED, and names the paper it came from. It is not hidden — you can open it and check.

  • Absences are documented, not filled in. Where the open literature holds no usable data, the material is not quietly faked with a stand-in. It is marked unsupported, and the reason is spelled out.

  • ULTRA states its own limits. The continuum mode is axisymmetric. It runs head-on impacts, and it tells you plainly when a scene falls outside what it can honestly solve instead of guessing at it.

  • The solvers never contradict each other. ULTRA renders the shape of the damage; the analytic core is the only thing permitted to declare an outcome. You will never get two different answers to the same shot.

What you get

  • Free-build scene editor — add, drag, rotate and re-material plates; spaced and layered stacks

  • An extensive material database: 14 armour materials and 4 penetrator cores

  • Kinetic penetrators drawn from American, Soviet/Russian and German service ammunition

  • Reactive armour, ceramic with backing, composite backing plates

  • Shaped-charge jets at normal incidence

  • Slow-motion playback with a free orbit camera

  • Shareable replay files — a full ULTRA run is a couple of megabytes

  • Five interface languages: English, Русский, Deutsch, Polski, Татарча

Who this is for

If you have ever paused a documentary to argue about whether that shot should have gone through — this was built for you. No engineering degree required, and no engineering software to learn. Set it up, hit fire, watch it happen.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD Ryzen 3 1200
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 (2 GB), DirectX 11
    • Storage: 4 GB available space
    • Additional Notes: ULTRA mode is CPU-bound. More physical cores mean shorter solvetimes, not better framerates.
Review Filters