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 (14) - 100% of the 14 user reviews for this game are positive.
Release Date:
Oct 13, 2016
Developer:
Publisher:

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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 (13)

June 8

Update June 2018: the Winter Kiwi

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 through the entire game just to pick up any major issues before uploading this build.

There's still a boat load of bugs, tweaks and balancing to fix and admittedly I set infinite upgrade points and powershards to speed my playthrough - but I got a sense of how the full game 'feels'. It's clunky in terms of graphics and general production values - it's a one dev game after all - but it works and I feel it is more than just the sum of its parts. I guess the proof will be when it's released as a complete work.

Known Major Issues:
Memory footprint needs to be reduced - can cause a mem error later in the game when loading a music file to play for example.

Armour levels lost between levels - level 10 sees upgrades reset. Need this sort of stuff to be persistant.

Beams between distant pylons are not connecting. Doesn't affect gameplay but a worldbuilding problem that'll need to be addressed.

Triggered Atheist has let me know that the game has issues on his rig using integrated graphics. Not sure if this can be fixed (sorry TA) - at the very least it means I should update the min/recommended specs to include a dedicated graphics card as being a minimum.

That's all for the moment. Hope you all have a good month.

P.S. if you want an authentic kiwi t-shirt for summer, go to redbubble.com and search for 'madjack'.
0 comments Read more

May 2

Update May 2018: closing the loop

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 with.
A classic was where a cutscene ended with the player having no time to avoid a nuke.

But the shape of the game is finally lifting out of the nutrient bath so to speak.

The new pylon level mentioned last month, is level 14, 'Difficulty Spike'

To see more new content, start from level 22 onwards.

Note that level 23 onwards are set in Gorgon's sector and so are 'spoilery'.
However I would appreciate feedback on these.

Hope you all have fun with these new levels.

Once again, thanks to all those who've supported the game over the years - hope you enjoy this fresh update! :steamhappy:
8 comments Read more
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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

    Minimum:
    • 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.
    Recommended:
    • 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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