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) - 92% 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?

“AUGUST 2018: TU2 is now coming into its last cycle of development and all going well, will likely be released as complete late 2018 or very early 2019.

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?

“AUGUST 2018: Dev is approaching completion so the base release reqs listed below are implemented.

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?

“AUGUST 2018: The full campaign can be played through, minus some features and final balancing.

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 (14)

July 31

Update August 2018: cutscene palooza

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 thoughts?

Doing some research on Google, a few points come up.

Firstly, some say November.
This is to take advantage of the Xmas buying splurge.
Downsides are that everyone else will be doing the same along with a number of heavyweight triple-A titles. These big releases can suck the air out of the market and there's defintely some big titles due November this year, including RDR2 (although that won't be a PC release intially).

Other option is to leave it till late January.
Thinking here is that people are starting to spend again but more importantly, it's a quiet period where an indie release is more likely to be noticed. You only get one chance at a successful launch, so why rush it at the end? Another couple of months of dev couldn't hurt.

Last point is to avoid Steam sales as during these the new releases window pretty much goes AWOL. For example, the game below (Youropa) was released during the last Steam sale. Who knew?
https://store.steampowered.com/app/640120/Youropa/
(I point this game out as the author also produced the Giles lightmapper utility which has been of immense help to me over the years.

Then again, Steam has become such a gushing hosepipe that it probably doesn't matter when TU2 is released.

For example, Steam lists 46 new games released just today.

Let me repeat, 46 releases in one day (actually two more popped up while I was writing this and the day's not over).

Out of interest, roughly breaking those releases down looks like:
A third look to be trash. For example:
https://store.steampowered.com/app/897840/Alien_Hunt_3D/).

A third are early access and so are not complete (and may never be completed).

A fifth are VR only or are free.

Long story short, about a fifth of the releases I looked at are games that seem to be technically competent and are sold as complete.

However that's still ten titles a day to compete against for attention.

BTW: Known issue with this build:
Beams between distant pylons are not connecting.
Looks messy but doesn't affect gameplay. Is something to fix in the near future.

4 comments Read more

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'.
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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: Dedicated graphics card - may not perform on integrated sets
    • 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 10
    • 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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