Dear Commander,
Tank Arena servers will undergo maintenance for an update on June 23, 2025, at 16:50 (UTC+8). During this period, the game will be temporarily unavailable as we implement new features and event content. We appreciate your support and understanding. Enjoy the game!
Maintenance Details:
1. Battle Frenzy
2. Battlefield Elite
3. Combat Maniac
4. Medal Carnival
5. Military Academy Recruitment
6. Daily Gold Gift
7. Lucky Supply
8. Vehicle Refurbishment Event
9. Top-Up Special
10. Component Exchange
11. Component Discount Sale
12. Equipment Forging Pack
13. Military Supply Weapon Special
14. Grand Weapon Limited-Time Offer
15. Consumption Rewards
16. Rune Supply Benefits
17. Super Armory Unlock
18. Super Deluxe Check-In
19. Pet Adoption Rewards
20. Weapon Upgrade Pack
21. Gala Machine Gun Mark
22. Gala Machine Gun Exchange
23. Component Discount Purchase
24. Halsey’s Blessing
25. Battlefield Hunt
26. ZBD-03 Hero Limited-Time Offer
27. 99-Type Moon Festival Special
28. 99-Type Moon Festival Exchange
29. Glory Vehicle Exchange
30. Glory Military Supply Tank Discount
31. Glory Military Supply Armored Vehicle Discount
32. Glory Military Supply Helicopter Discount
33. Glory Military Supply Rocket Launcher Discount
34. MBT-3000 Exchange
35. Endless Campaign Rewards
36. Ladder Gold Rewards
37. Glory Viper Special
38. Viper Glory Exchange
39. Rare Pet Mega Pack
40. PTZ-Cupid Special
41. PTZ-Cupid Exchange
42. Daily Consumption Rewards
43. Guderian Special
44. Guderian Exchange
45. Leopard 2A5 Wildfire Special
46. Daily Top-Up Rewards
47. Black Gold Treasure Pot
48. Black Gold Treasure Seed
Let us know if you'd like any refinements!

First Steam post, how exciting! This post will be for anyone that has stumbled this game purely on Steam, instead of my itch.io page. This game has actually been in development for around 11 months, in itch.io there has been more than a dozen devlog posts detailing the process of making the game. But from this point onwards, all you Steam users too will receive the same devlog posts I am putting on itch. So, welcome! And thank you for checking out Pokitaire!
Latest itch.io post starts here
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Oh wow! An actual promotional related devlog! I'm not sure if I was looking at a legacy option on Steam or something, but it turns out it cost free to make a demo for your game, so the demo's also there now!!
The version you will get there will be the same as the one in this website (version 1.4.3d). So there will not be much difference except display options and the convenience of playing on Steam. While making the demo store page it also requires a trailer to be put in there, so for the sake of it we also have one! This is something definitely overdue so Steam forcing me to make one is a good thing mostly.
The progress on the game has, unfortunately, not been very good, it's been very slow and I can't even admit its because of this promotional stuff. But things should be on track soon again, I have on my agenda that the demo version will get another update in the end of this month, so look forward to that :).
On a personal note, yesterday was my birthday! I would post all of this on the day, but Steam doesn't let you publish things on weekends for some reason. So yes I am an ancient age of 23 now and I feel... exactly the same, so that's fun! I remember a few months ago, the initial agenda was for the full game to be done by today, but.. yeah I'm definitely not reaching that. In the worst case scenario, the game will be done by the end of this year, but hope that wouldn't be the case, because that is a while away. 

Knights and mercs! You've been hard at work heisting away all weekend and we've been hard at work fixing your F10s! We've got a big list of bugfixes tonight, so we will keep this news update post short. Check out the full list below, and we've got 2 highlights in store.
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. You never have to restart if you don't want to. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

In your Quality options tab, you can now set a Frame Rate Limit. This requires you to disable V-Sync. You can leave it uncapped as well if you please. If you are on Steam Deck, we would recommend using this and capping it around 60 to help improve battery life for the game.
We fixed an important issue that could result in enemy turns being locked up with Update #13. If an enemy was hit with Overwatch in the first half of jumping over a barricade or fence, they could end up in a hung state. Now, if they have started the jump, they always finish the jump and the game will not hang anymore.
Thanks to @Cado for the wonderful F10!
- Added 'Frame Rate Limit' Game Option under "Graphics" (disable V-Sync to use)
- Fixed enemy movement freeze that could occur when Overwatch was fired against enemy leaping a fence
- Fixed issues and addressed balance issues with AR Extended Magazine
- Fixed issues with Cyberdeck Program Pricing
- Fixed issues selling a large number of crafted weapons to a contact
- Fixed issues with some maps loading and entering Victory screen immediately
- Fixed z-fighting and flickering Issues on Several Hallway maps
- Fixed reported missing textures in some interior maps
- Fixed starting monster locations on "Kill Meeting"
- Fixed some VIP spawning locations that sometimes got them stuck
- Fixed reported issues with Assassination VIP pathing
- Fixed bugs & typos in Trese Brothers copyright message on main menu ;)
Prehistorians! Hello!
It has now passed a week since we launched the Clawed demo and it has been a whirlwind. In the post, we discuss what has been learned, what comes next and how the demo is slightly misleading (cue dramatic audio)
The first and most important thing to address is all of you - the community. Your feedback has been invaluable. During this week, we have release 3 updates to the demo v0.15, v0.16, and v0.17.
Each of these updates contained changes based on Player feedback. Here are just some of the changes that were driven by all of you:
-the flashlight system was reworked to be head mounted and became far more useful
-Lighting levels we raised slightly in the global illumination system and additional in-game lights were added to dark areas to assist with navigation
-Audio levels were adjusted. Dinosaur audio was increased (we still have work to do on the Audio department, we are aware:))
-Health and Oxygen we added to the HUD, but still with our minimalist theme
-Map Items were added to the game and can be found at Information Booths in the different areas. (We will monitor feedback on this)
-Item Glow was added to help assist progression and with locating items in the world.
What we learned:While there is still feedback, we are addressing (looking at you auto-save) we thought it would be a good time to share some of our learnings from the past week and discuss what we are planning for the road ahead.
One point that became clear is that our Minimalist approach was a little too strong. From keeping health and oxygen off the HUD, to the lack of clear indicators on items needed to progress. The strive for immersion hurt the experience a little bit. So, hopefully, without the cost of immersion, the updates we've released (particularly yesterday's update with item glow and park maps) have helped towards making goals and objectives clearer. Now, we are not done with this. We know we need to make your overall goal clearer, and we will come back to this in a bit.
Another point we need to address is Audio. Improvements to ambient audio, dinosaur cues to help identify where a predator is coming from and other sounds to help improve immersion - all of this is being worked on and is on the way.
The last main point I'll note is dino AI- You guys want better attacks, more ways to interact with the dinos and overall, some of the kinks (like brief pauses before attacking) to be cleaned up. And we are actively working on this too.
There are a lot of things we have learned from you, our community, over the past week.
It's been pretty awesome to have so many people write us with constructive feedback that really care about the game and how it turns out. And hopefully you can see that we care too, and we will act on that your feedback.
Most of this game is yet to be revealed and we are using this demo as a test ground to ensure that navigating the park is fun, interacting with the dinos is a thrill and exploration is addictive. With feedback like yours, we can do that.
Now, that brings me to some fun stuff - The future. This stuff is further down the line but is coming.
A First-Person Camera OptionOut of all requested features we heard this week, this is probably the most requested. So, we are doing it.
The goal is to have a toggle button where you can switch between first and third person during gameplay.
Now, this is going to take a little bit of time to get done as we want to do it right - and honestly, we are still working on improving the third person animations.
But if you asked for it, please know it is now in the works :)
CrouchingThis one we have already mentioned and is coming a little sooner. But yes, crouching is being added.
Quest Management and Objective Screen We won't go too in depth here as we are keeping some things still secret but yes, your goals in the park are going to be added to a quest screen next to your inventory. We'll come back to this.
Dino Interactions This one ties into some of the stuff we have not discussed yet, but just know, that there will be other ways to interacted with dinos than just shoot at them.
The demo is a little misleading and here is why: So, shaping a demo is tough. You want to give players a demo that feels full and is a good time on its own, but you also want the full game to be a surprise. One thing we want to make clearer is this: The demo is fairly linear; however, the full game is absolutely not. In fact, the mission to find the green access card is the most linear section of the game.
There is a major gameplay component we have not put in the demo - one that we are now discussing releasing into the demo in a future update, so that we can gather further feedback ahead of the game's release later in the year. We would likely release this new feature with the co-op update in coming weeks.
So, I'll leave this here for now, however, we will be providing more details on this soon. Once we make our plans and timing concrete.
There is a lot more we could go into, but that's it for today.
Thank you to everyone for all the support, all the kind emails, messages and posts, and for all the feedback - You really are making this game better and we don't want to let you guys down.
Thank you
Flatrock Games :)
[Update] Beta 0.85f Patch Notes
[Controller] L1 and R1 buttons are now also supported for engine control.
[Controller] Added controller vibration. You can disable it in the settings.
[Controller] Controller button prompts have been added to in-game interactions.
[Controller] Retry Button in Expedition Mode is now accessible via controller.
Fixed an issue where dialogue could be skipped too quickly.
[Expedition Mode] Good news! The explosion radius of the parrot bomb has been slightly reduced.
[Battle Mode] Fixed an issue where controllers could be swapped.
[Battle Mode] Players who had their ring taken will not block others' paths for a while.
[Battle Mode] Fixed an issue with incorrect acceleration values in the game settings.
⭐Finally, thank you all for participating in SteamNextFest! If you have any feedback, please feel free to share it on our Steam forum or Discord.