Hello, brothers!
Today, we're going back in time to bring you what was Germany's first tank pride in HWB, codenamed "Kaiser"!
The Kaiser will be one of the game's first heavy tanks.
It certainly won't be as well-armored and armored as its successors, but it will be an excellent mobile bunker in the early stages of battle.
This tank will prove excellent against small enemies, as, protected by a thick layer of metal, soldiers inside will be able to use six 7.62 mm machine guns on three sides of the vehicle, while the driver can take advantage of the decent firepower of the 57 mm cannon mounted on the front.
The Kaiser's bulky silhouette makes it fearsome, but at the same time vulnerable, as it can be easily hit.
I'm not sure how to arrange the crew at the moment. The two possible options are:
1) 1 driver + 6 passengers (one machine gun each)
2) 1 driver + 3 passengers (two machine guns each)
1) 1 driver + 2 passengers (three machine guns each, i.e., one on each side).
Which would you prefer?
Consider that the more soldiers inside a vehicle, the fewer there will be outside as infantry.
In time, I'll show you more tanks from World War I, so stay tuned and you'll see some great stuff!
Question 1: Would you prefer to play with vehicles from that era?
1) WW1
2) WW2
3) Cold War
4) Contemporary
5) Partially Futuristic
Question 2: What type of ground vehicle (not artillery) do you enjoy playing most?
1) Light tank
2) Medium tank
3) Heavy tank
4) Anti-aircraft
5) Anti-tank
6) Anti-infantry
7) Other, tell me your genre.
Please answer the questions so I can further adapt the game to your tastes.





The PIONER Open Beta starts tomorrow!
On November 4th at 3:00 PM CET, we’re opening access for everyone — join us
https://store.steampowered.com/app/3105890/PIONER/
The stress test is coming to an end — tonight at 8:00 PM CET we’ll be closing this phase.
Huge thanks to everyone who took part — your feedback helps us make PIONER even better.

by PDX-Loke
Hello all,
Our latest and greatest patch has arrived. 4.1.7 should now be available for download on all platforms.
Please find the changelog below.
Improvement
AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.
Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.
Added the Visionary job swap for politicians, which combines Science Directors and Merchants
Balance
Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.
The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.
The Opus core world for the Hard Reset origin is now size 25.
The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.
Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.
Bugfix
Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)
Fixed handling of leader species when converting between limited and not limited cyberization policies.
Improved Neural Chip conversion
Updated leader trait handling after species modification.
Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.
Fixed scope errors in species assimilation.
Fixed species assimilation not handling robots for synthetically ascended organics.
Improved handling of mechromancy
Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one
Fixed issues with converting between the Cyberization Standards policies.
Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.
Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign
The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.
Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.
The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.
The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.
Corrected missing full stops at the end of the Great Awakening tooltip.
Restored the ending of the Fleet Maneuver event chain.
Added missing upkeep modifier from Tankbound to habitat rural districts.
Updated ringworld colony designations to follow the new standards
The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it
The Retirement Home achievement is once again achievable
Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)
Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.
Alloy megaforges now correctly have a volatile motes cost and upkeep.
Fixed missing species name in event title and descript when awakening psionic abilities.
The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers
The Hard Reset species traits will once again be localized
Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.
Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.
first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.
Fixed being able to take the Hegemon origin while being Egalitarian
Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.
Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).
Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.
Players now take ownership of claimed DSCs after war finishes
The Olonnais planet now properly becomes colonizable after completing the related special project
Fixed a localization issue in the Rogue Agent event chain
Fixed a duplicated cost issue in the Behemoth action tooltips
Blind trait now properly displays its workforce efficiency modifier in the trait tooltip.
Fixed Psionic Avatars sometimes spawning multiple times.
Updated the outcomes of the Blue Lotus event chain.
set_hostile effect should now properly set relation both ways
Implemented some slavery, presapient, and robot category fixes discovered by fs_nanamedou. These were causing unemployed slaves to get caught in job loops and failing to process correctly, and correct the processing and unprocessing of presapients and robot servants. This also appears to fix some of the issues with Necrophages.
AI
The AI will now correctly build and upgrade Orbital Rings instead of usually leaving them empty. They will also no longer be absolutely obsessed with creating Hatcheries or Beastports out of them, even if they're literally unable to build those.
Modding
Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid
Stability
Fixed OOS in pop growth system
Enjoy!

Well, Seekers, have you already sent in your masterpieces? We hope so — today is the last day to submit your stories!
Submissions are accepted until 20:59 (UTC), and the results will be announced on November 24, 2025.
Hurry up and bring your ideas to life for a chance to become the Zone’s best storyteller!
Full details in the article:
Steam | Reddit
Survival skills are the top commodity on any battlefield—now even more so! Complete the Battle Pass Special: The Walking Dead to earn themed rewards and recruit prominent characters as crew members!
EU (CET/UTC+1)
NA (PT | CT | ET)
APAC (UTC+8)
Event Start
November 6, 05:30
November 6, 05:30 | 04:30 | 02:30
November 6, 06:30
Event End
November 17, 04:30
November 17, 04:30 | 03:30 | 01:30
November 17, 05:30

These apocalypse-hardened warriors with custom voiceovers are a great addition to your crew member pool: Against all odds, Rick Grimes, Negan, Daryl Dixon (voiced by Norman Reedus), Michonne, and The Governor persevered in a hostile world where both the dead and the living are a constant threat. You can rely on them and entrust your favorite vehicles to their care.

The mighty H3 is fully prepared for the trials of The Walking Dead's apocalypse. Along with a striking appearance—it is equipped for long-term survival in the harshest conditions—the tank comes with a five-round autoloader that has unique parameters. A relatively quick reload time for the entire clip is combined with an intra-clip reload time of about 5 seconds, which gives the H3 an impressive firing tempo comparable to those of medium tanks while keeping it from being sidelined for too long when a full reload is required.
As any moderately successful survivalist will tell you, supplies are essential. Collect Base and Improved Rewards to stock up on items that will increase your chances of staying among the living; grab unique prizes to show off; and befriend tough crew members with zero perks!
Base Rewards

Improved Rewards

EU (CET/UTC+1)
NA (PT | CT | ET)
APAC (UTC+8)
Sale Start
November 6, 04:30
November 6, 04:30 | 03:30 | 01:30
November 6, 05:30
Sale End
November 23, 22:00
November 23, 23:59 | 23:00 | 21:00
November 23, 23:59
Barter and survival go hand in hand. Turn in some of your gold to help you last longer on the battlefield, and expand your The Walking Dead crew member roster with Daryl Dixon (voiced by Norman Reedus), Michonne, and The Governor!

The "Welcome to the New World" 2D style and the 3D attachments (coming in the Deadeye Daryl package together with the crew member Daryl Dixon) complement each other perfectly, making up a The Walking Dead survivor kit that can be installed on most high-tier vehicles.
Those who persist learn from others. Watch experienced survivors fight to get even more essential supplies from Twitch Drops!

In order to receive Twitch Drops, you need to have an account linked to your email. If you haven't completed this process yet, you'll need to do so first to participate in the activity.
After that, make sure to link your World of Tanks and Twitch accounts to receive your prize. Check our official Twitch Drops guide to learn more.
[/expand]Prepare to pull through and come out on top, Commanders. The prizes are worth it!
LEARN MORE:
Roll Out!
The Walking Dead © 2025 AMC Film Holdings LLC. All rights reserved.
Improved performance of black hole generator, the black hole process and the black hole shader.
Improved performance of how enemies process chill and freeze
Fixed Tesla Coil 8 Multi-Beam upgrade being offered before 6 Multi-Beam upgrade
Fixed a possible cause of random crash
Black Hole warping visual effect should be cleaner without a sharp boundary
Optimized the UI of the reserve camp and adjusted the capacity of the reserve camp to 12/24/36.
Fixed a bug where the control bar in the lower right corner was not hidden when returning to the main menu.
In this update, I’ve made a major change to the core of the game:
the player character and the truck are now controlled separately.
In other words—
you’re no longer permanently stuck in the driver’s seat, only able to drive, park, and stare out the windshield.
Now, you can exit the truck, walk around freely, talk to NPCs, and accept missions.
This isn’t just a new feature.
It’s the first real step toward making the world feel alive.
When you stand on the ground and look up at the truck,
you finally feel the scale difference—
the truck feels huge, and you feel small.
That’s the experience I wanted from the beginning.
You can now get in and out of the truck freely.
The environment is no longer just a backdrop.
NPC interaction is now available.
More characters and missions will be added in future updates.
New camera option: “Truck Front Rotation Follow”
Like the camera following your steering? Turn it ON
Prefer a stable fixed view? Turn it OFF
You can now adjust the camera style to match your driving habits.
The next few updates will focus on:
Adding more NPCs with actual needs, not just background decorations
Multiple factories and ports with goods you can buy, load, transport, and deliver
Resource accumulation and gradual world expansion
Building a complete gameplay loop:
Accept order → Load cargo → Transport → Deliver → Earn profit → Unlock more facilities
This isn’t just “more levels” — it’s expanding the entire game structure.
This update is just the first step toward a much larger vision.
If you enjoy the idea of not just driving a truck, but living inside a world,
the upcoming updates will move more and more in that direction.
If you have NPC ideas, features you want, or systems you hope to see,
feel free to leave a comment. I read every suggestion.
My goal is to turn this into a truck game that can grow, evolve,
and stay fun to come back to over time.