We're no longer developing Tankrovia, and are no longer selling it on Steam.
If you're interesting on following up with us, we're still working on a branch of the game (called Bandits), and will publish it on a different Name down the road on Steam along several other platforms. Expect Q1 2019
That version of the game will have Online Play from day 1.
Stay in touch with us on Twitter, Facebook, and Youtube @BenerotCompany
Cya around!
We want to give Bandits for Free to everyone who purchased Tankrovia, so don't worry!
Developer Update #020
Hello!
After careful consideration, I've decided Tankrovia should indeed have OnlinePlay.
I'm currently in the process of sorting it all out. But I'm Fairly sure the game will end up with 4 game modes:
- Offline: Solo Missions, and Local Battle Arena.
- Online: Online Battle Arena, and the Coop Campaign.
The specifics are not completely defined yet. But I do plan on shipping this new feature as soon as possible.
In the meantime we're working on 05.3, which should release by the end of September, which is a new content and quality patch.
Patch: Alpha v05.2
NEW
New Start Menu!
2 New Battle Arena Maps!
CHANGES
Updated the Selection Menus with improved style and cameras. Still very much works in progress.
A lot of assets have been re-done to better match the current style of the game.
We're trying a new light method that should be faster and cheaper to render, while looking kinda the same. (Please let us know what's your experience with it!)
Greatly Improved Cameras for Challenges and Battle Arena. They're a lot smarter and way better at keeping the action in frame.
In BattleArena, the position of the tank HUD offsets by camera distance to stay a consistent relative distance from the tank.
For the Rocket, Edward's missiles, and Katrina's Basic Attack; their radius decal can be seen even when there is no floor bellow.
Flamethrower damage is now 20, from 30.
Flamethrower once again goes through objects, but each time it does so; it does half damage (20, 10, 5, 3, 2, 1, 1, 1, ...), stops growing, and has its speed halved.
Default battle arena map is now set to Random.
Updated the Credits Section on the Start Menu.
BUG FIXED
Few actors weren't properly displaying damage dealt to them.
Bunch of smaller things.
DEV COMMENTS
The last missing Battle Arena map, the remaining 3 Challenges, and the final Selection Menus; will be completed for v05.3!
Will keep working on improving assets and overall production value for 05.3
We're still not doing the UI until layouts and gameplay are fully set in stone. We think for v06
Developer Update #019
We're working on the last few things for Tankrovia's Alpha "Phase 1/2".
For the first half of the Alpha we wanted to Implement the 8 characters, and the Battle Arena and Challenges game modes, wrapped with all the appropriate things; So the game would look and feel "ok" while we work on the Coop Campaign.
We're working on a new StartMenu, new SelectionMenus for both gamemodes. A bunch of improved/re-done Assets. The 3 remaining BattleArena maps, and the 3 remaining Challenges.
We're also doing a ton of Assets re-work. Specially for the older ones. We didn't always knew how we wanted the game to look like in the end, so we iterated a ton.
We still have to re-do the entire UIs, and will test a bunch of stuff that might get in the game during Early Access.
We're planning to wrap Alpha 1/2 with the Ai Bots for the Battle Arena.
In short, there is a v05.2 coming soon, and then a v06.0 to wrap things up.
After that, Alpha 2/2 will be about the Coop Campaign. Every feature, tool, and asset made so far has been designed with the Campaign in mind. So there's not a whole lot we'll have to do from scratch. And we do like to make our content as modular as possible.
We've learned so much from this.
Patch: Alpha v05.1
NEW
New Challenges Enemy Type: Pollo Forces.
- Pollo-Cop: Fast and low damage.
- Robo-Pollo: Slow and high damage.
CHANGES
All Pollos have had the model animations re-done.
Many Sounds and FXs improved.
Many Destruction assets added and/or improved.
Many Challenges Text Lines have been improved.
Many Challenges have been re-balanced, and some include PolloForces!
All Ai Actors pathing has been improved.
Katrina Basic Attack repeats interval distance to 275, from 350. Damage to 75, from 100. Cooldown to 1.25, from 2.0.
Katrina can use her full basic attack in challenges again.
Dev Comment
Please tell us if you find any bugs or weird stuff. We're not far from wrapping up the Challenges and BattleArena game modes, and need to flesh out all the things.
Patch: Alpha v05.0
New
Challenges start on Foot! And have a (thin) narrative overlay.
Challenges hints now come from the narrative overlay instead of a huge block on your UI.
Changes
Rocket: Won't trigger unless the button is pressed again. (used to trigger when button released)
All the Tank's hp has been reduced by 40%
On BattleArena the default points per match has been changed to 4, from 3.
All the challenges have received changes and balance tweeks.
Bug Fixes
A bunch.
Known bugs
Rarely, after a battle arena match ends; players info is not displayed, and they can't select characters. A workaround is to go back to StartMenu and re-enter the BattleArena. Still looking into it.
Developer Coments
We've been working really hard on improving the immersion on the challenges missions, and added some fun new elements to them.
The remaining new challenges will probably go a bit further with it since it's a feature we really liked working with.
Overall we're really satisfied with how the game has grown and evolved. There are things we're 100% sure will stay for good, while there are stuff we would still like to improve further.
We still haven't had the time to work on the UI, which is a major TO-DO.
Next up is 05.1, which as usual will be a quality patch, and will fill a few gaps here and there.
Please keep in mind there's still a lot to be done!
Developer Update #018
The challenges are about to change! And I have nothing to show yet.
But read me out:
Right now you enter a mission and you get right to it, no context provided.
And though it's fun to get right to the action, I feel it's also super important to provide a bit of immersion.
So for v05.0 we're working on giving the challenges a [thin] narrative overlay.
Instead of starting the mission in the tank, you'll start on foot. During that phase of the challenge the game "sleeps", as in nothing is going on around you.
You'll be receiving a short briefing during that period, just the main objective and come context in the form of a "UI overlay" with a face and some exposition. Once you're ready you can just hop into the tank and begin!
If you fail the mission, you'll start from the tank, no need to hear the briefing again.
During the challenge, you'll get additional lines of text for hints and context. These will no longer apear alongside the objective in the UI.
We're improving the current challenges a bit too, making them more alive and interesting to play. We'll also introduce a new enemy type I expect will provide an welcome change in dynamics.
Because there're also other things to do for this patch, it won't be ready all at once; there'll be a v05.0, v05.1, and maybe a v05.2.
Alpha v05.0 will be out in a couple of weeks!
Patch: Alpha v04.2
New Stuff
Tanks have firing animations.
Bunch of new visual effects.
Navigation,used by DropPods to determine where to land, and by the pollo's pathing, is now dynamic. Meaning it updates when objects are destroyed.
Structures use a new destruction method that allows for more fanciness. (There're a few Challenges and Battle Arena maps, all from the 3rd environment, that'll have their assets replaced in a later patch.)
Changes
You can now play the Battle Arenas solo. (In case you wanna look at them or something)
Bonnie shields, while spinning, can only collide with other Tanks now.
Dorian basic attack bullets travel 25% faster.
Dorian basic attack no longer overheats, so it doesn't need to cooldown to 0% in order to attack again. Still can't fire when heat reaches 100%
Flamethrower no longer goes through things.
in challenge "Rocket Maze", Katrina's basic attack will no longer damage the targets. (Because she can now reach them)
From DropPods: Pollo has a 6% chance of appearing.
From Pollo: Health pack 50%, Fuel 25%, Ability 25%
Foliage now uses a more efficient destruction method that visually works the same as before.
Challenge Selection Menu has been rearranged to fit 16 challenges.
The order of a few challenges has been changed.
Several Challenges have had Visual and Balance changes.
Bugs Fixed
Selection Menu Map Buttons will now properly deselect again.
Dev Notes
This is mostly a quality patch in order to make the game look and feel better. We've been rounding up things. Next patch will be Alpha 05.0, in 2-3 weeks and will bring some exiting new stuff!
Developer Update #017
We're going to patch Alpha v04.2 in a couple of days. And it's a very very important patch. Overall it's a quality patch. It includes some big balance changes. And we've greatly improved the visuales of the game in every sense.
And most importantly, we've implemented a new destruction system that's way cooler than what we had before! Mostly because it leves a very noticeable trace of the battle!
After, the new patches will contain the remaining Battle Arenas and Challenges.
In the near future, Challenges will have an awesome new narrative overlay, and you'll get to walk around with the characters while you're briefed, before the missions starts!
We're also doing the real UIs, and both selections menus are being done from scratch. The current stuff are the initial pre-alpha mock ups, yikes!
There a lot more in the oven at the moment.
Until next time!
Developer Update #016
Hey!
We've been working hard for v04.2, which is mostly a quality patch.
I've reworked and improved a few systems, most notably the destruction system, which will now be both faster and fancier. Allowing for persistent debris.
I also improved the landscape paint tool to better complement the look of the game. it use to have smooth edges and flat surfaces, new one has hard edges and noisy-poly surface.
And now i have to rework the UI and options menus!
The next patch will be up early next week.
We still haven't found a publisher, which is sad.
I still don't know when the game should be Released, as there is content i might want to add if I had the funding to develop. But in any case, I'm going to go with Q4 2018 just to be safe.