Questions & Answers with the Developers
Are there any plans to enable regular communication with players—such as monthly feedback sessions via the Protected Moderator chat—so developers can hear from the community directly?
We appreciate your interest in closer interaction with the development team. Please be assured that all player feedback is carefully collected and processed by both the community team and support service. For now, we are sticking to our current communication format to keep the dev team focused on core development. That said, we’re actively exploring options like more frequent Q&A sessions and other formats for sharing information and gathering feedback directly from the developers.
We recommend creating a dedicated test group of experienced players with access to all tanks, to help test each update before release. We believe this would help identify critical bugs early and prevent major issues at launch.
We’ve previously used a dedicated test branch via Steam and will continue to do so when necessary. However, running a permanent test group would require significant resources and could impact other development areas. That said, for major or complex changes, we’re open to limited beta testing—provided there’s sufficient interest from the community.
We propose removing the 15-tank slot limit. Instead, a level-based filter could allow players to manage tanks more efficiently without overloading the interface.
Thank you for the suggestion — the level filter idea will be considered for future interface improvements, though we can’t promise immediate implementation. As for the slot limit, it’s an intentional design choice: managing your garage and setting priorities is a core part of endgame strategy. That said, any previously sold vehicle can always be repurchased.
Please remove the 24-hour cooldown when leaving a clan voluntarily.
The 24-hour cooldown helps protect clans and honest players from abuse. However, we’ll review the system again and make adjustments if necessary.
The current Battle Pass’ price and difficulty level are too high. We suggest reducing the number of tasks and lowering the price to make it more accessible.
Thank you for the feedback. We’ve taken note of your concerns regarding Battle Pass cost and difficulty — this input is already being considered for future updates.
Some standard and older premium tanks feel outdated compared to the newer releases. We suggest reviewing their stats or in-game roles. Example: K-25 AEGIS vs. SCV-25 SCORCHER.
The mentioned tanks belong to different tiers, so some stat differences are expected. That said, we continue to monitor balance and will make adjustments where needed.
Some premium tanks look too gimmicky and don't fit the game's visual style. Players expect more realistic models.
We’ve already moved away from experimental visual designs. Upcoming updates will focus on more grounded and realistic styles, based on community feedback.
Vehicle rating doesn’t always reflect the tier. We suggest clearer rating distinctions between standard and premium tanks across tiers.
Your suggestion has been noted and is under review.
Ammo prices have changed drastically. For example, APCR for AURORA is now 4x more expensive, and for Victoria, 7.5x. Could you clarify the reason behind this?
Gold shell pricing was adjusted to reflect recent changes in penetration and armor mechanics. With proper tactics, gold rounds are used situationally — to break through tough defenses — while regular ammo remains the main source of damage.
The anti-drone item costs too much (16 gold). We suggest reducing it to 8.
We’re collecting usage data for this consumable. Final decisions will follow based on the analysis.
Some tanks have very limited ammo (e.g., KV-2 — 35 rounds). This needs to be increased.
Noted for consideration.
Only 4 slots each for equipment and consumables limits player strategy. We suggest expanding to 5–6.
The current slot limit helps maintain balance and encourages tactical decision-making. Expansion possibilities will be analyzed further.
There aren’t enough commanders available compared to the number of premium tanks. Can you add more?
Suggestion acknowledged. A full rework of the commander system may be considered in the future.
AI has improved, but bots now shoot through walls and hills. This is a bug and should be fixed urgently.
Thank you for reporting — the issue will be addressed in the next hotfix.
The TAB menu no longer shows bot info or match stats. Please bring this back.
Thanks for reporting — we’ll investigate and apply necessary fixes.
The rear armor of heavy tanks takes almost no damage, even from powerful shots. This seems like an issue with the damage model.
Damage behavior can vary based on the attacking vehicle class — light, medium, and heavy tanks have different penetration and damage characteristics. Still, we’ll recheck critical hit zones and adjust them if needed.
The game feels repetitive due to a limited number of maps. Are there any plans to introduce more maps?
Adding new maps is indeed on our roadmap, but at the moment we’re focused on improving game stability and technical performance. We’ll return to map development once our production schedule allows. In the meantime, we’d love to hear your ideas — what types of maps would you like to see, and what would you name them?
Servers in regions like the Far East and Asia have become unstable lately, causing disruptions during gameplay.
We’re aware of the recent connection issues affecting many players. While some outages are beyond our control, we’re actively working to find long-term solutions and improve server stability.
Will you be updating the “Wheeled Vehicles” category, where some models have remained marked “SOON” for a long time?
We understand your interest in this category — it’s still on our radar. We’ll return to it as soon as resources allow.
The player list by country only shows 20 people, making it hard to find clan recruits. Please expand this to at least 50–100.
Thank you for the suggestion. We’ll review the technical possibilities and keep this in mind for future improvements.