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Tank Universal 2 Download For Windows PC





















































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 featuresGAME LENGTH. Approximately 10 - 12 hours to complete the campaign. Design your own battles with the custom battle builder. 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. 1075eedd30 Title: Tank Universal 2Genre: Action, Indie, SimulationDeveloper:Phil JonesPublisher:Dialogue DesignRelease Date: 13 Oct, 2016 Tank Universal 2 Download For Windows PC tank universal 2 download free. paterson universal tank and 2 reels-#115. tank universal 2 download. tank universal 2. paterson universal tank with 2 reels An old man who suffers with his health gets a vr system gifted from his doctor as an experiment to boost his emotions to a positive direction. It's a nice "virtual" tank game!https://www.youtube.com/watch?v=1lBLDafRfZM. I loved the original and this one is better just a good old fashion tank game with a neat story line. Both part one and two are worth the money!!. I've been a fan of Tank Universal for a very long time (you can read my review on it here), so I was very excited to find out that the sequal, the development of which I thought had been stopped indefinitely, had been continued all along!I love the release that's out right now, although I have to say, it doesn't yet feel like a full game. There are choppy elements in it, put together in a good way that acts as a perfect demo for what the full game is supposed to be. Elements left over from TU1 however still exist, while other elements that seem incomplete show signs of great improvement.I'm also very happy about the new custom encounters menu, I've always thought that's something that TU1 needed, definitely considering I loved the Hud Battles and Fortresses as a whole. I've always thought about what it would be like to be able to create one yourself, though, like in a sandbox..But with what's already out, I'm very supportive of, and I definitely hope that the developer continues to work on this game until it is a full release!. INTRODUTION* It is such a great game. I remember when I was 8 years old and I found on the internet Tank Universal demo. It was a great game. 1 year ago I found full version of Tank Universal. Bought it immidiately. I love this type of games. I didn't expect Tank Universal 2 to come out, but it did! I bought it for 2€ and as I see devs are working on updates.There isn't much to say about this game because it is in early access. The devs added hub battle mode which I am testing now. If you liked Tank Universal 1, you should definitely buy the second version!. Great successor to a severely underrated indie title. I've been waiting for this game for nearly a decade, playing the original when I was no more than ten, and am not dissapointed. While not totally revolutionary, it's certainly worth the money and I look forward to future updates. Tanks. May and another TU2 update.: May and it's time for a TU2 update!Main feature of this month's patch is the inclusion of the upgrades screen.Upgrades give you a reason to go after that distant turret as upgrades (in time honored tradition) require upgrade points to purchase and blowing up fixed turrets is one way of procuring said points.Having said that, this is a first pass at upgrades and balancing the cost of upgrades versus the availability of upgrade points is something that will need to be heavily tweaked. Additionally not all upgrades are working - namely Titan Summoning and Nukes.Note that as this is a beta test, upgrade points are infinite in this build to allow for testing.Fixed: out of memory error that was popping up after level 4 was finished. This was related to resizing a particularly large array. Hopefully this will have resolved the issue - let me know if it hasn't. Next up: hooking up all the levels together for extended play. The levels will be barebones with placeholder graphics for cutscenes but I feel it will mean the game has turned a something of a corner development wise.It will extend the TU2 experience and allow for overall balancing.Beyond that: extra units - more late level foes and bosses. Return of the behemoths and titans. Rocket command![www.tankuniversal.com]. Tank Universal 2 - May sale!: Jump in your virtual tank and go head to head with the forces of Gorgon!10% off until 30th May - now's the time to grab your copy.. Update February 2018: level 15 playtesting: Cripes - it's February already.Now that dev is fulltime, things are moving along. A big chunk of this last month has been spent filling in content for levels, particularly 15, 16 and 17.However additional time has gone into some essential bug fixes.LEVEL 15 PLAYTESTING REQUEST ###################Note that this level is pretty much a re-run of the transport evacuation level in the original Tank Universal - which was something of a crowd favourite. However, be warned, this level is intense. Before the combat starts, recommend visiting the upgrade screen. Upgrade points have been provided and I would suggest upgrading your armour level, shield regen rate, gun reload rate and turbo time. I would also recommend upgrading your drop turrets and rockets. This is all to mimic the upgrades you might have earned by level 15 when playing each level sequentially in the full game. After exiting the upgrade screen, pick up as many armour shards as needed(look for the cracked rocks).The enemy will come from the north in waves and try to bombard the transports as they're waiting for lifter pickup on a plateau.They will also call in spotters and bombers. It's imperative to clear the spotters as they will call in powerful airstrikes from the circling bombers.One possible counter-strategy is to place dropturrets as you can afford them, in a defensive line along the northern edge of the plateau, but be wary of placing these just before air raids. They tend to get destroyed by dropped bombs easily.Another option is to jump into a heavy tank, max shields and armor and tough it out.Whatever your strategy, you'll need to pick up whatever shards you can, but may want to resist going too far north lest you find yourself swamped by the enemy and unable to get away.FIXES/IMPROVEMENTS ###################To see details: http://steamcommunity.com/app/523030/discussions/0/1699415798761122352/. Stickers!: Cheap stickers! https://www.redbubble.com/people/madjack66/works/25000099-tank-universal-circuits?asc=u&p=stickerhttps://www.redbubble.com/people/madjack66/works/24999694-tank-universal-2-cyberdisc?asc=u&p=stickerhttps://www.redbubble.com/people/madjack66/works/24997082-tank-universal-2?asc=u&p=sticker. Update August 2017: bugfixes and bombers: Hi allEnd of the month and given a month was skipped update wise, definitely time to have one now.Not a massive update, but a number of very useful bug fixes and some tasty new content.BUG FIXESTurret blocking exit to level 1 was clipping below ground.Enemy harvesters will not now be deployed in level 2.Level 5 cut-scene crash fixed.Further tweaks to resolve tank traffic jams.Fixed turrets give upgrade points regardless if destroyed by direct hit or splash damage, when destroyed by player.Intro scene being replayed on exiting to main menu no longer occcurs.Tweaks to reduce occurrence of tanks driving over ground switches and change not being registered.Harvester status in tactical info panel (bottom, mid-left) now updates correctly.Fortress status in tactical info panel (bottom, mid-left) now updates correctly.Artillery shell particle distance cutoff extended.Heavy tank battle range reduced.Extra on-screen notifications when fortress is breached or fully repaired.Shard bonus given when hard point converted by player.http://www.tankuniversal.com/images/04_08_2017.jpgThe extra content comes in the return of two units- spotter and bomber.Spotter trawls about until an enemy comes into view - you'll hear him calling out reports - and then directs the circling bomber to come down low and drop a heavy bomb.However the spotter is very vulnerable sitting up there all by himself and if knocked off his perch, the bomber will break off the attack.Note that dropped bombs will do extra damage to fortress walls.. 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/).<edit> Looks like the link above is broken because the game (Alien Hunt 3D), was a bitcoin miner and has been taken down!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.. Quick progress report for April 2017: No patch this month. As a sole dev, Real Life (tm) has been taking more of my time than usual.Having said that, development goes on.Here's a screenshot of the upgrades screen as a wip. UPGRADE SCREEN[www.tankuniversal.com]The idea is that all upgrades can be seen at once along with what the player can and can't afford. This is because I'm not a fan of upgrades being spread across multiple screens in games, a scheme which some games - particularly console - seem to favour.Don't look too closely at the cost - these are just dummy values for now.Additionally extra upgrades may be added to the list or the existing upgrades changed.Any suggestions, let me know.The S/M/H check boxes refer to Scout/Medium/Heavy and relate to the type of tank the powerup applied to. Bad news is I have decided at this point that artillery tanks are not going to be playable.Also, undecided on the graphic top right corner. It adds a splash of colour but doesn't quite fit the world-building (although it is available on t-shirts)http://steamcommunity.com/app/523030/discussions/0/133258593386576874/Never a big fan of building UI screens - I find the work a little tedious - but when properly integrated, players will have an extra long-term goal and a reason to take out distant fixed enemy turrets.Look out for the upgrade screen to be included in a future patch and let me know your thoughts :D. Update September 2018: boss!: Hi all.It's not quite September but close enough for another update!Some good content included in this new build.First up, a console and basic cheat commands.Hit the tilde key and type help for a list of these commands.God mode, level warp, get extra upgrade points and energy shards.Note that god mode may be turned off after some cutscenes.In addition to the console, a basic savegame system is in.Levels not yet completed will not be available (unless you use the console warp command).Note that if the player exits during a battle, they'll have to restart the level. Battle states are not saved.Good news is that upgrades are persistant.This means when restarting a level, the player will have the same upgrades installed as when they exited the level.It also means the player can replay any earlier level with their latest upgrades installed.Thiinking here is that if the player loses the game (all lives gone or the Megatower is completed), they can restart the level with their last upgrades intact, rogue-lite style.Heavy tank dig-in protection fixed/rebalanced:This upgrade should now work as expected. Digging in further away from the nuke blast centre will give less damage.Upgrading the ability will also protect against damage.At max dig-in upgrade level, a heavy tank can dig-in and take no damage from a nuke blast.NOTE: the player will still need to be clear of the immediate blast zone so get outside the fortress area before digging in. On-foot health/stamina meters reworked to include jetpack charge.Two new fortress defence bosses!These guys turn up at the end of fortress defence levels in zones 3 and 4.Zone 1: Special Heavy TankZone 2: Megaron Tank (a crowd fav from TU1)Zone 3: Rolling Ball of DoomPretty self explanatory.When locked on to a target, Gorgon's eye will appear upon the ball along with a red glow.Use turbo to keep out of its way.If it does lock on to you, fully charged shots can push it away.Additionally, if it rolls over another tank, it may lose interest in you.Likes to destroy fortress walls.Zone 4: Bomb LobberThe Bomb Lobber has an energy port on one side of its turret.It will try to turn this port away from you.Hit the port to deal massive damage.Watch out for the bombs - they're very powerful.Either collect armour or hit F2 to regen as they explode.Other improvements:The Commander will now give an upgrade point bonus on completing a level.Messaging fixes - particularly messages appearing during fortress levels when they shouldn't.Extra messaging about resistance powerstations/powerlines and their fragility.Bombers should no longer get snagged on level geometry.Extra cutscene before lvl 14 explaining Pylon stealth level.Repair bays in lvl 14 now appearing on radar.Heavy tank blue shells damage strength increased.Extra cutscene for when game lost due to Megatower being completed before final level.Player tank damage will be carried over into next level.Visual glitching when fortress walls taking damage has been reduced.Boss radar target deleted when boss destroyed (e.g. Megaron Tank) Lastly, have decided to delay bringing the game out of EA until the end of January.This doesn't mean the game won't be completed until then - if progress continues as its been going, the game should be good to go late Nov. But leaving the launch till late Jan will provide more time to try and build word of mouth and find bugs.It should also be a quieter time when the game might get more attention.It's taken a long time to get to this stage - no point rushing things at the end.

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