Release 0.17.0: the city belongs to the last tank standing
Urban Deathmatch puts one commander and eleven independent hunters into a destructible city with sight-driven AI, roaming crossfire and contested airdrops.
Everyone is a target
This is not a wave-defense mission. Every hunter evaluates every other tank as a potential target, opens fire only after establishing direct visual contact and falls back to a local patrol when that contact is lost. Crossfire can change the survivor count before the commander fires a shot.
- One commander and eleven independent AI combatants
- Field-of-view activation with no off-screen player hunting
- Bot-versus-bot damage, ricochets and eliminations
- One life and a last-tank-standing victory condition
- Four randomized opening airdrops plus timed resupply
- Persistent tactical-map signals for landed crates
A city that becomes terrain
The new battlefield uses a volumetric top-down city renderer built into the existing lightweight canvas engine. Streets, crossings, multi-storey rooflines, facades, parked vehicles, barricades and trees create recognizable blocks without adding a separate 3D download. Brick buildings collapse section by section; destroyed cover and street objects remain as rubble that slows every tank crossing it.