No pre-rendered cutscenes. Everything you see runs in the engine, in real time.
Every vehicle you'll drive actually existed, prototype, technical demonstrator, or complete mockup, never pure fiction. In the main gamemodes, if it's on the field, it once rolled off a factory floor, or came close.
Unkillable in 1941: shells bounce off the appliqué plates. Its 76 mm no longer punches through much head-on, so it soaks up fire while the others finish.
The Soviet compromise: a 100 mm that punches through almost anything, on a chassis quick enough to reposition. With no turret, aiming goes through the tracks.
A 90 mm bolted onto a paper chassis. Open turret, token armour: it shoots first and pulls back before the answer comes.
The 88, and 100 mm of frontal plate. Slow to manoeuvre, punishing at range: it holds its angle and fears being flanked.
Operation Serval has no air layer. That leaves one battlefield to balance, armour against armour, and every hour of development goes into it.
Three repairs waiting: track, gun, periscope. You choose which one comes back first, while the fight carries on.
Just cosmetics and comfort
Every vehicle carries a rating, from 1 for the weakest to 100 for modern armour. Matchmaking reads one of them: the highest in your lineup. Low on the scale the window stays tight and beginners stay among themselves; the higher you climb, the wider it opens.
Operation Serval opens on the Second World War. The period will widen both ways after that. Domination and capture are in the game, more PvP modes follow, then co-op and solo missions.
Operation Serval aims wide: it runs on modest machines and makes the most of stronger ones. Exact numbers on the right.
DownloadI post every step forward, and player feedback genuinely changes the game. Discord is the fastest way to reach me.