No pre-rendered cutscenes. Everything you see runs in the engine, in real time.
Six playable machines to start. Each one is modelled plate by plate: the angle of your armour matters as much as its thickness.
Fast, lightly armoured. Your eyes on the battlefield — spot before you get spotted.
The all-rounder. Good everywhere, exceptional nowhere. The first tank I recommend.
Slow, but it takes punishment. Place it well and hold the line while others flank.
No turret, a gun that punches through almost anything. Ambush; never sit in the open.
Hit what you can't see. Patient, punishing, hated by the other team.
The late-game compromise: enough armour to trade, enough gun to win the trade.
No magic bullets. Every shell has a trajectory, a velocity and an impact angle that decide whether it penetrates or bounces.
The same tank is soft from the side and unkillable head-on. Learn the weak spots, aim for them.
We don't sell power. Everything unlocks by playing. That's a promise, not a menu option.
Every map is designed for armoured combat: sightlines, cover, angles. Nothing is randomly generated.
The old model cheated to keep things simple, and you could feel it in play. The new one computes the real impact angle on each plate. Here's how, and why your ricochets are about to change.
The Bastion, the Aurochs and a third in closed testing. Full patch notes inside.
The first version didn't work in play. Here's what I learned taking it apart piece by piece.
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.