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Tank Universal 2

Tank Universal 2 Steam news

Phil Jones | Oct 13, 2016 | game

Released

0players observed · 5 October 2026 - 18:25:26 UTC

ActionIndieSimulationTanksSingleplayerSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score77% positive

Tank Universal 2 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak4
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score77% positive
  • Total reviews48
  • Release dateOct 13, 2016
  • DeveloperPhil Jones
  • PublisherDialogue Design

Genres: Action, Indie, Simulation

Company pages: Developer: Phil JonesPublisher: Dialogue Design

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Tank Universal 2 Steam news

Tank Universal 2 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Tank Universal 2 - May sale! - 21 May 2019

    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.

  • Stickers! - 23 April 2019

    Cheap stickers! https://www.redbubble.com/people/madjack66/works/25000099-tank-universal-circuits?asc=u&p=sticker https://www.redbubble.com/people/madjack66/works/24999694-tank-universal-2-cyberdisc?asc=u&p=sticker https://www.redbubble.com/people/madjack66/works/24997082-tank-universal-2?asc=u&p=sticker

  • Update March 2019b: Reshade - 18 March 2019

    A second update this month. The biggest change is that TU2 now uses ReShade. ReShade is an open source DX wrapper - similar to ENB - which allows for a selection of postprocess fx to be added to a game. In this case, TU2 now uses a selection that includes a superior bloom + colour and levels enhancements. It makes the game look much prettier and more vibrant - more 'Tron-like'. These post process fx run on top of the game's internal fx. To access the ReShade config menu from within the game, hit Home To TOGGLE ReShade on/off, hit End The above hotkeys can be configured from within the ReShade config menu. IF RESHADE IS STOPPING TU2 FROM LAUNCHING To UNINSTALL ReShade (and run TU2 with original graphics), run ReShade_Setup_4.2.1.exe in STEAM\SteamApps\common\Tank Universal 2\BIN Choose DX9 and select choose TU2.GAME.exe in the above directory Choose 'no' to uninstall ReShade Other change…

  • Update March 2019: A patch, price drop and a bonus new unit - 2 March 2019

    PATCH New patch for the game Tank Universal 2 today. This includes fixes for upgrades not being correctly retained between levels or when restarting a level after game exited and reloaded. Issue also fixed whereby player could lose upgrades if restarting game at a level where player was first spawned on foot and not in a tank. Tank repair bay height increased so if player in heavy tank (or respawns in heavy tank) will not get stuck. This could be a problem in the level 'Difficulty Spike'. PRICE DROP The game has had a price drop recently, making it even more attractive to get in a tank and blast virtual baddies. So read what the reviews have to say and give it a go! BONUS NEW UNIT Finally, as mentioned in the discussion forum the other day, this update includes a new unit: the missile tank. https://www.pinterest.nz/pin/26247610314636291/ The Missile Tank only appears in zone 4 - so late…

  • Tank Universal2 - holiday sale! - 14 January 2019

    Take control of your virtual tank and confront the forces of Gorgon - now 20% OFF until 21 January!

  • Tank Universal 2 out of early access - 11 December 2018

    With this latest update Tank Universal 2 moved out of early access and is now officially released. As a lone indie dev, I have to pause and read that line again. It's been a long road to get to this point - many, many hours of work, listening to feedback and incorporating it into code. Plus all the other bits and pieces that go into making a game. And no doubt there'll be a patch or two to come, but TU2 is officially released. Thanks to all those who've stuck with and supported the game over the years. I hope you all enjoy playing this release version and for fans of the first game, I hope it transports you back to that world you may have visited and enjoyed, perhaps ten years ago now. Madjack Notes for this update: Previously locked in upgrades can now be sold on the upgrades menu screen. Click on the small dollar sign icon next to an upgrade's install bar to sell one install level. Se…

  • Update December 2018: Pomf edition - 30 November 2018

    This version has since been updated to V1.00. For example, user Pomf recently reported that TU2 running at 4k would cause his 4k TV to switch to 30hz (note that this doesn't appear to be the case on 4k monitors). On further investigation it appears TU2 was creating a 4k window a few pixels wider than 3840x2160. This update tweaks how TU2 handles screen resolution in order to create a correctly sized game screen (hopefully this will fix Pomf's issue). Fullscreen_exclusive toggle added to game start dialog box. When enabled, this will start the game in exclusive mode, correctly sized. In this mode, alt-tab will hard switch out of game but note that some texture problems may occur on using alt-tab to re-open the game window. Toggle Fullscreen_exclusive OFF to be able to alt-tab to other programs in a safer fashion. Alternatively, uncheck the fullscreen box to choose standard windowed mode…

  • Update November 2018: bughunt - 31 October 2018

    Hi all. End of October, start of November? The year is rapidly dwindling and so it must be time for another TU2 update. At this point all content is in, so the focus is very much on balancing and bug fixing. This update won't fix all the bugs but there's been good progress on killing many of the more bothersome issues. First up is a rebalancing of upgrade costs and the amount of upgrade points awarded during play. Essential upgrades such as reload time, armor levels and shield regen have been made cheaper - other items such as rockets have been made more expensive. The nuke ability is now very expensive to both buy and use - as might be expected. Finding secret depots/tombs/villages after clearing a level can help greatly in scraping together more points. Users were seeing a crash after a number of hours playing. Seems a bunch of textures weren't being cleared from memory between levels…

  • Update October 2018: behemoth build - 1 October 2018

    It's October and the start of Spring down here in New Zealand, so obviously it's time for another TU2 build update. Some excellent additions this last month. Behemoth and (allied) Titans have been reworked. Behemoths can turn up during both offensive and defensive fortress battles in zone 3 and 4. Titans can be summmoned as a powerup by the player. Animations have been improved for both types. Behemoths no longer shoot a beam (which wasn't working well). Instead they now shoot ground shaking bolts with a wide area of effect (in addition to their stomp attack). These bolts are deadly so either get away and/or make sure to have armor collected for protection. There is a warning to watch for in that the Behemoth will stop and it's eye will begin to glow red. As in TU1, Behemoth's are tough and if they reach your fortress walls they can destroy them with stomp attacks. Behemoths can be brou…

  • Update September 2018: boss! - 30 August 2018

    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 lo…

  • Update August 2018: cutscene palooza - 1 August 2018

    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…

  • Update June 2018: the Winter Kiwi - 8 June 2018

    Hi all. Happy summer to those northern hemisphere dwellers - it's winter down here in New Zealand and a bit chilly too. However time for a new build to be uploaded. Firstly, loading times (apart from the first load into the main menu) have been reduced. Seems that particle data did not need to be read again between levels ;-) The final two levels (26 and Epilogue) are 'finished'. 'Finished' means pending extra artwork for the static cutscenes and a general review of course. But this is still a milestone as it means that TU2 game dev is now moving into its final stages. Spent today playing through the entire game just to pick up any major issues before uploading this build. There's still a boat load of bugs, tweaks and balancing to fix and admittedly I set infinite upgrade points and powershards to speed my playthrough - but I got a sense of how the full game 'feels'. It's clunky in term…

  • Update May 2018: closing the loop - 2 May 2018

    Hi all. As promised, public build updated this month. The focus these two months past has been on getting all the levels in and being able to play from 'go to woah'. Well, it's almost there. The final level is under development now and a postscript to George's story comes after that. So it is possible now to play from level 1 to mid-way level 26. There are still bugs to be squashed and quality of life tweaks to be made of course, but the answer is yes. Regards bugs for example, in my last playthrough some UI elements were not being turned off during cutscenes or the odd situation was not dealt with. A classic was where a cutscene ended with the player having no time to avoid a nuke. But the shape of the game is finally lifting out of the nutrient bath so to speak. The new pylon level mentioned last month, is level 14, 'Difficulty Spike' To see more new content, start from level 22 onwar…

  • Update March 2018: level 10 playtesting - 1 March 2018

    February has come and gone and so it's time to update the public build. As with last month, it has been a mix of content creation + bugfixes + general improvements. Examples: Radar now shows enemy gun ranges as red shaded circles and gun directions as thin lines. This is very helpful in gauging how close to enemy beam turrets you are as these turrets are typically deadly. And if you're moving into an area with many overlapping red circles and a lot of lines converging on your position, you can probably expect trouble! Speaking of hardpoint beam turrets (in hub battles), enemy towers are now tougher and you'd be advised to claim a freed hardpoint as soon as possible. Additionally, beam tower build time has been shortened for the player and when in control of a beam turret, reload time for the player is shorter. These changes make building and jumping into beam towers more useful overall…

  • Update March 2018: level 10 playtesting - 1 March 2018

    February has come and gone and so it's time to update the public build. As with last month, it has been a mix of content creation + bugfixes + general improvements. Examples: Radar now shows enemy gun ranges as red shaded circles and gun directions as thin lines. This is very helpful in gauging how close to enemy beam turrets you are as these turrets are typically deadly. And if you're moving into an area with many overlapping red circles and a lot of lines converging on your position, you can probably expect trouble! Speaking of hardpoint beam turrets (in hub battles), enemy towers are now tougher and you'd be advised to claim a freed hardpoint as soon as possible. Additionally, beam tower build time has been shortened for the player and when in control of a beam turret, reload time for the player is shorter. These changes make building and jumping into beam towers more useful overall…

  • Update February 2018: level 15 playtesting - 1 February 2018

    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 t…

  • Update February 2018: level 15 playtesting - 1 February 2018

    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 t…

  • Update January 2018: sabotage and messaging - 8 January 2018

    Hi all. A new year is here and what better way to get into it than a TU2 update! This update includes: Better messaging on where to go and what to do, particularly during fortress attack levels. This includes radar directions + text. Linking between levels improved. Generally each level will now end with the player being able to call a lifter in when they're ready. This does depend on the player having survived (note: lifters are still a bit buggy and often clip below the terrain. They also need to take the player north rather than south, as they currently do, so another pass needed here.) Hidden caches are in and working. Once you've won a level, go searching for hidden caches in amongst nearby forests. Rewards include extra upgrade points, player spawns, a beam tank as a wingman or a free sabotage team(see below). Note that caches are not enabled for custom missions. Upgrade screen no…

  • Update January 2018: sabotage and messaging - 8 January 2018

    Hi all. A new year is here and what better way to get into it than a TU2 update! This update includes: Better messaging on where to go and what to do, particularly during fortress attack levels. This includes radar directions + text. Linking between levels improved. Generally each level will now end with the player being able to call a lifter in when they're ready. This does depend on the player having survived (note: lifters are still a bit buggy and often clip below the terrain. They also need to take the player north rather than south, as they currently do, so another pass needed here.) Hidden caches are in and working. Once you've won a level, go searching for hidden caches in amongst nearby forests. Rewards include extra upgrade points, player spawns, a beam tank as a wingman or a free sabotage team(see below). Note that caches are not enabled for custom missions. Upgrade screen no…

  • Update August 2017: bugfixes and bombers - 3 August 2017

    Hi all End 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 FIXES Turret 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 ba…

Patch notes and updates

S.noRelease datePatch nameGID number
17 June 2017TU2 update June 2017: a bit of a messy one4249665521686728823
22 March 2017It's March? Must be time for an update!4249665521686729190
323 January 2017Major update for Tank Universal 24249665521686729303

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