A downloadable game for Windows

Command a mercenary tank company in deadly urban warfare through a shattered desert megacity. 

Outmatched and outgunned, you'll survive through superior tactics and cunning maneuvers against intelligent enemy forces.

Inspired by games like Doorkickers, Brigador, Highfleet, and Warno, this is a slow paced tactical tank sim with bursts of action. You can choose to be methodical, pausing and planning out every move, or advance violently and adapt on the fly.

This game is still early in development.

Wishlist on Steam

LINKS

--> Steam Page

--> Follow the development! Twitter

--> Anonymous feedback/bug report form

--> Latest Update: 0.6 DEVLOG

Community

--> Discord

--> Armaphract Wiki @greatheroj

--> Chinese Localization/简体中文补丁 @instant_comet



Feedback of any kind is very welcome! Add a comment below or use the google form if you don't have an itch account.

Updated 15 days ago
StatusIn development
PlatformsWindows
Rating
Rated 4.9 out of 5 stars
(75 total ratings)
Authoraeoriii
GenreStrategy, Simulation
Tags3D, Real time strategy, Tactical, Tanks, Top-Down
LinksSteam
ContentNo generative AI was used

Download

Download
armaphract_0.6.3.zip 382 MB

Development log

Comments

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Viewing most recent comments 1 to 40 of 104 · Next page
(1 edit)

Cool mashup of doorkickers and tanks with a bit of mechwarrior, when running this game on an rx6400 it does seem to be constantly running at full utilisation, even when sitting in the main menu. Its not a strong card but may be some optimisation issue too

tanks and WOMEN??? didnt know you can mix horror and Vehicles

Is there like, a lore reason all the named crew members are women?
To be clear, this is not a criticism, I am genuinely curious.

If there isn't a lore reason I'll just assume it happened out of pure random chance.

Reason is I haven't gotten around to drawing the special guy characters yet. Hopefully next update has some. Also I have to learn how to draw guys

(+1)

Don't hurry to that, the girls look cool and cute, actually give us more girls

Becuz Waifus!!

(+2)

A fantastic game, truly, you've done amazingly. A great system and an intuitive control system (mostly). I love it to bits and would buy it now if it had it's full content.

Love the visual style, but the excessively low res effect may be good to offer people to switch off, I like it for the immersion, but it makes it near impossible to identify anything in a firefight at a glance unless you do make use of relentless pause. And on night missions it's just guesswork sometimes. Am I missing a setting? The screenshots on this page look much clearer.

The vibe of the game is wonderful, post-apoc world and subtle lore hints are excellent for the imagination. The inclusion of anime girl tankers is also very comfortably welcome, just for the sake of it haha. Some male characters in the future would be cool too.

Music is top notch, very immersive and very cyber-dystopian. Love it. Where can I get it?

---------------------------------------------------------------

MECHANICS: ( I don't want to waffle so will be quick.)

GARAGE / MENU

- Armoury should remember crew assignments per tank unless unassigned manually, not just emptied into barracks every time tanks unassigned to squad.

- Vehicles should be able to add to squad from the modules page for quick part stripping and transfer.

-The squad selection for a mission should be separate to the garage, like how XCOM has a barracks section, then a later squadron selection before the mission.

- Having to unassign squad tanks to look at others' loadouts due to squad size limit is a few clicks too many.

- Single left/right click part/crew assignment (drag-click-drop over and over can be slow). Crew could default to their best role on click-assign. Parts could find an existing stack of identical parts, or find the closest free slot in the inventory.

- Crew medi-bay should be pointed out in garage as well as crew page. Never noticed it till I'd almost finished the content.

- More unit colours, lol, green to purple is fine but my OCD doesn't like having orange Mahiri in a purple unit haha. (very minor)

- Different colours for ERA and APLQ armour buffs on the tank stats. At the moment they just look like more health in general.

MISSION:

- AI just rushes overwhelmingly as soon as it spots you. Like rats trying to squeeze through a hole. Battles feel very unbalanced when they all rush at once. (And kinda silly lol)

- The game being 'faster paced' is cool for twitch gameplay, but it wouldn't hurt if everything moved maybe 20% slower. These are heavy vehicles after all.

- How does armour penetration actually work? I find weapon stats like AP% in the armoury but don't really know how any one weapon will properly act when hitting another vehicle? Does armour facing/thickness/actually deflect or just absorb shots?

- Can a tank be destroyed in a single shot with the right conditions? Or is it just a HP pool each tank has that eventually drains under enough firepower? I seem to end up front-front in stalemates back and forth until one combatant eventually explodes. I would hope it really is a matter of being unable to penetrate, and not just chipping health slowly.

- Visual clarity is just honestly crazy-bad, though if this is an immersion choice I will let it slide. Heavy combat creates an almost impossible mess of action to look through outside of pausing. This may be emphasised by the enemy rush tactics so will be less critical here. (Though an option to reduce the pixelation should be welcome if people wanted.)

- UNIT NAMETAGS, with the limited colours and difficult visual resolution, only having the vehicle names at the screen bottom is limiting. Even just having the unit name flash up on mouse-over would be useful. Another option you can give players the choice to customise (eg. Name&Image, NameOnly, ImageOnly, Nothing.) Tanks are all boxes, we need more information at a glance please, lol.

- Unit condition is addressed in the UI but I feel could have more clarity, but I will comment again when I have an idea.

I waffled, sorry.

I do love this game so much already, I would love to see it optimised and have the QOL iterated again and again. It's so close to being a 1000 hour game for me like XCOM was haha.

Overall brilliant start, but certainly needs some QOL and more player UI / VFX options.(Like the choice to have CRT on/off already)

ADDS and SUBTRACTS

+ Please add custom photos so I can add my own character art to each character! Let me rename Grunt+ characters and replace their photos etc etc.

+ Squad / crew / loadout presets for different formations and vehicle setups per vehicle. (Swapping NVGs out over and over got tiresome lol)

+ Vehicle paintjobs?

+ Vehicle models change per modules/weapons installed (I'm sure it's coming)

+ Additional M/F characters! (Full faith it's already happening)

- LESS SEMI-TRUCKS ON THE STREETS! Or at least have them pop as soon as driven over. Pushing trucks about is a pain sometimes. XD

Thankyou for letting me try your game!!!

- Dan

=D

Thanks for the kind words and the feedback! I also appreciate the UI suggestions and ideas. Some notes:

- For the lowres issue, there's a bug with how the effect doesn't scale with monitor size, which means playing on 1080 or something would be a lot more pixelized. The next update should fix this and standardize the effect across all monitors!

- More characters and some of the male ones are planned for the next update!

- The campaign music is by Jens Vide, check out his stuff here: https://jens-vide.itch.io

- There will be some adjustments to how vehicles move as well.

- Higher penetration increases the chance to actually damage and punch through if high enough. Ricochets don't damage armor but every penetrating shot will also degrade the armor on that side.

- Tanks can be killed in one shot, especially from the rear/turret rear and the ammo rack is hit. The "HP" pool is how much health each of the crew have. This also ties into the next point, which is that frontal armor battles can be slugfests favoring the heavier tank, encouraging flanking which is risky but can give a big advantage.

I grabbed the 0.6.3 demo after i saw it on youtube, just had one bug and a couple comments after playing a good bit
- bug: sometimes on the refinery tileset there will be a ghost building, often in the corners. Pathing thinks it can go through it, but units and munitions smack into an invisible cube. 
- map gen sometimes puts all the streets in one corner and the other 3/4ths of the map is an impassable conurbation
- like 80% of the procedural jobs are night missions? I get that this might have Lore Reasons with the highburn suns, but it's real rough when you don't have thermals or IR searchlights yet
- you can see when the enemy pushes cars and things around in the fog of war, which takes away from the surprise

But all in all i had a lot of fun! Would definitely have paid for early access, if you wanted to do that.

(1 edit)

I would like to make it known that this game still runs, in coloquial terms, "like shit" in low to mid end hardware.


On top of that, the extremely low framerate combined with the new "Slow Motion" feature means that the game struggles to differenciate between "Pressing" and "Holding" the space bar, which means you can't reliably pause.

what are your cpu/gpu specs?
There's been some performance improvements in the last update for laptops and such and more is planned, but the game is 3D + somewhat simulation heavy and still requires a low to mid range (dedicated) graphics card.

Hi Aeoridev,

I am Harvey from Comma 49, a HongKong game publishing brand. We are very interested in publishing Armaphract in the Asian-Pacific region.

Please feel free to contact harvey@comma49.com for further discussion, Thank you.

Best,

Harvey

(+1)

amazing game keep going this is peak

(+2)

Got recommended this game on a YT stream and absolutely love it!

Im still a bit lost with all the equipment customization and often get my ass handed to me by the enemies, but im starting to get the hang of it. I very much like the intuitive controls, that make it easy to get into the game to then start learning about all the more complicated things.

Looking forward to one day see a full release, maybe with a more developed story?

Shut up and take my money! :D

(+2)

Yo, this is... pretty amazing! Some professional-level stuff. I wasn`t expectingthe RTS to be this good, but wow... This looks freaking great. Even the HUD and UI look awesome. How long have you been working on it?

Are you planning to do a Mac build?

(+1)

Well done. I have (not so) few suggestions. 

Factions where attacking one side increases hostility and in some cases retaliation missions where you are on the defensive. 


EW Infantry 3 man dismount where electronic warfare becomes available. Where LOS increases its effectiveness with materials minimizing its effect.

NBC Desolator Infantry 3 man dismount where radiological weaponry subtly dissolves infantry,non-NBC protected tank crew and equipment from relative safety with its effect being stronger on line of sight. Maybe have modules that improve defence against such infantry. Units still fight as dead men walking despite taking lethal dosages.

PsyOP Infantry 3 man dismount where breaking morale and routing the enemy to retreat from their advantageous positions to flanking fire. Mahiri will hate these due to her trait.   

Engineer Infantry 4 man dismount where they can repair your tanks and equipment, flame infantry and extend the lifespan of buildings before it collapses under fire compared to other units.

Medic Infantry 4 man dismount where they heal crew and infantry. They can fight but typically lose (why would you waste medics on fighting when they should be healing). 


Terror Drones a swarm unit (pseudo infantry that is technically an 8 man squad) that amounts to a IED with steel legs and dubious body parts attack infantry with a deluge of spinely legs and for tanks satchels attacking from multiple angles typically destroying. Flamethrowers and EW will be most effective at removing them.


Helicopters that can maneuver up and down attacking from high and retreating below the skyline before they take any hits. Vulnerable to infantry small arms and tank MGs. Maybe some AA would be nice.

More obfuscates besides smoke. A flashbang dazzler that disables optics or blinds the gunner of a tank. Holograms that misdirect fire to a fake object. Inflatable replicates like WW2 ghost armies. 


New biomes like a massive fortress complex where buildings are durable to multiple hits from thermobaric weapons at the cost of tiny LOS windows.Infantry dominate this biome. A catacomb biome where morale degrades. A biome that has water (maybe amphibious tanks can make an appearance later in dev).

(1 edit)

i have no words to describe this game longer. but one thing for certain is that i'm astonished. i haven't seen an RTS game that's like this. the HUD, UI, The gameplay, Limited units, and the customization instantly got me hooked. i hope to see this game blossom.

when you add this game to the steam?

Is this game will be free, I already added this game in my wishlist on steam

My experience within 15 generated assaults is power projection in one defensible area then lure the enemies to that said area. Camping as they call it, three decently survivable well positioned tanks with a lot of firepoweris enough.

The AI usually keeps pushing my position in a sub-optimal manner with limited force, even with heaviest of tanks are too easily eliminated. I had encounters with competent AIs that knows how take cover reveal mostly their thickest armor but they still are usually outgunned to be a threat. Flanking is a threat but it's rare with minimized effect thanks to the sensors.

I suggest adding threats with indirect strikes and better AI.

How am I able to install a three man troop compartment into a DAMN tank turret??? The current modules system is flexible indeed, but quite ridiculous. Speaking of infantry specifically, limit troop compartments to hull slots only. Also, consider adding a "TOP" hull slot for putting additional modules or/and letting your guys ride on top of the armor unprotected, but increasing situational awareness of the crew significantly.

(2 edits) (+2)

1. I can cram a dude into a volume of a large suitcase. Obviously, for any human this will affect morale and muscle stiffness decreasing combat performance but that leads me to #2

2. Droned infantry aren't fully human, anymore. They're closer to 40k Servitors. If you read the flavortext for the shock infantry bays or elsewhere in the game, they're pumped full of combat drugs and are cybernetically enhanced/enslaved.

3. Human infantry (which exist in the game as mercenary spec ops as of 0.6.3) take up twice the volume of Drone Infantry in your vehicle. A 3 man operator team with zero heavy weapons takes the same volume as a 6 drone shock assault troop bay, which also has ordnance launcher has at least one maintenance technician, cyberslave spare parts and combat drug system.

Tank desant modules with 1-2 drones would be cool for aeoriii to implement. 


A clown tank is something too enjoyable to pass up.

HOW AM I ABLE TO install a 3-man team dismount compartment into the rear of a DAMN TANK TURRET????

found this a while ago and its a great idea though it does hurt for those low end pc's even doorkickers 2 i can run it and this one i cant will there b more optimizations in the future

I love this game and I adore the stylized look and feel. Gr8 job


However, I was wondering if we could get a more in-depth health system for the tanks as trying to figure out what is and isn't damaged is very hard from the tiny tank HUD (bottom right).

Something like a separate 3D HUD (with the same lovely UI as the mini tank HUD)


P.S, will there be a wider story mode? I found the story elements on tank descriptions very interesting and I'd like a wider exploration of the setting. 


And how would you feel about an over-stacking mechanic? For example, you could add slightly more ammo than max but at higher risk cook-off and lower moral. Or stack thermals and NVGs but it'd lower speed.

(higher strain on batters resulting in less power to treads much like how turning on the AC in a car slows it down slightly)

Will there ever be an Android apk? I'm not asking for further optimization because I do think most phones nowadays can handle games like this pretty well. 

Hello, I found your game from your twitter and I'm enjoying it so much. My current feedback would be the optimization. But because it was still in development, I would expect some optimization for crappy device like mine on official release. Your gameplay style is pretty similar to "Doorkickers" which I don't know if you took an inspiration from it or just a coincidence. The game itself is pretty enjoyable and I hope you'll consider adding some kind of aerial support. Lastly, I would like to know if the game will be paid when released or not. If paid, I would like to know the estimated price for it.

Game is good, but if ANYTHING needs some work done it's the AI all around. It feels like every unit on the board is incapable of making slight adjustments to their positioning to gain any advantage, and thus they kind of feel like COD bots, just moving in general directions and turning to fire.

I loaded my B-207 RKT with a bunch of ordinances so it can blow you up, blow you in a building, or blow you in a tank, again- and again, or all at once, but... for some reason; none of it can fire. It has optics, and It was stationary. Even at ground attack...

Dear developer of this wonderful game!

As someone who loves tanks, infantry fighting vehicles, and all things military, I really, really enjoyed this game. I wish you success in its development, and I hope it gets released on Steam and receives at least some attention.

Sooo.... lets begin with this comment just to set the background 

- Concept : perfect (for my taste and I assume for most military nerd that will eventually have this game in their feeds in youtube)

Execution : great for alpha

honestly I understand your struggles as a fellow game nerd who have gone through the pain of developing game that the alpha being this well built is quite an achievement. Great job mate!


Suggestions : 


AI

make the pathfinding just recognize the buildings as an immovable obstacle and make it pass through the breakable obstacles such as the trucks and debries : this game, expecially in the large map will require the pathfinder to go through alot of things on the road, which if it was not clustered with building, has also moveable objects such as trucks. 

It this was only the case, then the rockets given to the player is awsome and would not be a complaint, however, as the game progresses, the inclusion of dead tanks also become obstacles, which at the update 0.C, is not considered as a debrie according to the pathfinder. 

There are too many things that the pathfinder has to consider which makes the travel process a stress to manage even with the free draw mechanism

1. Make tank corpses registered as same as building as an obstacle that the pathfinder has to go around 

2. Make the breakable objects just invisible to the pathfinder: The struggle to make a formation with free draw or individual designation is a pain (However, if this is gonna be a mechanism, then I understand as the need for freedraw is quite crucial with the current state of the pathfinder)


Formations

One of the most interesting thing about this game is the importance of how the tank is with the other tanks. When I was starting to play the tutorial, I honestly thought the formations are just gonna be same as other RTS games, expecially CoH2, like how the front of the armour is stronger than the side (duh). However, I really appriciate the effort to make the tank really modular (includuing subtle jokes for each of the equipments was quite nice to read), but the inclusion of such stats for each part of the tank makes the importance of formation as high as fps games such as WOT or War thunder, which purely relies on the variety of tank structures and how those structures interact witht the environment. 

I would honestly recommend honing in the aspect with how the user interats with the formations not only for the platoon, but individual tanks in general as currently tank formations are formed from a predetermined condition tracker given to the AI

1. make a UI which shows the formation for the designated tank(s) permanently on the corner of the screen where the user can see and controle the designated unit(s) more percisely (zoomed in)

2. A formation maker for the user where the player can designate the formation of tank(s) when moving/in battle (I dont know which layer in the game this setting should be but I would suggest that it be with the unit maker)


Bug found: 

1. a tank does not shoot due to the barrel of the tank being stuck on a position and the setting being permanent - right click did not work (had to reset the game) 

couldn't replicated but it had to do something with shooting rockets and giving too many commands

2. Also had a bug where doing something with the keyboard and moving quickly though different UI levels to and from the unit module editior somehow got me two equipment on the same box. (I don't know how)


Mate, your game looks awsome in the current edition. I am quite sure that you have many ideas for your game already that you want to implement in the future and I am all for it. I wish my suggestions are at least not boring to read. If you came all the way down here have a good day mate.

(1 edit) (+2)

This game is awesome!


(+1)(-1)

First of all, great game. I love the retro design, the amount of explosions and details, the post apocalyptic cold war models, great job!

As for the things that need a rework : infantry. It's kind of useless as for now, even a good ambush don't do much and they get wiped out every time. Also night time combat is... meh. We don't see much (of course), but all the explosions and chaos we got on a daylight fight is even messier during the night, and not enjoyable at all imo.

Anyway, I can't wait to buy it on Steam, and to see what you're cooking for the next update. Arty? Mines? Bombing run from planes? (the AA will be incredible defending our tanks) Bulldozer blade or utility vehicles like a minesweeper tank? Suicide drone squad? Sorry, I get too exited :p

My squad is 3Tanks and 3Trucks. 2 of those trucks have 3 2D/AT(Troop Bay S Anti-Tank) each, so that's a total of 6 troops of 3 (18 Drones). Not only are they expendable(don't use up supply) but they are also great recon, RPG support and bullet sponges for my tanks. I've also used the 2D/RC(Troop Bay S Recon) as... well recon to snipe enemies across the map with my S-92 tank destroyer, although that's less effective since long LoS is hard to get.

Oh and if you want your RPGs to get kills without getting wiped out, have you tried ducking out then back in cover(building corners, not inside), they fire off 1 RPG round scoring kills without receiving casualties. Quite satisfying to pull off :)

(1 edit)

Using only a TAL-5E with 1 4D-8(TroopBayL-Heavy), I played Contract 1 scoring 533 (8 Kills)

(2 edits)

That's okay for contracts as they are heavily scripted. But I usually play vs EXTREME, with litteraly tons of tanks and units. I first having my heavy tank K60A2 on front, and a nice space between my other tank with 120mm guns and rockets.
First thing I do, is create space by two taping a few buildings with my HE heavy rockets. Once I have a "kill zone", I place my KOM 319 PD not far behind my heavy tank so it'll kill all rockets and atgm coming in.

Then I put in the back my B30A1P with full optics, passive sensors, passive emission and all (it's basically cheating I can see where all the ennemies come with a VERY good accuracy and distances). Plus I got a field of view AND a distance coverage that will be at least 2X times the best recon the ennemy have.

But my go to anti tank is my B30D equiped with 2X 2AT2 anti tank missiles. Its missiles reload is totally busted, and I can one tap almost everything from the front.

Combine with all the rockets my other C3A7 tank (plus its 120 gun and all the RR guns and 30mm I mounted on empty slots of the other vehicles), it's armageddon xD.

I get you can be "tactical" and slow for small missions, but once you get on this degree of difficulty I find infantry "meh" imo.

Contract 3 sees a reinforced assault force attack you ~15 seconds after mission starts with little breathing room until you've killed 8-12 vehicles, but my infantry still smashed multiple heavies. 

They are very micro-intensive and slow, and are most suitable for methodical players, which is fine. Not everyone has to like infantry. 

But they're incredibly strong in the right circumstances, and not at all underpowered.

(+2)

A draft version of the unofficial Chinese localization is here! DEMO0.6.3适用 装甲重骑汉化补丁

(+1)

感谢!

(+1)

Great game I've played in this category so far, the combination of arcade and realistic makes it less confusing to play.Btw can we have some keyboard zooming? The mouse wheel zooming don't work well on my device.Great game though,can't wait to play the 1.0 version :)

(2 edits)

Is there a way to check the stats on ordinance? while you get a feel for the effectiveness various ordinance through use. It's a bit hard to know exactly how effective individual ordinance are.

I have the same issue with camo and the plough. 

(+1)

I'm improving the UI for module stats! in the next update the stats of the ordnance will be shown along with the launcher.

And yes some of the newer modules are still missing UI for their stats too, the camo netting raises your stealth and the plough increases ramming damage, improves obstacle clearance, and can absorb some frontal damage as well

(+2)

one of the coolest tank games i have played and its super unique and i love the art style cant wait for the full gam

(+1)

Hi aeoriii,

Really looking forward to Armaphract! I saw Simplified Chinese listed on the Steam page and was just wondering if there’s a general timeline for when the Chinese interface might be implemented.

No rush at all—thanks for your hard work on the game!

(1 edit)

Hi, thanks for your kind words! Currently I'm still focusing on the game's mechanics, so it's hard to say for sure. Here's what I'm planning, but things may change!

- When the demo is put on steam, most of the interface (important UI parts, maybe tutorials) may be translated to Chinese + a couple other languages.

- Full chinese translation is planned for the full release.

(-3)

buddy just a reminder u forgot upload it to stea

(+3)

If you're talking about the devlog, I'm planning to post on steam and twitter once the update is out of beta, maybe in a week or so

(+4)

The current combat loop is easily minmaxed with a all-offense setup & clearing corners with an instant kill ball of 6 units lumped together

Sheltered infantry has more survivability than most MBTs , always gets enough time to itch you with a RPG shot unless you got a hit surface for a quick AOE missile response . IRL a thermobaric bomb is much more devastating and is not fun at all

The dithering overlays have completely broken scaling on any resolution other than yours

I respect the perfectionism but please acknowledge that the UI can be much more focused on key info, Synthetik-esque even, and you'll certainly be rearranging the layout dozens of times more , so make it easier for yourself to do internally early on .   


Try reading this

(+2)

Wow, no name your own price? How do I support?

for now just wishlist the game on steam if you want!!

(+2)

very good game thank you

Is there going to ge optinization or graphic settings soon because i wanna play on a vivobook and but it lags really hard. thanks!

(1 edit)

What gpu and cpu does your laptop have?

currently the game doesn't run so well on mid/lower hardware and it's overdue for a performance optimization pass soon. In the future there will also be some performance options

edit: there's been a optimization pass in 0.6+ especially for laptops

My laptop has amd ryzen 3 7320u cpu 240 ghz and gpu is and radeon graphics 486 mb

(+2)

Hey! Just played through the tutorials and first mission! I will give more coherent thoughts in your feedback form later but just wanted to let you know I think your game is awesome, I will be picking it up on steam when it comes out! Very addicting already!

(+1)

saldrá en español

(+2)

😊👍
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