FIELD SOFTWARE // CHANGE LOG
RELEASE
NOTES
What public testers can install, what Apple is reviewing, and what changed since the last public build. Internal iterations are summarized inside the next public release instead of making testers reconstruct skipped build numbers.
Missions stop leaving things behind, and the two tanks stop driving through each other
What changed
- Restarting a mission cost frame rate every time. The old restart threw away every building, tree and fence and generated fresh geometry for the replacements — and the discarded graphics resources can outlive the objects that owned them, so the scene looked identical while the memory behind it climbed with each restart. The town is now built once and put back by moving the original pieces into place; nothing new is generated on restart.
- Leaving the battlefield now takes the old scene apart immediately instead of waiting for the system to get round to it. That gap is what let a new battlefield briefly exist alongside the old one and draw the doubled, flickering wires.
- Hand and head tracking belong to the mission now. They used to start on the launch screen, before the headset could supply anything to track, and then start again when the battlefield opened. One mission is now one hand loop and one head session.
- A duel has one owner and one exit. Leaving the battlefield, quitting from the pause menu, cancelling entry and refusing a mismatched world all go the same way out, so a single-player mission started afterwards can no longer wake up in duel mode or inherit the duel's map.
- The pause menu knows it is in a duel: Resume and Leave Duel rather than Restart, which a duel cannot do, and DUEL ENDED with Return to Multiplayer once the match is over.
- The two tanks in a duel are now solid to each other. Contact is settled by the match authority — head-on, from the side, from behind, and both tanks moving at once — so both devices agree on where the hulls end up.
- The diagnostics panel gained the numbers this was measured with: worst frame and 1% low next to the average, entity counts, and live counts of what a mission owns. The panel now updates four times a second rather than every frame, because redrawing those numbers ninety times a second was itself costing frames.
- Three new switches in settings: the hand skeleton, the virtual drive lever, and the multiplayer diagnostics overlay. Turning the hand skeleton off leaves hand tracking and hand control working — it only stops drawing them.
- For multiplayer, both devices must be on this build. The match data and the rules both changed shape, so this build and the previous one deliberately refuse to play each other.
- Vision Pro, iPhone, iPad and Apple TV are available now. The Mac build is with Apple for review and will appear on the same link once it is approved.
One battlefield instead of two, and an Apple TV that keeps up
What changed
- Both players in a duel were fighting on the same battlefield and looking at a different one. The simulation was rebuilt from the map the match agreed on; the picture on screen stayed on the map generated when the app launched. Tanks stood on ground nobody could see and inside buildings that were drawn somewhere else — and because the error depends on where a tank happens to be standing, each device got it wrong by a different amount. Single player never showed it, which is why it lasted so long.
- There is one battlefield now, generated once, and the screen draws the same one the tanks drive on. Before a duel starts, both devices fingerprint the world they built and compare; if they disagree the match refuses to start rather than pretending.
- Spawn points are chosen against the finished map — the real buildings, the real ground, the tank’s real width — with room to turn and to reverse off the line. Both arenas were checked across a thousand maps each.
- Tanks lean with the ground. Driving uphill lifts the nose, a side slope drops a track, and the hull settles instead of staying flat.
- Apple TV was running at eight frames a second, which read as the whole battlefield moving in slow motion rather than as stutter. It was rebuilding the entire scene sixty times a second and discarding it unused. Same scene, measured: eight frames a second before, fifty-four after. iPhone and iPad were never affected.
- A small frame-rate readout now sits under the heads-up display on every screen.
- For multiplayer, both devices must be on this build. The match data changed shape, so this build and the previous one deliberately refuse to play each other.
The hall stops spinning, and stops eating the processor
What changed
- The vehicle index no longer turns its models by itself. Forty-nine of them rotating at once kept the processor busy and made the page crawl. Drag any model to turn it in your hands instead; the hint on each card says so.
- Turning off the rotation on its own would have saved nothing. The render loop redrew every card sixty times a second regardless, because the turret traverse and the running track animate independently of the spin. The loop now stops outright on the index, and a card redraws only when you turn it.
- Models are also built as they scroll into view rather than all at once when the page opens.
- Dragging a card no longer opens its file. The canvas sits inside a link, so a rotation used to count as a click and navigate away mid-turn.
- Vehicle files are unchanged: open one and the model turns on its own, as before.
Performance data, in numbers the game can use
What changed
- Every vehicle file now carries a numeric performance block underneath the written specification: weight, engine type and displacement, power, power-to-weight, road and cross-country and reverse speed, fuel capacity internal and external, consumption per 100 km, range, rounds carried and ready, reload time in seconds, armour front and side and rear and roof, secondary armament, defensive systems and a list of weak points.
- Each vehicle is sorted into an era and a generation, from the Great War to the present, and carries a battle rating from 1 to 10. A Mark IV rates 1.8 and an M1A2 rates 9.1, six ratings apart — so a campaign has to opt into that fight rather than stumble into it.
- Fire control is stated as hit chance, halted and on the move, which is where the generations actually separate. A Tiger I had the finest optics of its war and no stabiliser, so it stopped to shoot: 60% halted, 6% moving. A Leopard 2 fires at speed: 95% and 88%.
- Five derived ratings — mobility, protection, firepower, accuracy, endurance — are computed from those numbers rather than typed in, so they cannot drift from the data, and are normalised across the whole register.
- Ammunition stowage is now a named scheme with a stated risk. A carousel in the floor rates 90% chance of catastrophic loss when the magazine is hit; a bustle behind blow-out panels rates 15%. One rule applied to all 49 vehicles, not 49 separate opinions.
- Armour figures for composite arrays are labelled as RHA-equivalent estimates, because every array in service is classified and the published numbers are informed guesses.
Eighteen more vehicles, and six nations that were missing
What changed
- The register is 49 vehicles. China, Sweden, Israel, Italy, South Korea and India build tanks and had no entry at all; they do now, each with its own camouflage.
- The current generation is in: T-90M Proryv, T-80BVM, T-14 Armata, M1A2 SEPv3, Type 99A, K2 Black Panther, Type 10, Leclerc and Merkava Mk IV. The register used to stop in the 1990s.
- Two of them change the silhouette rather than the details. The Stridsvagn 103 has no turret at all and aims by tilting the whole tank on its suspension. The Merkava carries its engine in the bow, so the deck slopes down towards the front and the turret sits at the back — a thousand horsepower of iron between the enemy and the crew.
- The T-14 is the one that answers the question the rest of the register keeps raising: its crew sit in a capsule in the hull and nobody rides in the turret, which is where the ammunition is. Russia has not built it in numbers, and has fought with the T-90M's floor carousel instead.
- The Cold War gap is filled too: T-62, the first smoothbore gun in any tank; Chieftain, whose driver lies on his back so the glacis can lie flatter; M48 and M60 Patton; AMX-30; and the Type 59, where the Chinese industry began by building somebody else's tank.
A full specification for every vehicle
What changed
- Every one of the 31 vehicle files now carries a real specification: service period from and to, crew and what each man does, road speed, engine and fuel type, tank capacity and range, armament, rounds carried, armour, and fire control from open sights to thermal imaging.
- Ammunition stowage has a section of its own on each file, because where the rounds are kept is what decides whether a crew survives a penetration. It is the difference between the Sherman's wet stowage, the Abrams bustle behind blow-out panels, the Challenger's separated propellant charges, and the T-72's carousel lying in the floor beneath the crew.
- The Mark IV, the A7V and the StuG III are back in the register, bringing the hall to 31. They had been held back because every vehicle without a turret drew as an empty frame.
- That fault was in the model builder, not the drawing. An assault gun has nothing that traverses, so its gun group is built into the hull — but the panel lists were still filed under the turret, pointing at a group with no vertices in it. The first frame failed on the first panel, before a single line was drawn.
- Figures are the widely published ones, marked as approximate where sources disagree — which for wartime production, fuel capacity and range is most of the time.
A website change. No TestFlight build is involved, and the game itself still builds every tank from one model.
Multiplayer: fight another human, on any Apple device
What changed
- Quick Match. Game Center finds you an opponent and drops you both into the same battlefield — a countdown, two tanks at opposite ends of the field, and the better gunner wins. Three cannon hits or a sustained autocannon burst destroys a tank. Cross-device throughout: a Vision Pro can fight an iPhone, an iPad can fight an Apple TV, and neither player needs to know or care what the other is holding. Ranked — ten placement matches, then a rating and a rank that move with your results. Matchmaking is built to prefer a fair fight over a fast one, with beginners meeting beginners.
- Play Friend. Invite a Game Center friend directly — any skill, any device. Unranked, so play as many as you like.
- Local Match. Two devices in the same room, no accounts at all: both open MULTIPLAYER, tap LOCAL MATCH, and they find each other over the local network in seconds. Hand someone your spare iPad and duel. This works even if both devices share one Apple ID, because nothing about it touches Game Center.
- How it holds together. One peer is elected the match authority and decides every hit, every point of damage and the result — a modified opponent cannot simply declare victory. Movement you see is interpolated a tenth of a second behind the wire so the other tank moves smoothly through network jitter, and your own controls never wait on the network at all.
Known
- Skill-based matchmaking preferences activate fully once the Game Center rule set is configured; until then pairing is unfiltered.
- The Mac build is waiting on Apple's beta review and will follow.
On a flat screen you can finally look where the gun is pointing
What changed
- The view follows the turret. The camera was welded to the hull, so traversing the gun moved the sight but not the picture — anything that was not in front of the tank was invisible, and therefore unshootable. That is now a gunner's view: the picture turns with the gun and the hull pivots underneath it, so a course can be held with one thumb while the other sweeps for targets. It pans rather than cuts, because tapping a tank lays the gun instantly and a welded camera would have thrown the horizon across the screen.
- The radar shows where you are driving. Which had just become something you could no longer see. The arrow is the gun; the small circle on the dashed line is the hull.
- The game opens on a menu. It used to drop straight into a live battlefield with a wave already spawning and the tank already being shot at, before anyone had agreed to play.
- There is a menu button, and it says MENU. It was a pause glyph in the corner, which was not read as "everything is behind here". Settings, standings, the vehicle hall, restart and a way back to the main menu are all behind it.
- The turret no longer spins on its own. The touch sticks return to centre when a thumb lifts, which never happened if the control left the screen mid-drag — and it leaves whenever the game pauses, ends, or a controller is connected. A stick that vanished while pushed over kept that deflection for ever, and the turret turned until the run did.
- The standings can be left. There was no way off that screen at all, which on Apple TV meant no way back to the game. There is a done button, a retry, and failures now say what they are — a device that cannot reach Apple used to report that a server hostname could not be found, which reads as a broken game rather than a missing network. Apple's own board can be opened from there too, so the scores are reachable even when ours will not load.
- The autopilot button stopped covering the autocannon. It floated over the fire controls and could take a shot's tap.
Known
- iPhone, iPad, Apple TV and Vision Pro are installable now. The Mac build is waiting on Apple's beta review and will follow.
The autopilot stops standing still, and Vision Pro gets hands on the controls
What changed
- The autopilot no longer parks you in front of the guns. On every platform. Once the gun had a target the assist held station so you could shoot — which was a fair trade against enemies that aimed at where you were, and a death sentence against the ones that now lead their shots, because a stationary tank is the single target a leading gunner cannot miss. It never stops now: it strafes across the engaged tank's line of fire, closes and breaks off at an angle rather than driving down the barrel, leans away from the weight of the wave harder as your hull falls, and weaves continuously so even the orbit is not an arc anyone can solve. If you drive with the assist on, you should live noticeably longer.
- Vision Pro: a driving lever you take hold of. A control stick stands in the cockpit by your left hand. Put your hand to it, close your fingers, and push — forward and back is throttle, left and right is steering, and the tank answers your hand rather than a button. Let go and it keeps the speed you set, so holding a course does not mean holding your arm out. Your thumb rests on the machine gun trigger.
- Vision Pro: a joystick on the panel, for when you would rather not reach. Round, drawn on the control panel, worked by looking at it and pinching. Drag to drive; the throttle stays where you leave it and the steering springs straight. It works whatever hand tracking is doing, which makes it the control that is always there.
- Vision Pro: the assist has an off switch you can actually reach. AUTOPILOT ON/OFF sits on the panel, and it is worked by looking and pinching — no controller, no hand tracking, nothing to pair. Taking hold of the lever also hands you the tank.
- Vision Pro: the tank keeps driving while you look around. Turn to work the turret or read the radar and your hand leaves the headset's view, which used to stop the tank dead. It holds its speed instead, and everything needed to stop it is one pinch away.
- Vision Pro: your room stops showing through the sky. Nothing was ever drawn above the horizon, so easing the Digital Crown let daylight in over the battlefield from the top down. The sky is real geometry now and the world is sealed at any setting.
- Vision Pro: hand tracking repairs itself. Two faults, both of which made hands look broken for weeks. The permission was requested at launch, next to a menu window, long before anything used it — the worst possible moment to be asked, and visionOS asks exactly once; it is now requested when you enter the battlefield. And the flow of hand data could stop mid-mission with nothing noticing, which is now detected and restarted.
Known
- The hand lever is new and still settling. If it will not co-operate, the panel joystick drives the tank on its own.
- Vision Pro, iPhone, iPad and Apple TV are installable now. The Mac build is waiting on Apple's beta review and will follow.
You can hear where it came from, and they stop queueing up to be shot
What changed
- Being hit now has a direction. The sound of a shell striking your hull played in the centre of your head, which made the one cue whose whole job is to answer "which way do I turn" the only cue that could not answer it. It arrives from the side the shell was fired from — not from the point of contact, which sits on top of you and carries no direction at all.
- Shells that miss can be heard going past. Until now the only evidence of being shot at was being hit, so fire from a quarter you were not watching was silent until it landed. Rounds passing within twenty metres announce themselves once each, at their closest point.
- Your own gun fires from your gun. On the headset the main gun's report came from the middle of your head whatever the turret was doing. Traverse left and the bang comes from the left.
- A wave no longer files in from one direction. Every arrival was placed behind wherever your turret happened to be pointing — and a player who is fighting holds the turret roughly still, so the whole wave landed in one arc and then walked the same ground to you. It read as a column queueing up to be shot. Arrivals are now spread around the full circle, each one as far from the last as it can be, and reinforcements keep clear of the group already closing. The distances and the difficulty are unchanged: this is about where they come from, not how hard they hit.
- Enemy tanks no longer get stuck against walls. When one bounced off a building it wrote a new destination to a value nothing ever read, so it drove back into the same wall on the next frame — and one wedged out of sight could grind against a corner for the better part of a minute. They look ahead before driving now.
- They aim where you are going, not where you were. At every wave they had aimed at your current position, which is why driving across their front always worked. They begin leading from around wave five and by the mid twenties allow for most of the shell's flight — never all of it, so changing what you are doing always beats them. A late wave also spreads out around you rather than bunching.
- The autopilot is better company, which matters most without a controller. It drove at the nearest tank and held a fixed distance — fine against two and suicidal against eight, since the nearest tank of a spread wave is surrounded by the others. It leans away from the weight of the wave now, takes more room as your armour drops, and watches for buildings.
- The engine used to keep running after you died. It idled on the high-score screen at the pitch of the moment you were destroyed, because nothing had ever told it the run was over. It winds down now.
- Your music keeps playing. Starting the game claimed the audio route outright and silenced whatever you had on. It mixes now, so Apple Music, Spotify or a podcast carries on underneath while the battlefield stays fully spatial. There is also an optional music bed of the game's own, off unless you turn it on in Settings — deliberately not a tune, since a melody is the quickest way to hide a shell passing behind you.
- A controller that the system is still holding now says so. On Apple Vision Pro a connected controller can report itself perfectly while the system keeps its input, which looks exactly like a broken controller. The battlefield explains it and says what to do. Hand tracking is unaffected and always available.
- Being destroyed, clearing a wave and levelling a structure all have their own sounds. A run used to end in silence, and a falling fence used to sound like a tank dying.
Vision Pro, iPhone, iPad and Apple TV can install this from the public link now. The Mac build is in Beta App Review and joins the same link once Apple has looked at it. Internal builds 72 to 74 are folded into this entry.
A score that says how you played
What changed
- Two players finished on wave seven with exactly the same score. That was not a coincidence. Points came from two places only — a kill paid 100 × the wave, clearing a wave paid 250 × the wave — the number of enemies in a wave is fixed, and you cannot move on without killing all of them. So a score was a pure statement of how far you got, and everyone who got that far had the same one. Clearing wave one was 450 points for anybody who did it. A leaderboard whose entries cannot differ is a list, not a ranking.
- Range is now the biggest thing you can control. A kill pays double at the main gun's full reach and nothing extra in a target's face. Shells fly at 90 metres per second and do not drop, so a hit at 300 m is two and a half seconds of lead you judged correctly; at ten metres there is nothing to judge. This is also why the autocannon needs no rule of its own — it reaches a third as far, so it earns roughly a third as much of the bonus, because of where it can be used rather than because a number says it is worth less.
- And where you were standing when you took the shot. A shell through a tank's flank is worth a quarter more than one through its glacis, and one over its back deck half as much again. Stacked with range, a long shot into a rear means three times a point-blank shot into a front. Getting behind something is a decision made long before the trigger, and it is now the decision that pays best.
- Two awards at the end of each wave. Precision, scaled by your main-gun accuracy over that wave alone — so a clean first wave cannot carry a sloppy seventh. And a flawless award for clearing a wave without being touched at all, which is the plainest thing a player can say about a wave. Both have their own sound, so you can hear which one you earned.
- Auto-fire now halves the run. It lays and fires the main gun whenever a target crosses the gun line, which is the central skill of the game done by the machine. Autopilot driving stays free: it switches itself on whenever no controller is connected, so charging for it would quietly tax everyone playing with their hands for a choice they never made.
- Apple TV says it needs a controller. The game wants two thumbsticks and two triggers, because the hull and the gun traverse independently — that is the whole tactical idea. A Siri Remote is one touch surface and two buttons, so there is no honest way to map it. The App Store listing now leads with the requirement rather than letting anyone find out after downloading.
- The pause menu used to announce "3 FREE WAVES COMPLETE" while the game actually let you play ten. Both now read the same number.
- Scores already on the leaderboards were set under the old scoring and are not directly comparable. Game Center keeps your best, so an old run stands until a new one beats it.
Forty-nine machines, a fourth platform, and a turret that stays on
What changed
- There is a vehicle hall now. Forty-nine machines from the Great War to the present, reached from the pause menu beside Standings. Each one has a model you can turn in your hands, a full specification — service period, crew, speed, fuel, ammunition stowage, armour, fire control — and an interior drawn from its own layout rather than a shared template, so a Mark IV's inside is a Mark IV's inside. It is on all four platforms.
- Every nation flies its own flag. Four of them were flying somebody else's: flags were drawn as horizontal bands of a country's colours, which is right for Germany, Russia and Poland and wrong for most of the rest. Flags now have a layout as well as a palette, the canton sits on both faces of the cloth so a flag reads correctly from behind, and the neutral panel that used to sit behind every flag is gone.
- Camouflage is a scheme, not a tint. Colouring a whole vehicle in its base colour was a tank in a different single colour; the panels are painted separately now, and the paint is bright enough to see — it was being authored at the brightness paint has and then dimmed again on the way to the screen, arriving at black on black. Twenty-seven of the forty-nine wear a disruptive scheme and the other twenty-two do not, which is what those tanks actually looked like.
- The game runs on the Mac. A fourth platform on the same app, so one purchase carries across the headset, the phone, the television and the desktop. It drives from the keyboard — W A S D to move, I J K L to lay the gun, space to fire — because a Mac that demands a game controller is a tablet app in a window.
- Firing could throw your own turret off the tank. Deep into a wave, with the machine warm and the frame rate sagging, a shot could fling the turret shell tens or hundreds of metres — flickering in front of you and then behind your head, frame after frame, before snapping back. It looked like the shell was flying away with the shot. It was the recoil: the gun was sprung back to battery by a method that only holds while frames stay short, and past about a sixteenth of a second each step fed the spring instead of damping it. It is solved exactly now, so however long a frame takes, the barrel travels its 42 centimetres and comes home.
- Shooting costs far less than it did. Every round used to build five separate pieces of geometry from nothing on the very frame the trigger was pulled, and the reload countdown rebuilt its numbers ten times a second for the whole of every reload. Both now reuse what has already been drawn. That was the same frame that set the recoil off, so it is both a smoothness fix and a second lock on the first one.
- Internal builds 61 through 70 are folded into this one. If you have been on build 60 since the leaderboards landed, everything above is new to you — and the thing most worth firing at is the turret: shoot repeatedly late in a wave and watch it. It should stay bolted on however hard the frame rate drops.
Vision Pro, iPhone, iPad and Apple TV can install this from the public link now. The Mac is waiting on Beta App Review — it is that platform’s first public build, so Apple has to look at it once — and joins the same link when it is approved.
Stars on both sides, paint you can see, and a Mac
What changed
- The stars were only on one side. Separating an overlay from the field beneath it by pushing it forward put the canton on the front of the flag and behind the back of it, so from the reverse the United States showed bare stripes. The same went for the Chinese and Korean marks. Cloth has two faces and a flag turns: an overlay is now drawn thicker rather than further forward, so it stands proud on both faces and is in front wherever it is seen from.
- Camouflage was correct and invisible. Armour paint is authored at the brightness paint has — about a quarter — and the fills were then dimmed again on the way to the screen, so a painted vehicle arrived at roughly (0.16, 0.18, 0.13): black, on black. The paint is lifted to read now, by the same single rule everywhere.
- Plain does not mean flat. Twenty-two of the forty-nine wear one colour, and giving every panel exactly that colour drew a solid silhouette with no modelling in it. The second tone each scheme carries is there for shading, so a minority of panels take it — painted metal catching light across its panels, without inventing a scheme the vehicle never wore.
- The game runs on the Mac. A fourth platform on the same app, so one purchase carries across the headset, the phone, the television and the desktop. The port was small because the work done for Apple TV had already done most of it: that battlefield was a plain SwiftUI view with its own camera and no ARKit anywhere, which is exactly what a Mac needs.
- It drives from the keyboard — W A S D to move, I J K L to lay the gun, space to fire — because a Mac that demands a game controller is a tablet app in a window. An Xbox pad works as it does everywhere else, and a pad left resting on the desk no longer takes the keyboard away by merely being connected.
- Flags and camouflage are now checked by reading the colours and positions off the built geometry, rather than by reading the code. Three flag faults shipped in three consecutive builds and every one of them was found by looking at a headset.
The blue plate behind every flag is gone
What changed
- Every flag was drawn twice. Build 67 gave each band of cloth a coloured fill sitting on top of a second, full-size panel filled in the neutral structure tone — an outline that had no business being solid. That panel was the blue backing showing through every flag in the game and in the hall, and its face sat six tenths of a millimetre from the colour’s, close enough that the two fought for the same pixels every frame. That is the flicker between red and blue on the Chinese flag. There is one filled surface per band now, and the outline is wire, which is what an outline is everywhere else in this game.
- Flags with a layer on top no longer strobe. A canton over stripes, a disc on a field, a cross over a ground — all of them drew the overlay in the same plane as the field beneath, and two coplanar surfaces have no defined winner. Each patch now sits a hair in front of the one before it. The cloth is also thinner: it was a 6 cm slab on a flag 1.35 m tall.
- An enemy at ramming distance no longer blanks out the fight. Cloth on the battlefield is translucent — a flag is 2.2 m of sheet on a 3.2 m pole, and an opaque one fills the whole view when a tank closes. The hall, where the flag is the thing being looked at, keeps its full colour.
- Camouflage was invisible on most of the register. The paint was washed under a wireframe that stayed phosphor green, and most of these tanks wear a plain green: green under green is green, so the mode looked like it did nothing at all and only the two-tone schemes ever showed. The wire itself carries the paint now, so an olive tank reads as olive whether or not it also wears blotches.
- Seventeen schemes, and they still tell each other apart. Lifting each paint to a fixed brightness would have made them look like three; multiplying them all up would have turned desert tan and Sinai grey white. The hue is exactly the paint’s.
The right flags, and camouflage that is actually a scheme
What changed
- Four nations were flying somebody else’s flag. Every flag was drawn as horizontal bands of a country’s colours, which is right for Germany, Russia and Poland and wrong for most of the rest: the United States came out as the Netherlands, China as the lower two thirds of Germany, Sweden as Ukraine, and France — a vertical tricolour — as the Netherlands as well. Flags now have a layout as well as a palette.
- All fourteen nations in the register look like themselves and none looks like another. These are flags a few centimetres across on a model, so it is recognition rather than heraldry — seven bars rather than thirteen, because the extra ones are a solid block at that size.
- A black band no longer disappears. Brightening it would misstate the colour, so the cloth keeps its true tone and every patch is outlined in one neutral one.
- Camouflage paints instead of tinting. Colouring a whole vehicle in its base was a tank in a different single colour; a scheme is a base with disruptive colours broken across it, and the panels are now painted separately. The pattern is fixed per vehicle rather than crawling as the model turns.
- Plain schemes stay plain. Soviet 4BO green and olive drab carry a second tone for shading, not as a pattern — 27 of the 49 wear a disruptive scheme and the other 22 do not, which is what those tanks actually looked like.
The hall reaches every platform
What changed
- The vehicle hall was on Apple Vision Pro only. It is on iPhone, iPad and Apple TV now, reached from the pause menu beside Standings, with the same five drawing modes and six views the website has.
- Each platform needed something different to render it, which is the opposite of what you would guess. A headset window is looked at through your own eyes and ignores a camera; a phone or a television has no viewpoint of its own and the app must supply one.
- Apple TV has no touch, so it cannot be told to drag a model. It gets the turntable and the view presets, and a hint that says so.
- iPhones on iOS 17 keep the whole vehicle file and lose only the turntable, which needs iOS 18. Dropping those users to show a model would have been the worse trade.
Every tank gets its own inside
What changed
- The cabins were all the same room with a few switches changed. They now follow the vehicle: a Renault FT is a box one man can touch every side of, a Mark IV is wide and low with its guns out in sponsons and nothing at all ahead, a Churchill is tall. Forty-five of the forty-nine are a different size inside.
- Walls are built the way the hull was — overlapping riveted plate, one seamless casting that bows out at shoulder height, welded plate with a seam, or bolted composite panels.
- You can see what you are sitting among. A T-72 has its carousel of shells set into the floor beneath you, drawn in the warning colour because it is the most consequential thing in the vehicle. An Abrams has an armoured door astern with the blow-out panels above it. A Chieftain keeps its charges in bins below the ring. A Tiger has its rounds racked along the walls at shoulder height, which is where a side hit found them.
- Instruments are mounted into that vehicle’s own console rather than floating at fixed coordinates. Every tank has a radar including the 1917 ones — a game convention, deliberately — but a rhomboid gets an iron bracket bolted to a plate, not a screen.
- The website’s CAMOUFLAGE mode is in the app now, so both menus offer the same five ways of drawing a model.
- Flags are mounted on the deck instead of hanging in the air beside the tank, they ripple at rest, and a black band no longer disappears into a black background.
The models sit properly in their frame
What changed
- A point on this platform is about a millimetre, so the model panel stood 0.32 m tall while the longest vehicle was drawn 0.34 m long — longer than its own frame is tall. That is why everything felt crowded and why anything standing up ran out of the top. The panel is taller and the models have real margin inside it now.
- Models are centred on what is actually there rather than on a guess at the hull height, so a flag can no longer push a vehicle out of frame.
- The model floats clear of the panel rather than sitting on it. That parallax is the whole reason to render this in three dimensions instead of drawing a picture.
- The vehicle name was on screen twice, as the window title and again as the file heading. Once is enough.
Five fixes to the hall
What changed
- Dragging no longer stops the turntable. Turning a model used to switch it out of rotate mode, so you could adjust the angle or keep it spinning, but not both. Now you nudge it where you want and it carries on from there.
- Flags are no longer cut off. The pole stands 3.2 m, which is right beside a tank you are sitting in and far too tall once the whole vehicle is shrunk to the size of a model on a shelf.
- Flag colours read as colours. Every filled surface in the game is drawn at 17% brightness so it sits behind the wireframe, and the flag was getting the same treatment — which made a United States flag black with one grey stripe. Cloth now opts out: it is the one surface whose colour is the entire point.
- The green number beside each name is labelled. It is the battle rating, 1 to 10, and it now says so in the list and under the model. A Mark IV is 1.8 and an M1A2 is 9.1.
- The drag hint sits under the model rather than floating over the list beside it.
The hall shows its models
What changed
- Build 61 opened the vehicle hall with all the text and none of the tanks. The models were being drawn eight metres wide inside a window a third of a metre across, with a camera the system was quietly ignoring — a headset window is viewed through your own eyes, and a camera entity does nothing there.
- Models are now sized for the window and the model turns rather than the viewpoint, which is also the better illusion: an object on a turntable you can lean towards.
- Every vehicle shares one scale, so a Renault FT reads at 45% the length of a Tiger II — which is what it is. Fitting each one to the frame separately would have drawn them identically and thrown away the comparison a hall of forty-nine machines exists to let you make.
Forty-nine machines, and a hall to walk round them in
What changed
- Every vehicle from the website register is now in the app — all 49, from the 1917 Mark IV to the T-14 Armata, with their measured geometry, written histories and full specifications.
- A vehicle hall inside the game, reached from the launch window. Pick a machine, watch it turn, drag it round in your hands, switch between wireframe, flat wire, armour and solid, and read everything about it. Models are shown at their real relative sizes here — a Renault FT beside a Tiger II is most of the point.
- An inside view for each one. A 1917 rhomboid is a riveted box with a vision slit and no instruments at all; a Tiger has periscopes and optics but no displays; an Abrams reads screens and has a sight of its own. None of that is invented — it follows from what each vehicle actually carried.
- Any of the 49 can now be built as a battlefield tank through the same machinery the current one uses, so they can be dropped into a mission when the design for that is settled.
Nothing here changes how the game plays yet. The battlefield still fields the vehicle it always has — this build is the hall, the data and the plumbing underneath it.
Leaderboards, and the radar stays on the panel
What changed
- Two Game Center leaderboards: points scored in a run, and furthest wave reached. Finishing a run posts to both automatically — there is nothing to press. Open them under Standings in the launch window, or in the pause menu on iPhone, iPad and Apple TV.
- The standings are drawn in the game's own hand rather than handed to Apple's standard sheet, and your own row is always shown even when your score sits far below the visible page.
- All-time, this-week and friends-only views of both boards. Game Center is entirely optional: decline it and the game is unchanged.
- The radar dial turned out of the instrument panel as the turret traversed, so the instrument you were trying to read went edge-on and then faced away from you. It now sits flat in the panel, in the same plane as the buttons beside it, at every angle of the gun.
- The cause was a correction applied twice. The dial had been locked to the world so a contact ahead of the hull stayed physically ahead of you — but the panel swings round with the turret, so holding the dial still in the world necessarily took it out of the panel: 80° out at a quarter turn, 132° with the gun reversed.
- A dial is an instrument, not a window. It is now read the way a heading-up map is read — the top of the dial is where the hull is pointing — which the projection was already doing on its own.
- The map no longer moves at all while you traverse, which is what makes it readable mid-fight.
The radar tells the truth again
What changed
- The radar no longer turns with your gun. Traversing the turret was rotating the whole map underneath you: with the gun a quarter turn off the nose a tank dead ahead was drawn dead abeam, and with the gun reversed it was drawn behind you. Buildings and walls were displaced the same way.
- The amber line on the dial is the gun line — it shows where your cannon is pointing relative to the hull. It looked meaningless because the map beneath it was rotating; it now points where the shell will go.
- On iPhone, iPad and Apple TV the radar had a second, separate fault: contacts were plotted correctly only when driving "up the map" and drifted further out the more you turned. It now uses the same tested transform as Apple Vision Pro.
Drive at a tank and traverse the turret away from it: the contact must stay put on the dial. Check that buildings on the radar line up with the ones you can see, and that the amber gun line agrees with your aiming reticle. Report anything that still moves when it should not.
Sound everywhere, and one game on every screen
What changed
- Battlefield audio now plays on iPhone, iPad and Apple TV: cannon, autocannon, incoming fire, hull hits, explosions and an engine tone that follows your speed. Shots are placed around you, so a round from behind is heard from behind.
- A mute control sits in the HUD, and sound can be switched off in Settings.
- Settings arrive on iPhone, iPad and Apple TV with the same options and wording as Apple Vision Pro: faction colours, sound, driving and firing assists, and stick sensitivity.
- Faction colours expand to combat designations (NATO, Red, Blue and Green Force, Desert and Arctic Corps) and national colours, each with a preview of the flag your tank will fly.
- Flags now stream with travel: the pole leads, the cloth trails, reversing swings it the other way, and stopping settles it back down.
- Apple TV renders the full 3D battlefield instead of the overhead schematic — the same view the phone and the headset draw. Apple TV now requires tvOS 26.
Listen for direction: when an enemy fires from off screen, does the sound tell you where to turn? Check the flag while driving, reversing and stopping. On Apple TV, confirm the battlefield looks like the iPhone version. Report anything silent, anything too loud, or a mix that buries the cues you need.
Solid walls and a steadier thumb
What changed
- Walls, barriers and fences now stop shells along their whole length. Previously a shot could pass through most of a long obstacle, and enemy tanks could fire back through one.
- Cover is where it looks like it is: tanks stop at a wall's face instead of at an invisible circle drawn around its longest side, and drive freely past its ends.
- A shot fired over a low wall still clears it, so gun elevation continues to matter.
- Knocked-down fences fall flat on their side instead of swinging upright.
- The virtual sticks now centre themselves wherever your thumb lands, with a dead zone and a softer response near centre, so a grab that misses the middle no longer starts at full deflection.
- Tapping an enemy tank is more forgiving: a near miss selects the closest tank on screen.
- Tapping the same tank again in quick succession switches to the autocannon; a single considered tap still fires the main cannon.
Fight around the ruined town: use walls and fences as cover and check that shells stop where the wall is drawn, that enemies cannot hit you through one, and that you can drive close to a fence and around its ends. On iPhone and iPad, try grabbing the drive stick off centre, making small steering corrections, and tapping distant or partly hidden tanks.
Faster touch combat
What changed
- Tap the right virtual turret joystick to fire the primary cannon on iPhone and iPad.
- Drag-to-aim remains independent: moving the stick does not accidentally fire.
- A new scope symbol and “TAP FIRE” cue make the shortcut discoverable.
- The dedicated FIRE and AUTOCANNON buttons remain available.
- Apple TV is rebuilt from the same current gameplay source for platform parity.
Try short taps, long aiming drags, rapid follow-up shots and switching between joystick fire and the dedicated buttons. Report accidental shots, missed taps, or controls that feel crowded.
Unified Apple-platform beta
Public changes accumulated since earlier platform builds
- Native iPhone, iPad and Apple TV editions with controller support and mobile virtual controls.
- Forward chase-camera mobile battlefield, visible player tank and faction flag, radar, aiming reticle and autopilot control.
- Tap an enemy tank on iPhone or iPad to aim and fire directly.
- Classic and war-torn town battlefields with ruins, walls, trees, fences and destructible structures.
- Primary cannon and lighter autocannon use distinct damage, ammunition and reload behavior.
- Heading-up radar, off-range enemy indicators, battlefield boundary treatment and incoming-hit flash.
- Controller detection, default stick driving and turret control, plus controller-aware end-of-game menus.
- Seat-height controls, reset behavior, faction selection and free testing access through ten waves.
Controller reconnects, long-session performance on Vision Pro, in-game menu selection, seat adjustment, radar heading, mobile aiming and obstacle collisions remain especially valuable areas for feedback.
Controller and platform development
These diagnostic checkpoints isolated visionOS controller event ownership, restored stick input, repaired menu focus, developed radar and seat controls, introduced the ruined-town environment, and brought up the mobile and Apple TV editions. Their user-visible changes are consolidated into build 54 above.
TESTER CHANNEL
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