Steel · Siege · Survival

TANKLANDS

A 3D wave-assault battleground. Defend the Core, command your squad, and forge the terrain you fight on.

Primary Operation

Core Defence

Drive a powerful tank defending a central Core across escalating waves. Earn credits, upgrade your hull, build turrets and barricades, and deploy friendly AI squadmates you command with rally points and stances.

  • Orbital camera view & turret aiming
  • Economy, upgrades & buildable defences
  • Commanded AI allies — simulated co-op
  • WebGPU rendering with WebGL2 fallback
Launch operation →
Second Operation

Patrol

No Core, no walls, no waves. One tank and one life on an open board: run the checkpoint chain, fight whatever wakes as you pass, and reach the exit — which does not exist until the last checkpoint is secured.

  • A chain of checkpoints, revealed one at a time
  • Checkpoints are your only repair and resupply
  • Dormant hostiles that wake as you close
  • Nothing is ever spawned on top of you
Find one in a campaign →
Final Operation

Survival Endless

The campaign's own map with the brakes off. A short window to build, and then the waves start and do not stop — no authored ramp-up to bank credits through, no breather you did not earn, and no victory screen. There is only the wave you reached, and the game keeps your best.

  • No win condition — the run ends when you do
  • Opens hard and climbs from there
  • Seeded themes: assault, armour, swarm, siege, walkers
  • Boss-class headliners on the deeper waves
Last card on any campaign's mission screen →
Reference

The Armoury

Every system in one file: what it looks like and what it does. Hulls, armament, gun emplacements and installations, with the numbers read live from the game's own configuration — and a click on any silhouette opens it in 3D, orbitable and zoomable, rendered exactly as the game spawns it.

  • The whole roster — stats and models on one page
  • Live figures, never a transcribed copy
  • Click a silhouette for a WebGPU turntable
  • Repaint any hostile in its faction livery
  • Vanguard Mk2 tank model Vanguard Mk2
  • MBT-1 Viper tank model MBT-1 Viper
  • Cannon gun emplacement model Cannon
  • Laser gun emplacement model Laser
  • Howitzer gun emplacement model Howitzer
  • Mechanaut walker model Mechanaut
  • Siege Breaker boss tank model Siege Breaker
  • Mechapig walker model Mechapig
Enter the armoury →
Introduction

How It Plays

Everything you need to start. The Field Manual has the rest — every weapon, defence, order and enemy, in full.

or press H at any time in game

The Job

You command one tank and a small armoured squad, and you are defending the Core. Enemy armour arrives in waves; every kill pays credits, and credits buy weapon upgrades, buildable defences and more squadmates. If your tank is destroyed you redeploy at the Core and your squad covers you — if the Core falls, the operation is over.

Your First Wave

Spend your starting credits before you launch: press U for Requisition, then TAB into commander view and drop defences from the toolbar along the road the enemy will use. When you are ready, press F4 to launch the wave rather than waiting out the timer.

Between waves the map is yours: repair the walls, extend the line, and buy the weapon that answers whatever just hurt you.

Your Tank

W A S D
Drive the tank
MOUSE
Aim the gun
LMB
Fire
SPACE
Secondary weapon
1 – 6
Select weapon
X
Cycle weapon (Shift+X back)
E / Q
Zoom in / out
RMB (hold)
Freelook
TAB
Commander view
Q + CLICK
Order the squad
F1 / F2 / F3
Defend · Follow · Hold
F4
Launch the wave now
F5
Order squad repairs
0
Recall to the Core
U
Requisition (buy)
C / M
Camera preset · Mute
ESC
Pause
H
Field Manual
Contact

Feedback, bug reports or questions — get in touch.

Tanklands · Built with Blazor + Three.js WebGPU

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