In development · Godot 4.6 + Jolt Physics · Q1 2027

Stupid SizedTank

You start with the worst tank ever built. Survive long enough and you may end up commanding the ultimate landship.

Playthrough 1 · 0:48 · exterior camera · in-engine
V0.18.15 (alpha)Current build
356,695Lines of code
2,006Dev hours
Sprint 6 in progress: Bail-out, foot combat & advanced tacticsStatus

Current alpha · unretouched

First-person tank combat on real physics.

Enemies show up smarter every mission. They have leaders. They have morale. They break or rally based on what you do to them. The battlefield is different every time — badlands, city streets, dunes. Your starting tank is a hazard mostly to itself. Every mission you survive buys upgrades that walk it closer to being a hazard to them.

Exterior view: the tank under artillery fire as enemy infantry advance through a pine forest
Exterior cameraArtillery inbound · 1 / 26
Urban map at dusk: enemy spotters on a rooftop balcony
Urban, duskSpotters on the balconies
Cockpit view: the coaxial machine gun hits an enemy soldier at 2x zoom
Cockpit7.62 mm coax · 2× optic
On foot after bailing out: rifle raised in a city alley, extraction 132 m away
Bailed out132 m to extraction
Night city firefight with tracers and a shell in flight
Urban firefightTracers · shell in flight
An enemy tank on a forest floor between pines
TreelineContact
The title screen: a development ledger of tank marks, enemy silhouettes and ordnance
Title screenPrototype lineage Mk.0 → Mk.?

Core systems

The machine gets worse before it gets better.

The upgrade loop

Every mission degrades the tank and rewards you with points to make it less terrible. Wheels, tracks, cannons, drones, railguns — the distance between the starting machine and the endgame machine is the whole game.

First-person cockpit

You see what the crew sees. Instruments, viewports, chaos. Toggle to an exterior view to inspect your tank or read the battlefield — not to fight from.

Enemy morale

Kill enough of a force and they break. Kill their commander and they scatter. While that commander is alive and close, they hold and fight harder. No two fights play out the same.

Bob

Your crewman. Repairman. Master gunner. He levels up across missions. Keep Bob alive.

Bail out

When the tank is done, you might not be. Fight on foot, find friendly lines, climb into a rescue chopper, drive home in someone else's tank.

Randomized biomes

Same terrain rules every time — badlands, city streets, dunes — different layout every mission.

Tactics

Hull-down positions. Concealment. Cover. The tank is enormous and obvious; terrain is the difference between making it home and not.

Medals

Do something stupid enough to survive, get a medal for it. Commendations for the moments you'll be telling someone about later.

Development roadmap

10 sprints. ~29 weeks. Two ship gates.

  1. 01Tank chassis, cockpit & exterior view
  2. 02Core weapons & combat loop
  3. 03Enemy AI & morale system
  4. 04Procedural battlefield generation
  5. 05Upgrade tree & Bob
  6. 06Bail-out, foot combat & advanced tactics
  7. 07Asset pass
  8. 08Polish passitch.io release
  9. 09Late-game upgrade tier
  10. 10Steam releaseWindows + Mac

Footage · two full playthroughs

Raw captures. Real engine. Real physics.

First contactPlaythrough 1 · 0:48–1:06
Enemy tank destroyedPlaythrough 2 · 1:04–1:22
On footPlaythrough 2 · 2:16–2:32

Support the studio

One person. One stupid tank.

Grana Game Studios is a one-person studio based in Washington, DC. If you'd like to help get Stupid Sized Tank out of the garage and onto your screen, any amount goes directly toward development — assets, tools, and the occasional energy drink that makes the bad ideas start sounding good.

No subscription. No reward tiers. Just a button you push if you feel like it.

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