Andriy Kostiushko

Project Introduction

Players take on the role of one among hundreds or thousands of tankers participating in the liberation of Ukraine. Each character has a unique, generated backstory (and in the full game, players will receive bonuses based on the character’s background).

The game map is divided into three campaigns:
1) Spring Campaign
2) Kharkiv Campaign
3) Kherson Campaign

Each campaign generates a map where players must strategically choose their path. Some routes offer better bonuses but are more challenging, while others may have a bonus shop, requiring players to collect every coin during battles to afford upgrades. There are other combinations as well which make the players choose carefully.

The demo currently features only the Spring Campaign. Since the full map isn't yet available but bonuses account for all future content, players will encounter tougher enemy types in the demo’s first campaign. This lets them preview upcoming content and use bonuses that target specific enemies. In the final version, harder enemies will appear later in the game.

At the end of each campaign, players face a boss. These levels may include a unique tank boss or extra mechanics to heighten the challenge.

To make combat more dynamic and engaging than the original Battle City, we’ve added several new mechanics:
1) Ammo is limited and must be collected from defeated enemies. If no ammo remains on the map, it spawns in a random location.
2) Destroying an enemy tank with a rear shot spawns an insignia in a random location. Collecting it gives the player’s tank a shield along with speed and reload bonuses. The tank can have up to 4 shields.
3) Alongside the main bullet, which destroys both enemies and obstacles, there’s a Special Bullet. It doesn’t damage enemies but can break through brick walls with a single shot, helping to save ammunition. Certain bonuses enhance the Special Bullet’s abilities, and choosing which bullet to use adds an extra layer of tactical depth.
4) Players have active and passive bonuses. Passive bonuses are always active, while active ones are triggered by defeating a flagged enemy and collecting the flag. Depending on the active bonuses, one will activate for 30 seconds, providing a combat advantage (e.g., invincibility, double bullets, slowing down enemies).

The demo includes all enemy types planned for the full game, but their abilities aren’t yet explained in-game, so here’s a quick guide:
- Standard Tank: No special traits.
- Fast Tank: Moves and shoots quickly.
- Armored Tank: Slow-moving but has 4 shields.
- MLRS: Fires rockets.
- Miner: Plants mines that only harm the player’s tank. Mines can be destroyed with the Special Bullet. An exploding mine can damage nearby enemies and trigger a chain reaction if near other mines.
- Saboteurs: Crawling soldiers. They can’t be destroyed by bullets but can be crushed by driving over them.
- FPV Drone: Doesn’t shoot but flies over brick walls and explodes on impact with the player’s tank or headquarters.
- Commander Tank: Has 2 armor units. While it’s on the field, all enemy tanks move faster.

Players earn experience as they progress through the game. After a loss or victory, the experience bar fills, unlocking a new bonus that will then appear on the map.

The video showcases only 2 level generator templates, but the final game will include many more.

About Developer

The game is being developed by two people in their free time: a father and his 12-year-old son, Askold.

The father is an experienced game designer with nearly 20 years of game development experience, who also composes music and creates graphic content.

Askold is the programmer responsible for the game’s code. He spent several years creating small games in Python and Godot to build his development skills. Threads of War is his largest and most challenging project so far, and he has already tackled numerous complex technical challenges.