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2025-06-25 2026-05-04 playtest

Patch Notes — June 25, 2025

By wacko

General

New Vehicle

  • More info in the Vehicles section

Progression

  • Many vehicle tech trees have been updated; some of them quite significantly, so it’s worth giving them a look before queueing up for a match with a vehicle

Movement

  • Vehicles now have some amount of turning inertia, dependent on the vehicle’s mass

Design Note: This means it will take a small amount of time to change direction. This effect should be much more noticeable on heavy tanks than light ones, and should both give a feeling of weight as well as reduce how effective “wiggling” is at hiding weak spots on vehicles like Donor.

Armor Visualizer

  • While aiming at an enemy in sniper mode, the armor visualizer now appears only in the target brackets of your interface

Design Note: Our armor visualizer is due for an upgrade, and there’s a larger change in the works that will take a little more time. In the meantime, the goal for this change is to let you see more of the vehicle you’re aiming at while still having the information you need to read its armor profile.

Ammunition

New Shell Type: Siphon Shells

  • Effect: Penetrating an enemy heals you for half the energy they're currently holding
  • Updated the tooltip for Lightweight Shells to indicate the speed increase value (20%)

UI

  • The health bars for other players have been shrunk down to reduce visual clutter that can get in the way in large player groupings
  • Health bar colors have been adjusted to differentiate enemy and ally bars further
  • Ammunition types now show their +/- stat effects in the selection UI
  • Tech Tree options now call out how much effect is given per point invested

Last Stand

  • The Last Stand effect now triggers when a team is down to its last three players, up from two (they still need to be outnumbered by two or more players on the enemy team)
  • Increased the kill heal while under the effect of Last Stand to 20% of max health + 250 from 15% of max health + 200
  • Increased the passive energy generation to 1 per second from 0.25 per second

Design Note: We got a lot of feedback about matches snowballing in the last playtest. This change, along with a few others, aims to give defenders some opportunities to get back into the game despite tall odds.

Heal Zones

  • Heal zones are now despawned at the two-minute warning

Design Note: There was previously a tension between continuing to track down opponents and pulling back to heal and hope to win on the tiebreaker condition via more health. This change is aimed at removing that tension and keeping the game active in its final stages.

Audio

  • Added sounds for scraping against surfaces, impacting the ground, and shocks to vehicle suspension; while there are now sounds at all for these events, the sounds themselves are still a work-in-progress

Visual Effects

  • Added new visual effects for damaged tracks

Design Note: There are two new components you may notice in the build that are not unlockable. We intend for these to be unlocked on vehicle unlock tracks like other components, but didn’t want to reset everyone’s progression from last playtest just to put them in. We’ll get these properly unlockable in a future update.

New component: Momentum Imparter (Not unlockable for now)

  • Increases shell damage by 40 while traveling over 40 kph
  • Will be unlocked from Ikarus/VTOL in a future update

New Component: Shell Charger (Not unlockable for now)

  • Increases Shell Damage by 7.5% for 10 seconds whenever you penetrate an enemy. This can stack up to 4 times.
  • Will be unlocked from Aster/Recall in a future update

Squads

  • Reduced max squad size to 4 from 8

Design Note: This is a temporary change. We like giving flexibility for various squad sizes, but we want to lower the impact of full team coordination until we have a larger player pool and can match premades against premades.

Maps

Wind Valley

  • The west hill was harder to defend against an all-in push from the south side, so we’ve made some tweaks to make it more defensible
  • Added a defensive support fire and scouting hillock on the south side of the west hill with a connected shallow retreat trench
  • Added two large rocks for hard cover on the south side of the west hill
  • Smoothed out a dip on the downslope of the south side of the hill, making it easier for defenders to retreat and giving their allies more shot opportunities against attackers

Fields (WIP)

  • Removed the heal zones in the eastern corridor
  • Removed the heal zones on the west side of the field that had a random chance of spawning
  • Placed new centrally located heal zones near the team bases
  • Art: continued visual development

Ravine (Prototype)

  • Center heal zone removed
  • Added more ramps coming in/out of the center ravine
  • Added positional elements near both bases that defenders can fall back to and better contest a capture

New Map In Rotation: Viking Village Small (Prototype)

  • This is a very small map we’re putting in the rotation for testing and feedback on a more close-quarters combat style map. If you like it, we’ll make a true small close-quarters map.

Vehicles

New Vehicle: Ranger (Boost)

  • All-rounder medium with decent armor and a fast-firing gun. Can place boost ramps for quick movement.
  • This tank is meant to be a true medium with solid all-around stats so it can bully some of the lightest lights with its armor and outmaneuver some of the heaviest heavies.
  • Its ability can be used for maneuvering around the map and can also be used to enable a quick squad engagement
  • Note: This tank currently uses a placeholder Frankenstein combination of a Sonar tank turret and Drone tank chassis

Alexis (Wall)

Tech Tree

  • Turret Traverse Speed - Reduced point allocation to 3 from 5
  • Turret Traverse Speed - Increased to 5/10/15 from 4/8/12/16/20
  • Precision Aiming - Increased to 1/2 from 0.8/1.6
  • Wall Destruction Energy - Reduced point allocation to 2 from 3
  • Wall Destruction Energy - Increased to 3/6 from 2.5/5/7.5
  • Shell Velocity - Increased to 12.5/25/37.5 from 8/16/24
  • Shell Swap Time - Moved to tier 2 from tier 6
  • Shell Swap Time - Reduced point allocation to 2 from 5
  • Shell Swap Time - Increased to 0.9/1.8 from 0.4/0.8/1.2/1.6/2
  • Max Gun Depression - Moved to Tier 4 from Tier 6

Arbalest (Siege)

Tech Tree

  • Hoverdrifting Acceleration - Point allocation reduced to 2 from 5
  • Hoverdrifting Acceleration - Increased to 35/70 from 7/14/21/28/35
  • Tracking Assist Energy - Reduced point allocation to 2 points from 5
  • Shell Swap Time - Reduced point allocation to 3 from 5
  • Shell Swap Time - Increased to 1/2/3 from 0.5/1/1.5/2/2.5
  • Shell Velocity - Reduced point allocation to 2 from 5
  • Shell Velocity - Increased to 15/30 from 4.6/9.2/13.8/18.4/23
  • Turret Traverse Speed - Reduced point allocation to 3 from 5
  • Turret Traverse Speed - Increased to 5.5/11/16.5 from 4.4/8.8/13.2/17.6/22
  • Max Gun Depression - Reduced point allocation to 3 from 5
  • Max Gun Depression - Increased to 0.72/1.44/2.16 from 0.56/1.12/1.68/2.24/2.8

Aster (Recall)

  • Recall zone charge-up time increased to 7 seconds from 5 seconds

Tech Tree

  • Shell Swap Time - Increased to 1.15/2.3/3.45
  • Tracking Assist Energy - Reduced point allocation to 2 from 5

Brawler (Mine)

  • Ability Energy Cost increased to 33 from 25
  • Detonating one mine no longer detonates the other mines in the row

Tech Tree

  • Turret Traverse Speed - Reduced point allocation to 3 from 5
  • Turret Traverse Speed - Increased to 6.5/13/19.5 from 4/8/12/16/20
  • Hull Traverse Speed - Reduced to 4.6/9.2/13.8/18.4/23 from 5.2/10.4/15.6/20.8/26
  • Repair Speed - Increased to 6/12/18/24/30 from 1.5/3/4.5/6/7.5
  • Bounce Energy - Reduced point allocation to 3 from 5
  • Bounce Energy - Increased to 22/44/66 from 17/34/51/68/85
  • Added Shell Swap Time tech option to tier 1

Cooper (Stealth)

Tech Tree

  • Shell Swap Time - Increased to 1.2/2.4 second reduction from 0.53/1.06
  • Hoverdrifting Movement Dispersion - moved to the 3rd tier from the 6th
  • Added a new tier 1 tech option for increasing Max Speed
  • Shell Damage - Increased to 2.3/4.6/6.9/9.2/11.5 from 1.8/3.6/5.4
  • Shell Damage - Increased point allocation to 5 from 3
  • Spotting Energy - Reduced point allocation to 4 from 5
  • Hoverdrifting Acceleration - Moved to 2nd tier from 3rd
  • Hoverdrifting Acceleration - Reduced point allocation to 3 from 5
  • Hoverdrifting Acceleration - Increased to 70/140/210 from 7/14/21/28/35

Tech Tree

  • Turret Traverse Speed - Reduced point allocation to 2 from 5
  • Turret Traverse Speed - Increased to 6/12 from 4/8/12/16/20
  • Repair Speed - Reduced point allocation to 2 from 5
  • Repair Speed - Increased to 10/20 from 1.5/3/4.5/6/7.5
  • Repair Speed - Now increases repair speed for all modules
  • Damage Taken Energy - Reduced point allocation to 1 from 5
  • Damage Taken Energy - Increased to 40 from 23/46/69/92/115
  • Base Aiming Dispersion - Reduced point allocation to 3 from 5
  • Max Energy - Reduced point allocation to 2 from 5
  • Max Energy - Increased to 15/30 from 10/20/30/40/50

Evrand (Drone)

  • Drone placement range reduced to 400 meters from 700 meters (there is still a keystone tech option to extend this)

Tech Tree

  • Max Speed - Increased to 1/2/3/4/5 kph per level from 0.96/1.92/2.88/3.84/4.8
  • Spotting Energy - Reduced point allocation to 3 points from 5
  • Spotting Assist Energy - Reduced point allocation to 2 points from 5

Ikarus (VTOL)

  • Ability energy cost increased to 50 (up from 33)
  • Shell damage increased to 70 from 68
  • Base camouflage is now removed while flying

Tech Tree

  • Stealth Flight Keystone - Changed to preserving 25% of your camo rating while flying
  • Added a new Tier 2 tech option for increasing Max Health
  • Capture Speed - Reduced point allocation to 3 from 5
  • Tracking Assist Energy - Reduced point allocation to 3 from 5

Kwame (Repulsor)

Tech Tree

  • New keystone - Repulsor Ebb: Repulsor zone slows enemies it touches by 60% for 2 seconds
  • Max Energy - Reduced point allocation to 2 from 5
  • Max Energy - Increased to 12.5/25 from 7/14
  • Bouncing Assist Energy - Replaced with Damage Taken Energy tech option from Tier 6
  • Bounce Energy - Reduced point allocation to 2 from 5
  • Bounce Energy - Increased to 30/60 from 18/36/54/72/90
  • Turret Traverse Speed - Reduced point allocation to 2 from 5
  • Turret Traverse Speed - Increased to 7/14 from 3/6/9/12/15
  • Ability Cost - Reduced point allocation to 3 from 5
  • Ability Cost - Rescaled to 1.5/3/4.5 from 0.9/1.8/2.7/3.6/4.5
  • Added new tech option to increase Repulsor Zone duration at Tier 6
  • Ability energy cost increased to 25 (up from 20)

Tech Tree

  • Shell Swap Time - Reduced point allocation to 1 from 5
  • Shell Swap Time - Increased to 2 from 0.48/0.96/1.44/1.92/2.4
  • Max Health - Increased point allocation to 4 from 3
  • Max Health - Rescaled to 37.5/75/112.5/150 from 50/100/150
  • Hoverdrifting Acceleration - Increased to 50/100/150 from 7/14/21/28/35
  • Spotting Assist Energy - Reduced point allocation to 2 points from 5
  • Tracking Assist Energy - Reduced point allocation to 2 points from 5
  • Max Hover Tilt - Moved to tier 4 from tier 5
  • Max Hover Tilt - Changed effect to be multiplicative instead of additive
  • Max Hover Tilt - Reduced point allocation to 3 from 5
  • Max Hover Tilt - Rescaled effect to 100/200/300

Sentinel

  • Updated WIP model
  • Max Speed increased to 31 kph from 26 kph

Tech Tree

  • Bounce Energy - Increased to 32/64 from 17/34
  • Precision Aiming - Increased to 0.8/1.6/2.4 from 0.4/0.8/1.2
  • Bounce Assist Energy - Replaced with Movement Dispersion Reduction tech option

Tigre (Sonar)

  • Updated WIP model–armor should play similarly, but has been slightly reduced on the turret face and sides, giving some shot opportunities from the front
  • Ability Cooldown increased to 16 from 12
  • Energy Cost increased to 30 from 20
  • Cooldown and Energy Cost reduction effect for the Second Sense keystone increased to 50% from 30%
  • Max Health increased to 2050 from 1900

Tech Tree

  • Added another tech option to further increase Max Health
  • Max Health (tier 4) - Increased point allocation to 5 from 3
  • Max Health (tier 4) - Reduced to 40/80/120/160/200 from 85/170/255
  • Turret Traverse Speed - Reduced point allocation to 3 from 5
  • Turret Traverse Speed - Increased to 6/12/18 from 4/8/12/16/20
  • Bounce Assist Energy - Replaced with Repair Speed tech option
  • Bounce Energy - Reduced point allocation to 4 from 5
  • Bounce Energy - Increased to 1.25/1.5/1.75/2 from 1.13/1.26/1.39/1.52/1.65

Vexa (Bush)

Tech Tree

  • New Keystone: Thicket Haste (replaced Group Conceal): While inside a Bush, Max Speed, Max Reverse Speed, and Hull Traverse Speed are increased by 50%
  • Turret Traverse Speed - Moved to 1st tier from 2nd
  • Turret Traverse Speed - Reduced point allocation to 3 from 5
  • Turret Traverse Speed - Increased to 8/16/24 from 4/8/12/16/20
  • Starting Energy - Reduced point allocation to 2 from 5

Starting Energy - Increased to 8/16 from 6.6/13.2

  • Precision Aiming - Reduced point allocation to 2 from 5

Precision Aiming - Increased to 1/2 from 0.4/0.8/1.2/1.6/2

  • Tracking Assist Energy - Reduced point allocation to 3 from 5
  • Max Health - Added new tech option to the 4th tier
  • Aim Speed - Reduced point allocation to 3 from 5
  • Spotted Speed - Reduced point allocation to 3 from 5

Eir (Heal)

  • Increased the assist credit for healing others to 100% of the heal value

Tech Tree

  • Shell Swap Time - Reduced point allocation to 2 from 5
  • Shell Swap Time - Increased to 1.2/2.4 from 0.44/0.88/1.32/1.76/2.2
  • Spotting Assist Energy - Reduced point allocation to 3 points from 5

Aim Speed - Moved to Tier 4 from Tier 2

Bounce Energy - Moved to Tier 2 from Tier 4

  • Bounce Energy - Reduced point allocation to 1 from 5

Bounce Energy - Increased to 75 from 25/50/75/100/125

Bug Fixes

  • Fixed a player start location on Fields that was offset from the rest of its team
  • Fixed the visibility of pings in world space; they should now be brighter and easier to see
  • Fixed an issue where inversion settings didn’t apply properly in sniper mode
  • Fixed the legacy settings option not correctly applying
  • Fixed an issue where the end-of-game screen would show the incorrect match resolution condition

Known Issues

  • Components and Shells are not getting auto-equipped when you unlock them
  • Pilots do not visually update their level on the pilot screen until you restart the client Fixed before the build deployed!
  • Binding to Backspace doesn’t actually bind to Backspace
  • With our extensive tech tree changes, it's possible your previously saved loadouts are now invalid. If you see a message calling out invalid loadouts, make sure to visit them and resave them to make them valid again (otherwise you may experience gameplay issues when you play with an invalid loadout).
  • We really wanted to avoid resetting everyone's progress from last playtest, so please pardon our dust as we're still making large game updates

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