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2026-03-28 2026-05-04 playtest

Patch Notes — March 28, 2026

By wacko

General

UI

  • The in-game HUD has been updated with an orientation indicator and new speedometer
  • The loading screen has been updated
  • When holding tab, player tanks, their spotted status and current health will show up at the top of the screen (you can still turn on the “Always Show Team Tank Status HUD Element” setting to keep that information up full-time)
  • When you hide the UI in replays, health bars and names are now also hidden
  • You can now hold down the map ping key (default: V) to ping the map multiple times

Custom Games

  • You can now join custom game lobbies that have an in-progress match and wait for its players to return to the lobby
  • Lobby owners can now transfer ownership to other players in the lobby
  • Lobby owners can now kick other players

Components

Calibration Agitator

  • Bonus effect from bouncing a shot reduced to triple from quadruple

Ammunition

Siphon Shells

  • Increased healing to 3.5% from 2.5% of the enemy’s health

Audio

  • New pre-game lobby music
  • Horns across tanks have been set back to defaults as we’ve gotten the playtesting and feedback we need on the special horns
  • Special horns will be returning in the future as cosmetic unlocks and territory scan drops

Performance

  • Numerous performance improvements have been made as our efforts continue

Settings

  • A new section in the settings menu has been added for your account so you can easily grab your account ID for support as well as options for deleting your account data
  • A new Streamer option has been added that will hide your squad code

Gamepad

  • The default keybindings for gamepad have been updated somewhat significantly. If you previously bound custom gamepad keybinds, you may need to re-make these as they may clash with existing binds.
  • Adjusted throttle and steering response such that it is now harder to accidentally reverse while turning, thereby causing your turn direction to also reverse unintentionally.
  • Added the ability to map analog sticks as keybind actions
  • Implemented Cycle Zoom input for Gamepad
  • Implemented Auto Drive support for Gamepad

Camera

  • Default camera location is now slightly closer to the vehicle

Linux Support Update

  • Over the past few months, we’ve been testing a native Linux client and gathering community feedback. Thank you to everyone who shared their insights.
  • Based on what we’ve learned, native Linux support in Unreal Engine doesn’t yet meet our standards for performance and consistency across hardware and distributions. For now, we’re focusing on delivering the best possible experience for Linux and Steam Deck players via Proton.
  • Starting with this patch, we will no longer ship a native Linux client. We’ll continue to reevaluate this as development progresses.
  • Note for those who run into issues, Steam doesn’t cleanup the Native Install. Here's how to fix.
    1. Switch to Desktop Mode (Steam > Power > Switch to Desktop)
    2. Uninstall Tyr Playtest
    3. Browse to /home/deck/.local/share/Steam/steamapps/common
    4. Delete the Tyr Playtest Directory
    5. Return to Gaming Mode (Click the icon on the Desktop)
    6. Re-install the game

Maps

General

  • Did a pass on updating no-go zones across maps
  • Collision for a number of areas across maps has been dialed in to better match the visual (keep reporting any discrepancies you find)
  • Increased the logical size of bushes to better match player expectation of when a bush should be concealing you or not

Ruins

  • Added connecting ramps in and out of the central tunnel to get up and down from the middle of the map
  • Added extra ground on the west side of the island as well as some new terrain features to add avenues for progressing against enemy positions (or sneaking behind them)
  • The trench from the tunnel now extends to the west side of the map to give a partially covered way to rotate from side to side
  • Removed some extraneous ground on the eastern side of the island that didn’t have a productive use
  • The “kill floor” (the altitude at which we assume you must have fallen off the island) has been lowered to allow Ikarus players to make sneaky low altitude flybys

Design Note: We’ve increased the interconnectivity of the map by adding more ways to transition from one area to another (also as a heads up; there are four destructible walls in the brawl corridor on the east side, two of which can only be driven through by smaller tanks).

Vehicles

Phantom (Stealth)

  • Model size increased by 15%
  • Taking damage during ability usage (including windup) will cancel the ability early

Design Note: With these changes, we hope to make Phantom both a bit more reasonable to hit in all cases, as well as make it easier to punish a Phantom player trying to use their ability a bit too boldly. It should feel like a “get out of jail free” card when used with some foresight, but should not be “get out of EVERY jail free.”

Deadeye (Elevate)

  • New prototype model
  • While exact armor values have changed slightly to accommodate the new shapes, the vehicle is intended to play the same as it did previously

Reduced firing dispersion penalty to 1.2 from 1.5

Design Note: This change allows the vehicle to make much better use of its quick intraclip time to get both shots out reasonably accurately. This should help it feel more like the burst firer it is meant to be.

Maul (Ram)

  • Plow side clamp armor thickness increased to 68mm, from 55mm

Design Note: We continue to want Maul to be a scary vehicle to face head-on, especially if it’s barreling at you at top speed. This change reduces the number of vehicles that can make use of these frontal weak spots, allowing the vehicle to more safely get in close to use its ability.

Bug Fixes

  • Hover vehicles can no longer slowly climb up sheer cliffs
  • Fixed an issue where smaller impacts than expected would cause Ikarus' tracks to break when landing from flight form
  • No-go zones should now correctly kick you back out into the battlefield after 10 seconds

Design Note: This behavior is still somewhat work-in-progress. As of now, in most cases you will be kicked out to the exact location you entered the out-of-bounds area. If you are Ikarus and flew in, this may be high up in the air, causing you to fall to your death. You have been warned.

  • It should now be possible to select unowned tanks in the Sandbox mode again
  • Fixed a bug with Tricera’s (Smoke) Lingering Mist keystone that caused it to not function correctly
  • Fixed a bug where a slight glow could persist on ally nameplates after they’ve been spotted
  • Custom lobbies now remember your map selection from match to match
  • Fixed cases where your party could get out of sync
  • Fixed an issue where your new party leader would not properly be shown
  • Fixed a bug with clearing keybinds on Gamepad
  • Fixed a bug that prevented Vanguard’s suspension from properly animating
  • Fixed a bug that would cause Kestrel’s (Drone) tracks to sometimes clip through its front fenders
  • Tweaked the collision inside the crashed ship on Fields so enterprising goats don’t fall through
  • Fixed a bug with the fourth level of module damage on the tech tree for Alecto (Blink) giving the wrong amount
  • Fixed a bug with the audio for kill VFX continuing to loop after you stop viewing them
  • Fixed a bug with birds not consistently making noises for all players when startled
  • Fixed a bug with tank unlock price not updating when a booster was used to partially progress its unlock

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