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2026-05-02 2026-05-04 playtest

Patch Notes — May 2, 2026

By wacko

  • A new 3D staging area for seeing your tanks in tank selection, a bunch of quality of life UI updates, fresh changes to existing Tank Styles, and a host of tank balance tweaks

General

UI

  • The 3D tank models are now shown on the tank and pre-match selection screens
  • Pre-match tank selection now takes place in a 3D staging area
  • This 3D staging area features a large door that opens to a preview of the map your queued to play
  • You can now see how a tiebreaker will resolve live in the UI during the final two-minute countdown
  • The end of game scoreboard now sorts by the sum of damage dealt and assists (was previously just damage)
  • Component type icons now have color-coding
  • Added max health and max energy numbers in the HUD

Minimap Changes

  • Your tank indicator now shows a line to indicate the direction your turret is facing
  • This will be tweaked in a future patch to face where your camera is pointing, not just your turret
  • The minimap ping key now defaults to hold ping behavior. Holding V expands the minimap to let you ping and releasing V un-expands it again.
  • Your mouse is no longer locked to the minimap widget
  • When using mouse and keyboard, we show the standard in-game mouse cursor
  • 6 pings within 5 seconds before the 2-second cooldown kicks in (previously 4 + 30 seconds at session start)
  • Fixed several bugs where the minimap would get stuck open

Ammunition

  • Spotting shells fired by tanks with multi-shell clips now have a smaller detection radius on impact (hitting an enemy dead-on will still fully spot them)
  • The amount of alternate shells gained by tanks with multi-shell clips has been scaled down across all sources
  • Updated the tooltip for Momentum Shells to communicate that they travel at a fixed 500 m/s (this is the same behavior as before)

Cosmetics

  • We’ve made some adjustments (major and minor) to the existing tank styles for Tempest and Rook

Performance

  • Numerous performance improvements have been made as our efforts there continue

Maps

Scorch

  • New preview image and minimap art
  • Start positions have been moved further back on the map for each side

Fields

  • Lowered the fog density slightly to improve long distance readability

Divide

  • New preview image and minimap art
  • Lowered the boundaries of no-go-zones on the south west cliffs so they still block camping but don’t impair airborne VTOLs above them from firing at enemies

Sandbox

  • Removed some gaps that enterprising Ikarus players could get stuck in

Ruins

  • Pulled from the matchmaking pool for now.
  • You can still play it in Custom Games

Vehicles

General

  • Many tanks now have shell casings eject on firing

Tempest

  • Recall zone charging is no longer blocked when an enemy is also in the zone

Fortis

  • Updated model
  • Placed mines are now shootable
  • Mines always take two shots to destroy, regardless of the damage of the shot
  • Mines destroyed by enemies grant Fortis healing from the Mine Healing keystone

Phantom

  • Base shell damage increased to 290 from 280
  • You can now end the stealth ability early by pressing the button again. This still incurs the gun windup time.

Deadeye

  • Increased the Reload Time tech option to 0.4/0.8/1.2/1.6/2 from 0.2/0.4/0.6/0.8/1.0

Maul

  • Ram ability damage increased by 15%
  • Physics for the ability Ram have been adjusted to better handle elevation and bumps in the terrain

Ikarus

  • The stealth flight keystone now just retains full camouflage (it previously also amplified it)

Vanguard

  • Missiles attached to an ally no longer automatically explode upon that ally’s death
  • Missiles attached to an enemy continue to explode on that enemy’s death
  • Missiles attached to an ally can no longer be detonated by that ally.

Design Note: The above changes are intended to rein in the “bomb vest” tactic while still letting the strategy exist. This should hopefully add more counterplay and make the tactic require more coordination to pull off. We’re still continuing to keep an eye on this use case and may make further changes as needed.

Engineering

  • We now package pre-bundled PSOs with builds, which should reduce cases of hitching when loading assets for the first time
  • Removed support for Vulkan on windows
  • Fixed an issue with the vehicle suspension angle calculation which was resulting in inaccurate max gun elevation / depression angles when the vehicle was in the air or partially off of a ledge / uneven terrain for treaded vehicles
  • Usernames that come from Steam now use proper filtering provided by the Steam APIs
  • Better support for players who run on a VPN and encounter issues resolving host names

NEW Upscaling & Anti-Aliasing settings section

  • Upscaler Method (Off / TSR / DLSS)
  • Anti-Aliasing Method (TAA / Off)
  • DLSS Quality, AA Quality, Dynamic Resolution, Resolution Scale
  • Resolution Scale now defaults to 100% and persists across Overall Quality preset changes
  • Overall Quality preset matching no longer overrides Resolution Scale, allowing proper cycling between presets
  • Added a new Lumen Lighting toggle (default off, in Advanced Graphics)
  • Brightness and Vertical Sync moved to the Display section
  • HUD Scale and Minimap Scale moved to Gameplay settings

Bug Fixes

  • Repulsor bubbles can now be placed on the central bridge and overlook structures in Ruins
  • Fixed a missing string table entry for the transformation button in the armor viewer
  • Fixed a bug where Phantom would continue turning past the reticle when you enter sniper mode while moving
  • Fixed a bug where the wrong loadout could be applied in Custom Games
  • Fixed a bug where you could in some cases get a loadout from the wrong tank applied to one that didn’t have a loadout
  • Holding two shell swap hotkeys no longer summons Cthulhu
  • Fixed a bug where the ammo zones on fields could sometimes appear inoperable
  • Fixed a bug where disabling the UI in a replay would inadvertently also disable health bars in subsequent games
  • Fixed an issue where players could get stuck on the loading screen when leaving a game
  • Fixed several spotting issues with Tricera
  • Fixed an issue where health bars would not always update properly while spectating
  • Fixed an issue where two drones could spawn for the player who deployed them
  • Fixed an issue where pressing Tab during the intro sequence would break it for the rest of the match
  • Fixed fullscreen resolution resetting to the primary display on multi-monitor setups
  • Fixed an issue where a thick green outline would appear on tank tracks
  • Fixed an issue where selected audio devices would not persist between game restarts
  • Fixed an issue where players could become stuck on a black screen if they failed to connect to a match
  • Fixed multiple cases where vehicles could sink into the terrain
  • Borderless Windowed mode now allows the mouse to move freely outside the game window
  • Fixed several issues where the lobby could become out of sync when players switched between spectator and teams
  • Fixed an issue where intro sequence barriers were always visible in replays
  • Fixed visual artifacts in the UI when more than three players were on a capture zone
  • Players can now select a vehicle they unlocked or purchased right as they were entering a match
  • The 5-second countdown timer is now always shown, regardless of how the match starts
  • Fixed an issue where bush visuals on bush tanks appeared incorrectly in sniper mode when deployed in that mode
  • Fixed an issue where end-of-game rewards would not display properly
  • Fixed an issue where default shells would not appear unlocked until restarting the game
  • Various fixes and improvements for controller support
  • Fixed an issue where players would no longer be visible in the HUD or scoreboard after disconnecting or leaving a match

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