Chart standing · US
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About
Your base has one wall of brick between it and the sector. The wall does not hold. Tank Arena is a twin-stick tank shooter about defending a headquarters that everything on the map is driving toward. Every wave is fought on a freshly generated arena. Every wall you shoot through stays shot through. And none of it needs a connection: the whole game runs on the device, on a plane, on the underground, anywhere. THE FIGHT Six kinds of enemy armour, and none of them fight the same way. Scouts rush. Heavies shrug off the cannon. Snipers open up from across the map. Artillery drops shells on your base without ever coming into range. Bombers simply drive at you and detonate. Every fifth wave sends something much larger. Five weapons on the wheel: an unlimited cannon, a shotgun for close work, a laser that goes through armour, rockets, and mines for the routes you cannot cover yourself. Brick breaks. Steel does not, until you bring the right gun. Water stops you. Bushes hide you — until you fire. A HUNDRED MISSIONS Six chapters, a hundred missions, three stars each. Clear the sector. Hold out against the clock. Keep the headquarters above a line. Kill the thing at the end. Stars open the next chapter, and the last one asks for a hundred and forty-five of them. NO TWO RUNS BUILD THE SAME TANK Endless mode deals a card after every wave you clear — seventeen modifications, three offered, one taken. Faster reload, thicker armour, a wider blast, a repair drone, another crew in reserve. The run you finish is never the run you planned. THE HANGAR Salvage from every run buys eight permanent upgrades and unlocks four hulls. The Assault is the balanced original and everything else is a trade against it: the Breacher is slow and armoured and wins by refusing to die, the Outrider is fast and fragile and deploys holding a shotgun, the Sapper starts with a full rack of mines and lays them wider. ONE SECTOR A DAY The daily sector is the same arena and the same seed for everyone, once a day, one attempt. Permanent upgrades are switched off for it, so it measures how you play rather than how long you have been playing. BUILT TO BE INTERRUPTED A run lasts twenty minutes or forty, and it is being played on a phone. A call does not cost you the run: it is saved where it stands and resumes there. MFi and Bluetooth controllers are supported. VoiceOver announces what a screen-reader player cannot see. English and Russian throughout. No ads. No timers. No account. No connection required
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