New material in the "Seeking Investor/Publisher" section. Today we present the project Tank General by solo developer Roman Kulbachenko. It's a collectible card game about tank battles.

About the Team

I am developing the game solo using my own funds. This is my first project. Currently, the overall development time is two years. A demo of the game has been released on Steam. Additionally, the demo version is also available on RuStore.

About the Project

The game is being developed on Unity. Inspiration for development came from the now-closed TCG WoT Generals, released by Wargaming more than 10 years ago. The game featured unique mechanics not found elsewhere, and since I loved it, I decided to take on this task myself instead of waiting for its revival.

At the moment, the main game mechanics (PvP and several PvE modes, deck manager, tech tree, tutorial, etc.) have been developed, with mostly secondary mechanics left to complete (connecting the game to Steam Cloud, implementing anti-cheat, etc.). The tentative release date is the end of 2026.

About Gameplay/Mechanics

Tank General is a mix of a card game and tank battles, as card battles use actual tank mechanics:

  • Light tanks move actively and light up enemies for artillery;
  • TDs (tank destroyers) strike first and avoid counterattacks if they destroy the target;
  • Heavy tanks are very durable and powerful, but become vulnerable after their attack;
  • SPGs (self-propelled guns) can attack any detected enemy vehicle.

A key feature of the game is the deep progression of cards and headquarters with separate tech trees for different tank types (as in War Thunder and World of Tanks), all without Pay-to-Win, loot boxes, or cases.

The demo already offers:

  • over 200 tank and command cards;
  • more than 35 headquarters;
  • 1v1 online PvP battles;
  • PvE mode with historical campaigns for the USSR and Germany;
  • Raid PvE mode (a card roguelike mode);
  • a tutorial scenario and training battles;
  • deck manager;
  • tech tree for cards and headquarters.

About the Audience

The game targets two audiences.

Since it features all the key mechanics of classic TCGs (card unlocking through research, deck building, different heroes [headquarters] to build decks around, etc.), it can attract fans of this genre.

Tank game enthusiasts will find not only the opportunity to play with their beloved tanks but also familiar mechanics from tank games involving different tank types, along with a tech tree for each type.

About the Business Model

The main monetization model is a premium subscription that accelerates progression (card and headquarters research), similar to what is implemented in War Thunder or World of Tanks.

As the rank increases, the progression complexity grows, creating a natural choice between accelerated progression (subscription) and free gradual development.

Additional revenue sources include:

  • premium cards (available to all players through progression but require significantly more time to unlock);
  • cosmetics (alternative card covers, profile icons, etc.);
  • season passes;
  • in-game currency (to expedite the acquisition of already researched content).

Monetization approach: minimizing Pay-to-Win mechanics, focusing on progression acceleration and cosmetics to enhance player retention and loyalty.

The in-game store will be integrated closer to the game's release.

About the Metrics

Metrics have not yet been collected. An important point is my plan for very long-term support of the game post-release by adding new countries, new cards, and new modes.

The absence of Pay-to-Win mechanics, along with long but fair progression, in my view, will contribute to long-term player retention.

Who I Am Looking For

I am currently searching for a publisher. From a publisher, I primarily expect:

  • partnership;
  • marketing assistance and user acquisition;
  • testing.

How to Contact?

  • Email: rokdoom@gmail.com
  • Telegram: @RokDooM

Additional Information

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