Artillery duels · 40 rungs · online 1v1 to 4v4

Uncommon Tanks

Set the angle. Set the power. Read the wind. Fire, and watch the hillside come apart.

Angle 2–178° Power 5–100 Wind ±14 Gravity 150 px/s²

The turn

One shot. That is the whole game.

There is nothing else to do on your turn — no moving, no reloading, no positioning — so the only thing that ever improves is your aim. Everything else in the game exists to make that one decision harder: the wind that drifts between turns, the ridge in the way, and the crater you made last time.

Ground you can destroy

The battlefield is a pixel mask, not a height map — so a digger really does bore a tunnel through a hill, loose dirt falls into the crater it made, and a tank standing on nothing falls with it.

An opponent that ranges in

The AI flies imaginary shells through the same physics yours use, keeps the best one, then deliberately spoils it by an amount set by its skill. Its misses land near you and walk closer — which is what a gunner finding the range looks like.

Wind that matters

Wind drifts rather than jumping, so it can be learned within a duel. By the White Front it is strong enough that aiming straight at someone is a way to miss them.

The armoury

Ten rounds, each with its own idea

Bought with credits the game pays out for playing it — never for money. The Mk1 shell is unlimited and deliberately mediocre: a player who spends everything and loses must still have a way to fight, and every other row is measured against what the free one does.

Damage is at the centre of the blast and falls off to the rim. ×n means the round arrives in pieces; the last two are spent on your own tank.
RoundDamageRadiusCreditsPackWhat it does
shellMK1 SHELL 34 36 free ∞ Free, forever. The one you learn on.
heavyHEAVY SHELL 58 54 220 ×4 Bigger crater, bigger bite.
bouncerBOUNCER 38 34 240 ×3 Skips off the ground three times. Gets in under overhangs.
rollerROLLER 50 48 320 ×3 Lands, then runs downhill at them.
diggerDIGGER 46 44 300 ×3 Bores through a hill, then goes off inside it.
nukeATOMIC 130 124 1200 ×1 Removes the hill. And the tank.
meganukeMEGA NUKE 175 170 2400 ×1 The atomic, without the restraint. Fallout for three rounds.
mirvMIRV 40×5 40 900 ×2 Five heavy warheads, one launch.
clusterCLUSTER 22×5 26 300 ×3 Splits at the top of the arc.
carpetCARPET BOMB 24 26 520 ×2 Six bombs walked in a line across your mark.
napalmNAPALM 16×7 24 350 ×3 Splashes fire across the ground.
moltenMOLTEN BOMB 26×5 30 540 ×2 Splashes lava that runs downhill and pools where it stops.
oilslickOIL SLICK 4 12 300 ×3 A pool of oil. Slides a scoot; burns when lit.
gasPOISON GAS 8 16 380 ×3 Barely a crater. The cloud sits there for three rounds.
toxrainTOXIC RAIN 12 18 420 ×2 Acid weather over the mark, and pools where it fell.
lightningLIGHTNING STRIKE 52 40 480 ×3 The round marks the spot. The sky does the rest.
teslaTESLA ORB 40 30 560 ×2 Slow and blue, and it does not stop at the first hull.
plasmaPLASMA BOLT 26 30 380 ×3 Small crater. The hull burns for three turns after.
plasmabeamPLASMA BEAM 40 26 480 ×2 A beam that does not stop at the ground.
laserLASER 38 18 420 ×3 Instant, thin, and precise. The line is the whole weapon.
laserdrillLASER DRILL 36 16 480 ×2 A mining tool that happens to be aimed. Cuts the deepest tunnel.
droneSEEKER DRONE 40 34 520 ×2 Flies your arc, then turns over and hunts.
smartSMART MISSILE 46 36 760 ×2 The drone that went to school. Turns twice as hard.
swarmerSWARM MISSILES 14 18 700 ×2 Eight small hunters off one rail.
drillmissileDRILL MISSILE 50 46 620 ×2 Flies like a missile, lands like a digger. The blast is underground.
wormBURROWING WORM 46 42 680 ×2 Enters the ground and comes up under somebody.
quakeEARTHQUAKE 20 120 560 ×2 No projectile. The ground itself moves, and everyone pays for where they stood.
gravbombGRAVITY BOMB 18 30 820 ×2 Opens a well in the air. Every shot flies wrong for two rounds.
blackholeBLACK HOLE 30 20 1500 ×1 Eats the ground it opens over, and drags hulls toward it.
vortexVORTEX 10 24 640 ×2 A standing updraught. Shells entering it are spat back out.
tornadoTORNADO 12 24 720 ×2 The vortex that will not stay put. Walks with the wind.
dirtbombDIRT BOMB 6 20 260 ×3 Adds a hill instead of removing one. Cover, or a burial.
dirtwallDIRT WALL 4 16 320 ×2 A rampart grown straight up out of the ground.
firestormNAPALM RAIN 14 20 640 ×2 Napalm, delivered as weather. Seven fires at once.
fireballFIREBALL 42 44 400 ×3 A big warm crater, and the hull burns after.
icebombICE BOMB 18 26 420 ×3 Freezes a shelf onto the ground, and the hull where it stands.
shatterSHATTER BOMB 26 30 440 ×2 Barely a crater. The ground around it cracks and drops.
sonicSONIC BOMB 18 60 400 ×3 A pressure wave. Light on damage, heavy on where you end up.
empEMP BOMB 10 52 540 ×2 Hurts nothing much. Switches everything off for two turns.
shieldbreakerSHIELD BREAKER 16 36 480 ×2 Spends itself against the battery. Four damage per point of shield.
energyshieldENERGY SHIELD 0 0 680 ×2 A heavier shield than the crate, bought with the turn.
reflectorREFLECTOR 0 0 700 ×1 The next round to strike you turns around and goes home.
teleportTELEPORTER 0 0 620 ×2 The shot is a beacon. You go where it lands.
decoyDECOY TANK 0 0 480 ×2 A tank-shaped lie. Every round it soaks was meant for you.
repdroneREPAIR DRONE 0 0 540 ×2 Docks with your hull and patches it every turn for three.
supplySUPPLY DROP 0 0 380 ×2 A flare up, a crate down. What is inside is the gamble.
clusterdrillCLUSTER DRILL 26×5 30 780 ×2 Five diggers off one split. The hill becomes a colander.
vaporizerVAPORIZER 52 34 1100 ×1 Things inside the beam do not explode. They stop being there.
deathrayDEATH RAY 70 40 1400 ×1 Wound up first, then everything at once. The longest cut in the game.
satelliteSATELLITE STRIKE 110 88 1800 ×1 You mark it. Orbit answers.
worldenderWORLD ENDER 210 200 3000 ×1 The endgame event. The field is not the same field afterwards.
acidACID SHELL 18 28 340 ×3 Eats plating: damage every turn, and armour counts for less.
minigunMINIGUN 13 15 300 ×3 Seven light rounds in a fan. Volume, not weight.
mineMINE LAYER 44 40 360 ×2 Leaves three charges on the ground. They wait.
siegeSIEGE ROUND 56 54 free ∞ Bulldog only. Through the plating, not around it.
railRAIL LANCE 44 26 free ∞ Viper only. Instant, dead straight, and the wind cannot touch it.
barrageFIRE MISSION 26 32 free ∞ Howitzer only. Three rounds fall straight down on your mark.
phaseminePHASE CHARGE 52 46 free ∞ Phantom only. Cloaked mines that burn whatever finds them.
strafeAUTOCANNON STRAFE 13 18 free ∞ Strider only. Nine rounds walked across the ground.
webWEB LANCE 16 30 free ∞ Widow only. Pins the hull where it stands and keeps eating it.
stingSTING 46 28 free ∞ Hornet only. A fast flat dart that hits harder than its size.
crusherCRUSHER 52 40 free ∞ Colossus only. Slow, heavy, and it lands like the machine that fired it.
coreboltCORE BOLT 40 30 free ∞ Reactor only. A slug of the core: plasma, and the electronics it touches go dead.
repairREPAIR KIT — — 250 ×2 Spend a turn, get 60 hull back.
shieldSHIELD — — 400 ×2 Soaks the next 70 damage.

The ladder

Forty duels, four theatres, one commander each

Difficulty is carried by three dials and nothing else: how many guns are pointed at you, how well they shoot, and how hard the wind is blowing. None of those numbers were guessed — a bot plays every rung forty times and the table is what puts it in a 45–75% win band, with the commanders deliberately below it.

THE DUST BOWL

THE DUST BOWL

Learn the arc, then learn the wind. Rolling dunes, one gun, no excuses.

IRON RIDGE

IRON RIDGE

The ground starts getting in the way. Diggers and rollers earn their price here.

THE WHITE FRONT

THE WHITE FRONT

Ice shelves, no cover, and a wind that lies to you.

THE SCRAPYARD

THE SCRAPYARD

Everything they have left, pointed at you at once.

Online

1v1 to 4v4, against people

Team battles on four battlegrounds people learn, or a random roll. Everyone fights with the same standard kit and the hull they chose with its one free charge, so an online match is a match of aim — not of who ground more credits offline. Nothing you do online touches the campaign: no fuel spent, no credits won.

1v1duel
2v2pairs
3v3squads
4v4full field

Four battlegrounds, or a random one

Fixed seeds, so THE PIT is the same pit every time and a map can be learned like a course. Random deals a fresh field nobody has seen.

  • The Basin
  • The Spine
  • The Shelf
  • The Pit
  • Random

Two sides, always opposite colours

Pick your paint from six; the other side always wears its opposite, and every hull carries its pilot's name underneath. In a 4v4 the question of which machine is yours is answered before the colour has to be.

vsus and them

Find a match, or play now

One button queues you. PLAY VS BOTS is always there — while you wait, or when there is no one about — and a bot match is labelled a bot match. A player who drops out becomes a bot on everyone's screen, and the game carries on.

The garage

Six hulls, six abilities, one each

Every hull is a different way to survive a duel — armour that shrugs off a near miss, a longer reach, or legs that walk out of trouble. Each carries a signature ability nothing else can, bought as charges or handed over by an ad, and an ability never costs your shot.

bulldog

BULLDOG

+30 hull · 10% armour

BULWARK — Takes 60% off every blast for a round.

viper

VIPER

+4% muzzle

RANGEFINDER — Shows the whole arc, terrain and all, for one shot.

howitzer

HOWITZER

+10 hull · +12% muzzle · 5% armour

OVERCHARGE — The next round leaves harder and lands harder.

phantom

PHANTOM

45 shield

SMOKE SCREEN — Everything shooting at you loses its aim for a round.

strider

STRIDER

-10 hull · +6% muzzle · 96px stride

REPOSITION — Walk out of the crater they have been ranging into.

widow

WIDOW

15% armour · 52px stride

DIG IN — Digs a trench and a parapet: half damage, no falling, +20 hull.

And three you only meet

The opposition drives machines the Garage does not sell: a hover scout the ground cannot touch, a quadruped that plants itself, and a reactor on tracks that starts shielded and vents its core at whoever is closest.

hornet

HORNET

-20 hull · +2% muzzle · 130px stride

JET — Thrusters: a hop over anything in the way, mines and walls included.

colossus

COLOSSUS

+40 hull · +-4% muzzle · 18% armour · 48px stride

STOMP — Four legs into the ground: every hull nearby is rooted for a turn.

reactor

REACTOR

5% armour · 30 shield

VENT — Open the core: half of every blast goes back to the gunner; you take a quarter more.

Commanders

Four fights that change while you are having them

At two thirds and at one third of its hull, a commander drops into a new phase: a different part of its locker, a steadier aim, and a line about it. Losing to one should feel like losing to something that got worse, not to something that lasted a long time.

THE SIEGE CRAWLER
THE SIEGE CRAWLERShells, then cluster, then rollers.
THE RAILGUN
THE RAILGUNShells, then diggers, then MIRVs.
THE ICEBREAKER
THE ICEBREAKERCluster, then rollers, then everything.
THE SCRAP TITAN
THE SCRAP TITANNapalm, then MIRVs, then atomics.

The fleet

Four machines, five paint jobs each

Every tracked hull is generated once as its own machine — squat, sleek, long or faceted — then rotated into the five team palettes, with its gun barrel cut off so the game can draw one that actually aims. A Viper in rust paint is still a Viper, which is what makes recognising an opponent three theatres later possible. They animate in code; the walkers get real 16-frame legs instead.

olive tankrust tanksteel tanksand tankplum tank

Medals

Thirty, in six families

Nothing is ever awarded. Every medal is a number read off your save against a goal, re-derived after every duel — which is why a report that failed while you were offline simply heals after the next win.

progress medal
Up the ladder
stars medal
Stars
theatres medal
Theatres
skill medal
Marksmanship
volume medal
Sheer volume
meta medal
Coming back

By the numbers

What is in the box

40Duels
4Commanders
1v1–4v4Online
10Rounds
6Hulls
6Abilities
30Medals
10Languages
181Unit tests

Support

Stuck, or something broke?

Uncommon Tanks needs no account and syncs nothing to a server, so most questions have a short answer.

Is my progress safe?

Everything — credits, unlocks, medals — lives on your device. Reinstalling or switching devices without a backup starts a fresh save; nothing is recoverable from us, because nothing ever left your phone.

An ad button isn't showing

Ad-gated buttons (double credits, field repair, the Armoury's ad perks) only appear once a rewarded ad is actually ready to show. No fill for a moment — no button for a moment. It comes back on its own.

How does online play work?

Turn-based matches through Game Center — no account beyond the one already on your device. Sign in to Game Center in Settings to find an opponent.

Found a bug, or have a question?

Write to us below and we will answer within a few days.

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