THE PEOPLE, PROJECTS AND DATA BEHIND THE GAME

Attributions

TANK a TANK is developed by Igor Stamatovski / When Bytes Matter. This page brings together the credits for the data, software, artwork and audio used by the game.

Maps and terrain

Map data: © OpenStreetMap contributors, available under the Open Database Licence. Building footprints, roads, waterways and other geographic features are processed into game geometry. Map tile providers include OpenStreetMap, OpenStreetMap.de and OpenStreetMap France.

Swedish elevation, where selected: Markhöjdmodell Nedladdning, © Lantmäteriet, CC BY 4.0. The information is processed into game terrain. Some Swedish sectors use the Lantmäteriet ground model distributed by kart-api.se.

Global elevation fallback: Ho et al., GEDTM30 v20250619, OpenGeoHub, CC BY 4.0. The filtered bare-earth model is sampled and processed into game terrain. Dataset information.

Sources vary with coverage and availability. The room's elevation information identifies the installed terrain source. Game terrain is an adaptation of geographic data and does not claim survey accuracy.

Weather data by Open-Meteo, CC BY 4.0. Forecast visibility, precipitation, ground temperature and snow depth are processed into game weather and surface conditions. These are modelled conditions, rather than surveyed road-ice measurements.

Software

Typography

Barlow Condensed by The Barlow Project Authors and Rajdhani by Indian Type Foundry, supplied through Google Fonts. Both use the SIL Open Font License 1.1: Barlow Condensed licence · Rajdhani licence.

Artwork

Story concept artwork produced for When Bytes Matter with AI assistance. The field guide uses directed recordings of the game renderer and authoritative mechanics, with edited viewpoints, weather examples and explanatory captions.

Charred low-poly human: adapted from the user-supplied lowpoly-malefamale-base-mesh-models.zip. Skeletal posing was baked into metric geometry and existing charcoal artwork applied. Creator and licence metadata were not included in the archive.

Citroën 2CV: [FREE] 2CV Charleston 1986 by MaximePages, CC BY 4.0. Modified for metric scale, neutral articulated wheels, game materials, collision and scout equipment.

Toyota Hilux 1983: user-supplied toyota-hilux-1983.zip, fitted with the weapon and mount from pickup-zu-23-2.zip. Adapted into metre-scaled body, wheel, turret and gun assets with matching collision. Creator and licence metadata were not supplied in the archive.

Caterpillar CT680: user-supplied bare-chassis model from caterpillar-ct680.zip. Adapted for metric coordinates, wheel articulation and gameplay collision. Creator and licence metadata were not included in the supplied archive.

AMX-13-105: adapted from the user-supplied archive; separated running gear and oscillating turret, reconstructed source materials. Creator and licence metadata were not included in that archive.

Tree GN by Node_Art, original model, CC BY 4.0. Adapted for game materials, geometry levels and distant tree views.

Shader adaptations and effects

Water and shoreline techniques adapted from P_Malin's Castaway. Adaptations include waves, shoreline motion, depth extinction and foam, integrated with the game's geometry, reflection and interaction systems.

Wet-camera drops adapted from The Drive Home by Martijn Steinrucken (BigWings), 2017. The supplied source identifies CC BY-NC-SA 3.0. Wind-volume techniques follow Dave Hoskins' Skin peeler edit of Xyptonjtroz.

Muzzle-blast adaptation and noise texture from ExplosionEffect by kuvkar. Rocket exhaust uses an adaptation of the waterfall + spray shader, including texture-flow techniques described by Catlike Coding.

Music

Room music: Bukefalos by Stojanov, edited for looping.

Battle and result music: a battle-start excerpt, Farewell and Unstoppable by Cold Cinema, and Rebellion by Infraction (included for the future statistics screen), extracted and edited from Infraction's compilation. InAudio licence terms.

Vehicle and combat audio

Toyota diesel engine: 4WD Engine & Rev by Alex_hears_things. Heavy truck engine: Truck Engine Idle Loops by qubodup. Adapted into engine loops. Both engine sources are CC0. Hilux autocannon audio uses four distinct discharges from USS Mustin Mark 38 Mod 4 30 mm live fire, U.S. Navy / PO2 Timothy Dimal, a public-domain U.S. Government recording, edited and equalised for this game's fictional refit. No endorsement is implied; this is not an authentic ZU-23 recording.

Yugo engine recording: “Vehicles, Car, Zastava Yugo, 1980, Driving Slow, Engine Perspective, Exterior”, © Epidemic Sound. Adapted into idle and driving loops. Source recording. Third-party audio retains its original rights; this credit does not grant a reuse licence.

T-34 engine, reload and cannon clips were extracted and adapted from the supplied Classics ZorGnome / HRMOD Guns & Engines Sound Mod v4.2.5. The player's field-recorded cannon report was extracted from this source recording.

These credits identify sources; third-party works retain their own rights and licence conditions. Additional creator credits will be added as missing provenance records are supplied. This page is not a declaration that every imported asset's usage rights have been verified.

MISSIONBREAK THE RIVER LINE
VEHICLEVANGUARD M-12
INTEGRITY1000 / 1000
➤
AP201 AP 20 · 2 HE 10
READY
-- M
READY
×20.0°
N0KM/H
WASD DRIVE 1 / 2 / 3 WEAPON SPACE SKID SHIFT SNIPER R / F ZOOM IN / OUT RMB TURRET LOCK LMB FIRE / DEPLOY
SPOTTED
CREW AIR10.0
»»»DAMAGE CAUSED0
ACCOUNT CREW

YOUR FIVE CREW MEMBERS

Everyone starts at 50% training with normal vehicle performance. Assign battle XP in 5% training steps; 100% training gives a 25% benefit in that crew member’s role. Captain spotting grows from 300 to 375 metres; loading and repair rates increase, driving improves speed and handling, and the gunner tightens shot dispersion. Anonymous players can play every mode; sign in to save crew and XP.

Earn base XP for damage, kills, spotting, assisted damage and delivered water, with participation and victory bonuses. First place gets 100% of base XP, second gets 50%, third gets 10%, and lower places get 0%. Spend your saved XP on any crew member; unused XP carries over.

Ranking covers active human players from both teams; bots do not take XP places. Equal battle score and damage share a place, skipping the next tied places. Matches must last at least 30 seconds. AFK players and players who abandon a match earn no XP.

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Account data and deletion

Your email stays private. We store your email, provider account ID, display name, crew, XP, account sessions and reward history. Provider access tokens are used for sign-in and are not saved. Anonymous play does not create a persistent account.

To delete your account and its saved data, sign in, finish any active match, and choose Delete account below. This removes linked providers, crew, XP, reward history and all sign-in sessions.

Social sign-in is being configured. You can play anonymously.
LOCAL DISPLAY

GRAPHICS SETTINGS

GrassGround vegetation. Changes immediately.

TANK a TANK

BETA

Find your convoy.

A PLACE. A SIDE. A VEHICLE.

Make the next
battle yours.

Choose a place on Earth in the next step, then pick your faction and vehicle.