Project CW: Developer Responses During the 2nd Alpha

Discussions and comparisons between the 1st and 2nd Alpha of the project continue in the community. Many players claim that the game was significantly better a year ago. Even Murazor couldn’t settle the debates.

This past weekend, developer MikeRTV (Mike Ritvinsky, Art Supervisor) shared his perspective and answered some player questions.


1. Your game features protective fields and domes.

  • We’re not thrilled about these mechanics and their “magical” feel either, but we haven’t yet found a visual solution that makes the ability both interesting and useful while maintaining some level of realism. We have ideas to refine this, but haven’t had time to implement them yet.
  • Right now, the most extreme “magic” includes shields and domes, but they are just visual representations of Active Protection Systems, making it clear why projectiles explode mid-air. Same goes for Blitz lightning, Titan shield boosts, and healing HP regeneration.


2. Are there any 🇫🇷 French vehicles planned?

  • Yes! But no spoilers. It won’t be hard to guess, though.

3. Will the game have a chat system? Will it be team-only or global?

  • Global chat: Most likely no.
  • Team chat: Possibly.

4. What about a WoT-style mode? 10v10 or 15v15 with one life?

  • The “Bomb” mode from the first alpha still exists, but it’s only available in Training Rooms for now.
  • Classic WoT-style modes with no respawns won’t be added anytime soon.
  • Personally, I’d love to see a separate tactical mode pool, distinct from the current fast-paced gameplay.

5. 2000 points for base capture leads to very fast matches. Will you consider raising the limit to 5000 or 10,000?

  • We will experiment with game modes, but it’s unclear which variations will survive. The current goal is to keep matches from dragging on too long.

6. How about a match history feature?

  • There is already a placeholder page for planned personal player stats.

7. Will there be a “Commander Camera” for zooming out, not just aiming?

  • Not planned. The game is more about action and APC combat rather than slow tactical movement.
  • Maybe some “hero tanks” could have this feature in the future, but not for current vehicles.

8. Will guided missiles on AA vehicles be changed to follow the mouse cursor instead of the tank’s aim?

  • We need to be very careful with missile control changes to avoid making them overpowered.

9. Will you add a minimap?

  • Right now, we don’t plan to add a WoT-style minimap.
  • The radar already shows a lot of information, including enemy positions and active firefights.
  • If there is enough demand, we might reconsider.

10. Could you add a vehicle similar to an SPG from WoT?

  • No plans for SPGs at the moment.
  • While the AC-130 provides limited aerial fire support, it’s not a permanent battlefield presence.
  • A tank with constant overhead view is not planned.

11. Are you considering “Clan vs. Clan” modes in the future? Will there be a competitive aspect?

  • Clans are planned.

12. Will there be an API? Will it be free and publicly available?

  • Highly unlikely, as it could make cheating too easy.

13. Let’s say my allied tank is in a face-to-face standoff with an enemy. If I’m behind a building, I don’t see the enemy marker. From my perspective, my ally is just standing there doing nothing. The radar helps, but it’s often unclear. Only when I have direct vision does the enemy marker appear. Why don’t allied tanks relay enemy positions? Is this intentional or an issue that needs fixing?

  • Hard to say. Kent’s radar definitely transmits enemy locations, but for tanks, it might be an intentional design choice.
  • Needs confirmation from the game designers, but it sounds more like a bug.

14. Why is the game taking so long to develop?

  • Who nowadays makes a game quickly and gets it right immediately?

15. In the 2nd Alpha, half of the tanks lack progression.

  • Eventually, all tanks will have progression.

Additional Insights from the Developers:

  • The in-game missile was assembled (or rather repaired and restored) in a garage from a dismantled helicopter.
  • 🇮🇱 Merkava is not planned in the near future, but its appearance is inevitable—if the game succeeds.
  • WoT was built from scratch in about a year to a year and a half, but that was with an experienced, like-minded team, minimal resources, and a high-risk idea that could have destroyed the company if it failed. They went all-in and won—things are very different now, and no one wants to take that level of risk.
  • Some members of the Project CW team previously worked on WoT (for varying lengths of time), including me, but only part of the team.
  • The team is now highly international.
  • The 1st Alpha is remembered as “fun” because it was polished within its limited concept.
    • It worked well for a one-month lifespan, like an extended fun mode, but if it had lasted 2–3 months or longer, its flaws would have become obvious and killed it.
  • The Cold War era is fascinating because it was full of military engineering experiments.
    • This allows us to introduce truly unique vehicles and mechanics that wouldn’t be possible in other tank games.
    • Railguns are a great example—many think they’re science fiction, but they’ve existed since the 1940s.
      • The only unrealistic aspect in the game is the power source—in reality, it would need 5× more supercapacitor batteries than it currently has.
  • BAT-4M is fictional, but it’s built from real vehicle parts with some additional design tweaks.
    • We will eventually add more real-world prototypes, but we needed a recovery vehicle with a manipulator crane in this specific configuration.
    • Our crane is centrally mounted, allowing 360-degree operation without obstruction from the combat module.
    • Real-world recovery vehicles usually have off-center cranes, which limits their gameplay usability and they lack weaponry.
  • The in-game missile only has a custom engine installation—everything else is a standard T-62.
    • Rocket pods (NURs) were actually mounted on T-62s in Afghanistan.

Leave a Reply