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.

I’m so excited for this 2nd alpha. slope
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What a nice article! Many thanks, and I’m looking forward to reading more of your work.
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It’s rare to see this much developer transparency during a closed alpha, and Mike Ritvinsky (aka MikeRTV) deserves credit for being candid—even when the answers aren’t what players might want to hear.
We all knew this was coming. The French line in a Cold War-era tank game practically writes itself. Expect AMX-30s or possibly something more niche like the AMX-40 prototype. @ssegold
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From my perspective, my ally is just standing there doing nothing. The radar helps, but it’s often unclear speed stars . Only when I have direct vision does the enemy marker appear.
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. Many players claim that the game was renewable significantly better a year ago.
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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. Poor Bunny
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It’s fascinating to see the level of detail and historical inspiration behind Project CW! I really appreciate how the developers blend real-world military engineering with unique gameplay mechanics like railguns and custom recovery vehicles. For players who enjoy diving into rich, layered experiences, balancing tactical combat with real-world references makes the game even more engaging. On a lighter note, after long gaming sessions, nothing hits the spot like a hearty meal—check out this and recipe for a delicious dish to refuel and keep your energy up!
The developer responses give a really interesting insight into the direction of Project CW especially how they’re balancing realism with gameplay needs, like radar systems, vehicle roles, and match pacing. It’s clear the team is is still experimenting heavily with mechanics, which explains why some features are planned, changed, or postponed. Overall, it feels like a game still shaping its identity, with a lot of potential once the systems fully mature.
Really interesting update especially how Project CW developers are trying to balance realism, gameplay flow, and experimental Cold War-era mechanics. The way they are handling systems like radar visibility, vehicle progression, missile behavior, and match pacing shows how complex modern game development has become. It’s clear the team is still refining core systems, testing ideas, and deciding which mechanics actually improve long-term gameplay rather than just adding complexity for its own sake.
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Really detailed developer update especially how Project CW is still evolving its core systems like shields, radar mechanics, vehicle progression, and match pacing. It’s interesting to see how the team is balancing realism with fast-paced gameplay, while also experimenting with Cold War-inspired technology and unique vehicle designs. The discussion around what features to include or remove shows that the game is still in an active shaping phase, where feedback and testing play a major role in its final direction.
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Project CW’s 2nd Alpha discussion shows how actively the developers are still shaping core gameplay systems like shields, radar behavior, and match flow. A lot of the community debate comes from the contrast between early “fun-first” design in the 1st Alpha and the more experimental, system-heavy direction of the 2nd Alpha. What’s interesting is how the dev team openly acknowledges unfinished mechanics while still testing ambitious ideas like Active Protection Systems and vehicle progression. That kind of iterative design often leads to unexpected improvements once balance settles.
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The dev responses are looking promising! I’m particularly interested in how they are refining the movement physics. In a fast-paced hero-shooter with tanks, the last thing you want is a clunky collision that feels like a ragdoll hit without any weight. Hopefully, they balance the mobility so that the impacts feel impactful yet realistic. Can’t wait for the next test phase!
This was a very detailed and insightful developer update! It’s great to see the team openly discussing gameplay mechanics, balancing challenges, and future plans for Project CW. The focus on Cold War experimental vehicles and realistic inspirations makes the game stand out from other tank combat titles. I also appreciate the transparency about development time and the reasoning behind certain gameplay decisions. Features like clans, tactical modes, and unique vehicle mechanics sound very promising for the future. Posts like this also give great inspiration for creative gaming clan names and competitive team ideas within the community. Looking forward to seeing how the project evolves!
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This developer Q&A provides a very transparent look into how Project CW is evolving during its 2nd Alpha phase. It’s especially interesting to see how the team balances realism with gameplay clarity, such as the decision to keep shields and domes as visual representations of APS systems rather than pure fantasy mechanics. That kind of design compromise is often necessary in large-scale multiplayer games where readability matters as much as realism.
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