WoT RU: Lišák v.2 In-Game Screenshots & Historical Reference

Lišák v.2 (Czechoslovakia, Tier-9, HT, promotional)

detailed stats

In the late 1950s, the Czechoslovak military formulated requirements for a new heavy tank that would be fundamentally different from all previously developed vehicles. According to the specifications, the new tank was to be equipped with extremely powerful armament consisting of a pair of guns. In addition to standard observation devices, the turret was also intended to house an optical rangefinder. The tank was to feature thick armor and a powerful engine.

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WoT RU 1.33 Common Test: Two New Types of Experimental Equipment

Chamber Boring

  • Average Damage: Increased by 4% / 5% / 6%
  • All Crew Skills: Increased by 3% / 3.5% / 4%
  • Ideal for: Vehicles with high alpha damage, where damage and gun handling are more important than reload speed.
  • Restriction: Cannot be installed if any Rammer or Multi-Tooth Rammer Mount is already equipped.

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WoT: [Compensation Update] EU Server Technical Issues


We sincerely apologize for the technical issues on the EU server that occurred on February 20. These problems, caused by currency synchronization errors, disrupted battles and affected participation in the ongoing Assembly Shop event. We understand how frustrating this must have been, and we truly appreciate your patience while we worked to resolve the issue.

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Work at the Risk Incorporated: Build a Successful Career in iGaming (P)

Unveiling Risk Incorporated: Innovators in iGaming

Risk gaming is a known industry leader with over a decade of experience in this sector and a strong reputation for innovation and security. It provides innovative solutions that improve player experience and optimize operations for gaming operators. As a technology-driven company, Risk incorporated also attracts top talent by offering a dynamic work environment focused on innovation and growth. It provides opportunities for professionals to work with the latest gaming technologies and data-driven solutions.

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WoT: Additional Battle Pass Chapter Rumours

According to information from WOT Express, an additional Battle Pass stage will be released in May 2025 (similar to the ones featuring 56TP, Felice, and ShPTK). This chapter will include a new premium tank and customization elements tied to a new collaboration, but… the tank itself is meant to be a big surprise.

56TP is just a placeholder and not the vehicle we will be receiving.

We can expect a collaboration with:

  • Anime: Girls und Panzer
  • A cult comedy / cartoon / comic (franchise)
  • A TV series from IMDb’s Top 150

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Project CW: Murazor’s Opinion on the Difference Between Alpha #1 and Alpha #2 (From Stream)

Players are asking you to return to what was in the 1st Alpha test. They mentioned that all the changes you made ruined everything, which is very disappointing. Why? What happened? What changed?

This is going to be a very long answer.
Some people might find it boring. I don’t believe that everything was better in the 1st Alpha. Some things were just simpler for players—such as unlocking tanks. It was a more straightforward game than it is now.

The main reason we introduced so many changes (which are, of course, still rough in some areas) is that we, as designers, hit a massive wall.
Back in the last playtest, we had about 12 vehicles, and we ran into a problem: What vehicles come next, and what will make them unique?
We wanted to avoid repetitive designs—just releasing new tanks that felt identical to the old ones with minor differences.

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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.

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