🎯 Arena Tanks

Dial your shot. Dig the earth. Out-blast your friend.

Turn-based artillery on fully destructible, endlessly-generated battlefields. Set your angle and power, fire, and watch the crater. Pass-and-play with a friend on this device.

P1
Player 1's turn Wind: 0
P2

Victory!

🎯 About Arena Tanks

Arena Tanks is a Worms-style turn-based artillery duel on RivalPit. Two doodled tanks face off on a procedurally generated hilly battlefield -- built from three overlapping waves of hills so no two matches ever look quite the same -- and blast away at each other, turn by turn, until only one tank is left standing.

Every shot is genuinely physics-driven: gravity pulls your shell down for the whole flight, and the round's wind pushes it sideways at the same time, so identical angle and power settings can land in completely different spots from one turn to the next depending on the wind that turn.

How to Play

  1. Set your firing angle (0-180°) and power (5-100), then fire -- gravity and the round's wind bend the shell's arc the whole way down.
  2. A dead-center hit deals a full 50 damage; land within about 10 units of a tank and you still deal partial splash damage that tapers off the farther away the impact lands.
  3. Every explosion also carves a crater roughly 6 units wide and up to 12 deep into the terrain -- permanently, so the battlefield gets more torn up and unpredictable as the match wears on.
  4. Dig the ground out from under a tank and it falls; drop far enough (past about 8 units) and the tank takes fall damage too, on top of anything the blast itself did.
  5. The wind is re-rolled fresh every single turn, so check the wind badge before each shot -- the angle and power that scored a hit last turn can miss completely on this one.
  6. First tank to 0 HP loses. Hit Rematch and a brand new battlefield generates instantly from a fresh random seed.

Account for wind on every single shot -- ignoring it can turn what should be a direct hit into a total miss, especially at long range.

A near-miss that digs out the ground under your target can be worth more than a weak direct hit -- a dropped tank takes fall damage on top of whatever the blast itself dealt, so terrain removal is a real finishing move against a low-HP opponent.

Frequently Asked Questions

What happens if both tanks run out of HP the same turn?

Whoever fires the shot that drops the opponent to zero HP wins the exchange -- since turns are sequential, not simultaneous, there's no true tie on a single shot.

Does wind affect every shot?

Yes -- wind strength and direction are shown before you fire and shift between turns, so accounting for it is part of dialing in your angle and power.

Does the battlefield really change every game?

Yes. Every match generates a brand new seeded battlefield, so no two games ever play out on the same terrain.

How much damage does a direct hit do?

A dead-center hit deals a full 50 damage. A near-miss within about 10 units of a tank still deals partial splash damage, but it falls off quickly the further off-target the shot lands.

Can a tank be finished off by fall damage alone?

Yes. If you blast away enough terrain underneath a tank it can drop far enough to take real fall damage even without landing a direct hit -- digging out the ground is a legitimate way to close out a match against a tank sitting on low HP.