A PLAYABLE PROTOTYPE

Six tanks built
to play differently.

Tank Top: Arena is a browser-based sci-fi tank combat prototype. Each tank has its own movement, weapons, weaknesses and special ability.

Runs in your browser. No install or account required.

Made by Many RichesSolo against AI for now. Multiplayer is where I would like to take it.

Six original tanksPhysical ballisticsInternal damageDestructible arenas
THE SIX TANKS

Not an upgrade tree.

Changing tank should change how you think about a match—not simply give you more armour or a bigger gun. All six are available from the start.

01 / ULTRA LIGHT
Ultra Light gameplay
SCOUT & FLANKER

Ricochet Raider

A hovering scout built around movement and unusual firing angles.

Ricochet makes walls and cover part of the shot. Surge adds a short burst of mobility to escape or quickly create another angle.

Weapon
Ricochet
Ability
Surge
Play the prototype

All six tanks are available immediately.

HOW IT PLAYS

Most of the work
is in the combat.

The prototype focuses on how tanks move, how projectiles behave, what happens when something is hit and how the battlefield changes during a fight.

01

Physical
ballistics.

Projectiles travel through the arena. Range, angle, armour and ammunition all help determine the result of a shot.

PHYSICAL BALLISTICS
02

Internal
damage.

Tracks, engines, weapons, targeting systems, fuel and ammunition can all be damaged. A tank is more than one pool of health.

INTERNAL SYSTEMS
03

Destructible
terrain.

Weapons can excavate terrain and destroy positions, while abilities such as Geometry can create permanent cover.

DESTRUCTIBLE TERRAIN
UNDER THE ARMOUR
Critical-hit kill cam · Internal module replay
INTERNAL DAMAGE

Damage should change how you play.

Hits can damage individual systems inside the tank. A tank can survive a hit and still come away from it very differently.

Movement & mobility

A destroyed track can physically detach and leave you unable to move. Engine damage reduces mobility.

Weapons & control

Damage to ammunition handling affects reloads. Damage to targeting and command systems can disrupt your ability to fight effectively.

Fire & recovery

Fuel and engine damage can start fires, while a bad ammunition hit can throw the turret. Repair kits, extinguishers and system reboots make recovery a deliberate choice.

A CHANGING BATTLEFIELD

The arena does not have to end the way it started.

Open routes through voxel terrain, remove cover another tank relies on, use hard surfaces for ricochet shots or create new cover of your own.

The arenas are still prototypes.
The longer-term aim is purpose-built multiplayer maps designed around these systems.

The longer-term aim
The White arena before combat damage
The same White arena after extensive terrain damage
BEFOREAFTER
Prototype gameplay · The same arena before and after extensive combat
PLAYABLE NOW

What you can
play today.

The current build is single-player against AI. It is mainly there to test the tanks, weapons and combat systems, but there is already a reasonable amount to play with.

05game modes
06tutorial stages
03AI difficulties
Easy, Normal and Hard.
01.Standard Battle

Destroy the opposing team.

02.Capture the Flag

Take the enemy flag back to your base. The first team to three captures wins.

03.Zone Control

Fight over three sectors and hold them long enough for your team to reach 1,000 points.

04.Tag

One tank has the tag. Hit another tank to pass it on before the timer expires. Tanks respawn and friendly fire is disabled.

05.Endless Horde

Fight increasingly large and difficult waves of enemies. Repair and ammunition caches appear between waves.

Six-stage tutorial. Learn movement, weapons and the special ability of each tank.

WORK IN PROGRESS

This is still a prototype.

Tank Top: Arena is a project by Many Riches. Right now I am focused on making six genuinely different tanks feel good to play—not six machines with slightly different statistics.

PLAYABLE TODAY

The fundamentals.

Movement, ballistics, damage, readability, weapons, terrain and AI. The current build is deliberately single-player so those fundamentals can come first.

WHERE I WOULD LIKE TO TAKE IT

Multiplayer and competitive arenas.

The bigger ambition is a competitive tank game that could eventually support esports. That is the direction of the project, not a promised release plan.

Help shape it.

Which tank did you keep coming back to? Could you understand why you died? What felt interesting—and what was just frustrating?

Join the Discord (opens in a new tab)
FAQ

A few useful
things to know.

The short version.
Ask on Discord (opens in a new tab)

Is it multiplayer?

Not yet. The current prototype is single-player against AI. Multiplayer and purpose-built competitive maps are the longer-term plan, with no release date at the moment.

Do I need to install anything?

No. Tank Top runs directly in a modern browser and does not require an account. Graphics adapt to the device, with additional settings available manually. Performance depends on what you are running it on.

Do I have to unlock the tanks?

No. All six tanks are available from the start. There is no research tree, currency or paid upgrade system. You can customise your loadout with three equipment slots and camouflage options.

What controls and saves are supported?

Keyboard and mouse, standard gamepads and mobile touch controls are supported. Controls can be rebound, and loadouts, camouflage, settings and recent battle history are stored locally in your browser—not synchronised between devices.

TANK TOP: ARENA

Find the tank
you like.

Then tell me what you think.

Single-player today. Multiplayer is the longer-term ambition.
WEBSITE PREVIEW

The arena link
goes here.

This is the website template, not the game itself. The playable prototype’s destination has not been connected to this preview.

Set gameUrl in SITE_CONFIG to connect every play button.

Join the Discord (opens in a new tab)