In Development · Godot 4 + Jolt Physics · Targeting Q1 2027
You start with the worst tank ever built.
You may end up piloting the ultimate landship with a gunner named Bob — or as a chalk outline beside a heap of stupid sized tank parts.
What it is
"The Tsar Tank was a 60-ton wheeled monument to bad ideas that somehow almost worked, but didn't — and spent the rest of its days rusting in a ditch. This game asks: what if we put a laser cannon on this thing and gave it like, four wheels?"
Enemies show up smarter every mission. They have leaders. They have morale. They break or rally based on what you do to them. The battlefield is different every time — badlands, city streets, dunes. Your starting tank is a hazard mostly to itself. Every mission you survive buys upgrades that walk it closer to being a hazard to them.
Tracks. Coaxial cannons. Trophy active protection. Drones. Railguns. And a crewman named Bob who gets genuinely dangerous the longer he survives.
Core Systems
Every mission degrades the tank and rewards you with points to make it less terrible. Wheels, tracks, cannons, drones, railguns — the distance between the starting machine and the endgame machine is the whole game.
You see what the crew sees. Instruments, viewports, chaos. Toggle to an exterior 3D view to inspect your tank or read the battlefield — not for fighting.
Kill enough of a force and they break. Kill their commander and they scatter. While that commander's alive and close, they hold and fight harder. No two fights play out the same.
Your crewman. Repairman. Master gunner. He levels up across missions. Keep Bob alive.
When the tank is done, you might not be. Fight on foot, find friendly lines, climb into a rescue chopper, drive home in someone else's tank.
Same terrain rules every time — badlands, city streets, sandy dunes — different layout every mission. Nothing plays the same way twice.
Hull-down positions. Concealment. Cover. The tank is enormous and obvious. Terrain is the difference between making it home and not.
Do something stupid enough to survive, get a medal for it. Commendations for the moments you'll be telling someone about later.
Late-game upgrades
Development Roadmap
Support the studio
Grana Game Studios is a one-person studio based in Washington, DC. If you'd like to help get Stupid Sized Tank out of the garage and onto your screen, any amount goes directly toward development — assets, tools, and the occasional energy drink that makes the bad ideas start sounding good.
No subscription. No rewards tiers. Just a button you push if you feel like it.
Ko-fi takes no platform cut. 100% goes to the developer.
Dev Prototype Footage
Raw gameplay — Sprint 1
Stay in the loop
One email when it hits itch.io. One when it lands on Steam. That's it.