In Development — Godot 4 + Jolt Physics
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 lived in a ditch. This game asks: what if we put a laser cannon on this thing and gave it like, four wheels?"
The world throws increasingly organized, morale-driven enemies across randomly generated battlefields — badlands, city streets, sandy dunes. Your prototype is a liability. Every mission rewards upgrade points. You spend them turning that liability into something unreasonable.
Tracks. Coaxial cannons. Trophy active protection. Drones. Railguns. And a crewman named Bob who gets genuinely dangerous the longer he survives.
Dev Footage
Raw gameplay — Sprint 1
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. Stay near their commander and they fight harder. Every engagement is dynamic.
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, reach friendly lines, get picked up by a rescue vehicle or helo, live to fight another day.
Same terrain rules every time — badlands, city streets, sandy dunes — different layout every mission. Nothing plays the same way twice.
Hull-down employment. Concealment. Cover. The tank is enormous and obvious. Using terrain is the difference between surviving and not.
Heroism in extreme circumstances gets recognized. Commendations for the moments you'll want to tell someone about.
Late-game upgrades
Development Roadmap
Support the studio
Grana Games 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.
Stay in the loop
One email when it hits itch.io. One when it lands on Steam. That's it.