
20
Players in Game
605 😀
194 😒
72,28%
Rating
$29.99
Arms Trade Tycoon: Tanks Reviews
Arms Trade Tycoon: Tanks is a unique combination of tank design and tycoon game. It puts you in charge of an arms trading company specialized in tanks from WWI to the modern era. Research, design, sell and follow your tanks in battle to make your own history!
App ID | 1662210 |
App Type | GAME |
Developers | FunGi |
Publishers | MicroProse Software |
Categories | Single-player |
Genres | Indie, Strategy, Simulation, Early Access |
Release Date | 6 Feb, 2024 |
Platforms | Windows, Mac |
Supported Languages | English |

799 Total Reviews
605 Positive Reviews
194 Negative Reviews
Mostly Positive Score
Arms Trade Tycoon: Tanks has garnered a total of 799 reviews, with 605 positive reviews and 194 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Arms Trade Tycoon: Tanks over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
5466 minutes
It has been months since the last update and the devs have gone radio silent, just a little jarring as they did say they would communicate more. FunGI is starting to make Fatshark look competent.
👍 : 4 |
😃 : 0
Negative
Playtime:
7283 minutes
A very good game, though the actual designing of the tanks can be a little clunky and its quite difficult to design tanks to a specific type
👍 : 0 |
😃 : 0
Positive
Playtime:
304 minutes
really good game but instructions not good enough make it more simpler please also make a x15 or x20 speed overall 100 out of 10 stars
👍 : 0 |
😃 : 0
Positive
Playtime:
2311 minutes
The 'designer' part of the game is a bit of a misnomer - you don't design things so much as blindly fit together parts, and then put those parts onto other parts, all in service of making a large collection of numbers go up. The numbers themselves are even fairly opaque - by the time you've researched, engineered, and fitted together hull A with turret B, gun C, machine-guns D and E etc the link between what intentions you might have had at the start (a reliable tank with decent range and thick armour, say) doesn't seem to have much relation to what you end up with. And then, once all is said and done, your collection of numbers gets tested against another collection of numbers and you end up with the all-important score that determines whether you will land the contract or not.
There is the ability to select a role for any given part or tank design ('stopgap medium tank' for instance) and then check against the relevant metrics, but unlike when you actually bid for a contract this never provides an overall score. So you might spend a lot of time and effort designing towards a light tank using the best parts that you have access to, only to find that the score is the same or lower than another vehicle that you threw together based on vibes for that role.
In the end, I often just made a bunch of fairly random designs until I ended up with something that could reliably post scores over 1000 for specific contracts. Then I pushed out the date of delivery as far as it would go and ramped up the cost per unit until the number was down to 350-600. There were certain designs that ended up being real winners across multiple types of role and country - for instance I had a design from the early 1920s using the Leichttraktor hull that kept making money into the mid 30s. Any attempts to change or improve it, or even better optimise it for another role, just ended up with something worse. All that said, there's something very satisfying about 'acquiring' a design from another company, reverse engineering it, slapping a bunch of your own parts into it and then running the table for a few years as its combination of stats just so happens to line up with what the market wants.
Finally, I have a few nitpicks about some of the more detailed mechanics. The most glaring for me is that hull armour doesn't consider line or sight thickness or effectiveness. As an example: the T-34 hull, with its well-sloped 45mm armour, has a frontal LoS of 90mm and an effective thickness of around 100mm. But, in game, it is considered worse than the PzIV hull, which started out with 30mm of frontal armour and ended the war with 80mm (actually two pieces 50mm and 30mm thick, giving slightly less effective thickness overall). The other glaring aspect was gun penetration, which never gets properly defined at all. Instead you have a firepower stat, which includes nominal kinetic and shot penetration components and is affected by ammunition. The end result is nonsense like maximising firepower stats by using howitzers (with inherently high shock penetration) and then running them with APDS and APCR (which provides a big bonus to kinetic penetration), or alternatively by using high-velocity guns with HE-only. I can see why the developers went for this option (it would be very hard to put together comprehensive information on the performance of all guns with all possible shell types), but there should be some consideration of how to make the system work without obvious realism-busting exploits.
Another, more minor, issue is how fire and injuries are handled. As it stands, you currently have a big fire break out more or less frequently depending on how much fire focus you've bought/upgraded. There seems to be a hidden variable, however, so that a factory which in the 1920s suffered a fire once a year now suffers one once every few months. Having gotten into the mid-tier 3 era (the late 30s) after having maxed out fire focus, the fact that my factory burns down once a month regardless is a bit annoying. Injuries have a similar dynamic, where instead of a trickle of people leaving work due to losing fingers, you instead lose 200 people on a random month. This seems less like industrial accident rates and more like Billy in machinegun testing going off the rails again.
My final gripe, and I think one that this screed has been building towards, is that the process of bidding for and receiving a contract, once filtered through these layers of gamified systems and numbers, becomes a bit divorced from how the process would work in practice. Essentially, I would prefer that the contract include a 'hard component' (we want armour of this thickness, a gun with this much penetration, a road speed of X, a range of Y) and a 'soft' component (we want more firepower, crew comfort, accuracy). This is actually the simplest fix of all - the contracts already take all of this into account, but the information is jumbled together. So just visually separating and emphasising it would probably fix the issue. More ambitiously, contracting countries often want a specific cannon or machine-gun in their vehicle, and this should come up more often than it does (perhaps with a time extension or second round to re-engineer an entry to fit requirements).
TL;DR: Arms Trade Tycoon is very wonky and opaque, and covers its design mechanics in so many layers that it's often impossible to intentionally chart a path from intention to outcome with any reliability. It's still fun to see all the systems bouncing off one another, though. Especially when you luck into ways to abuse them for fun and profit.
👍 : 0 |
😃 : 0
Positive
Playtime:
1114 minutes
I have played for a good amount and I would recommend!!
The game itself is amazing the depth in creating tanks using resources for each part and making deals with countries makes it perfect for thoses who like complex games and tycoons. The only downside to the game is the contract system the game makes it to who ever has the best tech even if its a tiny change to something like ammo can change the worth of your tank making it super hard to find deals. Plus the design room or whatever its called to make tanks is very complex making it hard to understand what your even making i have made tons of real ww2 tank models and depending on just a type of model of something changed my game from going from 30mil to bankrupy. Would i still recommend???
yes but the complexy of the game makes it hard for simple minded tycoon players like me to understand what we are even making
👍 : 1 |
😃 : 0
Positive
Playtime:
933 minutes
Repetitive, limited, and lacking depth.
Pretty boring. Even though the goal is to sell as much as possible, the game hardly offers any options to expand. You can’t even upgrade your production hall to start a second production line, limiting you to placing a few auxiliary buildings for minor percentage-based improvements. Testing tanks is extremely monotonous: you're forced to repeatedly drive through the exact same course, receiving the same bonuses every time. The evaluation of your tanks on the battlefield is unclear as well. If the game provided some video feedback or specific tips on how your design could improve, it would greatly enhance the gameplay experience. For now, I've given up. This doesn't come anywhere near the quality of the old MicroProse games.
👍 : 1 |
😃 : 0
Negative
Playtime:
1081 minutes
I'm actually addicted and I do love this game.
But.
I am a management/armoured vehicle fiend. This fills a hole in my life that I didn't know existed. This game isn't great, but it's got me hooked the way a phone game does, not super well but well enough.
The constant pausing is super annoying even though I don't know how else you'd do it, the options for reliability in shipping are super annoying and again, I don't really know how to fix it.
This game has got some time and development to go, I'm keen to see where it goes and I'll update my review once it's at a better state.
👍 : 5 |
😃 : 0
Negative
Playtime:
2420 minutes
I paid for it, I did play it for couple of hours and after that i didn't play for a while. Then when i tried to play it like 3 monhts ago it didn't start and i was thinking that it was a bug, then i tried again and again and again and it didn't work.
👍 : 2 |
😃 : 0
Negative
Playtime:
618 minutes
Im so depressed rn. 10 hours in and ive had several negative experiences and so much frustation over the game and its mechanics. And to add insult to indury i Still dont know what i was doing. The games tutorial doesnt give you enough info and the game itself bombards you whit too much info, stats and expectations that you simply cant keep up. The Game is in huge need of QoL and maybe even a simplification of its mechanics.
Its incredibly depressing to as a game like this sould be right up my alie whit its productions of your own tanks and seeing its impact on a war sould be so fun but again due to the lack of information or perhaps the overflow of info i cant figure out why my tanks suck. Like i would like a QoL to maybe highlight what stats are important for the specific tank classes and to easily be told after a battle what exactly was so bad whit my tank for it to lose the 17th battle against Belgium.
Ill probably follow the game for a bit cause i want it to magically drop a good update to fix all my problems. cause i see a good game here. jsut not a good one Now.
sslin Rating : 4/10 "Gib QoL"
👍 : 7 |
😃 : 0
Negative
Playtime:
619 minutes
The game is fun-ish, i want to play it more but when i get to it i just get confused, i think there should be more detail into what you are building. EX, america wants a full side vanguard, when i go to design it i out something together and its not what they want, i feel like when you are building before you submit your design it should tell you somewhere what tank type you've have made. that way i don't go through the mess of designing something (which can take hundreds of days) and submit it for it to just be in the negative, There should be something like a list you could go off of, or just something like that. But i am excited for the future of this game!
👍 : 3 |
😃 : 0
Positive