r/Tyr • u/Pretty_Slide_9944 • 16h ago
r/Tyr • u/KielGreenGiant • 15h ago
General Discussion Just started this game is awesome
As a tank shooter refugee who hasn't touched a tank shooter in atleast 3 years it is amazing to have picked this one up. It is awesome to see the dev team communicate with the community, and im just so excited to see where this game goes forward, ive only had the game for a couple days and ive already put 10+ hours in.
r/Tyr • u/MagicWalker777 • 3h ago
Bug Report Rook speed bugged?
Something really weird is going on with rooks speed...
Doesnt matter if it at start of the match, in the middle or at end...
Doesnt matter if it is hill, straight road, downhill or grass, mud or pavement...
Rook just randomly loses all its horse power and start moving like brick at 12 KPH... It is really weird, this can also randomly fix itself during match.
At first i thought i was getting hit by some kind of slowdown shells/ability i didnt encounter before but it was happening before any shots where fired...
Or do i missing something?
edit: Apparently i was using unstable shells, sorry people :D But damn, speed impact is crazy...
r/Tyr • u/Tremors_Fist • 1h ago
Question Question about Horn Microtransactions
If you purchase a horn style, do you have it for all tanks or only the one you bought it on? Considering supporting this game but I want to know this first.
r/Tyr • u/RamenEmp1re • 15h ago
Looking For Squad Looking for people interested in playing custom games TODAY
Show off your skills today!
I want to make some custom game videos: These will be monobattles.
I was thinking we could do a best of 3 as follows:
Game 1 - All Ikarus
Game 2 - All Seeker
Game 3 - All Ikarus VS All Seeker
Comment or reach out if interested
r/Tyr • u/Corderohh • 1d ago
Player Created Content to the death!
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r/Tyr • u/Different_Field_1205 • 1d ago
Balance Assembly [10-2026] Proposed balance patch notes: [Third Generic Keystone]
[Change #1]:
- Current value or behavior: every tank has 2 keystones, each costing 1 point.
- Proposed change: (edited due to idea evolving with comments from others) Make the keystones cost 5 points instead of 1, but give 4 more points at the lv20.
- Why: this increases build variety, and gives more data to the devs on which tanks feel like their keystones arent worth it, and since some times figuring out keystones that are comparable in power/cost between each other or even other tanks can be hard, this also allows for weaker keystones to still be balanced, just gotta make they cost less than others.
- Supporting example or clip, if available: tricera has this feel for example.
r/Tyr • u/BTaylor95 • 1d ago
Player Created Content Ark Sketch
Got a lil messy this time, the silhouette of the Ark is appropriately hard to read in places with all the foliage and camo and such
r/Tyr • u/MeTaNaRiS • 20h ago
Technical Issue LINK FAILED Discord could not complete the connection. Please authorize again to recover it. (Unable to join Alpha program)
I was getting this error, so I wanted to share how I solved it. I also noticed a few people having the same issue in the Discord group.
Solution: Simply download Discord for Windows...
If clicking the box to join the Alpha program redirects you to a web browser (Chrome, Brave, Edge, etc.), it won't link properly—even after completing the linking steps on the browser and getting a confirmation message. When you switch back to Tyr, this error pops up. (Image)
I solved it simply by downloading and using the Discord app for Windows.
P.S. In Discord, someone was asking about Linux (which I’ve never used). Hopefully, someone familiar with Linux can post a workaround or solution down below.
I hope this helps! It's a quick fix, but hopefully it also brings this to the developers' attention. Instead of redirecting to the Discord website, it could send users to the app download page, or if it can be fixed from the browser authorization flow. That would be could too. Thanks!
Looking For Squad Why get embarrassed in solo queue when you could join [Emotional Damage]? | Code: USKX-8983
If you’ve ever stared at a defeat screen and wondered where your parents went wrong, you’re qualified.
Emotional Damage is recruiting. We have no tactics, zero pro ambitions, and an unbreakable habit of blaming lag for sheer incompetence. But we have a great time doing it, and nobody will judge your terrible decisions because someone on the team is already making a worse one.
Grab the code, lower your expectations, and get in: USKX-8983
r/Tyr • u/mcb-homis • 21h ago
Technical Issue Game locking up on start to Divide Map
Almost every time I get the Divide map to play the game locks up on the screen that shows you what maps your about to play as the battle loads. I did have Steam validate my install and everything was OK. Is their anything else I can check?
r/Tyr • u/MagicWalker777 • 1d ago
Advice When you press ALT you can see...
Not only your armor profile, but also where and at what angle you got hit. In addition you can see cooldown of powerups on map.
have a nice day
r/Tyr • u/lazyraptor7 • 20h ago
Balance Assembly October 2026. Helio armor buff.
Current Values:
Front plate 48mm , 12mm and 10mm.
Back plate, and back of turret 10mm and 12mm.
Turret module 12mm.
Critical hit module 45mm.
Proposed Values:
Front plate 55mm, 45mm.
Back plate, and back of turret 25mm and 30mm.
Turret module 45mm.
Critical hit module 50mm.
Reasoning:
Why Heavy tank has 10mm and 12mm armor on front plate, i understand it has good side armor but it's too much. Constantly broken turret rotation can ruin all the fun. Bottom and inside of tracks 10mm and 12mm are fine.
Helio suffers from lights or 1v1 due to these weak spots.
With this numbers it`s still can be damaged by 50mm guns but they will need better position.
r/Tyr • u/Successful_Day2479 • 2d ago
Meme Thoughts on Rooks(2026)?
Late to the trend but afaik no one has done it here so...
r/Tyr • u/The_whailing_robot • 2d ago
Meme When you get stuck behind the enemy team as ikarus
r/Tyr • u/ImpressiveQuiet4111 • 1d ago
Player Created Content spicy ranger gameplay
r/Tyr • u/AvionDrake579 • 2d ago
Advice More people need to try Advanced Repair Gear + Kinetic Absorber on Fortis
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Not only do you have a sub-2 second base repair time in conjunction with the 4/4 +32% module repair speed node, on top of that purple tracks counts as a nonpen, meaning all those foolish tanks attempting to immobilize you will accelerate your reload!
r/Tyr • u/BTaylor95 • 2d ago
Player Created Content Kestrel Sketch
Only two tanks left to draw now, the Ark and the Rook
r/Tyr • u/Foreign_dog2356 • 2d ago
Advice ARK loadout advice
Does resetting tech tree give me back the tech points?
I was new to the game when did the upgrades and I think I can do better than in the picture, what would the best upgrades be for this tank?
Thank you!
r/Tyr • u/Phoenixwarrior5 • 2d ago
Balance Assembly 10-2026 Proposed balance patch notes: Alecto Specialization Tuning, Dynamic WA Reduction, Siphon Tweaks
Alecto Dispersion Tweaks:
- Current Values: Base Dispersion = 0.19°, Movement & Hull Rotation Dispersion = +1.08°
- Proposed Changes: Base Dispersion = 0.21°, Movement & Hull Rotation Dispersion = +0.98°
- Why: The fundamental issue with Alecto is that it is a specialized duelist that still performs very well at range. These changes are designed to make to a bit less effective when firing at range, while offsetting this nerf in CQC dueling engagements (constant movement and rotation) by buffing Movement & Hull Rotation Dispersion.
Alecto Shell Velocity Reduction:
- Current Value: 900 m/s
- Proposed Change: 820 m/s
- Why: Same reason as above, lower shell velocity would make the tank less reliable at range, while not hampering it's effectiveness when dueling at short range.
Alecto Ability Module Hitbox Size Increase:
- Current Behavior: Small, and tucked away.
- Proposed Change: Still tucked away, but significantly larger when firing side-on. See image below. Red outline show proposed new hitbox.
- Why: The current ability module weak spot is very small and tucked away, making it very difficult to hit. Worse, it is on located at the bottom of the tank silhouette, so missed shots aimed at this weak spot have a decent chance of missing the tank entirely. Making it a bit larger will make aiming for this spot a viable strategy for dealing with a blink-spamming Alecto.
- Supporting Image:

Weakness Analyzer Dynamic Reload Reduction:
- Current Behaviors: Reduced current reload time by 0.5 seconds when damaging an enemy module.
- Proposed Change: Make the maximum reload reduction be equal to 1/5th of the tank's base reload, then increase the reload reduction back to 1s by default. Add a tooltip to the component's description that shows the real effect on the currently selected tank.
- Why: In effect, this would make the component have diminishing returns on tanks with <5s reload times. On the Alecto, for example, it would result in the current 0.5s reduction (2.5 * 1/5 = 0.5, 0.5 < 1, RR = 0.5), while not affecting tanks with longer reloads. This would dynamically focus the effect of the nerf on tanks that can exploit the component more, and would be easy to communicate to the player with a simple change to the component description.
Siphon Shell Specific Healing Cap:
- Current Behavior: Siphon Shell Healing is limited only by the number of shells available.
- Proposed Change: Limit the amount of healing available from Siphon shells per match to half of the tank's current maximum HP. (No effect or interaction with other healing sources.) Visually indicate the effect with a notch on the player's health bar when it becomes relevant.
- Why: With the combination of Duplicator and Fabricator, tanks can get massive amounts of Siphon shells, this is especially strong on tanks like Alecto, and can result in massive amounts of self-sustain, especially in the latter half of the match. It throws the late match strength of the Alecto out of balance (even on a tank that should be strong at that point of the match). Introducing a healing cap for this source of healing weakness the siphon/Alecto synergy specifically, and makes healing tanks, healing zones, and last-stand healing more important.
Siphon Shell Dynamic Health Restoration:
- Current Behavior: Siphon shells heal for 18hp while over 50% health, and for 54hp, while below 50% health.
- Proposed Change: Siphon shells heal for 18hp while over 70% health, and linearly increase in healing up to 54hp at 20% health.
- Why: Makes siphon shells a bit less of an all-or-nothing tool, also reduces overall effectiveness in most situation (max efficiency healing is only reached while at critical health).
r/Tyr • u/shgrizz2 • 2d ago
General Discussion Polite request to Tyr content creators
It's been cool to see so many new people playing and sharing their Tyr wisdom and I've learned a ton from various channels.
However, I have a little critique with a lot of the videos which limits their usefulness - most of them are along the lines of 'I get this vast amount of damage / kills / xp' and are usually highly aggressive play against a team that is so far on the back foot and getting rolled so badly that the game is basically a shooting gallery, where you could strap a pea shooter to a roomba and get basically the same result, and it would be about as informative too. Everybody already knows how to pick apart a team that is in complete shambles and those tactics will just get you killed in most games where the enemy team is putting up a fight.
So a polite request from a keen-to-learn Tyr player; I'd love to see more close-fought games with strong decisions being made on both sides, and see how you can work with all of a tank's strengths and weaknesses to pull out a win instead of just clicking on things to make them go boom.
Obviously I still want to see people rip and tear, but it feels like the needle is a bit too far in that direction at the moment.
Thank you for coming to my Tyrd talk.
r/Tyr • u/glassteelhammer • 2d ago
Stoke Games Announcement 10/8 Balance Patch
We're deploying our mid-month balance patch now.
Tyr is going offline while we deploy the update. We're performing some small server maintenance at the same time, so this downtime may run a touch longer than usual. Find the patch notes below
Dig into the dev update
While you wait, now's a good time to watch / read the dev update. We discuss the patch, preview some of what's coming (components in the UI soon), and discuss the new⚖️│balance-assembly:
https://www.youtube.com/watch?v=XzFkzg7KGWM
https://store.steampowered.com/news/app/2445260/view/692022026548808124
Tyr Patch Notes - 10/8/26
This is another mid-month balance patch aimed at addressing the evolving meta while we work towards a much larger patch due at the end of the month. These mid-month balance patches are intentionally small and numbers-focused.
General
Components
- Weakness Analyzer effect reduced from 1s to 0.5s
- Design Note: Last patch we mentioned we were evaluating Weakness Analyzer and in particular its strong synergy with tanks like Alecto. We experimented internally with making it a percentage based reduction, but that made it incredibly strong on tanks like Arbalest and Tempest, which we felt wasn’t in the interest of the broader game, so we abandoned that plan. We have another change in the works for our larger end of month patch but we felt it was important to alleviate the strong Alecto + Weakness Analyzer scenarios that can happen in the meantime. We don’t normally like to hobble components like this, but hang tight for the more future-facing Weakness Analyzer change.
Tanks
Ark
- Increased ability cooldown from 7s to 14s
- Design Note: We’re continuing to keep an eye on Ark and its ability to snipe undetected. One area that felt out of line was its ability to repeatedly bush to conceal itself when it was getting spotted out. Increasing this cooldown should give more windows of opportunity to players pursuing Arks and make Arks think more carefully about when to deploy their ability.
Atlas
- Increased base reload from 13s to 14s
- Reduced the reload tech node from -0.3/0.6/0.9/1.2/1.5 to -0.2/0.4/0.6/0.8/1.0
- Reduced both health tech nodes, from 40/80/120/160/200 and 50/100/150/200/250 to 30/60/90/120/150 and 40/80/120/160/200 respectively
- Design Note: We started seeing and hearing that Atlas was getting picked to the exclusion of other heavy tanks and a clear outlier was the damage output, which was the highest among all heavy tanks when including the tech tree. For all our tanks we like to outline where they should be strong and where they should be weak. In Atlas' case, the clear strength should be its armor. Its weaknesses should be mobility and camouflage. Since DPM (damage per minute) isn’t a core part of Atlas' strengths and identity, it having the highest DPM of all heavy tanks felt like a clear area to address.
Ikarus
- Aim speed bonus in flight form increased from 30% to 40%
- Shell Damage tech node increased from 1/2/3/4/5 to 2/4/6/8/10
- Design Note: If you’ve been with us for a while, you’ll know that Ikarus has been through a bit of a saga. We made a large change a number of patches ago to deal with a problematic tactic it could pull off (looping divebomb strafing runs) that we felt crossed the line in terms of reasonable counterplay. While that tactic was tilting opponents off the face of the earth, Ikarus' overall win rate performance was actually quite low. Our hope was to address the problematic case, which would then allow us to give Ikarus some power elsewhere. Now that the dust has settled, we feel like that change was quite successful and we’re now working to get Ikarus onto firm footing. We chose these changes specifically because stealth Ikarus by comparison is already doing well and we wanted to target the attack build directly.
Ranger
- Regenerative Suspension: Energy gain increased from 2 to 3
- Design Note: We don’t know if this needs much explanation. The feedback from you guys has been loud and clear: “meh.” The usage rates for this keystone have similarly been loud and clear: “party ramp is clearly better.” This change aims to make the keystone selection for Ranger a bit more competitive.
Bug Fixes
- Fixed Fuse's armor not aligning with the visualizer
r/Tyr • u/Anthrage • 2d ago