- Reduced overexposure where weapon lights and vehicle headlights overlap, with mobile light counts and rendering resolution adjusted by the graphics quality setting.
- Vehicle light and automatic turn signal settings now take effect during battle.
- Tank Workshop lamps can now switch between 12 shapes, updating their housings, lenses and light layouts together.
- Enabled radar on the Altius-U and adjusted AGM-114 Hellfire missile speed, flight duration and guidance parameters.
- Fixed stationary gun emplacements shaking or shifting when firing.
- Improved initial rotor lift and placement clearance for more stable drone deployment.
About
Panzer War DE is the Definitive Edition of Panzer War: no ads, every official paid vehicle unlocked, plus the tank workshop, 3D crews and every graphics option.
• Unlock all vehicles: every official paid vehicle, no grind
• Vehicle DIY: customise your tanks with modular parts
• 3D crew: see your crew for more immersive battles
• All graphics options: every graphics setting unlocked
• Ocean waves: enhanced ocean rendering
• Full-screen replay: watch your battles back in full screen
- Reduced overexposure where weapon lights and vehicle headlights overlap, with mobile light counts and rendering resolution adjusted by the graphics quality setting.
- Vehicle light and automatic turn signal settings now take effect during battle.
- Tank Workshop lamps can now switch between 12 shapes, updating their housings, lenses and light layouts together.
- Enabled radar on the Altius-U and adjusted AGM-114 Hellfire missile speed, flight duration and guidance parameters.
- Fixed stationary gun emplacements shaking or shifting when firing.
- Improved initial rotor lift and placement clearance for more stable drone deployment.
[Infantry] New weapon attachments: optics, muzzle devices, rail accessories and bayonets are now separate parts, with 34 mount points across 16 weapons, fitted at the gunsmith bench in the weapon panel
[Infantry] The AK47's holographic sight and suppressor can be removed, and the bare rifle aims through its iron sights
[Infantry] Attachments change handling: recoil, hip and aimed spread, aim time and reload time. The gunsmith bench is redesigned with the weapon on a schematic, one card per mount and stat bars that show the change from the stock weapon
[Infantry] New melee attack: every gun can deliver a butt stroke, or a bayonet thrust with more damage and reach once a bayonet is fixed. Two strokes or one thrust kill, and a stroke to the head kills outright
[Infantry] New tactical light: it switches on at dusk and at night, can be toggled with a button, and lights up what's ahead with a visible beam
[Infantry] The precision scope and the compact scope carry a small red dot on top that you can switch to while aiming, and its style can be set separately at the gunsmith bench
Ratings & Reviews
Reviews launch in v1.5 · ★ score / text / helpful votes
[Infantry] The RPG-7 can mount the PGO-7 optical sight (2.7x)
[Infantry] Launchers and other weapons with heavy drop show a 50 to 300 m range ladder while aiming. With aim assistance allowed, they also show the range to what's under the crosshair and where a hip shot will land
[Infantry] Reticle and red dot styles now belong to the optic and follow it to other weapons
[Graphics] Scope and red dot lenses are now coated glass with sky reflections, tint and smudges, and scopes have glass at both ends
[Infantry] In offline battles vehicles can run soldiers over. A hull that hits a soldier at 2.5 m/s or faster kills them, while a slow vehicle only pushes them aside
[Infantry] Soldiers can stand on a moving vehicle and ride along with it
[Infantry] Fallen soldiers become ragdolls and drop the way the killing blow pushed them
[Infantry] New aim assist for soldiers on touch screens. Turning slows down and follows a moving target while the crosshair is on or near an enemy soldier, and aiming down sights pulls onto a target near the crosshair. Set its strength with the Shooting Assistance slider in Settings. It only works in rooms that allow auto aim
[Infantry] The sniper scope now fills the whole screen, covers the notch on notched phones, lines its reticle up with where the shot lands and no longer covers the touch buttons
[Infantry] Your soldier's feet now follow the ground, so they no longer float or sink on slopes, and a planted foot stays put during standing turns and weight shifts
[Infantry] Soldiers stand on the ground instead of floating about 8 cm above it
[Infantry] Standing turns step at a natural pace instead of shuffling, and turning now interrupts idle fidgets
[Infantry] Idle fidgets sway the body instead of sliding the feet
[Balance] Shells of 20 mm or more kill a soldier on a direct hit, and HE bursts near a soldier now wound or kill them
[Balance] Vehicle machine guns now properly hurt soldiers, and calibres of 12 mm or more kill with one hit
[AI] Bot soldiers no longer bob between crouching and standing. In cover they alternate between firing and ducking, and they duck to reload
[Rules] Some vehicles can't share a battle with infantry. A notice appears when a deployment conflicts, and these vehicles show no custom paint
[Infantry] Corrected the hold and sight points of the R870, M72, PPSh41 and other weapons, so hands and shields no longer block the view when aiming
[Infantry] Bots with fully automatic weapons no longer fire only about 4 rounds per second, a reload pressed while firing or drawing is no longer dropped, and other players' soldiers now play their reload
[Infantry] Fixed missing hit and kill crosshair markers for soldiers, and online, players who are not the host now get hit and kill markers and the kill sound. After a resupply the ammo readout no longer shows another weapon's magazine
[Fix] Shots fired by a soldier pressed against a vehicle (such as with a rocket launcher) now hit its armour instead of passing through the hull
[Fix] The reflex sight works again after switching weapons
[Fix] First-person infantry now uses your saved weapon slot setup, and slot changes apply to the first-person model immediately
[Battle Summary] A new in-battle summary screen replaces the victory card and the garage reward scene. It shows the result, your stats with team and overall rank, each life, rewards, MVP and both team tables, and you can view a profile or add a friend right from the rows
[Battle Summary] The summary screen also appears when you leave mid-battle from the pause menu, the exit confirmation or the War Zone return button
[Battle Summary] Destroyed ground vehicles can be examined with Inspect Damage, including module x-ray, hit markers, shooter direction and minimap
[Battle Summary] Destroyed aircraft show a list of the damage they took
[Battle Summary] Inspect Damage stays readable under many hits. Unselected hits are coloured dots, nearby dots merge into a badge with a count, and hits on the side facing away from the camera are hidden. Tap a dot or badge to select that hit and jump to it in the list. The penetration, non-penetration and ricochet chips filter both the list and the wreck
[Battle Summary] On phones your stats and the list of lives scroll together so every life can be reached, and large numbers are shortened (e.g. 12.3k) instead of wrapping
[Settings] Removed the Show Damaged Modules and Skip Battle Result options
[Battle] The kill cam follows the shell's actual flight path, so arcs and ricochets show correctly. The death panel is redesigned with the cause of death, the killer, round, distance, flight time, penetration and damaged modules
[Replay] The damage replay of the killing hit always shows the cause. After the killcam ends or is skipped, the camera returns to your own wreck and slowly circles it
[Battle] Redesigned damage replay window: the exterior gives way to the x-ray from the hit point, damaged modules are coloured by severity, damaged modules and crew are listed underneath, and mod vehicles keep details such as hatches, reactive armour and skirts
[Replay] Hits on aircraft now show the airframe exterior in the replay window before revealing the inside
[Replay] One shell is one shot: when an HE round hits several vehicles, the damage replay no longer cuts back and forth between the vehicles caught in the blast. A kill still cuts to the destroyed vehicle
[Replay] The damage replay window stays open until its fragments have played out, then always closes on time. Splash fragments and ongoing fires no longer hold it open, fire damage no longer reopens it with an outdated view, and no outlines or ground shadows are left over from the previous replay
[Performance] The damage replay camera no longer renders in the background for the first few seconds of a battle
[Battle] In multiplayer, a vehicle the server has removed now disappears for every player. No more tanks that exist on only one player's screen and can't be killed, and no more teammates who are dead for everyone else but still alive on their own screen
[Battle] Once a destroyed vehicle's wreck is removed, its shells still in flight disappear instead of crediting damage and kills to another vehicle or team. Shells that land before the wreck is removed still hit as usual
[Battle] In multiplayer, splash damage from a vehicle's self-destruct is now settled by the host, and it explodes only once
[Battle] Fixed the energy shield occasionally making hits fail and deal no damage
[Missiles] Manually guided wire missiles now fly along the line of sight, follow the crosshair closely, no longer hug the ground below it and come back onto it after a flick
[Commander] Reworked phone controls: drag two fingers up or down to tilt the camera, tap with two fingers to hide the HUD, vehicles in a collapsible drawer on the right, a tappable minimap, a unit roster with thumbnails and commands grouped on the thumb side
[Modes] Redesigned deploy bar in capture-zone, war-zone and similar modes, showing vehicle rank, lives left, SP cost and why a vehicle cannot deploy. Leaving a battle now asks for confirmation
[Battle Setup] The map picker has a search field and an expansion pack filter. Double-tap a map or layout to pin it to the top
[AI] Bot pathfinding keeps to the areas each vehicle can travel, so on maps with water ships no longer drive onto quays and tanks no longer head into the sea
[Graphics] Redesigned ship wakes: layered foam and spray, a longer trail, Kelvin waves pushed off the bow, and a water surface that rises and falls with the wake
[Graphics] Ship wakes improved again: a ship getting under way churns at the stern first, the bow wave grows with speed, small hulls leave smaller wakes, and old trails widen and fade instead of vanishing
[Graphics] Water along a ship's sides no longer piles up high, and the spray and wake around the hull are lower and more natural
[Graphics] Torpedoes leave a track on the water, with a splash ring where they enter
[Ships] Ships lift their bow when accelerating, dip it when slowing down, and ride slightly bow-up at full speed
[Graphics] Fixed the sea suddenly rising hundreds of metres high on some phones
[Graphics] Less flickering on distant objects, especially when zoomed through a sight. The commander's view from the hatch hides only the head, so you see your own body and shadow
[HUD] All module and crew icons redrawn so they stay distinct at small sizes
[HUD] Tank and aircraft crosshairs show hit and kill markers, aircraft and soldiers get hit-direction indicators, the damage feed shows non-penetrations and ricochets, and health turns red when low
[HUD] An empty shell slot dims and its count turns red, and aircraft weapon counts turn red at zero. Tank crosshair hit and kill markers are larger, and the radar status strip is now translated
[HUD] A skill slot pulses once when its skill is ready, and the action radial lists ready skills right after Cancel, one flick away
[HUD] Repair kits are shown like smoke and extinguishers: the count above the icon and a ring for the next kit's recovery
[HUD] Touch infantry HUD: the weapon name sits under the ammo, health moves to the top left and x-ray has its own button. Helicopters no longer show a useless ignition button
[HUD] Repair and crew rows no longer overlap. The radial menu no longer picks the wrong skill while one is on cooldown
[HUD] HUD layout editor: controls show their names, scale ranges from 0.5x to 2x and opacity from 0.2 to 1, and a control dragged off screen is pushed back inside
[Settings] The Control page is available in battle, with the sensitivity sliders that apply immediately
[Settings] Changes to HUD positions, collapsed panels and similar settings are saved properly, "Reset UI" also resets draggable panels, and resetting key bindings no longer clears the touch HUD layout
[Gamepad] New LB function layer: hold LB to turn the other buttons into functions such as thermal vision, extinguisher, smoke, machine gun and radar, with the available combinations shown on either side of the screen
[Gamepad] The pause menu, deploy bar, in-battle vehicle picker, battle summary and confirm dialogs can be navigated with the D-pad and pressed with A. On the deploy bar, X deploys and Y changes vehicle. The gamepad rumbles when your soldier fires and when hit
[Gamepad] On Android a gamepad only counts as connected once it is actually used, so devices with a built-in virtual gamepad are no longer mistaken for gamepad play
[Balance] Aircraft now benefit from damage-reduction buffs, and bots have the same ram-damage rate limit as players
[Balance] Engine damage, fires and engine buffs now affect ships and some aircraft, and firepower buffs apply to aircraft weapons. Stacked penalties can no longer give negative reload times
[Balance] Repair kits are only used when a repair starts and recharge one after another until full (two kits used within a minute used to bring back only one). Getting the same resupply again refreshes its timer instead of stacking
[Crew] Crew friendship now grows with your full survival time, one point for every 5 minutes alive
[Social] The share tab has a new Send APK button that hands the game's installer to the system share sheet, so a friend nearby can install it directly
[Social] The Join button in the friends list now appears and disappears as soon as a friend enters or leaves a room, and online status refreshes every 30 seconds while the list is open
[Update] In-game updates download the package in parallel across several mirrors, faster, and switch to another address when one is unreachable
[Performance] Battle HUD pools are released after each battle instead of piling up over many matches. X-ray and replay modules are drawn directly and use less memory
[Mods] The VFX pack list in settings names the mod each pack comes from, packs built from a copied official or third-party identifier no longer merge with the original, and "Default" always means the official packs
[Fix] Nothing respawns once a battle is over or you leave it midway. Bots no longer come back and keep fighting behind the summary screen, and capture-zone, war-zone and similar modes no longer reopen the pick panel or deploy bar for a destroyed vehicle
[Fix] Each life's battle result is settled exactly once, so taking over a vehicle or using free look no longer settles it early, twice or not at all
[Fix] Aircraft are credited with kills even when the victim's network data is missing
[Fix] A player's aircraft handed over to a bot now flies normally
[Fix] In Blitz and War Zone, bots matched against top-rank players no longer fall outside the valid rank range
[Fix] Custom maps that are too large are rejected before upload instead of after the lobby refuses them
[Fix] When one vehicle light is missing its model, the other lights still work
[Fix] Friend requests and search results no longer show a stray online source label
[Fix] Damage numbers no longer show as 1,5k in languages that use a decimal comma
[Fix] Expired buffs no longer leave icons behind online. The equipment card stat formerly called Damage Block now reads Damage Taken, and drawbacks are marked
[Fix] Touch tank fire buttons could stop working for good. Also fixed the scoreboard not updating while open, chat turning green after a tactical callout, and hiding the score bar also hiding the info feed
[Fix] Fixed several cases where the pick panel, the crew, ammo or weapon panels, the battle HUD or a loading screen stayed over the garage after leaving a battle
[Fix] The decal move, rotate and scale handles in the garage are visible again. Spaced and reactive armour have their own colours again in the armour view, and the workshop transparency slider works again
[Fix] Switching between the gunner sight and the commander's binoculars no longer leaves the previous view's overlay on screen, and the touch fire buttons come back after leaving binoculars that cannot lay the gun
[Fix] Switching the main gun re-checks thermal vision for the new gun's sight. Smoke, reload and repair kit readouts no longer show stale values
[Fix] Starting a battle while the garage vehicle is still loading no longer brings the garage vehicle and panel up over the battle
[Infantry] First-person view, swimming and new weapon animations, four new soldier characters, and damage by body part
[Infantry] A three-tab weapon bench in the garage. Weapon presets are shared between the garage and the deploy screen, with soldier and weapon stats and armor analysis
[Infantry] Aim through reflex and full-screen optics, in first or third person
[Infantry] Infantry bot AI with three bot difficulties (Easy, Normal, Hard), and infantry forces in Blitz and War Zone
[Modes] War Zone is now playable online. Every player deploys vehicles with their own SP, and vehicle SP prices are reworked
[Multiplayer] Free-For-All rooms, a choice of which arms the bots field, and per-team vehicle lists in custom rooms
[Multiplayer] Infantry is synced online and shots follow the aim point. Remote aircraft no longer jump back and forth, and vehicle switches and the host's weather reach everyone
[Multiplayer] Late joiners see everyone's kills and damage, and the scoreboard opens player profiles and friend requests
[Squad] Friends can form a squad. When the leader joins a room, the whole squad follows onto the same team, and joining a passworded room asks for the password
[Squad] A draggable squad chat window, squad invitations during battle, one tap to follow the leader back in the garage, and squad mates hear each other's callouts and see each other's markers
[Social] Player profiles: avatar, title, motto and flag sync with your account, and friends and clan members can view each other's profiles and add friends
[Social] The friend list pages through all your friends. Friends can send hearts and, once close enough, bond as Couple, Buddies, Besties or Comrades. Share the game from the social panel
[Store] Buy vehicles, mod packs and War Bonds right in the garage, plus Armory supplies and daily supply tasks
[Battle] The battle HUD is rebuilt around new control icons, with redrawn ammo icons and a separate cooldown ring
[Anti-air] The tank click lock is replaced by an automatic lead marker for aircraft, shown on any aircraft in line of sight within 5 km
[Anti-air] By default only anti-air vehicles auto-aim at aircraft (switch to all or ground-only targets in Settings), and anti-air bots go for aircraft first
[Bots] Bots steer around steep slopes, stuck spots and islands, and drive more like real players
[Visuals] A new sea with warship wakes, bow waves and spray, and tanks throw up splashes when they wade
[Visuals] More convincing weather: rain lands on your tank, snow settles on terrain, buildings and trees, the sky has wind and rain sounds, and overcast nights are darker
[Visuals] Smoke screens must be thrown out before they spread, dischargers and bursting grenades are audible, exhaust follows engine RPM, and particles take their light from the sky
[Maps] Map packs support GPU grass, occlusion culling and far-distance batching
[Downloads] Mod packs download in pieces over several routes, up to four packs at once, with a warning when you pick a pack that is mid-update
[Updates] In-game updates now download from the WindyVerse App Store
[Performance] Staggered component updates, crew and soldiers nobody can see are no longer drawn, and weather costs less on phones
[UI] Room creation fits on one screen, offline battle setup uses a compact three-column layout, and lists no longer bounce when they are not full
[Login] An offline login button on the QR code tab
[Fixes] A second battle in a row is no longer refused because the login expired
[Fixes] Rain, snow and cloud shadows from the last map no longer carry over into the next battle
[Fixes] A mode that fails to start leaves loading at once instead of hanging, and roguelike waves keep going when a choice fails to open