Compare Tokyo Warfare Turbo prices across 50+ stores and find the best deal. Developed by Pablo Vidaurre Sanz. Published by Pablo Vidaurre Sanz. Released on 10/18/2019. Available on PC, Xbox. Genres: Action, Indie, Simulation.

Arcade tank chaos set in Japanese city streets, built by one developer and carried almost entirely by its core shooting feel. Worth knowing what you're buying before you click.

My first read on Tokyo Warfare Turbo was promising: one-dev passion project, arcadey tank combat, anime-soaked Japanese urban maps, WWII iron mixing with modern armor. That combination has no right to be boring. The reality lands somewhere between "genuinely fun in short bursts" and "held together with duct tape and goodwill." The core shooting loop has real charm when it clicks. Control sits at an arcade-sim midpoint that actually works better than it sounds, though "works" is doing some heavy lifting here. Early on and at launch, movement was consistently called out as slippery, with tanks feeling like they had a mind of their own, and the inability to fire while moving simultaneously was a legitimate problem. Post-launch patches have addressed chunks of this, and Steam players have warmed up considerably over time, with the game sitting at a positive reception on Steam after a rough start. The rank-based progression locks dozens of tanks behind grind time, mixing WWII-era vehicles, APCs, and AA units across six factions that can be mixed and matched freely, which is a nice touch for a game this small. The mode list covers Survival, Deathmatch, and Team Deathmatch offline, with online Deathmatch and Team Deathmatch added in a 2021 update. That multiplayer addition matters. At launch this was an AI-only grind, which reviewers rightly flagged as a problem for a game built around big-map tank battles. The online mode now runs on EU, US, and JP servers, but population is thin. The developer has been upfront about this: it is a one-person studio and the player base is small enough that your best bet for live matches is coordinating through the Discord rather than hitting quick join and hoping. Pickup items drop mid-match for health, fast reload, armor, and power weapons, and you can tune how arcade or sim-weighted the pace feels, which is a genuinely good design call. Visually it is rough in places. Basic textures, camera angles that fight you in dense urban maps, and an unpolished overall feel have been consistent criticisms across console versions especially. The option to flip between HD and Anime visual styles at any point, including mid-match, is one of the more fun toggle ideas in a game like this. Raytracing for rain reflections on urban maps is also present, which is an oddly ambitious spec for an indie of this scale. Gamepad input has historically felt like a port afterthought compared to keyboard and mouse, so PC players have a real advantage in feel. If you play on PC and own a decent mouse, that gap matters. This is a game that rewards knowing what it is. It is not a ranked competitive shooter with a healthy population ladder. It is a one-dev tank arcade with charm, rough edges, a surprising amount of configurability, and a solo/friends experience that works better than it has any right to. The Survival mode is the most coherent single-player hook. Multiplayer is there, but treat it as a bonus for when you have friends to drag in rather than a live-service replacement. Fred, Scout Team

Tokyo Warfare Turbo
ActionIndieSimulation

Tokyo Warfare Turbo

Oct 18, 2019Pablo Vidaurre Sanz
GamerScout Says

Arcade tank chaos set in Japanese city streets, built by one developer and carried almost entirely by its core shooting feel. Worth knowing what you're buying before you click.

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About Tokyo Warfare Turbo

My first read on Tokyo Warfare Turbo was promising: one-dev passion project, arcadey tank combat, anime-soaked Japanese urban maps, WWII iron mixing with modern armor. That combination has no right to be boring. The reality lands somewhere between "genuinely fun in short bursts" and "held together with duct tape and goodwill." The core shooting loop has real charm when it clicks. Control sits at an arcade-sim midpoint that actually works better than it sounds, though "works" is doing some heavy lifting here. Early on and at launch, movement was consistently called out as slippery, with tanks feeling like they had a mind of their own, and the inability to fire while moving simultaneously was a legitimate problem. Post-launch patches have addressed chunks of this, and Steam players have warmed up considerably over time, with the game sitting at a positive reception on Steam after a rough start. The rank-based progression locks dozens of tanks behind grind time, mixing WWII-era vehicles, APCs, and AA units across six factions that can be mixed and matched freely, which is a nice touch for a game this small. The mode list covers Survival, Deathmatch, and Team Deathmatch offline, with online Deathmatch and Team Deathmatch added in a 2021 update. That multiplayer addition matters. At launch this was an AI-only grind, which reviewers rightly flagged as a problem for a game built around big-map tank battles. The online mode now runs on EU, US, and JP servers, but population is thin. The developer has been upfront about this: it is a one-person studio and the player base is small enough that your best bet for live matches is coordinating through the Discord rather than hitting quick join and hoping. Pickup items drop mid-match for health, fast reload, armor, and power weapons, and you can tune how arcade or sim-weighted the pace feels, which is a genuinely good design call. Visually it is rough in places. Basic textures, camera angles that fight you in dense urban maps, and an unpolished overall feel have been consistent criticisms across console versions especially. The option to flip between HD and Anime visual styles at any point, including mid-match, is one of the more fun toggle ideas in a game like this. Raytracing for rain reflections on urban maps is also present, which is an oddly ambitious spec for an indie of this scale. Gamepad input has historically felt like a port afterthought compared to keyboard and mouse, so PC players have a real advantage in feel. If you play on PC and own a decent mouse, that gap matters. This is a game that rewards knowing what it is. It is not a ranked competitive shooter with a healthy population ladder. It is a one-dev tank arcade with charm, rough edges, a surprising amount of configurability, and a solo/friends experience that works better than it has any right to. The Survival mode is the most coherent single-player hook. Multiplayer is there, but treat it as a bonus for when you have friends to drag in rather than a live-service replacement. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscontroller-supporttier:indieArcade Tank CombatRank Unlock ProgressionAnime Visual ToggleMixed-Era VehiclesAI DeathmatchConfigurable Game PacePickup Power-upsSmall-Population Multiplayer

System Requirements

Minimum

OS
10
Memory
4 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
GTX 800 series
Processor
i5 3470

Reviews & Ratings

No ratings available

Game Info

Developer
Pablo Vidaurre Sanz
Publisher
Pablo Vidaurre Sanz
Release Date
Oct 18, 2019

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