Compare Treadnauts prices across 50+ stores and find the best deal. Developed by Topstitch Games. Published by Topstitch Games. Released on 8/17/2018. Available on PC, Mac. Genres: Action, Casual, Indie.

Wall-climbing, rocket-jumping tank brawls with genuine movement depth - but only worth loading up if you have warm bodies to play against.

My first instinct with Treadnauts was to compare it to every other couch-brawler collecting dust in someone's library, and I was wrong to do that. The movement system here has real teeth. Your tank sticks to walls and ceilings, double-jumps, slides on zero-friction surfaces, and crucially, fires a shell that generates recoil - meaning you can rocket-jump your way across the arena by aiming at the ground mid-air and letting one loose. That single mechanic reshapes how you think about positioning in every match. Reviewers have drawn comparisons to Rocket League in terms of the skill ceiling, and that holds up: the gap between a player who just drives and shoots and one who chains wall-rides into aerial pivots into a squash kill is enormous. The shooting itself asks more from you than a typical party game. You hold the fire button to extend a trajectory line from your turret, then release to fire - but the line drifts upward as you hold it, so timing and movement state both matter. Firing while inverted, mid-jump, while already sliding down an ice surface is genuinely hard to master and genuinely satisfying when it clicks. The maps span four distinct zones with environmental hazards - wrecking balls dropping from ceilings, electrified orbs, destructible terrain, levitating platforms that respond to tank weight - and the modifier system lets you stack rule changes on top of all of it. Zero gravity, bouncy bullets, invisibility, air strikes, laser guns, homing shells, jetpacks: the sandbox for custom chaos is legitimately deep. Game modes cover Survivor (last tank standing), Team Attack (paired duos), and Treadhunter (kill-score race), and a progression system gates new maps, characters, and modifiers behind play time rather than dumping everything upfront. Here is the honest problem, and it is a structural one: Treadnauts has a very hard dependency on other humans. The bots exist and have three difficulty settings, but the community consensus and my own experience say they flatten the game into something dull within twenty minutes. The solo Target Test mode - where you clear maps of breakable targets as fast as possible for bronze, silver, or gold medals - is sharp enough as a mechanical warm-up, but gold times are brutally tight and there is no progression beyond the medal itself. Online PvP is listed as a feature with cross-platform support, which is the saving grace for anyone without a local group, but the player base for a 2018 indie brawler in 2025 is not going to be deep. Steam shows a Very Positive rating across a small review pool, which tells you the people who found their crew love it, not that there are thousands of active sessions to join. For a shooter-first player, Treadnauts sits in an interesting place. The time-to-kill is fast, the physics interactions make every engagement feel different, and the modifier combinations can turn a standard deathmatch into something completely unpredictable. What it lacks is any ranked ladder, meaningful netcode transparency, or a populated online scene. If you have three friends who will actually sit down with you - local or organized online sessions - the skill expression here will keep you busy far longer than the price suggests. If you are solo or relying on matchmaking to fill lobbies, the ceiling drops fast. Fred, Scout Team

Treadnauts
ActionCasualIndie

Treadnauts

Aug 17, 2018Topstitch Games
GamerScout Says

Wall-climbing, rocket-jumping tank brawls with genuine movement depth - but only worth loading up if you have warm bodies to play against.

PCMac
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Screenshots & Media

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About Treadnauts

My first instinct with Treadnauts was to compare it to every other couch-brawler collecting dust in someone's library, and I was wrong to do that. The movement system here has real teeth. Your tank sticks to walls and ceilings, double-jumps, slides on zero-friction surfaces, and crucially, fires a shell that generates recoil - meaning you can rocket-jump your way across the arena by aiming at the ground mid-air and letting one loose. That single mechanic reshapes how you think about positioning in every match. Reviewers have drawn comparisons to Rocket League in terms of the skill ceiling, and that holds up: the gap between a player who just drives and shoots and one who chains wall-rides into aerial pivots into a squash kill is enormous. The shooting itself asks more from you than a typical party game. You hold the fire button to extend a trajectory line from your turret, then release to fire - but the line drifts upward as you hold it, so timing and movement state both matter. Firing while inverted, mid-jump, while already sliding down an ice surface is genuinely hard to master and genuinely satisfying when it clicks. The maps span four distinct zones with environmental hazards - wrecking balls dropping from ceilings, electrified orbs, destructible terrain, levitating platforms that respond to tank weight - and the modifier system lets you stack rule changes on top of all of it. Zero gravity, bouncy bullets, invisibility, air strikes, laser guns, homing shells, jetpacks: the sandbox for custom chaos is legitimately deep. Game modes cover Survivor (last tank standing), Team Attack (paired duos), and Treadhunter (kill-score race), and a progression system gates new maps, characters, and modifiers behind play time rather than dumping everything upfront. Here is the honest problem, and it is a structural one: Treadnauts has a very hard dependency on other humans. The bots exist and have three difficulty settings, but the community consensus and my own experience say they flatten the game into something dull within twenty minutes. The solo Target Test mode - where you clear maps of breakable targets as fast as possible for bronze, silver, or gold medals - is sharp enough as a mechanical warm-up, but gold times are brutally tight and there is no progression beyond the medal itself. Online PvP is listed as a feature with cross-platform support, which is the saving grace for anyone without a local group, but the player base for a 2018 indie brawler in 2025 is not going to be deep. Steam shows a Very Positive rating across a small review pool, which tells you the people who found their crew love it, not that there are thousands of active sessions to join. For a shooter-first player, Treadnauts sits in an interesting place. The time-to-kill is fast, the physics interactions make every engagement feel different, and the modifier combinations can turn a standard deathmatch into something completely unpredictable. What it lacks is any ranked ladder, meaningful netcode transparency, or a populated online scene. If you have three friends who will actually sit down with you - local or organized online sessions - the skill expression here will keep you busy far longer than the price suggests. If you are solo or relying on matchmaking to fill lobbies, the ceiling drops fast. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcross-platformachievementscontroller-supportcloud-savestier:sub-5Physics CombatRocket JumpWall-RidingCouch BrawlerModifier SystemHigh Skill CeilingDestructible Terrain4-Player Arena

System Requirements

Minimum

OS
Windows Vista
Memory
3 GB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
512MB VRAM or greater
Processor
Core 2 Duo
Additional Notes
x64-bit architectures required

Reviews & Ratings

No ratings available

Game Info

Developer
Topstitch Games
Publisher
Topstitch Games
Release Date
Aug 17, 2018

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