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Tinker Tanks

Tinker Tanks

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Lob paint shells over hills at a rival toy tank in a turn-by-turn shootout, tuning angle and power against the wind across 30 duels and six worlds.

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What is Tinker Tanks?

Tinker Tanks is a turn-by-turn shooting game where a lime toy tank and a rival trade lobbed shells across a hilly tabletop until one runs out of armor. You get 12 seconds to set an angle between 15° and 78° and a power between 25% and 100%, and wind of up to 2.2 bends every arc. Craters, springy pads and Sprout Orb mounds change the ground as the fight goes on, so the shot that worked two turns ago may now hit a new bump.

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How to play Tinker Tanks

Goal: Empty the rival tank's armor before the shared turn limit runs out, or finish with more of your own armor left.

  1. Read the wind arrow at the top: the number shows how hard it pushes and the arrow shows which way.
  2. Tilt the barrel and set the power with the sliders, the − / + buttons or a drag on the field.
  3. Pick a shell from the row under the controls; Paint Pod never runs out, specials have 2 uses.
  4. Press FIRE within 12 seconds, or the shell leaves on its own with whatever aim you have.
  5. Watch where it lands, adjust one value and try again on your next turn.

Controls

KeyAction
AD←→Tilt the barrel
WS↑↓Change power
SpaceEnterFire
1–7 · QChoose a shell · raise the shield
Drag on the field · FIRE buttonAim and fire by mouse or touch
EscPPause

Tips & tricks

  1. Note your angle and power after a near miss; next turn, nudge only the value that missed.
  2. Spring pads in Bounce Garden throw falling shells upward again, so aim past the pad, not at the rival.
  3. Cloud Pop splits at the top of its arc into three pellets of 12; it is best against a rival on flat ground.
  4. Magnet Mint bends toward the rival once it is within 12 units, which forgives a shot that is a little short.
  5. Soda Rocket launches 15% faster, so lower the power a notch compared with Paint Pod at the same angle.

Frequently asked questions

Why did my Tinker Tanks shot fire on its own?

Each turn has a 12-second clock, drawn as a ring around the FIRE button. When it reaches zero, the shell launches with your current angle, power and weapon, and a short Time's up message appears. You can switch the clock off in Settings with Turn Timer Off, and Practice never uses it.

What do the spring pads do in Tinker Tanks?

A spring pad catches a shell that is falling onto it and throws it back up, keeping most of its speed, once per shell. Pads appear in Bounce Garden and in later Starry Workshop levels. Use them to reach a rival tucked behind a tall ridge, or avoid them when a pad sits between you and an easy straight shot.

How strong is the boss tank in Tinker Tanks?

Every fifth level is a boss level where the workshop boss tank has the most armor in its world, ending at 145 in level 30. Boss levels also raise the rival's aiming tier: level 5 jumps to tier 2, level 20 to tier 4 and level 30 to the top tier 5, so their shots tighten faster. From level 23 several rivals, including the last two bosses, can also raise their own bubble shield.

What is soft ground in Tinker Tanks?

Soft ground is a patch in the middle of the field, shown in a paler soil colour, where shells dig wider and deeper craters. It appears in levels 7, 9, 18, 26 and 29. A few shots into that zone can lower a hill enough to open a flat line of fire, or sink the ground under a tank standing there.

How do I practise aiming in Tinker Tanks without losing a level?

Open Practice from the title screen. The target has 100 armor that refills when emptied, every shell is available with no ammo limit, and there is no clock or turn limit. Press New Ground to move through eight different hill shapes and wind strengths until long lobs and wind corrections feel natural.

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