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Mk50TWL Vehicle Battler Custom Slider

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Mk50TWL Vehicle Battler Custom Slider screenshot 1
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Mk50TWL Vehicle Battler Custom Slider

TimberWoodLumber Games · Published by TimberWoodLumber Games

Content notice: Robots and vehicles are exploding. Units are using weapons.

4 user reviews — 100% positive (4 reviews)

Last updated 28 Sept 2026

Modern / sci-fi strategy in (rough) terrain, space, sea. Vehicle designer with custom weapons and custom chassis sizes. Some realism-inspired mechanics and complex rules including vision, sensors, destroyable components. Turn-based campaign about battles, survival, lite 4x and resource management.

Early AccessDJCTQ 14

£4.29

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £4.29 · Highest: £4.2910 Oct 2026

Strategy, Early Access · 2025 · More under £5 games

Craft unique vehicles with custom weapons and chassis sizes in Mk50TWL Vehicle Battler Custom Slider. Navigate rough terrain and space, managing resources while surviving intense battles.

About this game

ABOUT:

Take control over a faction, develop unit roster and new prototypes, engage in missions, manage resources and laws and survive in politically fragmented sci-fi galaxy full of roaming raiders, colonize, conquer and develop planets.

Real time tactics -  without base building or units "spawning" during battles.  Single-player, indie.

Focus is on larger-scale (up to 100 units per side) modern to sci-fi battles with semi-procedural 3d terrain and adjustable time, up to 3x in combat and 9x out of combat. 

FEATURES:

Component based vehicle customization and destroyable components

Playable with pre-designed faction units or using custom component based vehicle designer where dragging slider can increase / decrease vehicle size, component size, internal space available.

Unit designer is about selecting a propulsion type (tracks, wheels, rotor, spaceship, building, ...) and then adding components to it that define what the unit is.

Internal components like engines or fuel tanks are not visible and fill up the internal space. They are destroyed when vehicle hitpoints deplete.

External components that cannot be directly covered by armor including fragile radars or wheels or wings. These can be destroyed when physically hit presenting weakspots and making fragmentation and flak ammo useful vs. high armor units.

Weapons and missile customization includes various guidance types and ammo types.

 This gif. is at speed x10:

 

 

Vision based warfare

2 layers of detection - visual and sensor, most ECM is useless vs visual. Vision is 3d blocked by terrain or debris.

Seeing enemies before they see you is important.

Using EW or sci-fi cloaking fields. Idling in bushes or trees.

When an unit fires its weapons their VisibleAt% and signature is raised increasing the distance that it can be detected.

Units have dynamic radar and emi-heat signatures governing the detection range of enemy sensors.

 

 

 

Realism inspired battle balancing mixed with "more traditional RTS"

Vision, accuracy, target size, terrain, weather or electronic warfare can be important in addition to damage and hit points. Large vs small units & weapons is a cost-efficiency design choice. Larger units may have larger signatures with larger hitbox. Larger weapons have less damage per second per volume dedicated to weapon as their smaller counterparts while costing more ammo or power to fire. Armor is more likely to block smaller weapons because they tend to be lower damage per shot. Different front/side/rear/top armor values for hull and blocks/turrets.

  

 

AI behaviours for player

Player units can automatically retreat at low hp or ammo, attempt to scout, seek battle, keep range and/or rotation to target.

 

 

 

Non cheating battle enemy AI

AI has exactly the same vision rules as player during battle. It knows player approximate start position the same way as player knows Possible Enemy Location markers.

 

 

Campaign focused on survival or 4x

 

Turn-based campaign with very fast turns. (1 day or 5 days at once)

There is no win condition.

The single defeat condition is loss of home planet.

A typical campaign is about holding stability on owned planets while building up vehicle roster and engaging in battles via. missions. Money can be used to purchase nearly everything. But for more effective faction a management of minerals, materials, tactical ops. and similar is required.

Technology is divided into 5 tiers where single technology unlocks multiple components. 

Tier 1 is pre missile age, tier 2 is current era and tier 3 is sci-fi with bubble shields.

Campaign can be customized to not feature faction vs. faction wars or raids or to feature only space, ocean or land battles and relevant vehicle designs.

 Multiple objectives for battles: destroy, escort, extract, search.

 

 

Basic Logistics

No advanced logistics management is needed but it can be feasible.

In most battles, making sure that the design has enough fuel/power to reach

enemies while having ammo for a few minutes is enough.

Most units need power, fuel, ammoM (0-99mm), ammoX (100-199mm), ammoXL (200+ mm). And there is possibility of supply depots.

But as the battle drags on, situations such as artillery running out of ammo or radar planes turning off their active radars because running out of power can happen.

 

 

 

Right click order modifiers

E.g. R click with Q is rotate instead of move. R is reverse. Ctrl is attack move. Alt to lower aircraft flight altitude or submarine surfacing. These combinations can be used together.

 

 

WORTH MENTION:

NOT a voxel vehicle builder game

Designer allows up to around 50 resizeable "blocks" with custom front/side/... armor to be attached but this is not the focus of this game.

These "blocks" are addition to hull of the design.

Pathfinding

Terrain is semi-procedural and its up to the player to determine whether their land units should attempt to climb that hill or not. But beware as flipped vehicles can sometimes get stuck for the rest of battle, auto unflip feature may work for units not in combat. 

Pathfinding around bodies of water is not yet properly implemented.

Simple physics

Not a physics simulator game. Physics are approximated, simple and designed for maximum performance. Units can flip from overpowered gun recoil and helicopters can crash when landing at sloped surfaces.

Demo

Demo may be an older version and also ends the campaign after some time. Please consider playing the demo before purchasing.

In-game music

Author: Rafael Krux (cinematicwaves)

Music Licence: CC BY 4.0 - free but requires credits for the author. Full credits in game on main menu version click.

No FPV kamikaze drones

Realism setting is mixed with "traditional rts", these drones could easily break balance as imo irl they are counter to vehicles and this game is about vehicles.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows® 8 (64-bit)
  • Processor: 2.5 GHz - 2 Cores (64-bit)
  • Memory: 8 GB RAM
  • Graphics: 2 GB
  • DirectX: Version 11
  • Storage: 4 GB available space
  • Additional Notes: SSD highly recommended

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 (64-bit)
  • Processor: 3.4 GHz - 2 Cores (64-bit)
  • Memory: 16 GB RAM
  • Graphics: 3 GB
  • DirectX: Version 12
  • Storage: 4 GB available space
  • Additional Notes: SSD highly recommended

Supported Languages

English

Latest news

  • Patch NotesOfficial

    0.8.4.6

    Fix VLS missiles shooting straight in large salvoes. Fix component rotation mode slow/fast/sweep placed on front/back sides. Fix typos.
    Read full article on Community Announcements (RdFrex)
  • Patch NotesOfficial

    0.8.4.5

    Camera: Rotation center follows terrain altitude option == changed with click on uppermost eye or swords during combat and camera transitions with this option enabled to smooth fall to terrain instead of instant swap. Minor change to mouse wheel zoom logic, maximum zoom and scroll distances in options. Misc. Balance: Vehicles: removed soft-hard capped speed limit of 1000 km/h and increased acceleration beyond 250 km/h. Now T4 aircraft can go 1200 km/h frequently. Reduced downhill speed for land vehicles. Lowered missile rotation speed by approx. 10%. Increased sensitivity to mountains in long distance pathfinding.
    Read full article on Community Announcements (RdFrex)
  • Patch NotesOfficial

    0.8.4.4

    New: Training: Non-elite units gain 1 exp. (25%) chance per day. Misc. Changes: Wheels propulsion type drive efficiency + 5% (slightly faster in comparison to tracks). Added designs: Refuel Truck A, Flashpoint A15. Adjust shadows transparency. Campaign: Adjust of campaign starting rosters. Campaign first year mission max tech. cap to player starting tech. per mission chance 50% to 70%. (chance not counting high tech factions) Campaign long raid/threat chance 15% to 20% but max. duration reduced from 50,75 to 25,75 days rng. roll. Lowered campaign base repair rate and repair hub rate. Fixes: Typos. Campaign starting option roster money only. Visual direction of threat indicator campaign. Hover tooltip diplomacy ask aid.
    Read full article on Community Announcements (RdFrex)
  • Patch NotesOfficial

    0.8.4.3 fix

    fix for projectile trajectory ballistic arc + ricochet (AP-Kinetic ammo) changed projectiles vs. air targets overshooting falloff trajectories and on water hit trajectories
    Read full article on Community Announcements (RdFrex)
  • Patch NotesOfficial

    0.8.4.2

    Misc.:Rewritten ballistic arcs for projectiles. Increased pixels in 3d overlay texts UIs. Minor vehicle designer UI adjust - stats reorder. Added marker for spawned test enemy in designer.Tutorial shift + click to previous step.Faction designs: Added MBT 237, reworked MBT 439. Misc. balance:Out of combat malfunction component percentage chance reduction 4.5% to 3%. Weapon technology level power / ordnance consumption reduced from 110% to 105% per tech. level.Increased inaccuracy of inertial / point guided missile seekers. -> To allow area saturation weapons.Adjust to muzzle velocity of grenade launcher. Voidwarp shields duration increased. Fixes:Wrong base inaccuracy over range description in weapon designer.Designer new turret / block spawned with current armor tech. level.Multibarrel inaccuracy + nanochem status effect calculation and other status effects.Salvo + single use missile racks graphics.Pathfinding + reverse automated behaviours. Designer spawn enemy test land vehicle in water.
    Read full article on Community Announcements (RdFrex)

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