TankRat makes the enemy you just killed into your next loadout
4 min read
Most loot games drop a weapon next to the body. TankRat makes you take the body apart — the guns, the plating, the tech — and bolt it onto yourself before the next trip out.
Two machines, and a loadout you tore off something
You play Whitaker, a Sleepwalker: a digitised consciousness projected into a Needle, a hardened drone built to survive a place called the Event Containment Area. The Needle is quick, thin and expendable. The tanks left rusting across the Dead Zone are none of those things — armoured relics of a war that turned the world’s most ambitious city into slag — and you can climb into one and take it over. The move the whole game is built around is switching between the two without a loading screen between them.
What you do with your hands is hunt, dismantle and graft. You blast through swarms of corrupted drones and mech-monsters in fast, heavy vehicular combat, then go through what is left of them: weapons, armour, tech. Those parts do not turn into currency or a number on a sheet. They go onto your rig, which means the thing that was shooting at you five minutes ago is now the reason you can shoot back harder.
That is the part worth stopping on. In most scavenging games loot is a different category of object from the player — it drops, you carry it, a menu absorbs it. Here you are a machine wearing other machines, so the enemy roster doubles as a parts catalogue you can read while you fight. Getting hurt by something unfamiliar is not just a threat, it is a shopping list.
The named threats are the TankRats themselves: wandering remnants of Sleepwalkers who never made it back, twisted by the Shroud, a radioactive storm that warps time, memory and reality. They are metal titans built to be picked apart rather than out-damaged, and the game is explicit that you win by finding and exploiting weaknesses. Each one is a locked route and a parts bin at the same time.
Around all of that sits the trip structure. You go out, you take what you can carry, you come back to rebuild and respec, and you leave again as a slightly different machine than the one that went in. The destination is Highpoint, a fabled city in the sky, and the pitch is honest about the fact that you do not know why you want it — only that the truth about the Shroud is up there and you may not like it.
Why the swap and the salvage have to agree
How to combine video game genres argues that a mash-up works when each genre has a job to do and both point at the same focus. TankRat is running two of them at once: an agile drone game and an armoured vehicle game, sharing one battlefield. The failure mode is easy to name — if the tank is simply the stronger option, the Needle becomes the walk between fights, and half the game turns into travel. The swap only earns its place if there are moments where being small and fast is the correct answer with a tank sitting right there.
Roguelikes, persistency and progression is about the question every rebuild-between-runs game has to answer: what survives your death, and does it make the next attempt easier or just different? Rebuilding and respeccing after each trip is a persistency decision, and it cuts both ways. Carry too much forward and the wasteland stops being dangerous by hour six. Carry too little and dismantling a titan for its plating stops feeling like it mattered.
How Cuphead’s bosses (try to) kill you is the tension underneath the TankRat fights. Cuphead’s bosses exist to be learned — spot the tell, know the rule, survive one layer further than last time — and that is knowledge progression, not gear progression. A game with a parts economy has a second lever available, which is letting the player come back with enough armour to ignore the lesson. Which of those two solves a TankRat decides whether the Dead Zone is teaching you anything or just selling you a bigger gun.
What you actually get
TankRat is by [Alpha Channel Inc.](https://www.tankrat.com/), published by Kepler Interactive, coming to Windows, and filed under Action and Adventure. It is single-player, with Steam achievements, Steam Cloud and full controller support including DualShock and DualSense.
Single-player is the right call for what this is. A parts economy where every kill can change your loadout needs the pacing to stay under one person’s control — the going-out, the deciding, the coming back — and that is much harder to hold together with a lobby attached. It also means the difficulty can be tuned against a build the game can actually see, rather than against whatever four people brought.
If the loop is the appeal, Mad King Redemption is the closest thing on this list: a brawler, a genre that traditionally ends when you run out of quarters, given a layer underneath that keeps the run and hands the next one better tools. TankRat is doing the same graft to vehicular action, and it has the more literal version of it — the better tools are the ones you unbolted from something you killed.
Keep reading
- How To Combine Video Game Genres
- Roguelikes, Persistency, and Progression
- How Cuphead's Bosses (Try to) Kill You
- Mad King Redemption
One game at a time, with the mechanic that makes it interesting.
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