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Total Tank Simulator similar games & best alternatives

Total Tank Simulator

PC (Microsoft Windows) • 2020

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Quick resume

Commander in the ranks. Soldier at heart. Choose a faction and deploy and command your army into massive physics-driven WWII battles to the last man standing. Destroy everything on sight with an insane amount of units that will behave tactically.

Global score

79/100

Genres

Action, Indie, Simulator, Strategy

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    Pros

    • Large variety of units and nations
    • Unique blend of rts and fps control
    • Sandbox mode with creative freedom
    • Engaging campaign with progression
    • Good value for price

    Cons

    • Performance and optimization issues
    • Bugs and crashes reported
    • Limited ai and unit orders
    • Lack of multiplayer or cooperative modes
    • Some balance and unit design flaws

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players can freely choose and customize armies, attach weapons to units, and control individual units in battles."

      Capsule for Beast Battle Simulator Beast Battle Simulator

      "Players can freely choose units, direct their own actions in sandbox and campaign, and even take direct control of individual units during battle."

    • Competence

      Game with the same Competence vibe

      3

      "Players engage in skillful combat and tactical management with feedback, though some bugs and AI issues reduce challenge."

      Capsule for Bot Wars Bot Wars

      "Players engage in tactical challenges, unit management, and skillful control of tanks, infantry, and planes with feedback from battle outcomes."

    • Competition

      Game with the same Competition vibe

      1

      "Includes a Battle Mode for direct competition, but main gameplay focuses on cooperation rather than ranking."

      Capsule for PICO PARK PICO PARK

      "Game focuses mostly on player vs AI campaigns and sandbox battles; some indirect competition via shadow mode but no multiplayer or ranked modes."

    • Continuation

      Game with the same Continuation vibe

      3

      "Many players report long play sessions, replaying campaign and sandbox modes, and engagement with ongoing updates and modding."

      Capsule for Hellsplit: Arena Hellsplit: Arena

      "Players report long play sessions, habitual sandbox use, and campaign progression, though some frustration with bugs and crashes may limit continuation."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Gameplay centers on individual play with party members controlled by the player but no multiplayer or cooperative modes."

      Capsule for HEARTBEAT HEARTBEAT

      "Gameplay centers on individual player control and AI teammates; no multiplayer or cooperative modes mentioned."

    • Creativity

      Game with the same Creativity vibe

      4

      "High creativity in customizing units with weapons, creating battles, and sandbox experimentation."

      Capsule for Beast Battle Simulator Beast Battle Simulator

      "Sandbox mode and unit customization/modding allow creative battle setups and experimentation with diverse units and scenarios."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are mostly AI-driven with no evidence of player dominance over others or toxic social behavior."

      Capsule for Master of Command Master of Command

      "Interactions are mostly balanced AI engagements; no evidence of player domination or toxic social behaviors."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a fun distraction and stress relief, immersing in imaginative battles and sandbox play."

      Capsule for Ancient Warfare 3 Ancient Warfare 3

      "Players use the game as a fun distraction with imaginative battles and sandbox play, escaping real life stresses."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, with no indication of obligation or external pressure."

      Capsule for Prison Architect Prison Architect

      "Players engage voluntarily out of interest and enjoyment, with no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players frequently try new weapons, tactics, and creative sandbox setups."

      Capsule for HARD BULLET HARD BULLET

      "Players try new unit combinations, tactics, and sandbox scenarios, exploring game mechanics and modding capabilities."

    • Exploration

      Game with the same Exploration vibe

      1

      "Players explore different maps and environments, though maps are limited and relatively small."

      Capsule for 死寂(Deathly Stillness) 死寂(Deathly Stillness)

      "Players explore various maps and campaigns, though maps are somewhat repetitive and limited in variety."

    • Expression

      Game with the same Expression vibe

      2

      "Some customization through item builds and stats, but limited avatar or environment personalization."

      Capsule for Ring of Pain Ring of Pain

      "Some customization via unit mods and scenario creation, but limited avatar or environment personalization."

    • Fantasy

      Game with the same Fantasy vibe

      2

      "The game features a stylized, somewhat fictional WW2 setting with exaggerated elements like bicycles and zombies."

      Capsule for Northend Tower Defense Northend Tower Defense

      "Game features stylized, cartoony WWII setting with some fictional units and exaggerated elements, blending realism and fantasy."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Minimal social interaction; no multiplayer or community features mentioned."

      Capsule for Coffee Caravan Coffee Caravan

      "Minimal social interaction; no multiplayer or community gameplay features reported."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop skills in building, resource management, and strategic defense; campaign progression supports learning."

      Capsule for Cataclismo Cataclismo

      "Campaign progression, research trees, and tactical learning provide opportunities for skill and knowledge development."

    • Health

      Game with the same Health vibe

      -5

      "No physical activity or health-related gameplay elements; typical sedentary gaming experience."

      Capsule for Bad North: Jotunn Edition Bad North: Jotunn Edition

      "No physical activity or health-related gameplay elements; typical sedentary gaming experience."

    • Idle

      Game with the same Idle vibe

      -3

      "Game requires focused attention on management and combat; not designed for passive or background play."

      Capsule for All Quiet in the Trenches All Quiet in the Trenches

      "Game requires active attention during battles and campaigns; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing; primarily solo play."

      Capsule for Parkan 2 Parkan 2

      "No evidence of close social relationships or emotional sharing; primarily solo play."

    • Leadership

      Game with the same Leadership vibe

      2

      "Players manage and direct armies and units, but no formal leadership roles or group management."

      Capsule for Beast Battle Simulator Beast Battle Simulator

      "Players act as commanders issuing limited pre-battle orders and managing units, but no complex leadership or group management."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate resources, unlock research, and upgrade units and skills throughout campaign."

      Capsule for Dungeons 4 Dungeons 4

      "Players unlock units, research technology, and accumulate upgrades through campaigns and gameplay."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Game offers casual, humorous experience with some tension in combat but generally balanced for flow."

      Capsule for Romancelvania Romancelvania

      "Game provides casual, fun gameplay with some tension from battles but generally balanced for enjoyable flow."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visual and auditory effects, explosions, and dynamic combat provide sensory stimulation and excitement."

      Capsule for Guns of Icarus Alliance Guns of Icarus Alliance

      "Visual explosions, sound effects, and dynamic battles provide sensory stimulation and excitement."

    • Status

      Game with the same Status vibe

      -4

      "No social recognition or ranking systems; achievements are personal and offline."

      Capsule for Neighbours from Hell Compilation Neighbours from Hell Compilation

      "No social recognition or ranking systems; achievements are mostly personal and offline."

    • Story

      Game with the same Story vibe

      2

      "Includes a campaign with story elements, but narrative depth is limited compared to gameplay focus."

      Capsule for Cards and Castles 2 Cards and Castles 2

      "Campaigns have narrative elements and historical context, but story depth is limited and secondary to gameplay."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players engage in strategic decisions about unit composition, resource management, and defense tactics, though limited by AI and control constraints."

      Capsule for Necrosmith Necrosmith

      "Players engage in tactical planning, unit composition, and battlefield positioning, though orders are limited and AI is basic."

    • Thrill

      Game with the same Thrill vibe

      2

      "Some suspense and excitement in battles, but overall gameplay is more casual and predictable."

      Capsule for Victory At Sea Victory At Sea

      "Some suspense and excitement from battles and unit control, but overall gameplay is casual and not highly tense."

    • Value

      Game with the same Value vibe

      4

      "Players feel the game offers good value for money given price and content, despite bugs."

      Capsule for Beat Da Beat Beat Da Beat

      "Players find good content and gameplay value for the price, though bugs and optimization issues detract somewhat."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and destruction are central gameplay elements with shooting, explosions, and battles."

      Capsule for Eximius: Seize the Frontline Eximius: Seize the Frontline

      "Combat and destruction are central gameplay elements, with explosions, tank battles, and infantry fighting."

    • Survival

      Game with the same Survival vibe

      2

      "Players manage threats and resource use in combat, though not a hardcore survival experience."

      Capsule for 近畿霊務局 - Kinki Spiritual Affairs Bureau 近畿霊務局 - Kinki Spiritual Affairs Bureau

      "Players manage unit survival and resource use in battles, though threats are predictable and low risk compared to hardcore survival games."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Competition. It leans lower than usual among comparable games on Intimacy, Exploration.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026