The developer of "Tanks Online" is looking for a publisher or investor. The goal is to scale the multiplayer version of the iconic Battle City
As always on Wednesdays, we publish material in the column "Investor/Publisher Wanted." A reminder: this column is dedicated to projects seeking investments, publishers, or assistance in promotion. The hero of today's publication is "Tanky Online," a modern interpretation of the NES classic Battle City (also known as Tank 1990).
If you're an indie developer, ready to talk about your project and also looking for investments, a publisher, or someone to join your team, be sure to write to us on our Telegram column — https://t.me/overwordly.
The game was introduced by solo developer Vladimir Zalybin.
Vladimir Zalybin
About the Team
The project has been developed by a single developer since March 2025.
The development is carried out entirely independently. Based in Russia. It is currently ongoing actively.
The goal of the development is to create an accessible and exciting multiplayer game.
There are no previous projects; this is the developer's first commercial project.
About the Project
"Tanky Online" is a browser-based multiplayer real-time combat game with elements of strategy and action.
Technology Stack
- Backend: Node.js, Express.js, Socket.IO for real-time synchronization.
- Frontend: JavaScript (vanilla), Canvas API for graphics.
- Database: PostgreSQL.
- Optimization: msgpack for network data compression, spatial grid indexing, texture caching.
- Microservice architecture: modular system (donationManager, chatModeration, spotting-system).
- Development Status: Pre-production.
Gameplay/Mechanics
- Team and solo modes: 1v1, 2v2, 5v5, Free-for-All (FFA), base capture mode.
- Variety of vehicles: regular tank, artillery (long-range projectiles with area damage), APC (fast light transport).
- Dynamic gameplay: positional play, use of cover (bushes, bunkers, water slows movement), destructible environment.
- Enemy spotting system: spotting mechanics — enemies become visible to allies once detected.
- Progression and personalization: equipment system (enhancing armor, ammo, fire rate, speed), donation system with vehicle unlocks.
- Social elements: rating leaderboard system, chat, kill/accuracy statistics system.
Key Features
- Browser accessibility (no installation required).
- Low internet requirements (optimized network interaction).
- Mobile platform support.
- Asynchronous state updates with interpolation for smooth gameplay.
Target Audience
The target audience is casual and mid-core players aged 16-35 looking for dynamic multiplayer sessions in a browser.
The project is aimed at players who value:
- quick game access (browser-based platform);
- team mechanics and social interaction;
- tactical depth with an easy entry;
- retro/casual style (classic "tank" genre).
Business Model
Free-to-play with a focus on gradual monetization.
Monetization Tools
- Donation shop (https://tan4iki.online/shop):
- vehicle unlocks: Artillery ($15), APC ($10);
- periodic bonuses: armor, ammo, reload speed, movement speed, camouflage ($1-$15 per 7-30 day period);
- bundled packages ($4-$35 for 7-30 days).
- Advertising system on maps (https://tan4iki.online/adv):
- integrated banners on game maps (billboards and block banners);
- prices for advertisers (7 days — from $55-$77, 30 days — from $185-$260);
- with 3-5 active advertisers, the game could generate around $3,000-$12,000 monthly.
- Merch store (https://tan4iki.online/merch/):
- physical and digital merchandise.
Metrics
Projected game indicators at 1,000 MAU:
- DAU (Daily Active Users) — 200-350 (20-35% of MAU);
- MAU (Monthly Active Users) — 1,000 (target figure);
- Retention (7-day) — 30-40% (typical for casual browser games);
- Retention (30-day) — 10-15%;
- Conversion (paying users) — 10-15% (optimistic scenario);
- ARPPU among payers — $750-$1,200 per month;
- ARPU (for all users) — $1-$1.5 per month;
- Average payer check — $5-$12;
- Average Session Length — 15-30 minutes;
- Average LTV of paying players — $50-$150 in the first year;
- CPI (if campaigns are present) — $0.5-$2.
Who I'm Looking For
A publisher/investor to launch and scale the project. Key tasks include entering the international market.
Specific Expectations
- Investments from 1 million rubles.
- Marketing and PR — expanding the audience through:
- gaming portals and aggregators;
- social media and YouTube channels (through streamers);
- cross-promotion with similar browser games;
- targeted advertising in social networks and media.
Contacts
- Form on the site: https://tan4iki.online/support
- Email: l2bold@mail.ru
- Telegram: @draviton

