Guides

Tyr Guides Hub

Vision, armor, Energy, maps, and the first-hour checklist in one place.

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Full Tank Combat Guides Hub

This hub is the map of every Tyr tutorial on the wiki. Tyr punishes the first player who sprints into open ground and fires an unsilenced shell. The game is an 8v8 tank shooter from Stoke Games with one life, a ten-minute clock, and an asymmetric vision system: you only see hulls that sit in line of sight and inside your 400 m spotting circle. Start with how to play if you have not finished a match yet, then lock controls so hover strafe and armor preview are not surprises.

What to read first

New pilots should not open the tier list before they understand why a gray reticle means a bounce. The official quickstart video in the middle of this page covers armor colors, vision circles, gun depression, abilities, and win conditions. After that, the order that actually reduces deaths is:

  1. How to play Tyr — lives, capture, overtime, squads, Sandbox.
  2. Spotting and vision — 400 m range, camo ratings, bushes, firing bloom.
  3. Armor and modules — green versus gray, angling, weak spots, Alt armor view.
  4. Energy and abilities — 33 starting Energy, zones, assists, shells.
  5. Maps and positioning — Ravine, Scorch, Divide, Wind Valley, Fields, plus Dunes/Ruins customs.
  6. Ping wheel — hold T, mark proxy ticks and caps.

Only then spend SLVR. The tank roster and loadout builds exist so you do not unlock every chassis on day one.

Core loop the tutorials share

Every match is two teams of eight on a random map. You pick any unlocked tank; there is no forced composition lock. You win by eliminating the other team, pushing the enemy base to 100 capture, or winning overtime on capture percent, tanks remaining, then remaining HP. Capture ticks at 1% per second with up to three allied hulls contributing. Damage on the capturing team dumps progress. That is why a light that spots the cap without dying is often worth more than a heavy that trades 1-for-1 in mid.

Vision is the real resource. All tanks share a 400 m spotting range, shown as a dashed circle on the minimap. Your camo rating shrinks the solid circle enemies need to enter to spot you. Fuse sits at 45% camo; Atlas sits at 0%. Foliage adds a flat 50% until you fire an unsilenced shell. Proxy warning at 35 m tells you an unspotted hull is close even if you cannot see it. If you ignore those numbers, heavies will light you up first every fight.

Armor is not a health bar with extra steps. Aim down sights and the enemy hull paints green where you pen and gray where you bounce. Shots care about impact angle. Hold Alt to inspect your own plates. Hover tanks get extra gun depression while stopped, and they strafe with Q/E. The armor guide is the page that turns those trailer facts into a checklist you can run in Sandbox.

Energy pays for the unique ability on every chassis. Default start is 33, cap 100. You farm Energy from capture zones (50 to everyone in the circle), 3.5% of damage dealt, Energy shells, spotting/track/bounce assists, and a trickle from taking hits. Heavies can node into bounce Energy; lights can node into spotting Energy. If you dump your first ability at spawn and then starve, you are playing half a tank. Read Energy before you main Tempest Recall or Seeker Snitch.

How the guides connect to tanks and tools

Tutorials here stay mechanic-first. Chassis pages live under Tanks: light tanks, medium tanks, and heavy tanks. Rankings live on the tier list hub plus light, medium, and heavy ranks. The Tempest playbook sits with the chassis pages. Hardware and theory-craft sit in tools, including system requirements and the build planner.

When Stoke Games ships a patch, the mechanical pages here change first, then the tier list. Bookmark updates and the Early Access launch notes so you are not quoting playtest-era squad rules after they move. The Founder’s Pack is cosmetic Gold, a title, and a charm — it does not unlock tanks.

Video in the middle of the hub

The embed below is the official playtest gameplay overview. It is the same lesson the getting-started page expands in text: green pens, gray bounces, dashed vision, solid camo, hover drift, and the two win paths. Watch it once, then jump to the matching written guide instead of replaying the trailer.

Sandbox, then live queues

Sandbox lets you drive locked tanks, test guns on stationary targets, and learn depression limits without burning a life. Use it to confirm controls and to shoot the armor layout of the hull you plan to main. Live Standard and Ranked queues are the real matchmaker. Custom games and replays (ten most recent, path under AppData Local Tyr Saved Demos) are covered on the community page.

If a friend is about to install, send them this hub plus how to play. If they already bounce every shot, send armor. If they keep dying first, send spotting. That split is the entire point of this wiki.

Official storefront: Tyr on Steam. This site is unofficial; patch numbers and Gold prices always lose to Steam news.

FAQ

Frequently Asked Questions

Quick answers for new Tyr pilots and returning playtesters.

Which Tyr guide should I open first?

Open how to play for match rules, then spotting. Armor and Energy come third and fourth.

Do these guides cover Roblox Tyr?

No. This wiki is only for the Steam tank shooter by Stoke Games.

Where do tank rankings live?

On the tier list, with class pages for lights and mediums. Roster lore sits under tanks.

Is there a codes page?

Tyr does not use Roblox-style daily codes. Cosmetic Gold is the Founder's Pack and in-match SLVR.