Update log
Full Tyr update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- UI and audio
- Workshop
- Balance
- Maps
- Events
Welcome to another entry in our Tyr dev update series. These drop every two weeks, and we showcase fresh news, playtest details, game changes, fan creations, and loads more.
You can read the update below or dig into the video here.
Let's begin
This weekend's playtest...
We're playtesting Tyr again on March 28th, 2026. That's tomorrow at the time of this post's publication.
This will be a six-hour playtest, running from noon PT to 6pm PT. You can see the start and end times in your timezone in the chart below.
| Timezone | Start Time | End Time |
|---|---|---|
| Pacific Time (PT) | 12:00 PM (Mar 28) | 06:00 PM (Mar 28) |
| Eastern Time (ET) | 03:00 PM (Mar 28) | 09:00 PM (Mar 28) |
| UTC / GMT | 07:00 PM (Mar 28) | 01:00 AM (Mar 29) |
| Paris/Berlin (CET) | 08:00 PM (Mar 28) | 02:00 AM (Mar 29) |
| Singapore/China (SGT/CST) | 03:00 AM (Mar 29) | 09:00 AM (Mar 29) |
| Tokyo (JST) | 04:00 AM (Mar 29) | 10:00 AM (Mar 29) |
| Sydney (AEDT) | 06:00 AM (Mar 29) | 12:00 PM (Mar 29) |
| Auckland (NZDT) | 08:00 AM (Mar 29) | 02:00 PM (Mar 29) |
This is an updated playtest for Tyr, featuring new content and bug fixes. We'll talk about some of that new content here in today's dev update, but playtesters will find the complete patch notes in our Discord.
If you're not in the playtest yet, you have two ways to join.
You can register for access on our Steam page. We admit players in waves before the playtests begin.
You can join our Discord and ask for an invite in the #-invite-sharing channel. Our community has plenty and can provide you with a link for instant access.
An overhauled in-game HUD
We've made some major changes to the in-game HUD since our last playtest. Take a look at the bottom HUD and minimap in the screenshot below, and then we'll break down what's new.
The HUD's been centered, and we've tried to consolidate and add key information that players will care about in moment-to-moment play.
Health and energy sit on either side of a new compass tool that shows your live tank and turret orientation relative to the direction your camera is facing. We've moved ammo selection directly below health and the ability icon (and cooldown) directly below energy.
We've also updated the minimap a bit and anchored the damage, assist, block, and kill counters to the top of the minimap itself.
What do you think of the changes?
Updates to Ruins based on player feedback
During the last playtest, we added a fresh prototype map to the rotation. The map is Ruins, and we've made some changes to its design based on your feedback.
We offer a brief drive and fly-through of Ruins in the video at the head of this post. The focus of the changes, though, brings more connections to the center of the map and better ways to tactfully push on the map's west side.
The updated version of Ruins will be available in the playtest on March 28th.
Tyr's first tournament with a cash prize
Before the playtest begins this weekend, we're also hosting Tyr's first tournament with a cash prize. Six teams will meet in a bracket format, with top seeding going to those teams with a player boasting the highest current-season's peak MMR. The first and second-place teams will take home a cash prize.
We're looking to stream the championship round on a stage channel in our Discord, and the timing should have the round open 30 minutes before the official playtest session
Source
