There will be a lot of them:
• Quick Game is a battle with random enemies of comparable skill levels based on
scenarios such as aerial domination, capturing airfields, providing assistance in naval battles,
defending or destroying enemy bombers, and many more.
• Tournaments are battles with special rules that happen on a schedule, with
requirements for all participants.
• Global War is a mode about which details will be revealed later, but the
general idea that a player chooses his side, and each battle is not a random game but a successive line
of historically consistent victories and losses.
• Sandbox mode leaves players free to define rules, limits, and goals on these
• Dynamic campaign, user missions, single missions, and quick editor are modes in
which players fight against AI, under certain circumstances.
Our game is not only an entire online world of multiplayer air battles, but it’s also rich in
various PvE missions such as dynamic multiplayer missions and single player missions. Alos, War Thunder
players will be able to create their own missions with the Mission Editor.
We use our own flight model created partly on the basis of our previous projects, Wings of Prey and
Apache: Air Assault.
However, we are working on massive improvements to the flight model, so during the game’s
development it will improve significantly
We continue to tune up the damage system by modifying the one that was used in Wings of Prey. Ballistic
parameters for all projectiles have been changed completely. Generally, we tend to stick to logic: one
or two well-aimed salvos of machine gun fire, and almost any plane will be doomed. In addition to the
overall consistency with historical facts, this gives the game its intensity and drive.
The flight model we use is historically accurate as much as possible, so the tactical and technical
characteristics of all models will match with their real-world counterparts. We believe that it is much
more exciting to pilot realistic planes than fictional ones.
Yes, planes can run out of ammo and fuel, and the game will feature a number of variations for restoring
It isn’t hard for us to create them, although they do have some particular challenges. PvE
missions will certainly offer such battles.
We’ll make it realistic in a way that keeps the game interesting. Even early models of jets used
to be superior in many situations. However, speed influenced their maneuverability – in a bad way.
That’s why these planes were only used for particular missions.
Maps will accommodate 32 players. Airfield limitations will not be applied.
First of all, the crew never dies – they successfully eject from the falling aircraft.
If a player crashes, he spends some in-game points and takes off again, but on a different and
completely new plane. If he destroys all of his planes, he won’t get back into the game during
Normally, it will be possible to notice an enemy at range of 3-5km, or with more precise recognition, at
2km. However, an experienced virtual pilot will be able to spot planes even faster.
Visibility is also influenced by sun, weather conditions (such as fog and smoke), clouds, and of course
landscape. Gunners in planes with crews will be trained to spot enemies, too. Here is how it will
happen: the player spots a dot in the sky far away, keeps looking at it for some time (3-10 seconds
depending on the pilot’s skills), and after that the target is marked as a spotted one and the
player’s teammates receive a message about it.
Yes, in the case of trophies. Players can unlock planes from different countries but there will be
restrictions to prevent use of the planes that is inappropriate to the setting of each specific
We haven’t yet decided whether to place these two types of planes on the same maps or to keep them
apart. But of course there must be limits to balance these machines. Anyway, for some combat missions
the advantages of jets will be absolutely ridiculous.
Either is possible. It depends on the particular battle scenario.
Their size in the current version of the game is always at least 65x65km, and it can go up to 100x100km.
For jets in the Korean theatre of war, we plan to have areas of 200x200 km. We have the technical
potential for larger maps and we are ready to make 300x300km locations.
Yes! Also tree branches, wires, antennas, for example – all of these objects will be interactive.
(All of them can of course be destroyed… or must be destroyed.)
In the game player is represented by his plane (which can be purchased), rank (which partly defines
ability to buy new planes), experience, medals and decorations – these are player’s stats
available for observation to other players. The game also features a line of personal tasks, missions
and achievements. In a word we will offer a lot of positively acclaimed schemes of character
Yes, as much as possible without conflicting with the game’s principles. A P-39 will remain a
P-39, but you’ll be allowed to change its alignment, give it better fuel, as well as load
different types of ammunition and hang in some bombs. Perhaps we’ll work in features such as
extended ammunition, radios, installation of oxygen equipment, and so on. Players may also get a plane
with a worn-out engine that needs to be replaced with a new one; some guns may jam from time to time.
Everything is designed according to real life situations on the one hand, and in-game balance on the
Players will train the skills of the crew: pilot, mechanic, shooters (with traits like vigilance,
endurance, tolerance to overload, and others). Also, there are usually physical parameters that may vary
for different people and can be developed with training, such as stamina, accuracy (for AI shooters),
vigilance and observation skill, resistance to stresses, and so on. Also, initially players get a pretty
old and worn-out plane so the player must develop his plane, which involves obtaining new suspended
weaponry and improving it, ammunition selection, the best fuel, and sometimes a more well-oiled engine
for the aircraft and more reliable weapons, etc.
In terms of purely external modifications, there’s a lot of this in War Thunder (painting, drawing
symbols with different decals or pin-up girls, stenciled text, etc.).
It’s a MMO Action game dedicated to World War II military aviation, armored vehicles, and fleets.
It can be defined as a ‘simulator’ because it’s simulating flying a plane. But it’s
not a WWII era plane trainer. All regular (quick) battles will have settings like Realistic, to make the
battles historically accurate. In Sandbox mode, players will be able to tune difficulty and realism
levels however they want. Tournaments can also have special settings that would differ from the
In regular matches, planes will follow the rules of aerodynamics. So new players may find it necessary
to use a virtual instructor to prevent the plane from stalls, spins, and extreme G-loads. This
assistance, on the other hand, will set limits to the player’s freedom of flight. The flight model
we use is historically accurate as much as possible, so tactical and technical characteristics of all
models will match with their real-world counterparts.
Yes, they will be available.
Players will be free to switch on manual control of such elements. By default auto-trimming is on.
It will be available, yes.
Of course, for some situations this is crucial.
Avia Sims are not really simple: player have to learn to move in three dimensions and to think about
their speed, acceleration, capabilities of the plane, and whatnot. So it’s hard to invent
something more appropriate for a flight simulator than a stick. However, a keyboard and a mouse are
absolutely enough for the game especially when you switch to the Mouse Aim* mode that makes it
possible to control the aircraft with 1 hand. The keys work as usual, and the mouse serves to replace
the stick. Flying a fighter will be more dynamic with a stick or a gamepad. For bombing or assaulting a
ground target, keyboard + mouse will work fine. Switching to gunners in a bomber and controlling those
turrets with your mouse is also a wise choice.
The best possible replacement for a joystick, if you simply don’t have one, is a gamepad. The
keyboard and mouse can be rather effective for flying a bomber or an assault fighter. But a device with
a stick gives an aerial advantage.
Gamepads (Xbox 360 for Windows for example) are comparable to some inexpensive joysticks (the kind that
also requires a mouse and a keyboard). A gamepad can replace all of these devices, though some keys on
the keyboard will have to be used. But still a gamepad is not as accurate as a stick.
For those who have nothing except mouse and keyboard and also has no experience in flight simulators, we've
created our Mouse Aim* control system which with assistance of the virtual Instructor makes it
easy to fly with a mouse and using the keys very rarely.
We are going to make it possible, but in the beginning only pilot cockpits will be available.
War Thunder is a free-2-play cross-platform MMO combat game dedicated to major World War II battles. It
combines aerial and ground multiplayer battles all in one gaming experience.
No, you need internet connection at all times in order to play War Thunder.
No, you can download the game from the PS Store for free and play it without any restrictions.
Yes, there are dozens of missions and also dynamic campaigns that can be played alone or in co-op with
up to 4 people. There are also two historical campaigns based on the real battles between USA and Japan
in the Pacific - they can be purchased additionally as part of Pacific or Ultra Advanced Packs.
Yes, all PS4 players will get a unique decal for decorating their planes and they can also purchase an
exclusive “Invader” Advanced Pack which includes US attack aircraft A-26C-45-DT Invader and
Yes, PS Plus owners get a 15% discount for buying a premium account and another unique decal for
decorating their planes.
Yes, the North American PS4 version of the game is cross-platform between PS4, PC and Mac OS. You are
playing on the same server and even can form squads (up to 4 people) to play together regardless of user’s
The game is basically the same on all platforms, except controls and interface.
You have to create a new account for PS4 and can’t use your existing account.
You have to create a new NA PSN-account and can’t use your existing account.
It means that you already used this email for playing War Thunder, and using existing accounts is not
allowed. You can use any other of your emails for playing on PS4.
You can use any USB-compatible keyboard or mouse - just plug-in them into system. The support for
flightsticks will be added in future updates.
Yes, it is used for head tracking so the player can look around in-game without using the controller. It
can be enabled in game options and works only in cockpit view for planes.
You can purchase Golden Eagles and Advanced Packs through PS Store - use the “Store” button
in the upper right corner of hangar screen.
No, you can’t! There is no way to get any advantage in battles by spending real money.
You can buy Golden Eagles – special in-game currency which you can use to train your crews faster
and unlock new vehicles and upgrades for them earlier. But you’ll be fighting against more
experienced and better equipped users, who didn’t spend anything.
You can also can buy premium account with Golden Eagles, which lets you earn more Silver Lions and
Research Points for each battle, and this also allows you to unlock new vehicles and upgrades for them
Lastly, with Golden Eagles you can buy “premium” planes and tanks, which come prepackaged
with all upgrades. But they aren’t any better than regular planes – these are just rare
models, like Australian aircraft in the UK research-tree.
We can officially state that the players database has never been compromised and any rumours of such are
false. Users’ login data is not grouped in any kind of ‘database’, so the breach of any
database is not possible.
User authorization in War Thunder is a subject to a secure salted hash algorithm, these are near
impossible to breach even if a malicious individual could even access any player database.
Unfortunately, some of our players still use the same or similar logins and passwords to access
different systems, which gives an attacker the best opportunity to steal information from unsecured
sources and use it to compromise careless players’ accounts.
We advise you to use a unique complicated password for your War Thunder account; it will greatly improve
your personal data security.
All movements and player interactions like collisions, damage etc. are calculated on the server side. It
means that even if corresponding parameters are modified on the client side, the cheater will not
actually gain any advantages like invulnerability, increased damage or anything similar. Anyone
pretending to distribute software that gives such advantages is probably a fraudster looking to steal
your money or compromise your personal data.
Finding and identifying targets is an essential part of the Simulation battle mode and players are ,
theoritically, able to modify game files to see target markers on much greater distances then intended
(thus violating EULA and becoming susceptible to permanent ban). Calculating visibility on the server
side is an option, but it will raise the connection quality reuqirements dramatically; players will need
zero packet loss with a latency of 50ms or lower. Higher latency values will cause players to appear and
disappear in plain sight. Our game is not so demanding to player’s internet connection, basically
allowing to play on any server from anywhere in the world. One of the consequences is that enemy
aircraft visibility is only calculated in a set radius around the player.
Nevertheless, visibility “cheats” do not give any noticeably advantage in aircraft duels,
because markers are always displayed at distances allowing to reliably hit a target anyway. Our tests
show that enabling lead indicators for one of the teams does not give it any significant advantage. On
the contrary, tactics, communication and skill always determined the outcome of battles.
But we still continue working on identifying illegal game modifications and banning players that use
such modifications because we beleive that cheating breaks the spirit of sportsmanship even if it doesn’t
give a big advantage.
The term originates from First Person Shooters, since in the majority of shooters it is enough to move
mouse cursor to a certain point and press “fire”; huge part of gameplay is to match
crosshair with a target.
In War Thunder in “aiming mode” a player controls not the direction of fire but the desired
direction of a plane instead. AI and predictive calculations manage aircraft controls and aircraft tries
to adjust to the intended course as soon as possible. Sometimes it is not possible at all, in other
cases the optimal path is not possible to calculate correctly. Also it is never possible to change the
flight path immideately unlike the FPS games. Enemy is usually a considerable distance away so you need
to lead your target while firing and shoot the point where you expect your enemy to be when the bullets
reach it. This requires understanding of the situation, maneuvering accurately, knowing advantages and
disadvantages of both aircraft, imposing your initiative on the enemy.
Practically auto-aim is the targeting mode itself in aircraft games. When you direct where to fly, all
the complex operations with aircraft’s controls are made by your computer. Matching mouse-aim
crosshair with lead indicator grants no advantage to the player since it does not guarantee a hit, but
takes away the control of battle - player’s aircraft is copying his enemy’s maneuvers thus
loosing the initiative and giving his opponent an opportunity to use all the advantages of his
We have conducted multiple tests and they show that “ideal” auto-aim-bot (which is hard to
achieve without a possibility to modify both server’s and client’s code at the same
time) shows results similar to those of an average player in arcade battle mode, even worse in realistic
battles and (simulator battles do not have mouse-aim). In duels such an “ideal” aim-bot
(stil impossible without modifications on server) will more likely weaken the player.
As a result we decided not to implement auto-aim as a control mode in the game, since it rather misleads
players, prevents them from learning how to fly and gives no advantages to the experienced pilots.
Online games, like any other programs, may contain errors that users can exploit to gain some benefits.
We do our best to fix such exploits as fast as possible, but sometimes new ones appear. If you find a
potentially exploitable game bug, you should immediately report it to one of our moderators or
administrators on the forums or via a private message. Using them to obtain any advantages is strictly
prohibited by the EULA and may cause permanent blockage of your War Thunder account.
Revenue Share - is a support program for user generated content, created in the War Thunder CDK. A
player will get rewarded for his or her input into the game development if created by them and the
content has been used in War Thunder
An award will be payed at 25% of the income, which the Company will get in a set period of time or in a
one-time payment. If content is distributed as a premium proposition (for example, as an advanced pack),
when content from other authors is included inside it, the award will be calculated proportionally. For
example, the Company decided to pay the author for an aircraft model, which is included in a pack with 5
aircraft (4 of which were made by other authors or developers). If Company got $1000 income, then the
authors share will be ⅕ of the income * 25% (award amount) and will be $50.
The first award will be paid no sooner than 180 days after content was added to the game. After that, an
award will be paid during 30 days from the end of the calendar quarter at which Company received the
income from the distribution of said content. The amount of the one-time payment shouldn’t be less
than $500. If during the accounting reference period the amount of the award is less than $500, then
payment is transferred to the next accounting reference period or (only by the Company decision) until
the amount of the total award will not reach $500 or more.
The award is paid by bank transfer, cheque or any other method, not excluding WebMoney, at the
discretion of the Company.
War Thunder is a next generation MMO combat game dedicated to World War II military aviation,
armoured vehicles, and fleets used in the period between 1939 and 1953. You will take part in many
of the major combat battles fought during World War 2 and the Korean War, fighting with real players
from all around the world.
No, the game is completely free to download and play without any restrictions or fees.
No, you need a constant internet connection in order to play War Thunder.
The game is in the open beta testing stage for PC, Mac and PS4 at the moment. Official release will
be announced at a future date.
New aircraft and ground vehicles.
More events and competitive modes.
Linux & tablet versions.
Cross platform play is already in and working well but we will be looking to increase the
We have one global account server. User within the game can choose to play on any or all of our EU,
US or RU cluster, so the players can communicate with the world as well as in their native
Of course! The game supports many gaming devices including different gamepads, joysticks,
head-tracking and VR-systems such as Oculus Rift and many more.
There are several competitive multiplayer modes, squadron battles and also missions (including the
ones created by users with help of an in-game editor or via CDK tool) and dynamic campaigns.
Missions and campaigns are playable both solo and cooperatively.
What’s more, each mode can be played with Arcade, Realistic or Simulator difficulty settings.
This way War Thunder accommodates the needs of all players: from newcomers to seasoned veterans. In
the future, the global “World war” mode will also become available.
In this mode the squadrons (player-made communities) will be fighting for global dominance in
different theatres of war all over around the globe.
More than 6 million users have registered in the game up to this point. But in most game modes, the
maps are designed for 32 players split into two teams.
Players are free to choose between the military aircraft of five main nations: USSR, USA, Britain,
Japan, and Germany and currently two nations in ground forces: Ussr and USA. Some aircraft that
represent other nations (Australia, Italy, France and others) are available in the tech trees of
other countries. All aircraft and ground vehicle models featured in the game were used in combat in
all of the major military operations of WWII and the Korean War.
At the moment there are more than 350 aircraft and over 80 ground vehicles in the game and more are
added with each major update. The complete list of aircraft and vehicles is significantly larger,
taking into account all possible modifications, and armament variations, vehicle types (Mobile AA,
Self propelled guns etc) and visual tuning. Approximately 9,000 different aircraft and ground
vehicles fought in WWII – that’s the ideal number we are aiming for!
There will be separate maps for aircraft versus aircraft, tanks vs tanks and mixed battles. In the
latter case the battles will be balanced in such way that aircraft and ground forces each have their
own combat tasks.
This will be announced later, possibly as early as 2015.