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Wiki

Welcome to the Steel Tide wiki. Every unit, building and system in the game, with the numbers taken straight from the game itself. Start with a guide below, or look up whatever just killed you.

Guides

How the systems fit together: economy, counters, terrain, controls and servers.

Getting started

Your first ten minutes in Steel Tide: what to build, in what order, and why.

Economy and power

Metal, power, selling and refunds: the numbers that decide how fast your base runs.

The counter web

Armor classes, damage multipliers, and which unit answers which threat.

Tech tree and abilities

The War Lab, the three doctrines, Logistics, and the one-click abilities they unlock.

Maps

The curated maps: what each one is, how many seats it has and which modes it is played in.

Map editor and community maps

Create, import and resize maps in the Editor, test them, play them in Conquest, Breakthrough or multiplayer, and submit them to the community.

Terrain

What blocks, what slows and what speeds up ground vehicles; where ships and buildings can go; what a cliff does for the ground above it.

Weather and time

Rain, snow and the turning day: what each one takes off your sight and your speed, and how to fight in it.

Controls

Every key, click, touch gesture and controller button, on desktop and on a phone.

Console and chat commands

Open the shared desktop chat and console, run slash commands, manage a match, and understand who can use each command and how it affects rewards.

Making mods

New units, buildings and upgrade levels in one JSON file: the format, how to test a mod in the game, and how to publish it to the registry.

Conquest, Breakthrough and the Bots

The two open modes, match options, the random map generator, and the four AI difficulties.

Multiplayer server

Join a public server from the Browse page, install a dedicated server of your own in one command, add TLS, run a public room, and understand what it does.

Troubleshoot

Help when the game will not start.

Land units

Built at the War Factory. Ground vehicles need drivable terrain and a landing craft or transport helicopter to cross water; the Gator swims it.

Engineer

Constructs and repairs buildings. The backbone of any base.

Tier 1150

Recon Buggy

Fast scout with a light machine gun. Great eyes, thin skin.

Tier 160

Wolf Light Tank

Cheap autocannon tank. Shreds light vehicles.

Tier 1120

Bison Battle Tank

Reliable main battle tank. The core of any armored push.

Tier 2280

Mammoth Heavy Tank

Twin cannons, massive armor. Slow, but it arrives like a verdict.

Tier 3900

Viper Tank Destroyer

Long-range guided anti-tank missiles. Melts heavy armor, hates being rushed.

Tier 2320

Flak Track

Mobile flak cannon. Its guns look to the sky first and the ground after.

Tier 1170

Hawk SAM Launcher

Long-range surface-to-air missiles. Owns the sky above your army.

Tier 2400

Thunder Howitzer

Long-range artillery. Cracks turtled defenses from beyond retaliation.

Tier 2420

Tempest MLRS

Eight-rocket saturation barrage. Erases fortified positions and clumped armies.

Tier 3760

Owl Radar Car

A radar on wheels: sees far by radio, through night and rain, and finds what hides. Unarmed, thin and slow.

Tier 3480

Salamander Thermobaric Mortar

Lobs thermobaric shells: a wide blast that point defence cannot stop, and that burns your own units too.

Tier 3800

Bulwark Mobile Interrupter

Point defence on tracks: shoots down rockets and guided missiles over the column it rides with. No gun of its own.

Tier 3650

Drake Flame Tank

Pours fire in bursts, and the ground it washes over keeps burning under friend and foe alike. Paper-thin and short-armed: it is meant to be spent.

Tier 2400

Gator Amphibious Combat Vehicle

An armoured car that swims, and lands itself.

Tier 2200

Hercules Recovery Vehicle

An armoured recovery tank that mends the vehicles and ships around it. No gun.

Tier 2350

Scorpion Ballistic Missile Launcher

Heavy ballistic missiles, thrown far beyond its own sight.

Tier 31100

Nuclear Bomb

The Wraith's free-fall nuclear bomb: it lies where it lands for a while before it goes off.

Tier 31200

Naval units

Built at a Naval Yard placed on the shoreline. Ships need water; submarines are invisible without sonar. The yard also builds the Gator, which swims and then drives.

Aircraft

Built at the Airbase. Aircraft ignore terrain and can only be hit by dedicated anti-air weapons.

Economy

Metal in, power out. The buildings that decide how fast everything else happens.

Production

Factories for land, sea and air. Each upgrades once to unlock its Tier-2 roster; Tier 3 also needs a Radar Station.

Defenses

Static defenses. Each turret line upgrades once; all of them slow down when power runs short.

Support

Repair and vision: the buildings that keep an army in the field.