GAME DETAIL
ArmorSim
An armour penetration sandbox. Build the target from plates, thicknesses and angles, pick a penetrator from American, Soviet and German service rounds, fire. The hit is not animated — it is solved from real terminal-ballistics models.
このゲームについて
Steamの詳しい説明を読む
Stack the plates. Pick the round. See what actually happens.
ArmorSim is a 3D terminal ballistics simulator built for people who argue about armour for fun. One question drives the whole thing: will it go through?
You build the target — plates, thicknesses, angles, spacing, materials. You build the projectile, or take a real one from the American, Soviet/Russian and German arsenals. Then you fire, and the impact is solved, not animated. The rod grinds itself down. The plate dishes, tears, punches out a plug or opens a ragged hole. Fragments fly with real mass behind them. You orbit the camera around the whole thing in slow motion and look at the damage from any angle you like.
No sparks. No glow. No explosion smoke. Just metal doing what metal does.
Three solvers, one sandbox
NORMAL — the fast one. Analytic terminal ballistics: Alekseevskii–Tate erosion integration, Recht–Ipson residual velocity, a Rosenberg ricochet criterion, Grady fragmentation. Answer in a fraction of a second. Fire, tweak one number, fire again.
ADVANCED — the same core with its guts on the table. Layered and spaced arrays, reactive armour packs, per-layer energy accounting. Ballistic limit, wear fraction and residual velocity reported for every plate the rod passes through, so you can see exactly where the shot ran out of energy.
ULTRA — a genuine continuum solver. An axisymmetric Lagrangian mesh running Johnson–Cook plasticity, a Mie-Grüneisen equation of state, adiabatic shear banding and element erosion. It takes minutes to produce a single impact. The crater shape is not drawn by an artist — it falls out of the physics.
Physics, not hardness points
There is not a single hit point anywhere in ArmorSim. Every outcome comes out of published models driven by real material properties — density, yield strength, shock data from laboratory tests. Rod erosion, ragged hole edges, plug ejection and fragment formation are consequences of those numbers, not animations played back on cue.
It is not a hydrocode, and it does not pretend to be one. An ANSYS-class simulation of this impact runs for hours on a cluster. Here is what ArmorSim does instead of pretending:
Every material constant carries a source. The material table tags each number MEASURED, DERIVED, FITTED or ASSUMED, and names the paper it came from. It is not hidden — you can open it and check.
Absences are documented, not filled in. Where the open literature holds no usable data, the material is not quietly faked with a stand-in. It is marked unsupported, and the reason is spelled out.
ULTRA states its own limits. The continuum mode is axisymmetric. It runs head-on impacts, and it tells you plainly when a scene falls outside what it can honestly solve instead of guessing at it.
The solvers never contradict each other. ULTRA renders the shape of the damage; the analytic core is the only thing permitted to declare an outcome. You will never get two different answers to the same shot.
What you get
Free-build scene editor — add, drag, rotate and re-material plates; spaced and layered stacks
An extensive material database: 14 armour materials and 4 penetrator cores
Kinetic penetrators drawn from American, Soviet/Russian and German service ammunition
Reactive armour, ceramic with backing, composite backing plates
Shaped-charge jets at normal incidence
Slow-motion playback with a free orbit camera
Shareable replay files — a full ULTRA run is a couple of megabytes
Five interface languages: English, Русский, Deutsch, Polski, Татарча
Who this is for
If you have ever paused a documentary to argue about whether that shot should have gone through — this was built for you. No engineering degree required, and no engineering software to learn. Set it up, hit fire, watch it happen.
About the developer: the game was developed by a solo developer - Glaimov Timerlan Lenarovich
スクリーンショット
評価・レビュー
全体レビュー 賛否両論 好評率 62.81% / 121件 取得:2026年9月21日 12:51
プレイ時間の目安 約1.1時間 Steamの好評レビュー77件から推定 信頼度:標準
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均数値一覧
| 観測日時 | 値 |
|---|---|
| 09/20 07:42 | 21人 |
| 09/20 19:45 | 15人 |
| 09/21 07:55 | 11人 |
| 09/21 20:01 | 9人 |
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 9人 | 最終観測:2026年9月21日 20:01(5日経過) |
| 24時間ピーク | データ蓄積中 | 推移集計中・直近7日 4件 |
| Steamフォロワー数 | 1,246人 | 最終観測:2026年9月17日 01:02(9日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
発売直後 発売から30日以内
更新あり 直近14日以内にSteamストア更新
価格変更 直近14日以内にSteam価格情報の変更
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。