Carve your battlefield.
Dig through earth, work around solid rock and leave a network of tunnels behind you. Every route opens an opportunity. Or a way for your opponent to find you.
Official key artTwo tanks. Uncharted ground. Your own way through. Dig, hunt and fight in a world where you carve the battlefield.
Coming to Steam · Store page preparing to open
01 / THE GAME
The best route to your opponent is the one they never saw coming.
Dig through earth, work around solid rock and leave a network of tunnels behind you. Every route opens an opportunity. Or a way for your opponent to find you.
Fast digging and cannon fire draw from the same energy pool. Push your attack, or save enough to make it home. Your base repairs your shield and gets you back in the fight.
Explore the darkness and find your rival. The first to three takedowns wins, with an eight-minute limit. When the match ends, the full map reveals the story of your duel.
02 / THE INSPIRATION
Two friends. One keyboard. And a whole world underneath the surface.
As a kid, I spent hours playing Tunneler, the DOS tank game by Geoffrey Silverton. Digging through the dark, finding a friend’s tunnel, then deciding whether to follow it. That feeling never really left.
Tunnel Brawl is my way of chasing that feeling again, with a new world, modern online combat and a game I have always wanted to make.
Meet the original TunnelerA childhood spent digging tunnels.
The first prototype. The first devlog.
A fresh start. Unity. Steam. Alpha.
An independent game inspired by Tunneler. All its own identity.
03 / THE DEVELOPER
I’m Josef Šíma, a developer, product designer and former CTO from the Czech Republic. I’ve spent over 20 years building software, with chapters at Seznam.cz, Woltair and Groupon. Making my own game has been the dream running quietly in the background.
Tunnel Brawl is my indie project. I make the game and publish it through my company, Supro Nivelo. And yes — the company is just me, too.
04 / THE DEVLOG
The decisions, detours and small victories behind the game. Written by me, published on Medium.
LATEST CHAPTER / THE RESTART
Twenty months later: why I stopped, what brought me back, and how Tunnel Brawl became a playable Unity alpha.
Read on MediumFROM THE ARCHIVE / 2024
These posts document the original browser prototype. Today’s alpha is a new game built in Unity.
Learning why the server needs to be the source of truth in a multiplayer game.
Taking the early server apart and giving the growing game a more solid foundation.
Connecting the pieces and taking the first steps toward real multiplayer.
Finding a way to share application state across the original game interface.
Player accounts and the journey from login to the correct game server.
Early interface work and choosing where the game’s data should live.
Building the connection between players and the first game server.
Cleaning up the proof of concept after a first week of experimentation.
The first week: making a small idea move on screen.
A childhood favourite, an ambitious promise and the beginning of Tunnel Brawl.
05 / COME UNDERGROUND
The alpha needs curious players, honest feedback and a few good rivals. Join the Tunnel Brawl Discord to arrange playtests, share progress and help me build a better game.
Start in #start-here. I coordinate alpha access and playtests personally. English and Czech are welcome.
Follow on MediumStill digging. Still building. See you underground.