Bad PennyFive Shermans, One Radio
Support

Get help.

Write to us

support@badpennygame.com. Say what you were doing and what happened: which campaign day, or which skirmish (its sheet, mission and the seed the form showed).

System requirements

The live commanders need an internet connection. The scripted commanders, the campaign, the camp and the report run offline.

Where things live

The app opens on the home screen. Start a campaign opens the bundled Tunisia campaign fresh, and the app keeps that one campaign in its own user-data directory, under campaigns/; Continue a campaign reopens it. A campaign started from the home screen draws its own seed, and everything it rolls comes from that seed, so resuming it fights the same battles on the same days. A Skirmish is a one-off battle from a form (a sheet, a mission, a crew quality and a seed) and is never saved.

From the terminal, --campaign <file> opens a campaign file's camp outside that slot, and --save names where its save lives (by default beside the campaign file).

Where your record is

It depends on the kind of battle:

Playing offline

Without a key or the proxy the commanders answer in a scripted voice, and the radio pad says so once; from the terminal, --model scripted asks for that outright. The campaign, the camp and the report need no key and no connection.

What leaves your machine

Only the commanders' calls do. Through our service each call carries your Steam ticket and the game's version, and the call itself: which kind of call, which tank, the two prompt blocks, the messages, the answer's shape and its limits. The service checks the ticket with Steam, forwards the call to Anthropic with nothing that identifies you, and keeps a per-account spend ledger and one log line per call, never a prompt. The privacy page has the whole of it.