Home›Mochi Tank
Drive a chubby soda-blue mochi tank around a 6000-wide arena, melt drifting candy polygons and rival tanks for XP, and grow up a 61-class evolution tree before someone wrecks you.
Mochi Tank is a kid-friendly, diep.io-style arena shooter built in raw WebGL, starring a round soda-blue mochi tank with blinking eyes that track wherever its cannon is pointed. The whole arena is one big warm-cream square 6000 units across, dusted with a soft grid and a deeper blush border that pushes you back if you bump it. You share it with about 700 slow-drifting candy polygons and a handful of computer-driven mochi tanks that hunt shapes - and each other - while you carve out a corner to farm.
The one thing you actually do is steer. Drag a finger to pop up a floating move-stick, or use WASD and the arrow keys; the turret swivels to lock onto the nearest shape or enemy and fires on its own. (On a desktop you can nudge the mouse for two seconds to aim by hand, then it hands control back to the auto-aim.) That single-input design means a six-year-old can drive around popping squares while a grown-up min-maxes a build on the same controls.
There are four kinds of polygon to smash, and they are not equal. Pastel-lemon squares are everywhere (14 health, 10 XP), coral triangles are a bit tougher (22 health, 25 XP), periwinkle pentagons are rarer and chunky (70 health, 130 XP), and roughly one in sixty-six spawns is a giant lilac alpha pentagon - 600 health and a jackpot 900 XP if you can grind it down. Every kill, including wrecking a rival tank (worth 40 XP plus 16 per enemy level), pours into an XP bar; clear it and you level up, heal a quarter of your health, and earn a skill point.
Levelling is where the depth lives. You bank one point per level across eight stats - health, regen, body damage, bullet penetration, bullet damage, bullet speed, reload, and movement speed - each capping at eight pips. On top of that sits a sprawling class tree of 61 tanks: a basic tank branches into Twin, Sniper, Machine and Flank at level 5, those split again at 10 and 15, and at level 20 each tier-3 class forks one last time into a Heavy variant (slow, fat, hard-hitting) or a Rapid variant (thin, fast-firing spray). Build a long-range Ranger sniper, an eight-barrel Octo, a wall-of-lead Streamliner - the choice is glowing options above your tank, and picking one never pauses the fight.
It is a pure endless survival run with no levels to clear and no win screen: you simply grow as big and powerful as you can before a stray volley or a body-slam finishes you. Your score (your level times 100 plus current XP) is saved as a personal best on your own device, and a game-over card shows the level you reached so you have a number to beat.
Want to get better? Read our full A Beginner's Guide to .io Games guide.
| Input | Action |
|---|---|
| Drag on screen | Summon the floating move-stick and drive your tank |
| WASD / Arrow keys | Drive your tank |
| Move the mouse (desktop) | Aim the turret by hand for ~2s, then auto-aim resumes |
| Tap a stat / keys 1-8 | Spend a skill point on health, regen, body, pen, damage, bullet speed, reload, or move |
| Tap a glowing evolve option | Switch to a new tank class |
| Tap play / Space | Start a run, or restart after a wreck |
| Mute button | Toggle the background music and synthesized sound effects |
The thing we keep coming back to in Mochi Tank is how the game hands you exactly one job. You steer; the turret swivels to the nearest shape and fires on its own clock, and on a desktop it only reaches as far as its bullets actually travel, so aiming is really a question of where you stand. That leaves your whole attention on positioning, which is where this genre lives. Even the start card is alive, with the idle tanks drifting and your own soda-blue mochi slowly spinning and trading shots, so the arena is moving before you ever tap play.
The smartest, quietest touch is the camera. As your tank levels it physically swells, and the view widens in lockstep with its radius until both top out around the early thirties. A fresh level-one mochi reads a tight pocket of the cream-colored grid; a swollen veteran surveys a wide stretch of it. Your growth literally changes how much battlefield you can see, so a level-up shifts your perspective rather than just your numbers. The opening is forgiving on purpose. You carry fifty percent more health than an equal foe, enemy fire lands at half strength, and a flickering shield covers your first couple of seconds.
Depth hides in the 61-tank tree. Because evolving never pauses the fight, you pick a branch while still dodging, eyes flicking to the glowing silhouettes above your hull. The level badge even reads as a countdown, seven of ten, so the next fork is always in view, then drops to a plain number once you pass twenty. The AI is no backdrop either. Chasers, snipers, flankers and farmers each hold a different range, steer apart so they never clump, and weight the player higher than each other while still happily brawling among themselves. A farmer only fights when you corner it.
It genuinely suits a wide table. A six-year-old can drive in circles popping lemon squares and watching the cheeks blush and the eyes track wherever the cannon points, while an older player nurses a long-range Ranger or a five-barrel Streamliner on the identical single stick. The honest read on difficulty: the first stretch is generous, but once rivals spawn near your level the giant lilac pentagon becomes a trap, six hundred health and a slow drift that begs you to ram it and lose a long run in one bad nudge. There is no win screen, only your saved best and the pull to push one level further.
No. It is a single endless-survival arena with no stages and no win screen - you keep playing one continuous run, growing stronger, until your tank is destroyed. The goal is to reach the highest level (and score) you can before that happens.
You never press a fire button. The turret automatically rotates to the nearest polygon or enemy tank and fires on its reload timer, so you only steer. On a computer you can move the mouse to aim by hand for about two seconds, after which it returns to auto-aim.
Class forks unlock at levels 5, 10, 15 and 20. A basic tank becomes one of Twin, Sniper, Machine or Flank, and each path branches twice more before splitting into a Heavy or Rapid final at level 20 - 61 tank classes in all. When options are available they glow above your tank; tapping one is optional and never pauses the game.
Each level-up gives one skill point you spend in the bottom-left column on health, regeneration, body (ram) damage, bullet penetration, bullet damage, bullet speed, reload speed or movement speed. Every stat tops out at eight pips, and you can tap the icons or press number keys 1 through 8.
Lemon squares give 10 XP and are everywhere; coral triangles give 25; periwinkle pentagons give 130 but have 70 health; and the rare giant lilac alpha pentagon is worth 900 XP but takes 600 damage to crack. Wrecking a rival tank also pays out, scaling with its level.
No - Mochi Tank runs fully offline with no servers, so every rival is computer-controlled. They come in farmer, chaser, sniper and flanker personalities, level up and pick classes like you do, and they will happily attack each other, not just you.
A little. Your tank has 50% more health than an equal-level enemy, enemy bullets deal half damage, and you get about 2.5 seconds of spawn invulnerability at the start of each run - enough breathing room to get moving before the arena turns on you.
Your highest score is stored privately in your browser on this device, so the best you have reached carries over. Each run itself starts fresh from a basic level-1 tank - there is no mid-run save, because it is an endless arcade run rather than a campaign.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.