Metal Thunder 1.0 - The One Where We Leave Early Access
Hey Commanders,
It's FINALLY here. Metal Thunder 1.0 is live and we are officially out of Early Access.
This started as one guy who really, really liked AC-130 missions. Then you showed up. A lot of you, with a mountain of bug reports, wild Discord ideas and a few very creative ways to break the economy. Every one of those ended up in this game somehow. Thank you, seriously.
Honestly, I'm just glad I made it to 1.0 alive, and with the game in a good place. Those of you who've been here since day one know the story, and if you don't, you can read about my mishaps and bad luck over the past two years. I still have trouble sitting to this day. On top of that, I rewrote nearly every system in the game about four times. But it's finally in a really good place, so I can keep adding a lot more content from here on.
This is the biggest update Metal Thunder has ever had, so this post is long. Grab a coffee. Maybe two. Highlights first, full patch notes after.
Highlights
Metal Zombies. A brand new co-op mode for 1 to 4 players. Everyone picks a role: fly your own gunship or run the ground crew with a drone, in any mix you like, and swap between waves. Build a FOB, raise an army, call in fire support and hold the HQ against hordes of up to 10,000 zombies at once, across five zones.
I know Zombies was promised a long time ago and kept getting pushed back. The reason was multiplayer. Instead of shipping a solo-only mode, I rebuilt it from scratch as a co-op mode, and doing online play properly took a lot longer than I expected. I think it was worth the wait.
Campaign Act I. I know I said two at first, but all six missions of Act I are in at launch. You're THUNDER 1-1, and it starts with a downed jet in a night canyon and two crew members you have to find and bring home. From there it takes you across salt flats, a mountain pass, a besieged outpost, a crowded city and right into a sandstorm. Every mission brings its own loadout, and the briefings, radio, debriefs and interludes are fully voiced in 28 languages. Limited ammo, no enemy markers, and for the first time somebody fires missiles back at your gunship. Keep your flares ready. Act II lands in December and Act III in January, so every mission will be in by version 1.2.0.
Four new Survival maps. Amber Ford, a river valley in autumn. Tidegate, a Gulf port with cargo ships. Black Anvil, a huge factory town. And TRIDENT, the naval map, where you defend an aircraft carrier from boats, drones, missiles, submarines and enemy warships.
Hardcore mode. Friendly fire is on and your base can actually be destroyed. It gets its own leaderboards. All optional. All mean. All love.
Weather. Pick clear skies, dusk, night or the map's own storm before every sortie, or let fate decide. Rain even turns dirt roads into mud.
A battlefield that fights back. Infantry moves as squads, leapfrogs between cover and drags its wounded to safety. Tanks hide behind ridges and pop out to shoot, crews bail out of burning vehicles, helicopters fast-rope troops in, mortar teams shell your base, and buildings, trees and fences all come down.
A whole new look. New main menu, new HUD, new Armory, new menus everywhere. Explosions, smoke, fire, thermal, blood and dust were rebuilt from the ground up.
A lot more voices. Well over 30,000 new voice clips across the game, from the fully voiced Campaign to Survival chatter, TRIDENT's naval crew and the Zombies radio.
Full Patch Notes
New Mode: Metal Zombies (1 to 4 Player Co-op)
- Play solo or with up to three friends through Steam. Each player flies their own gunship or runs the ground crew from a drone, and you can swap roles between waves.
- Five zones to hold: Dustwater, Frostvale, Meadowland, Ironharbor and Riverdale Ruins. Matches run 10, 20, 30 or 50 waves or Endless, and a full match ends with a last stand at the LZ until the evac helicopter gets out.
- Up to 10,000 zombies at once (6,000 with a Steam Deck host), ten zombie types and a boss every 10th wave, including the Screamer, the Juggernaut and the Bloater.
- Build your FOB from the drone: walls, gates, wire, minefields, turrets, mortar pits, an autocannon, an anti-tank post, a howitzer, a field hospital and more, with ready-made templates and your own saved blueprints.
- Raise an army from barracks, armored garages and heliports, and send infantry, armor and air where you need them with the order wheel.
- Call in fire support, from napalm and artillery barrages to A-15 gun runs and cruise missiles, and every strike shows exactly where it will land.
- A tech tree from WW2 to modern with over 90 vehicles, 11 gunship weapons to unlock, and 4 cards to pick from between waves.
- Side missions every wave, outbreak nests to burn out before they spread, and fuel the whole team shares.
- Text and voice chat, a ping wheel, co-op leaderboards for every match length and party size, and a short tutorial for your first match.
- If the host leaves, the party picks a new host and carries on from the last break.
New Mode: Campaign (Act I)
- You fly as THUNDER 1-1. All six missions of Act I are in, and each one unlocks after you finish the one before it.
- Mission 01, Fallen Star: ROOK 2-1 went down in the Wadi al-Hajar canyon at night. Find the two crew by IR strobes only thermal can see, keep them alive and guide them to the landing zone for a Stormhawk pickup.
- Mission 02, Black Box: track the jet's sensor pod by radio direction finding, route the SALVAGE convoy past mines and ambushes, beat the enemy to the pod, then burn what's left of the wreck.
- Mission 03, Dust Road: find a blacked-out convoy hiding in night civilian traffic and stop it in Qarn Pass, or drop the bridge on it, and don't let the radar truck slip away.
- Mission 04, Outpost Kilo: hold OP Kilo on the mesa until the relief column arrives, while a team that doesn't show on thermal climbs the gullies and a missile truck fires from a palm grove you're not allowed to hit.
- Mission 05, Clean Window: find the Broker hiding among the civilians of Zujaj with a drone, a Stormhawk and HATCHET. Nobody fires until he's confirmed.
- Mission 06, Sandfall: support HATCHET's raid on a depot in a sandstorm, firing nearly blind on their radio corrections, then silence a radar SAM and stop a fleeing column once the storm clears.
- Every mission brings its own time of day, loadout, ammo and flares, and most add support calls like an A-15 gun run, artillery or cruise missiles.
- Ammo is limited and enemies are never marked for you, so you find them yourself. A waypoint only shows your objective once you know where it is.
- Noise pulls enemies toward you, radio operators call for help, and the towns are full of civilians, so watch where you shoot.
- For the first time, the enemy shoots back at your gunship with MANPADS and radar SAMs. You get hull health, missile and lock warnings, and a Flares key (Space or D-pad down).
- Normal or Hard on every mission, with up to three stars each.
- Briefings, radio, debriefs and interludes are fully voiced in 28 languages, with subtitles in all 30.
- Act II arrives in December and Act III in January, with the full Campaign in by version 1.2.0.
- This is my first time making a campaign, so expect some bugs and it's going to get a lot more polished over time.
Survival: New Maps
- Amber Ford: an autumn river valley with bridges and marshland, unlocked at 15,000 kills.
- Tidegate: a Gulf port with docks, cargo ships and container yards, unlocked at 20,000 kills.
- Black Anvil: a big industrial town with apartment blocks, factories, a rail yard and streets that stretch to the horizon, unlocked at 25,000 kills.
- TRIDENT (EXPERIMENTAL): defend an aircraft carrier in the Strait of Zahran from attack boats, suicide boats, drone swarms, cruise missiles, coastal launchers, submarines and enemy warships, unlocked at 30,000 kills.
- On TRIDENT the carrier's island, flight deck, hangar, engines, aircraft and fuel all take damage separately, and losing too much ship integrity ends the run.
- TRIDENT has its own 10 ship cards (extra CIWS, SAM, armor, damage control, decoys, escorts and more), and escort cruisers and destroyers come from legendary cards.
- TRIDENT's support calls are all air power: a Stormhawk helicopter sortie that hunts boats, an A-15 gun run, an F-26 cluster strike and a Tomblade cruise missile, landing wherever your gunship aims, with the same prices and unlock levels as on land.
- Every TRIDENT run is a different operation, with bosses like the Kirsov flagship, a Kuzmetsov carrier, a submarine wolf pack and a platform fortress.
- TRIDENT side missions include helicopter rescues, a SEAL raid, a medevac, boarding a crippled enemy ship, a tanker convoy, minefields and a night attack by unlit suicide boats.
- You'll also deal with deck fires, sea storms with lightning and a Gulf coast town you can level, and nights come with real ship lights.
- All four new maps have new briefings and their own leaderboards.
- TRIDENT is an experimental mode, it will get changed over time and balance can be a bit off. It can be hard at first but once you choose right weapons for it its immensely fun
Survival: Hardcore
- Turn on Hardcore in the briefing, per map: friendly fire is on and your base's buildings, walls, towers, parked vehicles and fuel depots can be destroyed, with chain explosions.
- If base integrity drops to 25 percent, the sortie is lost.
- Hardcore gets a base integrity bar with warnings, a Hardcore badge on the results screen and separate scores and leaderboards, so your normal records stay as they are.
Survival: Weather
- A new Weather line in the briefing: Clear, Dusk, Night, the map's own storm or Random, saved per map.
- Weather is about looks and thermal, so scores stay comparable, and night really is dark now with a proper sky, moon and stars.
- Rain comes in waves of showers, dirt roads turn to mud that slows vehicles and infantry, and vehicles sometimes get stuck for a moment.
- Desert maps now get a rare rain, and snowy maps see blizzards more often.
Survival: Enemies and Battlefield
- Enemy infantry moves as squads, in a wedge in the open and in a column through tight spots, and a new leader takes over if the old one goes down.
- Under heavy fire a squad splits in two, one half shooting while the other rushes to the next cover, and they fire on the move.
- Infantry under gunship fire now runs for real cover instead of just lying down, and hugs it when you keep the pressure on.
- Close hits pin infantry down, heavy bombardment makes them panic and scatter, and the wounded crawl to cover or get dragged there by a buddy.
- Wounded enemies are out of the fight, don't count toward the wave, and one more hit finishes them for the normal reward.
- Close to the base, infantry no longer stalls outside: they push inside, take cover behind buildings, walls and vehicles and surround it from several sides.
- New enemy mortar teams shell your base from behind the wave.
- High Value Targets: each wave marks 1 to 3 key enemies with an amber diamond, and taking them out pays triple XP and cash.
- Transport helicopters can bring in an air assault wave late in a run, fast-roping six soldiers each.
- Tanks and APCs carry infantry riders on long drives, APCs stop and unload squads when things heat up, and crews bail out of damaged vehicles.
- Tanks go hull-down behind ridges, turn their front armor toward the biggest threat and pull back to reload between shots.
- Ground fire now respects armor direction: hitting a vehicle from behind hurts much more than from the front (your gunship's damage is unchanged).
- Hits can break a vehicle's tracks, jam its turret or set its engine on fire, and badly damaged vehicles limp along trailing black smoke.
- Armored vehicles pop smoke screens when you hammer them, which hides their markers in normal view (thermal still sees through).
- Vehicles drive like real vehicles now, with momentum, proper turning, slowdowns on slopes and sand, and no more driving through each other.
- Burning wrecks block the road, so hitting the front of a convoy jams the whole column for a moment, and a broken-down convoy vehicle no longer stalls everyone behind it forever.
- Vehicles crush fences, signs and small trees, tanks push through walls and trees, and they will run over infantry standing in the way.
- Convoy escorts now actually defend their convoy, staying in formation and turning on whoever attacks it, and the full convoy destruction bonus needs the escorts dead too, even if the trucks go down right as they spawn.
- Close to an enemy vehicle, riflemen throw grenades at it.
- Helicopters fly in real formations, follow the terrain, spin down when they lose their tail rotor and crash into whatever is below.
- Helicopter rockets and missiles are no longer unlimited, they have to point at a target to fire, and enemy attack helicopters (and your own) hit a lot harder.
- At night enemies drive with headlights and go dark when you start shooting, and squads fire red signal flares and parachute illumination flares, but only when it's actually dark.
- Buildings on DUNE, CRUCIBLE, THUNDERFIELD and FAITH can now be destroyed, along with trees, fences and props on many maps, and a collapsing building crushes everyone under it.
- Heavily hit buildings catch fire, burn for a while and then collapse.
- Ammo trucks, rocket launchers, ammo crates and fuel barrels cook off in chain reactions that hurt everything nearby.
- Craters, rubble and wrecks now stay on the battlefield much longer, and infantry uses craters and rubble as cover.
- Enemy weapons fire in proper bursts with real reloads, while their overall damage stays close to what you know from 0.9.
- The live enemy cap was raised, so runs with a higher Enemy Count actually get more crowded.
Survival: Balance and Leaderboards
- Gatling buffed: more damage, a slightly bigger splash and full damage on direct hits, so it shreds squads much faster (still weak against armor).
- 30mm and bigger rounds that hit an infantryman center mass now reliably kill him.
- New Efficiency card: hits have a chance to refund the round you just fired.
- With Enemy Count above 1, the kill part of your score and the kills leaderboard are scaled by the multiplier, so the bigger crowds don't inflate the boards.
- Reward multiplier sliders now scale fairly in both directions, so making a run easier costs as much as making it harder pays.
- Allied anti-tank missiles now fire in short volleys with a long reload instead of one every 3 seconds.
Weapons and Gunship
- Every gunship cannon looks different on screen: thin quick Gatling tracers, a thick bright 30mm trail, a glowing 45mm round and a big hot 105mm shell.
- Tracers now fly smoothly at any frame rate instead of stuttering at 60 FPS and above, and Gatling tracers no longer pop into existence mid-air when you're zoomed out.
- Crosshairs were redrawn crisp at any resolution and now react to firing, spread with the Gatling, fade during reloads and flash red on an empty mag.
- The crosshair color follows your vision mode, so it stays readable on White Hot, Black Hot and night.
- Lock-on weapon reticles pull in and snap into place when the lock settles.
- Your aim no longer drifts on its own while orbiting over high or low ground.
- Screen shake is now purely visual, so it never nudges your aim, and sustained Gatling fire builds up the shake.
- Each weapon has its own controller rumble, from the Gatling buzz to the 105mm kick.
- Zoom steps are smooth with a quick focus pull.
- Switching vision modes is now almost instant.
- Damage numbers merge instead of stacking, crits stand out on their own, and "CRIT" is now just a bigger yellow number.
Visuals and VFX
- Every impact now reacts to what it hits: dust in the ground's own color, splashes on water, chips on concrete, splinters on wood and sparks on metal.
- Each weapon leaves its own crater and scorch mark, and fresh craters glow in thermal before cooling down.
- Explosions were rebuilt: fireballs, darker smoke, a heat ring that shows the blast radius, flying debris, shockwaves that bend trees and grass and dust falling off nearby roofs.
- Big bombs throw up a towering column of dust and black smoke that drifts with the wind.
- Smoke, dust, embers and flares all drift with one shared wind that changes every match.
- Vehicle kills look the part: turrets get tossed on ammo cook-offs, flames jet out of hatches, and wrecks burn, smolder and then cool.
- Vehicle damage is readable from orbit, from light smoke to thick black columns and engine fires.
- Small arms and autocannon rounds ricochet off armor or burn into it with bright sparks.
- Tank cannons blow out a cloud of smoke and kick up dust in front of the barrel.
- White phosphorus bursts into bright arcing streamers.
- Aircraft flares look like the real thing now: tiny white-hot points trailing smoke that spreads out into that classic angel wings shape.
- Thermal got much more real: engines glow while driving and cool after parking, barrels heat up, tracks warm up, and corpses and wrecks cool down over time.
- Explosions in thermal no longer blind you with a giant white disc.
- At night vehicles use headlights and brake lights, and friendly units carry IR strobes so you can tell them apart in thermal.
- Infantry leaves footprints and vehicles leave tire and track marks in sand, snow and mud.
- Blood was redone with pools, sprays and dismemberment, with four levels in Settings (Off, Minimal, Normal, High).
- Fires steam in the rain, embers rise at night and wrecks keep smoking long after they stop burning.
- Screen distortion effects are subtler, and the horizontal light streak through explosions is gone.
Audio and Voice
- The Campaign is fully voiced in 28 languages: briefings, mission radio, debriefs and interludes.
- 92 new Survival radio lines for the most repeated moments, voiced in 28 languages.
- Dubbed languages now get as many variations of the Survival chatter, weapon ready and Splash calls as English, so the radio repeats itself a lot less (about 3,700 new clips).
- New briefings for Amber Ford, Tidegate, Black Anvil and TRIDENT, voiced in 26 languages.
- TRIDENT has its own naval radio crew (EWO, TAO, Air Boss and the Stormhawk pilot), voiced in 25 languages.
- Zombies has its own radio with more than 270 lines plus zone briefings, voiced in every language except Thai.
- Radio no longer wastes a callout on a line with no voice, and the "Important only" radio setting now really silences the chatty ones.
- Runs that end in a Collateral loss finally get their own voice lines.
- Explosions sound different up close and far away, far ones arrive muffled and a little late, and echoes change between towns, valleys and open ground.
- Tanks, trucks, boats, helicopters and infantry squads now make movement sounds: muffled under your guns from the gunship, clear but not overwhelming from the drone.
- Enemy missiles, RPGs and miniguns play their own sounds instead of a generic explosion, and crews bailing out and flare salvos have quiet sounds of their own.
- Survival enemy mortars got a new firing sound, and the incoming whistle is gone.
- TRIDENT's sea battle got its own sounds: CIWS bursts, missile launches, deck guns, decoys, torpedoes and helicopter rockets, and the Stormhawk helicopter card has rotor, missile and door gun sounds.
- Menus got new close and unlock clicks.
UI and Menus
- A brand new main menu with numbered modes, your best score, the latest Steam news and a quick look at my other games.
- The main menu now shows the game's own logo, with local logos for Korean, Chinese and Japanese, and the Early Access badge is gone for good.
- The modifiers screen got proper margins, and Reset now sits under the active modifiers.
- A new loading screen and a new in-mission HUD with cleaner panels, new fonts and weapon tabs that drain as you fire.
- The HUD tints itself to your vision mode, and enemy markers now stick to their units while zooming and orbiting.
- Unit labels only appear when you zoom in, allies show a small health bar, and heavy units show a reload bar.
- The zone select, briefing, Armory, leaderboards, stats, modifiers, pause menu, level-up screen and sortie end screens were all rebuilt.
- The Armory has per-upgrade prestige toggles, a details mode that breaks down base, prestige and upgrade values, and the leaderboard built right in.
- The sortie end now shows a flash band with the result, then a results screen with weapon stats and your picked upgrades, and the score line finally shows your real score instead of credits.
- On level-up you can pick cards with 1, 2 and 3 and reroll with R, and a short input lock stops you from picking a card by accident while firing.
- Every confirmation window got the new look, and things you can't undo (abandon, prestige, wiping progress) need a one second hold.
- Refunding an upgrade now asks first.
- Tips were rewritten and pop up once, when a system first matters, and veterans only see tips for the new stuff.
- Ally orders now go through an order wheel in every mode: hold F (L3 on a controller), flick toward an order and let go. The order lands where you aimed when you opened the wheel and leaves a teal marker on the ground.
Settings and Accessibility
- Settings were rebuilt from scratch with categories, keyboard, Xbox and PlayStation button icons and gamepad navigation everywhere.
- Separate mouse and controller sensitivity, deadzones, stick response curve, zoom speed, vibration, master volume and audio night mode.
- New subtitle, HUD and crosshair accessibility options, plus VSync, FPS limit, monitor and refresh rate choices.
- Display changes revert after 15 seconds unless you confirm them.
- Gore now has four levels (Off, Minimal, Normal, High), and your old on/off choice carries over.
- The Controls tab has a keyboard and gamepad switch and lets you reset one binding or a whole category.
- Your saved keybinds now load at startup, instead of only after you opened Settings.
- Rebinding can be cancelled with Start on Steam Deck and controllers, and duplicate bindings now warn you.
- The new Flares key only shows up for the Campaign, so it never clashes with your Survival keys, and Space and D-pad down stay free for whatever you bound there.
- Hold-to-lock, zoom at high FPS or low sensitivity and the stick inner deadzone all work properly now.
- HUD scale and safe area now actually apply to the Survival HUD.
- Steam Deck players without saved settings start on Medium quality with a 60 FPS cap.
- Your aim sensitivity carries over exactly as you had it.
Localization
- Everything new is translated into all 30 languages.
- Portuguese is now two languages, Portuguese (Portugal) and Portuguese (Brazil), and Brazilian players get Brazilian Portuguese automatically.
- Lots of translation fixes, like "tank track" being translated as a shipping pallet in 27 languages and leaderboards showing military rank instead of position in 24.
- Arabic no longer breaks the pause menu, Armory, level-up screen and sortie end, and Arabic and Thai text no longer gets torn apart by letter spacing.
- Cyrillic, Greek, Chinese, Japanese, Korean and Arabic text now uses proper bold fonts, and Simplified Chinese no longer shows missing characters on Steam Deck.
- Uppercase text follows your game language now (no more English "SUBTİTLES" on Turkish Windows), and Greek capitals drop their accents.
- Wave banners, settings options and many menu labels that were stuck in English are now translated.
Performance and Steam Deck
- Big crowds are much cheaper: moving 600 units costs less than half of what it used to, and ragdolls no longer weigh on physics until someone actually dies.
- Distant infantry is drawn as a lightweight crowd, cutting draw calls without changing gameplay.
- Survival maps load faster with much lighter navigation data.
- Saving after a sortie or an Armory purchase now happens in the background, so no more hitch.
- The first explosion of a run no longer causes a stutter, and convoys and helicopters no longer hitch the game when they spawn.
- Fixed slowdowns that crept in during long runs from vehicle and effect bookkeeping.
- Less memory used by fonts and a smaller install from unused content being cut.
Bug Fixes
- Units no longer stop and go at the edge of their weapon range (thanks Xenoun and ReaperLord), and they no longer give up on a target and walk back when a crowd blocks their view.
- Allied APC calls no longer sometimes deliver a jeep instead, so you always get the APC you paid for (thanks ReaperLord).
- Enemy anti-air linked to a radar can now actually fire at your gunship, and destroying that radar no longer blinds your own allies.
- The Enemy Armor modifier no longer makes tanks completely immune at high values, and it no longer makes infantry take extra damage.
- No Prestige mode no longer strips the upgrades you paid for.
- Fixed the veteran bonus carrying over between runs, the Rare tier giving more than it said, chain reactions skipping enemies and Field Medic counting paused time.
- Fixed the level-up screen locking the game with an empty card pool, and a big XP gain now gives every level it should at once.
- While the card or level-up panel is open, your shots, chain explosions, EMP and slow timers and enemy spawns now properly wait.
- Fixed phantom WAVE CLEARED messages and an inflated wave counter.
- Convoy trucks no longer freeze for good after a pause or an EMP hit.
- Rockets that lose their target now fall and explode instead of flying off into the sky, and missed enemy bullets hit the ground instead of vanishing mid-air.
- Turrets no longer whip 180 degrees between targets, and units now face where they are shooting.
- Tanks and tracked APCs now drive like tracked vehicles instead of cars.
- Fixed jeep routes on AEGIS, unreachable ground on THUNDERFIELD and enemies getting stranded on map islands.
- Pre-placed MLRS on THUNDERFIELD and CRUCIBLE stay where they belong.
- Fixed ghost base captures and the base grace timer running during the briefing.
- Fixed a long list of weapon issues: rockets clipping walls, mortar arcs, splash falloff, minimum range, damage stats and reduced-sortie previews showing 0.
- A corrupted mission stats file can no longer wipe your mission history, and a corrupted settings file no longer causes a crash loop on startup.
- Fixed a rare softlock when a run ended while paused, and a case where Armory purchases could be lost after visiting another mode.
- Delete All Data now really deletes everything, and it's only available from the main menu.
- Fixed subtitles going silent for a whole mission, wave banners disappearing and weapon sound tails playing on through pause.
- Fixed the leaderboard panel errors and the stats panel staying empty without Steam.
- On level-up, the gamepad no longer jumps back to the first card and confirms the wrong one.
- Escape in the upgrades list returns to the pause menu instead of resuming the sortie.
- The prestige preview shows the right next level after lowering prestige.
- Ally order keys no longer vanish 25 seconds into a sortie.
- Count-up missions show Elapsed Time instead of Time Left.
- Your saved resolution no longer gets swapped for a random one at startup when it isn't available.
- A few debug keys were still active in the game, and now they're gone.
- Fixed broken Turkish unit names and Traditional Chinese showing Simplified Chinese key hints.
- Achievements that aren't set up on Steam yet are kept and unlock once they are.
- The gunner of an abandoned pickup truck no longer stays standing in the burning wreck: he jumps out and runs instead.
Your progress carries over. Scores, upgrades, credits, prestige, keybinds, all of it. Nothing to reset. Your aim sensitivity and gore choice come along too.
One heads-up for leaderboard hunters: the Gatling buff, the new Efficiency card and the Enemy Count scoring change affect scores from here on, and Hardcore runs live on their own boards.
That's 1.0. It's a big milestone, but it's not the finish line, and it definitely doesn't mean I'm walking away from the game. It just means Survival and Zombies are now feature complete, and Act I of the Campaign is in your hands. Acts II and III are still cooking, with every mission in by 1.2.0. More patches and more content are on the way. And if you want more from me, I've got two smaller games going. Wartide came out last week: a military idle defense that can sit on your desktop as a widget while you work, with WW2-to-modern armor holding off waves from every side. Blitzpoint is my next project: a minimalist modern military tower defense where you build a FOB by day and hold it at night. It's coming in December, so a wishlist helps a ton.
And keep in mind, I'm making this game solo. With an update this big, some corners will still be missing polish and a few bugs will slip through. As long as you report them, I'll fix every single one. This week goes into bug fixes and more polish across the board. Even collecting and documenting this info took a lot of time so I'm greatful for your patience. In the end there is a great foundation for Metal Thunder to go forward and be the best Gunship game there is.
The game has also grown into a really big and complicated pile of systems, so here and there a placeholder might have slipped past me, like a temporary text, sound or visual. If you spot one, let me know and I'll swap it out.
Appreciate all the feedback and reports, keep 'em coming! And if you're having fun with Metal Thunder, drop a review. Best way to support the game. As always,
See you in the skies,
-- Tolga PS : I am aware of the problems with the second mission, it's getting reworked in the meantime. All missions should feel much better in around 12 hours after release. Fixes on them take a bit of time
This announcement was originally published by Dumbbell Games on Steam on Oct 29, 2026.
Open the original on Steam