Metal Thunder

Update v1.0.1 - The One About Teaching Zombies Some Manners

Dumbbell Games

Hey Commanders!

First of all, thank you. The launch week has been wild, and your reports have been gold. I read every single one, and a huge part of this patch is basically a list of things you found.

A lot has been fixed, a lot has been improved, and there's more coming.

Grab the 45mm, here we go.

Quick SITREP on the Campaign

I want to be transparent about what's happening with the Campaign right now.

The latest AI logic rework introduced some issues that weren't caught before release. Rather than leave those missions in a broken state, I've temporarily locked Missions 03–06 with a "Reworking" tag while I fix them.

Your progress, stars, and scores are completely safe. Nothing has been lost.

Missions 01 and 02 received a lot of fixes in this patch. Mission 02 is still getting some work done as I'm reworking its convoy and search logic. I'm aiming to push another round of fixes by the end of the day, and getting the Campaign fully functional is my absolute priority in the next 24 hours

If you want a seamless Act 1 experience, I'd recommend holding off until the next round of fixes.

Survival and Zombies, on the other hand, have come an incredibly long way since Early Access. Both modes have received substantial improvements, new mechanics, and fixes throughout development, and I genuinely believe they're in a much better place than they were just a few months ago.

A Word About the Recent Reviews

I also want to address the wave of negative reviews since and leading up to the 1.0 launch.

I'm not going to pretend the Campaign issues don't exist. They do, and I take full responsibility for them. Some of the criticism is absolutely justified, and I'm actively working to address it.

At the same time, it's genuinely disheartening to see the entire game being written off and memed upon because of issues affecting parts of the Campaign, especially considering how much Survival and Zombies have improved.

I've spent years building this game on my own, and I'm not planning to walk away from it. The bugs you're reporting are being fixed, the Campaign missions are being reworked, and development isn't stopping with 1.0.

All I'm asking is that you judge the game honestly based on your actual experience with it. If you've enjoyed Survival, Zombies, or the Campaign, please consider sharing that experience in a Steam review. And if you've encountered issues, please tell me what happened. Specific reports are incredibly valuable and help me get fixes out much faster.

I'm not asking anyone to ignore the problems or leave a positive review just to support me. I want honest feedback, and I want to earn those positive reviews by making the game better.

I know this launch hasn't been perfect. But I'm here, I'm listening, and I'm fixing things as fast as I can.

Now, onto the patch notes.

Campaign

  • Mission 01: The downed pilots no longer refuse your orders or lie down next to their parachutes forever. Wounded enemies on the ground also stop freezing your crew.
  • Mission 01: The radioman "CALLING" marker got a proper redesign, and fewer radiomen call at the same time.
  • Mission 02: The lead vehicle no longer teleports ahead and leaves the convoy behind.
  • Mission 02: The MRAP no longer shoots itself.
  • Mission 02: Ambushes weren't really clear. Made them look much better and gave enemies proper places to hide.
  • Mission 02: The old "Soft Sand" outline doesn't hang around anymore, and the briefing voice now plays properly.
  • Rescue Helicopter: Got a fresh new look.
  • Orbit Control: Missions no longer move your orbit for you. It was jarring for some players, so when the action is somewhere else, you now get an "Orbit Here" waypoint and decide when to move. Orbit shifts are smooth now, no more sudden sprints.
  • Threat Markers: MANPADS and mortar teams are marked from the radio warning onward.
  • Enemy Camps: Camps now fall when you hit what matters: towers, fuel tanks, generators, and vehicles. No more hunting for the last pallet.
  • Infantry: Moves 25% faster in the Campaign.
  • Hard Difficulty: Friendly fire is now enabled, and the briefing tells you.
  • Post-Mission Dialogue: Conversations now play right after the debrief and can be skipped.
  • Order Wheel: The camera no longer spins while the order wheel is open, and the wheel itself is now see-through.

Zombies

  • New Hunt Order: Added a "Hunt" command to the order wheel. When the wave is almost over, send your troops to clear the last zombies. When 12 or fewer are left, they get marked on screen, even behind buildings. Zombies stuck somewhere unreachable no longer hold the wave hostage. Thanks v44su and AcCaptain!
  • Movement Orders: Move orders actually stick now. Vehicles don't break off to ram the horde, infantry doesn't freeze or run the wrong way, and a Go order on a hive or lair sends your demolition squad to crack it open. Thanks AcCaptain!
  • Landing Zone Defense: Your troops at the landing zone actually shoot now. A big fight at the base could previously leave them blind. Thanks v44su!
  • Crawler Damage: Crawlers now take full direct hits and splash damage from the Gatling and 30mm. No more tanky crawlers. Thanks Vinny1961!
  • Gunship Crosshair: No longer gets stuck after pressing X. Thanks Vinny1961 and GRANNY_LOVER69!
  • New Build Time Options: Standard, Extended, Long, or Unlimited. Take your time building those defenses. Thanks ReaperLord!
  • Hive Progression: Sealed hives no longer block your progress, and rescue groups get a short grace period when they spawn. Thanks Eilian!
  • Salvage Improvements: Salvage is much clearer now. Every gain shows how much you earned and where it came from, mission cards show their rewards up front, and there's a short salvage lesson. Thanks AcCaptain!
  • Drone Fixes: No more random flamethrower bursts, movement follows your mouse, and crawlers now take proper damage.
  • Allied AI: Landing zone teams join your garrison, civilians don't get stuck outside the base, convoys unstick themselves, and Go orders inside the FOB work properly.
  • Zombie Navigation: The swarm no longer moonwalks, sinks into dunes, or walks over rooftops.
  • Co-op: Gunships no longer spawn on top of each other.
  • Drone Pad: The white poles are gone.

Everywhere

  • Helicopter Flight Physics: Helicopters fly like they actually have weight now. No more instant climbs or sliding sideways. Thanks Punished Venom Penguin!
  • Thermal Rendering: Abandoned technicals no longer glow in thermal. Thanks Vinny1961!
  • Vehicle Crews: Crew members bailing from vehicles are now real targets you can shoot, and burnt-out hulks keep taking damage until they explode.
  • Technical Gunners: You can now snipe the gunner off a technical.
  • RPG Infantry: RPG teams reload between shots instead of spamming rockets.
  • CRT Effect: Added a new option to disable CRT scanlines.
  • Flare Smoke: Now translucent instead of being a solid wall blocking your view.
  • Enemy Spawning: On CRUCIBLE, THUNDERFIELD, and Black Anvil, enemies no longer start the run at full sprint.
  • Download Size: Reduced from approximately 12 GB to 8.5 GB.

What's Next?

The Campaign is my immediate priority. I'm working through the remaining issues, improving the AI behavior, and getting Missions 03–06 ready to reopen.

Survival and Zombies will continue receiving improvements as well. There's still plenty I want to add, improve, and polish across all three modes.

I know some of you expected a smoother 1.0 launch, and that's completely fair. I'm doing everything I can to get things where they should be.

This is a solo-developed game with a big scope, but it's not an abandoned one. I'm here for the long run, and every update will make it better.

Thank you to everyone who's been reporting bugs, sharing suggestions, leaving honest reviews, and supporting the game.

More patches are on the way. Keep those reports coming!

See you in the skies,

— Tolga

This announcement was originally published by Dumbbell Games on Steam on Oct 30, 2026.

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