Store data
- UK price
- £7.43
- US price
- Awaiting regional check
- Positive reviews
- 75%
- Total reviews
- 599
- Release date
- 29 October 2026
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| Last 30 days | 104 | — | — | 89 | — |
| October 2026 | 104 | — | — | 89 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The battlefield is ever-changing, with dynamic environments and unpredictable enemy tactics. As you face diverse combat scenarios, you'll need to think on your feet and make split-second decisions. Choose your weapons wisely, customize your loadout, and deploy tactical maneuvers to turn the tide in your favor.
No two missions are the same. Encounter a variety of insurgent strategies and environmental conditions that force you to adapt your approach. Upgrade your AC-130 with advanced weaponry, armor, and systems to stay ahead of the curve. Your ability to evolve your tactics in response to new challenges will determine your success.
Each run is a relentless test of skill and endurance. Face waves of enemies, survive intense firefights, and push through the toughest conditions. As you progress, earn rewards and unlock powerful enhancements to enhance your gunship's capabilities. Overcome every obstacle and prove your dominance in the skies.
Every mission is a new opportunity to showcase your aerial combat skills and strategic thinking. Master the art of gunship warfare and rise to the challenge of an ever-evolving battlefield. Are you ready to lead the charge and reign supreme from above?
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Survival Complete First | 94.8% |
| 02 | Survival Kills 100 | 90.0% |
| 03 | Survival Complete Defeat | 85.1% |
| 04 | Survival Kills 500 | 76.1% |
| 05 | Survival Kills 1000 | 66.4% |
| 06 | Survival Complete Peak | 49.2% |
| 07 | Survival Kills 2500 | 37.3% |
| 08 | Survival Complete Dune | 33.8% |
| 09 | Survival Nodamage Peak | 30.1% |
| 10 | Survival Complete Aegis | 28.2% |
| 11 | Survival Complete Crucible | 14.8% |
| 12 | Survival Complete Faith | 14.0% |
| 13 | Survival Nodamage Dune | 13.8% |
| 14 | Survival Nodamage Aegis | 11.4% |
| 15 | Survival Complete Thunderfield | 9.6% |
| 16 | Survival Complete All | 8.9% |
| 17 | Survival Nodamage Crucible | 7.8% |
| 18 | Survival Nodamage Thunderfield | 6.3% |
| 19 | Survival Nodamage Faith | 4.7% |
| 20 | Survival Nodamage All | 3.4% |
Hotfix v0.9.808 Hey Commanders, Fresh batch, straight from your reports: - Units freezing and taking turns to move in crowded battles is fixed. TrashPanda's repro cracked this one for the modifier players, thank you! - Upgrade prices were stuck at 2.00B. They scale properly again, so endgame prestige actually costs something. - Money now works correctly at very high balances. If your wallet is in the trillions, kills were paying you nothing. Saves are safe. - The base was taking random damage with nobody around (thanks jfc517). Helicopters flying over it were secretly triggering the capture zone. Aircraft can't capture ground anymore. - The Weapon Count modifier showed a penalty at the default 4 weapons (thanks Blackdog). It now shows the real values. - Ambient sound no longer keeps playing when the game is paused or over. More patches are on the way. Appreciate all the feedback and r...
Read full update on Steam ↗Hey Commanders, Remember when I said more patches are on the way? I ran a deep bug-hunt sweep through Survival, and between this and your reports this one turned into a big pile of fixes. Grab a coffee. The big ones Elite and wave bonus rewards were getting silently overwritten one frame after spawn. That 3x HP elite tank you took down? It was paying base rewards. Elites now actually pay their 5x XP and 3x cash Your ground crew was fighting amateurs. Enemy tank shells were falling short of their targets, and enemy APCs and IFVs could not hit a barn from ten meters. Both fixed. Fair warning: enemy armor actually shoots back now, watch your allies. Playing past the mission timer and then hitting End Sortie could count your run as ABANDONED instead of a win. You get your win now. (Rare case but had to be fixed) Long Mission and Sprint Mission finally scale difficulty correctly. Long was...
Read full update on Steam ↗Hey Commanders, So, funny story. Someone on Discord showed me a screenshot of 550 million credits earned in half an hour and asked if that was normal. It was not. Turns out the economy had a few holes in it. Prestige cost was flat forever, so once your income got rolling you could just prestige on repeat. Now each prestige makes the next cycle roughly 15% pricier. Nothing gets taken from you, your current prestige levels stay exactly as they are, but upgrade prices will look higher if you've already prestiged a bunch. That's intentional, don't report it as a bug please. Also found out your squad was paying you full price for their kills. You already got reduced XP for assists but the money part apparently never got that memo, so an ally army was basically a passive income build. Ally kills pay 25% now. Your own kills are untouched. I know money nerfs are never fun. Sorry. The grind ki...
Read full update on Steam ↗Hey Commanders, Quick SITREP: another day, another batch of bugs blasted. Here's what got fixed: - Units taking turns to move when the map gets crowded. A recent patch accidentally choked the pathfinding budget, so units were queuing up for their route calculations. Everyone moves at once again. Thanks TrashPanda! - Effect Density: new "Off" option (zero explosion visuals, hitmarkers and sound still do their job), and "Minimal" now also halves particle counts and finally tones down your own shot effects. Thanks NicoM! - Soldiers shooting at you with invisible rifles after their first death. They get their weapons back now. - Helicopters shot down during takeoff could freeze dead in mid-air. They crash properly now. - Kill feed could blame the wrong ally for a kill and slowly leaked memory over long runs. Fixed. - Chain-exploding vehicle clusters could damage wrong targets with double...
Read full update on Steam ↗Hey Commanders, Quick SITREP: went through your reports from the last few days and blasted a solid batch of bugs. Here's what got fixed: - Base "capturing itself" with zero enemies in sight, plus the "base is under attack" radio spam that came with it. Turns out flying wreckage and enemy shells were counting as invaders. The base now only reacts to actual living enemies rolling in. Simple as that. - JDAMs and Mavericks locking onto ally helicopters. Lock-on weapons now only paint enemies. And no, friendly fire was never a thing, your missiles were just wasting themselves on a helo that couldn't be hurt. - Freshly unlocked weapons taking forever to fire their first shot, same story after switching to them. Weapons now come out of the crate ready to fire. - Red target markers getting stuck on screen and following your aim around. Gone. - Hitmarkers slowly growing until they covered half...
Read full update on Steam ↗Hey Commanders, Confession time. The last proper patch note I posted was v0.9.714, and we're now on v0.9.803. If you noticed builds landing on Steam with no notes attached, you weren't imagining things. I kept sitting on the changelog, telling myself I'd bundle it all with the Zombies update. That was the wrong call, and a few of you rightfully called it out. So here it is: everything that shipped since v0.9.714, in one big post. Grab a coffee, this one's chunky. Before the guns, a quick word on where I've been. Since the push towards 1.0 started I've had a streak of bad luck. I wrote about part of it in the v0.9.700 notes, and then in June I suddenly lost my grandma. We were close, and it hit me hard, so I stepped away for a while to mourn and rearm. My back injury is also still in effect, I can't sit upright for more than 2 hours, so these patches got built in whatever windows my sp...
Read full update on Steam ↗Hey Commanders, Couple of urgent reports came in this week, all addressed today: Firing not registering on Steam Deck / Linux — AGT_ZURU and Bravo51 both flagged that mouse clicks weren't always reading, and holding to fire would cut out after a second or two. Tracked it down to an event-timing quirk on the Linux input backend where "press" or "release" events occasionally get dropped. Reworked the fire input to poll state every frame instead of trusting single events, so a missed click or stuck "release" corrects itself on the next frame. Windows behavior unchanged, same fix covers controller triggers too. Phosphorus and Napalm DoT zones doing no damage — kuri_ponkotz ("infantry pass through Phosphorus smoke without dying") and STRATOFORTRESS ("napalm dont kills inf") both caught this one. Three stacked bugs from the v0.9.712 DoT rewrite left the damage zones silently inert. All thre...
Read full update on Steam ↗Hey Commanders, Round two coming in. Weapon identity pass, a new Prestige feature, and a chunky performance fix that was biting the Napalm crowd. 🎯 Direct Hits Matter NowLanding a precision shot on the right target finally pays off.Maverick, Hellfire, 105MM, JDAM direct hits one-shot helicopters and tanks, all the way up to heavy armor. They were supposed to be anti-armor specialists, so they act like it now.45MM, Comet, Cluster, Napalm direct hits one-shot light vehicles (technicals, trucks, scout cars, APCs). Not tanks, but clean connects delete softer targets.Splash damage near a tank still only does splash. Only a physical direct connect one-shots armor. Aim rewards you.Splat-radius upgrades now unlock the direct-kill mechanic on borderline weapons, so pushing Phosphorus past 7m radius starts deleting infantry on contact.105MM now treats heavy tanks like the AP/HEAT it's supposed...
Read full update on Steam ↗Hey Commanders,Small but important hotfix landing today. Couldn't ignore a few issues that were bugging players (and me). This is mostly about Steam Deck ergoFixes:🎯 Weapon AccuracyIn-flight projectiles no longer count as misses before they landDirect hits on enemies always register now, even when the AOE detection stumblesSo yes, those 100% accuracy runs you earned actually show up as 100%🎮 Steam Deck + Desktop Dual SetupDisplay settings (resolution, window mode, quality, FPS) are now saved per-deviceSteam Cloud won't overwrite your Steam Deck settings with your desktop ones anymore (or vice versa)Play on both, settings stay put🕹️ Controller LoveFixed the main menu being dead on controller after returning from a matchNew auto-scrolling menus, scroll areas now follow your controller selection instead of leaving it off-screenPanels remember who called them, so closing a panel return...
Read full update on Steam ↗Hey Commanders,Pulled a bunch of AI and pathing threads yesterday and most of it ended up knotted together today, so this one's a chunkier hotfix. A lot of "units standing around like statues" reports, a lot of "my squad won't listen" reports. Turns out those were all the same mess, just showing up in different places.Quick SITREP: Squad AI⚡ Move orders actually stick now. Issue an order, the squad marches to the flag and holds there, spread in a ring around it. Before, they'd follow the order for six seconds and then go chase whatever walked into view. Simple as that.⚡ Hold position means hold position. Once your squad arrives, they'll engage anything that walks into shoot range but they won't leave the spot to chase. Defend the flag, not the world.⚡ Fresh ally spawns in Defense mode no longer march past enemies with combat locked off. If there's no active move order, they engage hos...
Read full update on Steam ↗Quick follow-up to 708. A few things surfaced right after it went out. As a solodev I can only do so much testing before pushing updates out, so bear with me and thank you for your continued patience.Fixes:🚁 Helicopters actually follow command orders - big thanks to @Travis440 and @JuggernautOfWar for the heli reports. You could deploy a heli to a command point and it would just sit there staring at you. The NavMesh guard was bailing before the air-unit branch even got to run, so the flight controller never received the destination. They now get the memo.⏱️ Base-captured soft-lock patched too - 708 fixed the fuel-timer soft-lock, but turns out the base-capture loss path had the exact same bug. Thanks @ILikeIVDrugs for the original report, the full fix is in now.👣 Static soldier spawns validated against NavMesh - some static spawn points were dropping soldiers slightly off the mesh (...
Read full update on Steam ↗Quick hotfix after 707. Couple things popped up once more of you got hands on it, sorry for the inconvenience. As a solodev I can only do so much testing before pushing updates out, so bear with me and thank you for your continued patience.Fixes:🎯 Accuracy actually capping at 100% now - burst weapons like the 45mm and Hellfire were showing %120, %150 on the stats panel. Turns out every sub-projectile was counting as its own hit while the shots-fired counter only ticked once per trigger pull. Math was flattering but lying. Fixed.⏱️ No more soft-lock when fuel timer expires - some of you got stuck on the HUD with no way out when the sortie clock ran down. EndGame was tripping over its own guard flag and bailing before the results screen could show. Also tightened the stuck-enemy failsafes from 30s/60s to 10s/15s so the round actually closes when a couple strays are unreachable.👁️ Targ...
Read full update on Steam ↗Hey Commanders, Thought I could sleep a little but once I got back \Shipping a hotfix tonight targeting a nasty pair of bugs around currency and upgrades. A few of you have been reporting "I can't earn money to upgrade my weapons anymore" and the save recovery rebuild was the prime suspect. Turns out you were right.Bug squash:⚡ Upgrade buttons stuck black after earning currency Armory only refreshed the upgrade UI on first open, so after a round the counter ticked up but the + buttons stayed locked until you clicked a weapon to force a redraw. Now the armory snaps to your starter weapon and re-evaluates everything every time you open it.⚡ Currency lost after save recovery If you went through the legacy save popup, the menu and armory kept pointing at the old tracker that got replaced in memory. Money you earned after migration went to the live tracker, but the UI kept reading the orph...
Read full update on Steam ↗Hey Commanders,Quick SITREP: some of you lost your lifetime progress after the big save refactor a few versions back. Currency, meta upgrades, weapon stats, all gone from the menu even though the data was still sitting there on disk. That's been bugging me for a while, so this hotfix is mostly about getting your progress back.Save Recovery On launch, the game now looks for your old save file. If it finds one, a popup shows up with a preview of what's in there, currency, kills, sessions, and you pick Restore or Skip. Hit Restore and everything merges back into your current save. I'm playing it safe and archiving the old file as a backup after migration, so nothing gets deleted. If the popup never shows up for you, that means your save was fine the whole time.If you already have progress on the new save, the popup still lets you restore on top, I'm using a max merge so your current prog...
Read full update on Steam ↗Hotfix v0.9.703 Being a solo dev has its pros and cons, and the biggest con is the inability to test every edge case. You folks find them faster than I ever could, so huge thanks for the reports. Let's get into the fixes: Helicopters are no longer made of STALINIUM Invincible helicopters are no more. Turns out a leftover armor flag was making them shrug off everything. They can now be shot down the way nature intended. Jumbled text fixed Some localization strings were showing up scrambled. Cleaned up. Phantom troops banished There was a nasty bug where ghost troops lingered on the map and softlocked some runs into unwinnable states. Had to call Aragorn to march them back to the netherworld. Runs should complete properly now. Pacifist units reeducated Some of your allied units were trying to resolve conflicts peacefully by standing perfectly still. I sat them down, had a chat, and they...
Read full update on Steam ↗Hey Commanders, First off, I owe you an apology for the long hiatus. Had to step away for a bit to get myself better, both physically and mentally. A lot of you were incredibly supportive through the whole thing, and I can't thank you enough for that. (A small handful were unnecessarily aggressive. You know who you are.)Let me get the personal life update out of the way first.Last time I checked in was back in September, saying updates were going to start flowing again. Then I blew out my back in early October. Big herniated disc in my spine (20mm, for the curious), and I nearly lost the use of my right leg. Couldn't move it, couldn't get out of bed, and the pain was on another level. That was a couple of months of barely being vertical, and I've been recovering ever since.Since I'm a big guy, I chose the most minimally invasive route I could. That meant a long rehab, but it was worth...
Read full update on Steam ↗Hey Commanders, Good news! Slowly but surely getting back on track with the updates! Metal Thunder just went even more multilingual! This update brings full localization support for 15 new languages, so more Commanders around the world can join the fight.🗣️ Newly Added LanguagesItalianRomanianSwedishNorwegianFinnishDutchHungarianCzechGreekUkrainianBulgarianVietnameseIndonesianThaiDanishEvery UI element, mission briefing, and upgrade screen is now fully localized. As always, you can report any mistranslations. Keep an eye out! 🌐⚙️ Quality of Life & FixesAdded the ability to replay missions directly from the win/loss screen.Added the option to skip mission briefings if you’re eager to jump straight into action.Fixed a bug where the camera would “jump” when a sortie started.Fixed an issue where unit indicators occasionally bounced around or stayed visible even when paused.Improved over...
Read full update on Steam ↗Hey Commanders, Couldn't sleep knowing accuracy tracking was off — so I patched a few things: Accuracy should now be properly tracked Fixed a "potential" game-breaking bug when selecting the 30mm Added a time indicator to the Card Upgrades screen See you in the skies, – Tolga ⚡
Read full update on Steam ↗Hey Commanders, Kicking off this update cycle with a highly requested quality-of-life change: You can now freely choose your starting weapon before each sortie. Simple as that. More patches are on the way — thanks for sticking with me and sending in your feedback! See you in the skies, – Tolga ⚡
Read full update on Steam ↗Hey Commanders! I’ve been AWOL for a bit while relocating as the place I was renting got pulled into urban redevelopment, so I had to move out. Now that I’m finally settled in with stable internet, here’s a small QoL patch to get things rolling again: Prestige Tracking: Each weapon now displays a prestige progress indicator. Track your advancement and push your arsenal to elite status. Endless Mode Update: If you hold the line beyond the mission’s expected win time in Endless Mode, command will now recognize the base as secured. As always, I appreciate all your feedback and reports, keep 'em coming! ❤️ See you in the skies, – Tolga ⚡
Read full update on Steam ↗Hey Commanders! A few new tools for those chasing pain in Endless: Scaling Difficulty: Enemies health, damage & armor now ramp up over time. The longer you last, the worse it gets. Good luck. No Upgrades Modifier: Turns off all upgrade choices. Pure, stripped-down survival. No Leveling Modifier: Disables XP gain and leveling mid-run. No stat boosts, no new guns, just 30mm. All optional. All mean. All love
Read full update on Steam ↗Hey Commanders, 🛠️ Fixes Mission briefing inconsistencies on the Survival UI have been resolved for Sentinel Peak and Frozen Aegis. A couple of translations have been corrected for all languages ⚙️ Quality of Life Projectile generation got another round of optimization — expect a solid 25%+ performance boost during heavy combat scenes with lots of firepower flying around. Started laying the groundwork for the next content update, more info on that coming soon! Also new achievements pretty soon Appreciate all the feedback and reports, keep 'em coming!
Read full update on Steam ↗Commanders! You may have noticed a flurry of updates lately—and no, I definitely didn't forget to write patch notes (I’m just reading my git pushes retroactively, alright?). Here’s a tidy recap of the recent patches, fixes, and quality-of-life changes deployed over the past few updates. Thanks for your patience and all the amazing feedback—keep it coming! ❤️ 🧰 Fixes Fixed: Briefing on Operation Dune Bastion was always skipped—now it plays as intended. Fixed: Enemy units now freeze instantly when the game is paused, rather than slowly decelerating. Fixed: Game no longer freezes for a moment when a new music track plays mid-game—songs now preload more gracefully. Fixed: Steam Cloud sync now works—turns out I may have forgotten to uncheck a little beta testing box 🙃 Fixed: Infantry units with max HP/armor no longer act like invincible raid bosses. They now go down as expected. Fixed: N...
Read full update on Steam ↗The grind never stops, and neither do I. Thanks for pushing Metal Thunder to new heights! 🚀 BIGGER, BADDER, & MORE CUSTOMIZABLE 🔧 Difficulty Modifiers Overhaul You asked for it! —total control over your experience! 🔥 Tweak everything: enemy count, spawn rate, health, damage, speed, and armor. ⚡ Endless Mode & God Mode (Pick one, not both—nice try 😏). 🕶️ No UI Mode (Goes full immersion mode—still a work in progress). 🔫 No Reload Mode (Who needs reloads anyway?). 💥 Weapon Count Selection (Bring more firepower to your ops). 💰 Dynamic Currency Scaling Higher difficulty = higher rewards. Push the limits, reap the benefits. Dial up the challenge and watch that currency pile up. 🔧 Armory UI Fixes Fixed that annoying scroll bug where weapons just wouldn’t stop scrolling. 🎵 SOUND & ATMOSPHERE LEVEL-UP 🔥 New Soundtrack More atmospheric, more immersive, more Metal Thunder. Added more...
Read full update on Steam ↗Commanders, Your support keeps Metal Thunder in the fight! Every bit of feedback, bug reports, and suggestions help shape the battlefield. Thanks to your contributions, I'm making the game better with every update—thanks for being part of the mission! Fixes & Improvements Decryption UI Fix – Fixed an issue where the decrypt animation could get stuck on encrypted text. Camera Stability – Resolved a bug causing occasional camera jumps after firing. Bullet Change Bug Fixed – A bug made the game too fun by altering bullet behavior with sortie count changes. That fun is now regulated. Upgrade System Restored – Previously, Gatling upgrades could apply to all guns due to a bug. That exploit is now history. Gameplay Adjustments Operation Thunderfield - Fix – Mission time extended to 30 minutes, as originally intended. Hellfire Fix – Now tracks dead center of the reticle for better accuracy. W...
Read full update on Steam ↗Hey commanders! With sortie count change, a bug prevented extra projectiles to not deal any damage. Note to self : That's what you get for pushing an update at 5AM #realgamerhours I'm all ears for any and every bug, you can find me up on Discord as usual See you in the skies!
Read full update on Steam ↗Commanders, Your continued support keeps Metal Thunder soaring! Thank you for your dedication to the battlefield. Quality of Life Improvements Added an Invert Vertical option for camera controls. AI is now more responsive to orders, with improved pathfinding quality. Enhanced visibility for indicators, making them easier to spot in combat. Added indicators for available updates for each weapon Balancing Changes Damage Fall-Off System Implemented – Direct hits are now more rewarding. Increased Kill Rewards – XP and currency rewards for kills have been boosted by 1.33x. Sortie Count Upgrade Buff – No longer consumes additional ammo for single-shot weapons (30mm, 45mm, 102mm, etc.). More upgrade options will be added later. Weapon Damage Adjustments: 105mm – Damage increased by 3x. 45mm – Damage increased by 3x. Hellfire Missile – Speed increased by 1.5x, Damage increased by 1.5x. Maveri...
Read full update on Steam ↗Commanders, Thank you for your continued support on Metal Thunder. I was dealing with some life problems recently and could not work on the game properly but I'm planning to return to schedule and will deliver bigger & better updates starting March FIXED - AI in Frozen AEGIS mission should move normally FIXED - Leaderboards should display kills properly QoL - Leaderboards are extended to hold up until top 200 You can always contact me thru Discord! Waiting for your feedback Commanders! See you on the skies!
Read full update on Steam ↗Commanders, It’s time to put your skills to the test with v0.9.1, where the spotlight is on precision, firepower, and mastery. This update introduces Leaderboards to track and showcase your performance in critical categories. Update now, and let your skills take center stage. It’s time to aim true, fire often, and climb to the top! ⚡ Stay sharp, You can always contact me thru Discord! Waiting for your feedback Commanders!
Read full update on Steam ↗Hey Commanders, This update marks a major milestone for Metal Thunder. Before diving into the details, I want to share a bit of the journey behind it. As a solo developer, every aspect of this game—from the crack of gunfire to the roar of new weapons—has been built with passion and persistence. But, like any battle, it hasn’t been without challenges. Over the past few weeks, balancing game development with personal hurdles has been a real test. Survival mode has evolved into something deeper and more rewarding, but it’s taken extra time to refine. At the same time, I’ve been laying the groundwork for the campaign, making sure it delivers the tactical depth and engagement you deserve. While these challenges have stretched the timeline, they’ve also ensured that every part of Metal Thunder lives up to its potential. Your patience and support mean the world to me, and I’m incredibly grat...
Read full update on Steam ↗I’m thrilled to bring you fully customizable keybindings! Now you can map controls exactly how you like through a simple, in-game settings menu. Your changes save automatically, so every session feels just right. Also refined some controller indicators for better UI navigation. Controller should also feel better. (I haven't had the time to test Keybinding options for controller yet.) Thanks for the support, and keep those guns blazing!
Read full update on Steam ↗Fix : Sensitivity is now independent of the controller type and should feel the same among all controller types
Read full update on Steam ↗As I gear up for the first content update after a short post-launch break, I'm focusing on bug fixes and quality-of-life improvements based on feedback from Discord, Steam Forums and Reddit. Preparation: Implementing backend systems for Survival Mode leaderboards Quality of Life Updates: Added option to enable/disable hitmarkers in Settings > Gameplay Added option to enable/disable crosshair animations in Settings > Gameplay Bug Fixes: Resolved an issue where weapon cooldowns were not updating after weapon changes Fixed minor localization inconsistencies
Read full update on Steam ↗Hey Commanders! A brand-new update has landed, bringing you a wave of improvements, fixes, and a special expansion that now reaches commanders worldwide. As a solo dev, I’ve poured countless hours into ensuring Metal Thunder brings the intense, gritty experience you deserve. This update wasn’t easy—it took real dedication to capture every detail in multiple languages—but I’m thrilled to finally bring this experience closer to everyone. Here’s what’s new: 🚀 Major Updates & Fixes: Achievements Tracking – Achievements now track progress correctly. No more missed milestones; every victory counts! Lifetime Stats Improvements – Fixed double counting for lifetime wins/losses, making your stats more accurate than ever. Operation Faithkeeper Spawn Points Revamp – Reworked spawn points to ensure smoother, more balanced gameplay in this key mission. Target Damage Accuracy – Damage output now ac...
Read full update on Steam ↗Thank you all for playing Metal Thunder! I'm committed to improving the game, and your feedback is invaluable. I'm always open to suggestions, so feel free to connect with me and other players on Discord ! QoL : Changed wording for “Bullet Count” upgrade for better UX - Issue Fix : Navigation for Enemy AI fixed in Operation Sentinel Peak - Issue Fix : Mouse Sensitivity should display correct values - Issue Known Issues Changes in elevation impact weapon “Splash Damage” Next Update : Text localization
Read full update on Steam ↗104 concurrent players — the highest daily peak recorded at that point.
75 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Hotfix v0.9.808 Hey Commanders, Fresh batch, straight from your reports: - Units freezing and taking turns to move in crowded battles is fixed. TrashPanda's repro cracked this one for the modifier players, thank you!…
Hey Commanders, Remember when I said more patches are on the way? I ran a deep bug-hunt sweep through Survival, and between this and your reports this one turned into a big pile of fixes. Grab a coffee. The big ones E…
Hey Commanders, So, funny story. Someone on Discord showed me a screenshot of 550 million credits earned in half an hour and asked if that was normal. It was not. Turns out the economy had a few holes in it. Prestige…