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Metal Thunder News

Small Hotfix v0.9.2 - The one about AEGIS

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!

Small Update v0.9.1 - The One About Leaderboards

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!

Update v0.9.0: "Tactical Uprising"

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 grateful for it. Now, let’s dive into Tactical Uprising—an update packed with tactical depth, devastating firepower, and chaotic new battlegrounds.

[hr][/hr]
[h2]⚔️ RTS Mode Enhancements[/h2]

[h3]Unit Deployment with Vanguard Points:[/h3]
Earn vanguard points during each session to deploy Infantry, APCs, Tanks, and Helicopters. Think strategically: will you fortify your frontline or create a deadly chokehold? Every decision matters.


[h3]Tactical Commands:[/h3]
Take command of the battlefield with precise orders for your units. Move, attack, or retreat to defensive positions as the situation demands. The battlefield is yours—master it.

[h3]Refined AI Behavior:[/h3]
Your units are smarter and more reactive, prioritizing combat engagements when under fire. They’ll hold their ground until the threat is neutralized, ensuring your plans stay intact.

[hr][/hr]
[h2]💥 Seven New Weapons[/h2]

[p]Prepare to unleash chaos with seven powerful new weapons, each designed to bring unique tactical advantages to the battlefield. From precision strikes to overwhelming area denial, these additions make your arsenal more versatile than ever.[/p]


[h3]Napalm[/h3]
Lock down chokepoints with a mid-sized payload that lingers to burn enemies over time.


[h3]Phosphorus Cluster[/h3]
Slowly expanding destruction with all munitions dropped simultaneously, perfect for suppression.


[h3]Cluster Bomb[/h3]
Rain small but numerous explosives across a wide radius, ideal for crowd control.


[h3]Hellfire[/h3]
Tracker rockets with mid-flight redirection for precision strikes on high-value targets.


[h3]Maverick[/h3]
Fire-and-forget seeker rockets that let you devastate enemies and focus on your next move.


[h3]JDAM[/h3]
A massive gliding payload for obliterating heavily fortified targets.


[h3]COMET[/h3]
Overwhelm enemies with relentless dumbfire rockets. While each payload is small, their sheer volume crushes opposition.


[p]These weapons bring new strategies to the battlefield. Experiment with them to find your edge and dominate every scenario.[/p]

[hr][/hr]
[h2]🌍 Landscapes in Progress[/h2]

[p]Creating immersive, tactical battlefields is no small task. As a solo developer, every location in Metal Thunder serves as a baseline that will continue to evolve. Over time, expect more detailed, interactive environments that enhance gameplay and strategy.[/p]

[h3]Operation Iron Crucible[/h3]

[p]A small industrial complex surrounded by urban buildings. Tight corridors and open loading zones create a deadly mix of cover and exposure.[/p]

[h3]Operation Thunderfield[/h3]

[p]An expansive desert airbase surrounded by desert. Vital hangars and runways force you to rely on precision and positioning.[/p]

[hr][/hr]
[h2]🔧 Quality of Life Improvements[/h2]

[h3]💀 Gore System[/h3]

Hits now create dynamic blood pools and mist, adding an extra layer of intensity to every encounter.
Whether you want the gritty realism or a cleaner experience, the gore toggle lets you customize the battlefield to your preference.

[h3]🎮 Key Glyph Integration[/h3]
A new system adapts seamlessly to your input method, displaying prompts for controllers or keyboard & mouse. It's still in early stages, so please report any bugs to help us refine it further.

[hr][/hr]
This update is just the beginning. From refining survival mode to setting the stage for a gripping campaign, I’m committed to making Metal Thunder everything it can be. Thank you for being part of this journey—it means more than you know.

[h3]Let’s conquer the battlefield together.[/h3]
- Dumbbell Games 💪

Small Update v0.8.65 - The One About Keybindings

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!

Hotfix v0.8.61

Fix : Sensitivity is now independent of the controller type and should feel the same among all controller types