About the Game

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.


Screenshots
20 imagesVersion Information
Steam Patch Notes
Official update history
Hey Commanders!
Quick one after the big update. Thanks to everyone who jumped into Survival co-op over the weekend and reported what broke. Here's what's fixed.
Quick SITREP:
Survival co-op lobbies start again. Everyone in the lobby needs this update.
Zombies drone fire support works again. E calls support, the drone scan has its own key now.
Co-op fixes: guests see units animate, enemies keep spawning with a full squad up, and leaving a match is clean.
Co-op HUD got tidied up.
Survival Co-op
Lobbies can be started again. The host was never counted as ready, so Start kept saying players need to ready up even when everyone was. Now Start works as soon as every guest is ready, and the lobby tells you exactly who you're waiting for. The fix is on the host's side, so make sure everyone updates (thanks Local 58 and petehammer).
Guests now see infantry walk and run properly instead of sliding around, and vehicle wheels turn.
Enemies keep spawning when several gunships cover the whole map. Before, with 3 or 4 pilots looking in different directions, every spawn point counted as "seen" and waves could stall. Enemies also never pop in under someone's crosshair.
Leaving a match is clean now. The solo results screen no longer opens behind the co-op end screen, the gunship HUD doesn't show through it, and when the host leaves you can use your mouse on the card without firing your guns.
HUD
The team list moved to the top left, right under your vision system, and got smaller. It no longer covers the kill feed.
CARD READY is much smaller and sits next to your level at the bottom left.
The team collateral meter moved to the bottom left, where solo shows it, as a single line. The last player who caused an incident shows for a few seconds after it happens.
NEW THREAT cards are off in co-op. Mission announcements like supply runs and intel still show.
Zombies
Drone fire support works again. Holding E kept switching to SCANNING instead of calling the naval gun or the supply drop, especially with the unit list pinned. Now E (A on a pad) only calls support. If a call isn't possible, a short message tells you why: aim at the ground, get within 160 m, wait for the wave, or buy support first (thanks Sartek).
The drone scan has its own key: hold Q (LB on a pad). It's in Settings › Key Bindings as "Drone Scan (Hold)", so you can rebind it. Sealed nests are scanned with it too.
The fire support header now shows the call range.
All modes
The altitude tape no longer slides behind the helicopter mission card (Frozen Aegis supply runs, Trident).
Appreciate all the reports, keep 'em coming! And if you're enjoying the game, a review helps a lot.
See you in the skies,
-- Tolga ⚡
Hey Commanders!
Second patch in two days, and again it's mostly stuff you found. I'm on my 20th hour straight bug fixing so I need a little bit of a breather. Again thank you all for your patience. Metal Thunder will be in a much better place in the coming days with all your support. Thank you from the bottom of my heart!
So let's get to the nitty gritty. Weapons hit harder early on, Zombies reloads are cut in half, and the Campaign has a brand new mission screen. Thank you for every report, they make this so much faster.
Zombies
Weapon Power: Gunship weapons hit way harder in Tier I and ease off toward Tier IV, where they stay as before. The Gatling also gets the Survival damage buff it had missed. Thanks L'mon Army and psykogundam!
Reloads: Every gunship weapon reloads in half the time (the Gatling went from 35 s to 17.5 s), and reload upgrades from mastery and cards count for more. Thanks MaxVR!
Tech Tree: Everything you own can now be used in every mission tier.
Noise: Zombies no longer flock to wherever you're shooting. They head for your base like they should. Thanks Reach!
Salvage: Income is up 50% across the board. Kills, hives, crates, wave bonus, workers, command post, missions, all of it. Pair it with the Build Time option and you've got room to build a real defense. Thanks Reach!
End of Wave: Idle crawlers no longer drag out the end of a wave, but nothing at your wall or under your crosshair gets removed. A wave also doesn't end early while the last zombies are still hammering your walls, so you get the kills and the boss reward. Thanks Archimaede!
Mastery: Every kill counts toward weapon mastery and kill unlocks now. Swarm kills used to be scaled down so hard that weapons barely leveled. Your progress carries over exactly. Thanks Archimaede!
Emergency Supplies: Emergency ammo and fuel arrive on their own. The Ammo Depot's Emergency Crate fires by itself during breaks when you're below half ammo, so it's still ready when the next wave hits. Thanks Archimaede!
Landing Zones: LZs, evac pickups and the final extraction no longer spawn next to a zombie spawn or right on the horde's path. Thanks TYTD le dragon gris!
Rescues: Zombies no longer spawn on top of the civilians you're rescuing. They come from further out, so you have time to clear the way. Thanks Zabiki!
Helicopters: Evac helicopters land, wait, and the civilians actually run aboard. Defend the LZ works, the timer starts at touchdown. Your own support strikes can't kill the extraction, LZ or evac helicopter anymore. Thanks lnomsim!
OH-8 Scout: The starter scout patrols the wall during waves, fights near the base and got a door gunner. Thanks lnomsim!
Drone Ammo: The drone no longer shows an empty magazine when it's full. Crates, the Ammo Depot and emergency ammo refill it too, and the solo autopilot doesn't drain it. Thanks lnomsim!
Orders: No one on the ground? Pilots can order the base troops straight from the gunship: Go, Collect and Hold. Solo troops keep their orders when you jump into the gunship, and a Hunt from the gunship doesn't steal them. Thanks Archimaede!
Vehicles: They drive through FOB gates and reach their Go points instead of circling the base.
Co-op: Players who join mid-wave can order a Hunt again.
Vision: Your vision mode is remembered separately for the gunship and the drone, so you land right back in thermal. Thanks Archimaede!
T-Pose: Zombies killed off screen no longer die in a T-pose. Thanks Reach! (Though somet'mes they still wanna die like a swan)
Survival
Starting Weapons: They hit harder and blow up wider, and the blast you see now matches the damage. The bonus fades as you prestige that weapon, so at prestige 8 it's the same gun as before. Thanks L'mon Army and psykogundam!
Missile Barrages: A prestige 10 Maverick no longer tanks your framerate. Same damage, same missiles. Thanks Phantasmo!
TRIDENT: Lock-on is more forgiving at long range, the town no longer glows white in thermal, air strikes hit targets on the hills, the deck guns help against shore batteries, and the opening doesn't throw 20 boats at you in 20 seconds. Thanks Steve!
Campaign
New Mission Screen: The briefing and the last mission's debrief sit side by side. Hit Play and every voiced line types out as it's spoken. The briefing plays on its own the first time you open a mission, and the map, loadout, objectives, threats, stars and difficulty are all right there.
Weapon Power: Gunship weapons hit like the new Survival starters. The 30mm kills a technical in about 4 rounds instead of 12, and BTRs take about 7.
Orbit Control: Your orbit is no longer moved for you at mission start. "Orbit Here" points the way and you decide.
Convoys: Escorted convoys keep moving. In Black Box the convoy moves much more reliably, though still can be bugged. This is the main culprit for Campaign to be reworked and is a tough cookie to crack but I'm committed
Black Box: Pod search in the HUD, a calmer route line, ambush spots marked as the convoy gets close, and it's clear when and how to burn the wreck.
Pickups: Helicopters land and wait while the crew runs aboard. No more people vanishing from 25 m away.
Everywhere
Key Bindings: New tab in Settings. See and change every binding in one place, keyboard or gamepad, also from the pause menu. Thanks MaxVR!
Crosshair Drift: Fixed the crosshair drifting or spinning on its own with only a mouse plugged in. Some mice and headsets pretend to be a joystick, and the game was listening. Thanks ToxicMatrix and Gigachad Hooxi!
Friendly Fire: Nothing can shoot itself anymore. Vehicle MGs don't fire from inside their own hull either.
Tanks: No more missiles out of the main gun (T-90, T-80, BMP-3).
Helicopters: Rotors blur at speed now.
Missiles: Smoke trails don't cut off abruptly anymore.
Orbit Here: Moves are faster and still fly like a heavy aircraft.
Menus: They stop jumping to the top option when your mouse sits between two rows.
Stability: Fixed several crashes from the live game.
What's Next?
Campaign work is still being done, please be patient with me on this one. Black Box and the rest of Act I are getting a lot more love. Keep those reports coming!
See you in the skies,
— Tolga ⚡
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 reports, keep 'em coming!
And if you're having fun with Metal Thunder, drop a review. It's the best way to support the game.
See you in the skies,
-- Tolga ⚡
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 ramping way past its design curve (late-mission enemies had almost double the HP they should), Sprint never reached max difficulty, and the HUD timer bar, card rarity progression and end-screen mission time were confused too. Early extraction could even show negative mission time.
- The Resupply card now also tops up weapons that are mid-reload, finishing the reload on the spot. Before, it just skipped them.
Economy and cards
- Upgrade prices above ~2 billion overflowed into negative numbers, and buying would PRINT money instead of charging you. Prices now cap safely, and wallets that went negative from this heal to 0 on load. This bug was introduced with .806 with high prestige numbers
- Spawn cards no longer show up while your ally cap is full. They used to eat the pick and deliver zero units.
- Rerolls are not consumed anymore when there are no new cards to show.
- The prestige button could double-fire in one frame and grant +2 prestige for one payment. No more.
- With No Splat active, splash cards promising +25% (that did nothing) no longer appear.
- Max Ammo cards under Ammo Starved showed unscaled numbers and could leave your HUD at "25/22". Display and refill are both correct now.
- Buying an armory upgrade saved the payment instantly but the upgrade level only at the end. A crash in between meant money gone, no upgrade. Order flipped, safe now.
Units and waves
- Enemies no longer pile up during the mission briefing.
- Unarmed vehicles like fuel tankers no longer abandon their route and drive to the corner of the map when shot.
- Rockets no longer re-lock onto bodies that got recycled into new units, which could even make them hit their own team.
- Enemy spawners could go permanently sterile in long runs due to a corpse-reuse leak. Fixed.
- Leaderboards can no longer show -2147483648. Veterans with 2+ billion lifetime damage were overflowing the board, respect.
Polish
- Muzzle flashes and impact effects could get cut short under heavy fire by a pooling race. Fixed, along with the log spam it caused.
That's the pile. Appreciate all the feedback and reports, keep 'em coming!
See you in the skies,
-- Tolga ⚡
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 kind of is the game though, and it was about to run out of grind.
While I was in there, CharChar on Steam reported squad keys (1, 2, etc) just dying mid run. Found it: dead allies going through the object pool could leave ghost entries behind that slowly filled up the ally cap, and once full, nothing would ever spawn again. Fixed. Also fixed a dumb one where a failed squad purchase would still take your money and play the success sound. You keep your money now and hear the failure sound instead, like it should have been from day one.
Two smaller things on the modifier panel: modifiers that conflict with something you have active (Long Mission while Endless is on, for example) now dim out so you can tell they're incompatible instead of guessing. And slider modifiers like Reduced Rerolls now show the actual reward for the setting you picked, not the max value. The reward always scaled correctly under the hood, the label was just lying about it.
Thanks to NicoM, CharChar, and There ship in gunship for a rsn (who casually broke the entire economy and then reported it, respect) for making this patch happen.
See you in the skies,
-- Tolga ⚡
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
knockback. Fixed.
- Menus scrolling by themselves or the gunship drifting on its own: HOTAS and
macro keypads were being read as input. Now ignored (gamepads unaffected,
-allowjoystick launch option brings them back). Thanks CelticRaven!
- Mavericks landing above or below the crosshair. Four stacked aiming bugs,
all squashed. Thanks JackMcSnack and Vinny1961!
- Combo XP and cash multipliers now actually pay out instead of just showing
on screen.
- Turkish capitals fixed (İPTAL, not IPTAL), proper casing for all 30
languages.
- Impact sounds could go silent for the rest of the session, music slider
could stop working after a track change. Fixed.
- Steam Deck: wrong resolution after docking or undocking, and settings
sliders hammering the disk with saves. Fixed.
- Your first win on a mission was counted as two in the stats. Fixed.
- Menus that could vanish forever if closed at exactly the wrong moment.
Fixed.
Appreciate all the feedback and reports, keep 'em coming!
More patches are on the way.
See you in the skies,
-- Tolga ⚡
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 the screen on high-res displays. Found the real root cause this time. Fixed for good.
- New "Minimal" option under Effect Density in settings, for those who asked to tone down the explosion visuals. Smaller, shorter booms, same damage.
Shout-out to NicoM, Vinny1961, shrimpcrunch and dacop for the reports. Appreciate all the feedback, keep 'em coming!
More patches are on the way.
See you in the skies,
-- Tolga ⚡
Hey Commanders,
[p align="start"]Couple of urgent reports came in this week, all addressed today:[p align="start"]
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.
[p align="start"]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 three fixed, both weapons lethal again.[p align="start"]
Weapon audio toggle renamed and flipped — Thanks to Sycophant for the nudge. "Alt Weapon Audio" is now "Legacy Weapon Audio" and fresh installs start in Modern mode by default. Your save is migrated automatically, you'll keep hearing whatever you had before, just with the right label now.[p align="start"]
Killfeed showing "102MM" instead of "105MM" — Spotted by marisfori. The 105mm cannon's internal ID is still "102MM" from the old file name, and the killfeed was rendering the ID directly. Now pulls the display name like every other weapon.[p align="start"]
Appreciate all the reports, keep 'em coming![p align="start"]See you in the skies, --
Tolga ⚡
Hey Commanders,
🎯 Direct Hits Matter Now
[p align="start"]Landing 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 to. That 0.56x damage vs heavy armor was just wrong. Thanks OWL SAMA and LoidTanaad for pushing this one.
Hellfire gets the same treatment. It's a tandem HEAT missile, it should melt tanks. It does now.
🛠️ New: Optional Prestige Level Tuning
Two new +/- buttons on the Prestige screen let you dial a weapon's active prestige level anywhere between 0 and the highest you've earned.
Want a softer run with your favorite weapon? Drop it a few levels. Want the full bonus back? One click.
Your earned peak is safe. Drop it, prestige again later, you still get the full +1 on top.
⚡ Performance
Napalm and DoT weapons in general no longer tank your FPS on Endless Sortie. Big thanks to BladedDragon for the 5-15 FPS report, the main thread was drowning in trigger callbacks. Rewrote DoT to tick every 0.1s through a single shared sphere query. Damage output unchanged, just way less spam.
💾 Other
Rare invulnerable-vehicle spawn on dense 2.5x Endless runs should be fixed. Thanks Wiawyr for the airfield reports. Same-frame chain AoE was running the death cascade on units that hadn't finished spawning yet.
Reroll button is now reachable on the Upgrade screen with a controller. Down from any card lands on Reroll, Up/Left/Right sends you back.
-- Tolga ⚡
In-flight projectiles no longer count as misses before they land
Direct hits on enemies always register now, even when the AOE detection stumbles
So yes, those 100% accuracy runs you earned actually show up as 100%
Display settings (resolution, window mode, quality, FPS) are now saved per-device
Steam Cloud won't overwrite your Steam Deck settings with your desktop ones anymore (or vice versa)
Play on both, settings stay put
Fixed the main menu being dead on controller after returning from a match
New auto-scrolling menus, scroll areas now follow your controller selection instead of leaving it off-screen
Panels remember who called them, so closing a panel returns you to where you actually came from
Nothing huge this round, just polish on stuff that shouldn't have been rough in the first place. Appreciate all the feedback and reports, keep 'em coming![p align="start"]More patches are on the way.[p align="start"]See you in the skies,
-- Tolga ⚡
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 hostiles on the way to their post like you'd expect.
⚡ Infantry now actually turn toward what they're shooting at. Rifle guys had a rotation gate stuck off, firing sideways at enemies. Fixed.
Units Freezing / Getting Stuck
⚡ Fixed units spawning frozen and invincible mid-sortie, looking alive but not taking damage, not dealing damage, not moving. Two separate bugs, both squashed.
⚡ Fixed vehicles and infantry freezing on some terrain even though their path was valid. A bad ground check was reading "grounded=false" on mesh that had no physical collider, so Move() kept stopping the agent every frame.
⚡ Long-range paths no longer stall. Big maps with enemies spawning 300m+ from base were blowing past Unity's default path budget and the agents just... never started. Bumped the budget, they move now.
⚡ Stuck vehicles now actually recover. The unstuck slide was a no-op the entire time for on-mesh units, so tanks locked in avoidance deadlocks would just sit there forever. It slides now, and escalates to bigger warps if sliding doesn't break them out.
⚡ Infantry no longer freeze at NavMesh jump points. Edge case but was happening around rubble.
Maps
⚡ Survival FAITH (and similar maps) were only actually using one spawner even when the scene had multiple. Path validation was running with the default tight budget and failing on long routes. Moved the fix earlier in the boot order and relaxed the "close enough to base" rule. All gizmo-visible spawners are now part of the rotation.
⚡ Sentinel Peak: added path-validated spawn positions and color-coded gizmos for every unit spawn point so designers can eyeball stuck-prone geometry. Tanks trapped on rocky peaks now claw their way out via a slow transform slide instead of teleporting. Sortie also no longer declares victory while hostiles are still alive on unreachable pockets, mission waits it out properly.
Quality of Life
⚡ Fixed persistent fire VFX from destroyed friendly vehicles piling up over long sorties and tanking performance. (thanks @dragonwolfe0714, @Wiawyr for the reports)
⚡ Destroyed helicopters no longer linger as eternal wrecks in the scene.
⚡ 105MM upgrade cards now actually show their stat previews at the bottom.
More patches on the way. Appreciate all the feedback and reports, keep 'em coming.
See you in the skies,
— Tolga ⚡
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.
[p align="start"]Fixes:[p align="start"]🚁 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.[p align="start"]⏱️ 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.[p align="start"]👣 Static soldier spawns validated against NavMesh - some static spawn points were dropping soldiers slightly off the mesh (especially near carved terrain or wrecks), which then triggered the stuck-recovery warp. Spawns now snap to the nearest valid NavMesh point before placing.[p align="start"]🖼️ New AC-130 loading screens - swapped out the old placeholder desert art with actual gunship scenes. Eight new ones in rotation.[p align="start"]Sorry for the churn on the soft-lock stuff, that one had a second hiding spot.[p align="start"]More patches on the way.[p align="start"]Appreciate the reports, keep 'em coming![p align="start"]See you in the skies,[p align="start"]-- Tolga ⚡Current Release
Build 26514507
Uploaded Nov 11, 2026
System Requirements
How to Install
Metal Thunder.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Metal Thunder for PC with a direct link or via torrent. Get the full version of Metal Thunder for free. Metal Thunder is a Action released by Dumbbell Games.