Full-Metal Tapped · patch notes
v0.8.15
14 Sep 2026
I think this is the biggest update Full-Metal Tapped has had so far.
For a month I've been shipping balance and plumbing, and the game underneath got better while the screen still looked like a bit of a (late-stage maybe) prototype. This update is a huge UI / UX overhaul: every screen rebuilt into one interface, cards that read at a glance, and turns that feel like something happened. Your runners' stats light up the missions they roll, the verdict stamps down, and when a runner dies you'll see it.
Much of the language and grammar of the game was also clarified and cleaned-up and I think that language journey will be subject of a future devlog. But for now, take a look and see the full patch notes below:
The interface, rebuilt
- Almost every screen redrawn. Each one sits in a window with a // TITLE row, arrives on a laser line and rolls up when it closes
- Runner cards get holo frames in their tier colour, lock-on brackets and scanlines. Every card shares one grid and one chip size
- Cards read in tokens, not sentences: tier chips, Heat band chips, amounts with their icon, and one signed bill per event in place of the floating icons
The turn plays out on the cards
- A wound bleeds and shakes the runner's card. A death plays out on the runner's card
- A mission roll lights up the mission with the colour of the stats on the card before the verdict: Force fires, Mobility slashes, Tech arcs
- PASS, MESSY and FAIL each land differently, points score at the VP bar, and the Heat gauge now flares on a band crossing
- Nothing leaves the board silently: cards roll up, runners dissolve, upgrades sweep, and a rebuilt card comes out of a smoke bomb
Sound
- 24 new sound effects and 5 new board tracks, one sound per meaning: COMMIT, PASS, FAIL, deaths, heals, alarms for HOT and EXTREME, a warning on a dealt threat, and every window chirping open
- A real mix: four loudness tiers, quiet sounds brought up, music levelled and sitting under the effects. Your music volume is rescaled once to keep its place
Feedback from inside the game
- FEEDBACK in the pause menu and the main menu footer sends a bug report or game feedback with your run data attached, and a screenshot if you turn that on
Saves and fair play
- Buying a pull saves the run at once, so a reload no longer re-deals the leads. A new run is saved on turn 1, so a bail on the opening deal counts as a surrender
- The game also sends a small anonymous row when a run is dealt, so unfinished runs are counted. Same opt-out as before
Other changes
- The Syndicate stamps UNPAID when nobody could pay, and The Syndicate is on offer the turn you open the Books
- A recruitment offer on a full crew now teaches how to make room: click a runner, RELEASE, then SURE?
- Patreon in the footer, world-row cards lift on hover, unaffordable things are dimmed instead of red, and the TEXT SIZE setting is gone (Large font was too much of a pain to make the layout work, and I think the previous font clarity update is already good enough, but I can revisit font sizes in a later update if people request it)
Tell me what you think. There's a FEEDBACK button in the game now! Your reports into there comes straight to me. Or come discuss about balance in the Discord: https://discord.gg/2bjFxF59Ne It's quite fresh and empty in there for now, but I would love to chat to anyone who played the game.
If you've been enjoying it, the best things you can do are leave a comment here, follow the game on itch for updates, or share it with one friend who likes hard strategy games.
Up next: getting back to the mechanics of the game to tune, balance and have (hopefully) a well-rounded and solid game for v0.9. Beyond that it's a push towards Steam for 1.0
Thanks for reading! Good luck, have fun!

