Full-Metal Tapped · patch notes
v0.8.21
5 Oct 2026
This is once again an update that started out small but turned in to something not quite so small.
The street was starting to feel the same from run to run: the same events in about the same order, and once a job paid out, that was the end of it. So this update is all about the cards on the street: jobs that lead to deeper jobs, and a lot more events, dealt in a different mix every run!
Here's the patch notes:

Plots
- Some jobs now lead to a deeper PLOT: work one and the LOG says "the PLOT thickens" as the next card in the story hits the street
- A row that leads somewhere ends with a hook icon ("Leads to a deeper PLOT.")
- A plot can branch on what you do, and it's lost if you FAIL a step or let a job leave the street unworked
- There are three plots to find so far, and the end of each one pays well over a normal card and at least one unique surprise

Standing Threats
- Events can now hit you every turn they stand: the card shows it under IGNORE with an hourglass, and the LOG calls it a TICK
- 8 standing threats at hot and extreme never run out: they hit every turn until a crew handles them, and handling one pays nothing but the relief
- Some get worse the longer you leave them, marked with a small ▲: Slow Bleed takes 15 Credits, then 20, then 25
- Kill Order is now Vat-Born, a standing threat that wounds one of your runners for 3 HP every turn

More Events, a Different Mix Every Run
- 52 new events across every heat band (gigs, threats, deals, gear, implants and hires), plus two new jobs
- Every run now deals the same core of the city plus a different selection of everything else, so two runs rarely meet the same events
- The city now has weather: events nobody can work that nudge your Heat, Credits or Intel each turn for a few turns
- Calm events stop once the Heat bar is about an eighth full and warm ones at 40% (they used to run much later), so the nastier events show up sooner
- The Almanac marks the cards you've met, with a count on every section and NOT MET on the rest, and it scrolls smoothly now

The Story Tab
- The run report now opens on a new STORY tab: your final REP, Heat, Credits and Intel, how the run ended, then the run told back a beat at a time
- THE RUN lists hires, tiers opening, first PASSes, contracts paid, GOLD stars, deaths, plots and the Heat peak, and STAND-OUT RUNNER names the runner who earned the most REP
- RUN REPORT in the pause menu opens on it too, mid-run

Job Pay
- Every Tier 1 job now has a BONUS line: about a third of its pay moves there, so a crew short of MAX gambles some of it
- Door Work, Neutral Ground, Junk Run and Neighborhood Favor have 2 seats instead of 3
- The big LOUD Tier 2 jobs need more pips at MAX and pay more REP for more Heat, like Corporate Extraction at 7 REP and 3 more on a bonus for 7 Heat, instead of 5 and 2 for 5
- Every Tier 3 job pays 1 more REP, and some of the biggest Tier 3 and Tier 4 jobs need a pip or two more to reach MAX
Other miscellaneous changes
- Click the left half of a card on the street (with no runner selected) and it zips to the far left of the row, or the right half to send it to the far right; hovering shows a pulsing ◀ or ▶ in its corner. Lining up the jobs you want to work this turn no longer means dragging cards across the whole street
- Bribes cost 25% more each time you buy them in a run: 16 Credits, then 20, 25, 31, 39 and on up
- The Hall of Fame shows its runners at twice the size, and a claimed slot glows in the runner's tier colour (getting ready for new portraits soon!)
- Ear to the Ground costs 1 Intel instead of 2, Panic Wire 3 instead of 2, and Datasteal and Warehouse Heist are no longer LOUD
- Fixes: the Back Room's price pill names the tier its next purchase opens (it still said T2 after you'd bought the first one)
As always, thanks for playing!
Let me know how you feel about this update or the game in general in the comments or join us on the Discord to discuss
