Full-Metal Tapped · patch notes
v0.8.23
17 Oct 2026
Yet another polish and juice update! There's always more to be done with that kind of polish, but hopefully this one improves the feel and readability of the game.
The cards on the street were starting to read a bit too much like an Excel sheet, and I've always felt the runners could interact with the world more. So every card got redrawn, and the board now answers back at every touch. Some of you may be used to the previous UI, but I think with a bit of adjustment this one is better. There's also a new way to start a run, and a few more plots to find.
Here's the patch notes:

New Cards
- Many changes were made to the design of Mission, Events, Assets and Runner cards. Some of the critical information was kind of hard to find before, now everything is organized into logical sections which hopefully will make it easier to quickly read and understand at a glance what is happening on the board
- The Asset cards got the same look, the whole board fits a 1024 x 768 window, and the Help Docs and the tutorial show the new cards

More Juice
- Your runners now act on the jobs they work: a Force runner's laser sight draws from their card to the job before the shots fire, Mobility runners send shadow darts across the board, and Tech runners route a circuit trace into the card
- Mission rolls are snappier: a two-stat roll takes under a second instead of about a second and a half, and the payout lines print three times as fast
- Verdicts hit: the stamp drops onto the card and the card flashes, a PASS bursts into a shower, and a FAIL holds for a split second before it blows
- Dragging a runner is physical: the card lifts and leans as you move it, the job under it locks on, and a drop shoots it into its seat. A runner you take off a job flies back to the crew row
- Credits, Intel, REP and Heat fly from the line that paid them to their counter at the top, and the counters roll to their new value
- COMMIT breathes once every runner is placed, and a promotion or a star sends a column of light up the runner's card
- Sounds also got some minor tweaks: less dead-air prior to the sound effect so they should feel more responsive and some variation was added in resource sounds

Starting Crew Draft
- Most outfits now start a run with a 'draft' where you can pick your 3 runners from a selection of 7 for Street Crew or 5 for the stat-specific outfits (Couriers, Hired Guns and Console Cowboys). Old Crew remains a fixed crew start
- Click the runners you want, then HIT THE STREET

More Plots
- Three new PLOTS to find, among them an epic Mobility line and a long detective case
- A hook can now lead to one of several cards by the luck of the draw: the hook reads A / B / C
- Some events now take a crew for 2 turns, worked like a long job, and the countdown is how long you have to start it
- Three new solo TECH jobs, one each at Tier 1, 2 and 3
Other miscellaneous changes
- The Back Room at the Chatsubao Pub now needs A Fourth Chair first (2 Intel) and costs 8 Intel instead of 5, and the VIP Back Room costs 12 instead of 8
- A reroll at The Broker costs 3 Intel instead of the pull's 5
- The LOUD Tier 2 jobs that pay REP carry 1 more Heat for the same REP: Corporate Extraction, Persuasion Run, Area Denial and Launch Riot
- 'Hustler' pays 3 more Credits at a credit Asset instead of 1
- The FONT setting has a new terminal / monospace font: VT323
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
