Full-Metal Tapped · patch notes
v0.8.8
5 Sep 2026
- Outfits. Pick who you start as: Street Crew (the old start), Hired Guns, Couriers, Console Cowboys, or The Old Crew: two seasoned runners instead of three green ones, and half the cash.
- Heat levels. Five rungs of difficulty: Milk Run, Small Time, Full Metal, Burn Notice, Kill on Sight. Each moves the heat cap and the victory points you need. Full Metal is the game as it's always been tuned.
- Unlocks. New installs open with the bottom two rungs; win at one to open the next. The four other outfits are earned through achievements.
- New Game rebuilt around those two picks, with a single START RUN. The seed moved behind ADVANCED.
- Daily runs now use your outfit and stay at Full Metal, so scores still compare.
- Charts. A STATS button on the board opens your run so far: VP and heat, credits and intel in and out, crew stats and headcount, turn by turn. Also on the end-of-run report and in Run History.
- Replay. Step through any finished run turn by turn from Run History: who worked what, what you bought, what the dice did.
- Achievements now say what to do, and locked ones show progress (7 / 10). Victory achievements need a win at Small Time or above.
- The heat gauge shows its bands: the thresholds where the city gets meaner are marked on the bar.
- Runs are labelled with their outfit and heat level in the log, the end banner, Run History and replays.
- New look for cards, buttons and panels. City backdrop on the menu, floor grid under the board.
- Fullscreen toggle in Settings.
- Fixes. Affordable hires were drawn as if you couldn't afford them. A run at the default setup opened with an empty log. Tutorial cards no longer overlap their own buttons on narrow panels, and advancing one is now always ▸. The hire window stopped shouting. The menu footer no longer collides with the frame.
