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Watch trailer on Steam ↗Metal Thunder
Dumbbell Games · Published by Dumbbell Games · Official site ↗
Content notice: Depictions of war, and war related violence.
Mostly Positive — 76% positive (613 reviews) · 20 achievements
Last updated 28 Sept 2026
Command the legendary gunship in a high-octane action-roguelite! Engage insurgents with devastating firepower in ever-changing missions. Upgrade your arsenal, adapt to dynamic challenges, and survive relentless waves of enemies. Every run offers new tactics and chaos as you dominate the skies.
£9.29
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Price history
Action, Indie, Simulation, Strategy, Early Access, Casual · 2024 · More £5 - £15 games
Take control of Metal Thunder’s iconic gunship and dominate the skies against ever-changing insurgents. Upgrade your arsenal and adapt to survive relentless waves, all while exploring a high-octane strategy experience from Dumbbell Games.
About this game
Roadmap

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.
Each run is a relentless test of skill and endurance. Face waves of enemies, survive intense firefights, and push through the toughest conditions. As you progress, earn rewards and unlock powerful enhancements to enhance your gunship's capabilities. Overcome every obstacle and prove your dominance in the skies.
Every mission is a new opportunity to showcase your aerial combat skills and strategic thinking. Master the art of gunship warfare and rise to the challenge of an ever-evolving battlefield. Are you ready to lead the charge and reign supreme from above?
System Requirements
Will my PC run this? →Minimum
- OS: Windows (64-bit) 10
- Processor: Intel Core i5-2500 @ 3,3 GHz (4 CPUs)
- Memory: 8 GB RAM
- Graphics: NVidia GeForce GTX 670
- DirectX: Version 11
- Storage: 6 GB available space
Recommended
- OS: Windows (64-bit) 10
- Processor: Intel Core i5-6500 @ 3,2 GHz (4 CPUs)
- Memory: 16 GB RAM
- Graphics: NVidia GeForce GTX 1060 4GB
- DirectX: Version 12
- Storage: 6 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Hotfix v0.9.808
Hotfix v0.9.808 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 ⚡Read full article on Community Announcements (Dumbbell Games)Patch NotesOfficial
Hotfix v0.9.807
Hey Commanders, 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 unsca...Read full article on Community Announcements (Dumbbell Games)Patch NotesOfficial
Hotfix v0.9.806
Hey Commanders, 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...Read full article on Community Announcements (Dumbbell Games)Patch NotesOfficial
Hotfix v0.9.805
Hey Commanders, 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 ⚡Read full article on Community Announcements (Dumbbell Games)Patch NotesOfficial
Hotfix v0.9.804
Hey Commanders, 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 ⚡Read full article on Community Announcements (Dumbbell Games)






