
Screenshots

Watch trailer on Steam ↗Metal Coffin
ΜΧΨ · Published by ΜΧΨ
Last updated 7 Oct 2026
War has been raging for decades with no signs of it stopping. Take your chance in bringing an end to it in this high focus strategy game. Manage your troops, your supplies and protect your flagship at all costs and you might just be able make it to the capital of the nation.
Indie, Simulation, Strategy · 2026 · More free games
Navigate the chaos of endless war as you strategize and manage resources in Metal Coffin. With ΜΧΨ guiding your journey, this indie strategy game challenges you to protect your flagship and reach the capital at all costs.
About this game
Metal Coffin is a mix of strategy and card battler
Using the tools provided make your way thought the map and complete the campaign.
The choices you make on the over-world will dictate your options during the card fights. Select your ships equipment wisely.
Every big campaign is primarily financial, managing your expenses is crucial to making it through. From keeping your fleet's fuel supplies topped up to repairing any damages made in combat, unexpected costs will always arise.
Features
Randomized map creation at the start of new run
Multiple ship parts that can be combined to create a wide variety of deck combinations
Multiple events that can take place in each port fleets land on
Weather and wind simulation interacting with ship trajectories and performance
Elevation with Radar and vision obstruction
System Requirements
Will my PC run this? →Minimum
- OS: Windows
- Processor: Intel i5
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 550
- Storage: 200 MB available space
Recommended
- OS: Windows
- Processor: Intel i5
- Graphics: Nvidia GTX 550
- Storage: 200 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
0.7.408
Added new sprite to convoy and animated the back containers during Cardfight Added Blur effect for shadows in CardfightAdded small 3D effect to UIRead full article on Community Announcements (ΜΧΨ)Patch NotesOfficial
Patch 0.7.407
Added missing strings in Tutorial TextImproved lightingFixed bug on town UI not dispawning after finishing an eventImproved Notification visibilityRead full article on Community Announcements (ΜΧΨ)Patch NotesOfficial
Demo 0.7 Update
This patch was a tough one. I've been grinding on this for the better part of this last year. Leaving this game in silence for a year was not a conscious decision but life mandated it. After a merciless year I am glad to have been able to improve this to the point where I feel comfortable to let out another update, striking some goals out and leaving space to head for the rest of them. There have been a lot of improvements, which I will try my best to document bellow and hopefully those that manage to try it will enjoy it.Card FightThe card fight has received alot of improvements, mostly under the hood but also managing to elevate the visuals quite a bit. To start light, the visuals have been upgraded to make the battle feel a bit more real.VisualsThe ships on the last patch where completely static during the card fight making them feel completely lifeless. They served their purpose of representing all the ships in the battle but made no effort to make them feel alive. The weather of the overworld (more on that later) now its reflected in the cardfight showing more or less clouds based on the forecast and changing the light situation based on the time of day. Ships now move in the arena and react to being hit while also sometime playing animations on certain cards making the feel more real.Card textures have also been reworked Card Fight ChangesNow to the changes to the actual fight. The issue with the last patch seems to be both the time the card fight took to complete, AI logic, too many options at the start of the game and lastly minor confusion about certain card effects.There was an attempt to address all of those. First of all improvements have been done on the UI/UX to speed up target selection. Dragging a card over a ship will instantly play that card while targeting that ship. This speeds up target selection by alot since previously the player had to wait for the card insert animation to play to pick a target wich slowed down everything by alot. On top of t...Read full article on Community Announcements (ΜΧΨ)Patch NotesOfficial
Playtest build 0.7
After more than a year of nothingness i've finally managed to get something relatively finished for the next build. There are still stuff I need to revisit but the majority of the changes are there.Texts will have to be revisited, ships need to be rebalanced and some new cards need to be introduced before this build is ready but its a start.A lot of changes have come and I'll try to prepare a proper changelog for the proper release.Read full article on Community Announcements (ΜΧΨ)Patch NotesOfficial
Demo Update 0.6
After a couple of months of work the update for the Demo is ready.The original Demo lacked in a lot of aspects but it was successful at starting to bring in feedback.This update addressees that feedback and expands on the game's features.The card fight in the original version lacked and couldn't really be called a card fight. The complete system and UI of it has been reworked and now should create some more interesting experiences i hope.There's been a lot of polishes in the way the ship controller works, making it easier to control the fleet, with some visual improvements to it.A few new ships have been added to slowly start assembling a "bit of everything". At the moment the game contains a small variability is ships from missile carriers to huge fuel carrying tankers to small agile fighter ships. To provide a challenge to the player and to also give them options on the battle field.Along with a lot more small changes that hopefully elevates the experience.Read full article on Community Announcements (ΜΧΨ)






