Last update (Windows / Linux): v1.0.2
background-based color generation in the Themes editor
keyboard shortcuts for all tray items: new screen in Settings
when importing themes/profiles, you can now choose which slots to import into, as well as swap existing ones
when exporting themes/profiles, you can choose which ones to export
now available on Steam Family
some buttons now blink when pressed, like the input field in the main sections
the training now matches the style of the chosen topic
the window in full-screen mode was larger than necessary
fixing bugs in the Themes editor and Settings
Latest update going live Wednesday, November 5th at 8:00 AM PT. There will be a new client to download so keep in mind it may take some time before appearing on your app store.
To kick off Metalstorm’s Anniversary month, we’re celebrating with a ton of improvements to your in-game experience and under the hood. In previous updates we had made it clear we were on a mission to get Metalstorm up to your standards in terms of performance and quality of life. Below is a list of improvements that will be in this build:
Overall performance improvements. These should benefit everyone, but older mobile devices should benefit the most.
Fixed several client errors, especially ones that happened during matches, and joining lobbies
Fixed some issues that would occasionally cause match disconnections
Improved back-end logging and network tracking, preparing us for the next round of network, disconnect, and crash-rate fixes.
Important to note here is that we’re not done with this initiative by any means. We will still continue to make improvements, dig through errors recorded in-game, and use new tools and techniques to make impactful changes. This is a massive update that has been in test for quite some time, and we want to thank all those who showed up in playtesting as this was by far our biggest turnout in participation yet. Playtesting like this not only gives you all hands on with early access content and change, but it also provides our team with data and confidence in releases like this.
If you’d like to join us in future opportunities, be on the lookout for signup information in our PTS on Discord!
Getting Metalstorm feeling smooth and stable is really important to us, so we will be keeping a close eye on things after this update. And you can help us by contacting our support team if you hit any new issues, or if your performance gets worse in any way.
New Ace Challenge: Things are starting to really heat up, pilots! Get ready for your next assignment as Operation Heat Wave begins Monday, November 10th at 12:00 PM PT. You’ll be going up against DIRECTOR, a veteran pilot with decades of experience in their legendary F-15. Get your squad together, and get ready for anything!
Issues & Feedback
Please report any issues or bugs you might be experiencing in our Discord or contact us at support@starform.co. Your feedback is welcome and appreciated as it helps us make Metalstorm the best it can be.
Renewed, recharged, refocused.
Hello again! We hope everyone had a good Halloween 🎃 we saw some Nocturnals inspired Halloween outfits on our discord which was pretty awesome to see.
As for progress with Nocturnals Cacti Coast, me (Max) and Pablo have been working very hard almost every day on the game, and we’re really happy with how it’s turning out.
We didn’t share anything in October, so here’s a sneak peek of the part of the game we’ve been working on in the past month, and a bit about what we’ve been up to:

In the last month Pablo finished most of the fundamental systems needed for gameplay and scenes, and so we’ve had fun implementing some of them in game and everything’s going according to plan. Thanks to Pablo’s efficient system it’s been really easy to add different dialogue/reactions to scenes and gameplay based on your choices and actions, so we’re confident that you’ll definitely be able to see your choices having an impact on your play through in so many ways.
We hope to share more with you all soon.
Thanks for following our progress ❤️🐸
Max and Pablo
Content
- New field missions: Save the village of Elmont from giant birds!
- New relationship scene with Tobias
- 3 new music tracks
Bug Fixes
- Planting mushroom spores in Dansk no longer crashes the game
- Pots no longer look like they're still in use after the tavern closes
- Typo fixes
= The rancher outside Tonbrook no longer disappears when a farm building is being constructed
Changed so that ward starting funds are now added to the player’s total money when applicable.
Fixed a bug that could prevent players from being promoted to Ward 2.
Added a safeguard to prevent save file deletion on macOS and Steam Deck due to file permission issues.
Marked player preferences as persistent to prevent them from resetting during normal gameplay loops.
Adjusted office layout to prevent accidental table interactions while the inventory is open.
This update focuses on stability improvements, save safety, and smoother early progression between wards.
Additional localization and polish updates will follow in the next patch.



Animations and Visuals:
*A new popup hp indicator when exiting an artificial zone by a portal.
*A new item animation for when taking an hyper jump charge.
*New animation for when taking a green shield.
*A new visual effect when having a yellow or red shield.
*A small cinematic indicator for the asteroid puzzle of stage 13 for the ones that did not have it.
*General visual polish to the message textbox and the stage result screen.
Small Updates:
*For the Tower Viewer added the amount remaining of Arcade Points and TG.
*Added a new merchant for the last stage of the game.
New Interface updates:
*The Exchange Achievement Options on the Main menu can now be also cancelled by pressing x.
Corrections:
*Removed the Text Message for when taking HP damage due an artificial portal.
*Now, the text displaying that an Hyper Jump charge has been taken, just shows up once.
*A better placement for a tower viewer in the Main Zone of Stage 10. It was unreachable before.
*The Nivelator riel-changer-switch on the main zones is now blocked if the 4 circuit breakers are activated in the previous areas.
*The Sound Effect Volume is adjusted to 60 by default when starting the game for the first time.
*The huds now wait to the stage presentation to be over before showing up.
*Better fade of the HUD for the Omega Token Reader Device (this happens when the player sprite is going to be below the HUD.)
*The inventory items of shields reactivate the music of the area when necessary.
*Launching the Hyper Jump from the main zone of stage 12 now reach the end of the map upon exit.
*Added a small extra sound when starting an interaction with a merchant.
*Better placement of a save point near the end of the Main Zone of the stage 23.
*Removed the extra lines at each side of the "loading game picture."
*The Combat Outpost deployed by the Nivelator has a special effect if the player level is too powerful.
*Lowered the Price of the Scanner Cartridge from 5 to 2 TG.
*Removed the Bit Items on merchants with exception of the Hp merchant, and their price is lowered from 5 to 2 tg.
*The Hyper Bits items reduce their cost in Golden Gears, from 10 to 5.
*Fixed a dialogue spacing, the one about the fuel being maxed out.
Fixes:
*Fixed an odd bug when exiting the Ultra Jump that happened after The Hyper jump was launched from the previous Main zone.
*Removed the last blocks for normal walls for the first part of the Main Zone of the Stage 10.
*Fixed a glitch with the menu on the last stage when triggered to fast at certain event.
Thank you for your support!