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Steam News5 June 20261mo ago

Dev Log June 2026: Playtest Feedback and What's Next

Hello Commanders, First of all, thank you to every Commander who participated in the recent playtest.

In this update9

Full notes

Full TINY METAL 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes4 additions12 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Balance
  • Performance
  • Fixes
addedHello Commanders,We’ve spent the past few weeks carefully reading all your feedback, and it’s been incredibly valuable. Many of your comments confirmed things we suspected, while others highlighted new areas we’re now focusing on. Most importantly, your input is directly shaping our priorities moving forward.
changedAir Unit RolesFor now, we're primarily focused on balancing unit costs, but we're also looking at ways to strengthen each unit's battlefield identity. One possible direction is making Fighters the clearly superior anti-air option while allowing Strike Fighters and Gunships to focus on more specialized roles. Like many balance questions, this will require further testing.
addedCommander Balance: WolframWolfram’s movement bonus is strong and gives her a very recognizable identity as the early-game economy commander. We’re still discussing whether to add a balancing debuff. Maps are designed to limit snowballing, but we’d love to hear more of your thoughts on this.
changedInformation and User InterfaceWe're currently working on several UI improvements:
changedInformation and User InterfaceRevamping the Build Menu to show more useful information
changedInformation and User InterfaceExpanding unit and tile information cards

TINY METAL 2 changes

addedWe’ve spent the past few weeks carefully reading all your feedback, and it’s been incredibly valuable. Many of your comments confirmed things we suspected, while others highlighted new areas we’re now focusing on. Most importantly, your input is directly shaping our priorities moving forward.
changedFor now, we're primarily focused on balancing unit costs, but we're also looking at ways to strengthen each unit's battlefield identity. One possible direction is making Fighters the clearly superior anti-air option while allowing Strike Fighters and Gunships to focus on more specialized roles. Like many balance questions, this will require further testing.
addedWolfram’s movement bonus is strong and gives her a very recognizable identity as the early-game economy commander. We’re still discussing whether to add a balancing debuff. Maps are designed to limit snowballing, but we’d love to hear more of your thoughts on this.
changedWe're currently working on several UI improvements:
changedRevamping the Build Menu to show more useful information

Hello Commanders,

First of all, thank you to every Commander who participated in the recent playtest.

The playtest has officially ended, and we’ll be closing the current test build on June 9th as we move into the next phase of development.

We’ve spent the past few weeks carefully reading all your feedback, and it’s been incredibly valuable. Many of your comments confirmed things we suspected, while others highlighted new areas we’re now focusing on. Most importantly, your input is directly shaping our priorities moving forward.

Here’s how we’re responding to the most common topics:

Balance & Unit Roles

Snipers

Another common concern was that Snipers are extremely effective Focus Fire activators. At the moment, we don't believe they're significantly overpowered. Snipers are expensive units and require careful positioning before they become effective.

However, we're currently testing a change that removes their ability to attack adjacent tiles. Under this version, Snipers can only attack targets 2 or 3 tiles away. We'll continue testing before making any final decisions.

Air Unit Roles

Several players commented that Fighters and Strike Fighters feel very similar, while the Gunship's role isn't always obvious. This is something we're still discussing internally.

For now, we're primarily focused on balancing unit costs, but we're also looking at ways to strengthen each unit's battlefield identity. One possible direction is making Fighters the clearly superior anti-air option while allowing Strike Fighters and Gunships to focus on more specialized roles. Like many balance questions, this will require further testing.

Commander Balance: Wolfram

Wolfram’s movement bonus is strong and gives her a very recognizable identity as the early-game economy commander. We’re still discussing whether to add a balancing debuff. Maps are designed to limit snowballing, but we’d love to hear more of your thoughts on this.

Information and User Interface

We're currently working on several UI improvements:

  • Revamping the Build Menu to show more useful information

  • Expanding unit and tile information cards

  • Adding vision range and terrain suitability information

  • Showing projected next-turn funds beneath the commander's portrait

Health Bars

Some players reported that the on-unit health bars can feel cluttered. We’re exploring options with the UX team, and one idea we’re considering is automatically hiding them after the cursor has been idle for a few seconds.

Performance and Polish

Some of the areas we're currently investigating include:

  • Fog-of-war occasionally updates before a unit's destruction animation plays

  • Performance drops on very large multiplayer maps with high unit counts

  • Additional interface polish and usability improvements

Other Fixes

  • Mouse cursor issues are being fixed.

  • Making Battleship anti-air counters clearer.

  • Adjusting Radar cost to feel more unique.

  • Adding Lifting Bridges info to Training/Tips.

  • AI fixes (including ineffective crowding behavior).

  • Investigating performance on large multiplayer maps.

Looking Ahead

The playtest generated an enormous amount of valuable feedback, and we're grateful to everyone who took the time to participate. Many of the improvements discussed above are already in progress, while others will require more testing and iteration.

That's it for this month's dev log.

We'll continue sharing updates as development progresses and look forward to hearing your thoughts on these changes.

If you'd like to keep up with development, please Wishlist and Follow the game on Steam. Following ensures future dev logs appear directly in your Steam News feed.

You can also join us on Discord, Reddit, Twitter/X, and Bluesky to discuss balance, share feedback, and keep up with the latest development updates.

Discord

👉 https://discord.com/invite/yJhS8nq5rf

Reddit

👉 https://www.reddit.com/r/Tiny_Metal/

Twitter/X

👉 https://x.com/tinymetalgame

Bluesky

👉 https://bsky.app/profile/tinymetalgame.bsky.social

Thank you again for all your feedback and support!

Source

Steam News / 5 June 2026

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