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IroncladNewsDev Update #4
Community

Dev Update #4

Ironclad · published 11 Feb 2026, 03:50 UTC

All newsPlayers around this dateRead on Steam

Hey crew, this month felt super long and we've made a ton of progress in preparation for the upcoming playtests. We have been so focused on development, that we haven't really made any social media updates recently, so I'd like to jump right into the information and what we've been working on.

Playtest

Our first round of playtests will be hosted on steam and while we'll announce when signups for it will open, the actual playtesting will begin Friday, February 27th. You'll be able to invite friends to the playtest as well, so you shouldn't have to worry about your whole friend group getting access before diving into Ironclad. If you want to be pinged for when playtest signups go live, be sure to join the Trash Planet Games Discord!

Progress

Tanks/Vehicles

  • Completely rehauled tank movement again (nah I'm just kidding).

  • Fixed a bug where turret rotation would desync across clients

  • Implemented new Flea vehicle

  • Increased Shell velocity, reduced gravity, updated SFX, and added screenshake

  • Vehicles can now be damaged and destroyed

  • Vehicles can now be repaired

  • Vehicles lose performance when damaged

  • Player can now look around, toggle their flashlight, and open the settings menu, while sitting in any vehicle seat

  • Fixed character/monster vs vehicle physics interactions so vehicles can no longer be launched into the stratosphere by colliding with them.

Items

  • Implemented Blowtorch item for restoring vehicles

  • Implemented new "Snot" pistol as a starting weapon

  • Implemented new upgraded versions of other weapons

  • Added a keycard for locked rooms which can drop from difficult monsters

  • Monsters also now drop monster parts (future currency)

  • Implemented scrap which can be found around the world (future currency)

  • All items now have a pickup, stow, and drop sfx

  • Balance changes

Player

  • Players no longer collide with other players so they cannot be bodyblocked

  • Added player hurt sfx, damage vignette, damage screenshake

Monsters

  • Implemented new monster varients

  • Monsters now target and damage vehicles

  • Overhauled monster aggro system

  • Monsters can now be spawned dynamically

  • Fixed a bug where monsters could become network-irrelevant to clients, resulting in 'ghost' monsters

Environment/Structures

  • Made an entirely new level

  • New landmark structures

  • Made the world less dark again

  • Tutorialization in the Gate

  • Beacon system has a slight rework to incentivize desired gameplay

  • Implemented ambient sounds

  • Interactable computers

  • Implemented infantry landmines and more deadly vehicular landmines

UI

  • Empty inventory slots are labeled with their item type

  • Display keybinds on screen; more comprehensive control list in settings menu

  • Implemented brightness slider

  • All interactable objects now display the interaction keybind and the function

  • Added counters for various objectives

  • Display (inaccurate) results screen when finishing a level

  • Main menu overhaul

General

  • Uh, I'm probably missing something, but this was a lot already and I'm sure not many of you will read all of it as it isn't even relevant since nobody can play the game yet. Anyways, thanks for reading, and I hope you all enjoy the upcoming playtests

  • TLDR: I'm tired

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