Metal Factions

Spring EngineGames

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208 (1 today)

First you need to download the Spring engine to play this game.

Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.


File Information

Title / Version Metal Factions v1.39
License Freeware / Free
Filename metalfactions-v1.39.sdz
Filesize 38.79 MB
Date 05/28/2020 - 05:45
Changed 06/05/2020 - 02:27
Publisher / Author raaar (Uploaded by raaar)


Far into the future, different factions fight throughout the galaxy for control of resources using armies of advanced machines...

"Metal Factions" is TA-inspired game that runs on the Spring RTS engine and has four original factions: AVEN, GEAR, CLAW and SPHERE.

for more information, check the website at

REQUIRES SPRING VERSION "104.0.1-1464-g4f428c8 maintenance" or later

(to get the latest recommended game and engine versions, check the MF battle rooms on the official server)

2020/06/04 ------------------ NOTES v1.39 ----------------------

--- Balance / Mechanics

- modified how shield HP is factored into the costs of shielded units, including area shields
(this makes them about 5-15% more expensive)

- modified how weapon dmg/s, aoe, spike damage and range are factored into the weapon values and unit costs
. this change penalizes units with 400+ range and relatively high dmg/s and benefits units with 500-1000 range and relatively low dmg/s
. L1 short range stuff mostly stays the same
. L1 light med range stuff (~600) gets ~10-20% cheaper
. high dps stuff gets more expensive (10-20%, but up to 50% on some extreme cases)
. long range ~200 dmg/s stuff gets more expensive (~10%)

- increased GEAR "Assaulter" movement speed from 1.8 to 1.95

- slightly increased fire rate and dmg/s for some L1 missile units

- fixed railgun and energy bolts apparently going through targets near the edge of their range without colliding

- CLAW "Assassin" form commander had its damage per shot increased from 650 to 850 with higher reload time (dmg/s slightly lower)

- fixed wreckage collision volumes being slightly off the ground

- walls and gates no longer count towards auto-surrender

- increased cost of construction towers from 350m to 400m

2020/05/27 ------------------ NOTES v1.38 ----------------------

--- new units

- rocket platforms can now build premium tactical nukes that fly higher, faster, hit harder and CANNOT be shot down, but cost 25000m each
- AVEN "Trooper (Laser)" : trooper variant that's slightly slower and tougher and has an effective weapon against small and agile air units

--- Balance / Mechanics

- reduced base respawn time from 42 to 38s
- being morphed adds 50% to the respawn time
- being upgraded adds up to 50% to the respawn time
- increased the morph cost from 1200m to 1500m

- increased cost of "Pyroclasm", "Impaler" and "Meteorite" to 1400m
- reduced cost of tactical nuclear rockets from 3000m to 2500m
- decreased cost of "Lightning" rockets to to 1200m and reduced the impulse from the explosion
- fixed long range rockets deploying submunitions immediately if targetting a nearby position
- fixed collision avoidance issues which could make clusters of rockets "shake" in air and/or submunitions stray away from the target
- reduced distance at which submunitions are deployed from 700 to 600

- GEAR Cloakable "Cube" : reduced HP and increased speed by about 20%
- reduced cost of gear mines from 70m to 60m
- reduced range and cost of GEAR "Snake" by about 10%
- fixed collision volume adjustment of units with small shields (they were vertically off-center)
- modified the targeted position of units to be at 75% of the unit's height instead of 50%
- prevent comsat projectiles from colliding with friendly units
- AVEN "Sniper" : increased damage per shot and reload time by about 20% and fixed the cloak attributes
- increased cost of area shields by 8% for mobile ones and 23% for the static shield
(the static one has a bigger radius)
- fixed issue that could make artillery cannons get less range than specified and/or not be able to benefit from range upgrades
(it would depend on map gravity)
- increased firing tolerance and turn rate of rockets on AVEN and CLAW gunships
- CLAW "Boomer" (heavy version) deals more damage and has a higher reload time (it now 1-shots metal extractors)
- increased range and cost of GEAR "Knocker" by 15%
- fixed torpedoes exploding mid-air before reaching floating targets
- increased GEAR "Aggressor" HP from 580 to 620 and adjusted cost
- increased SPHERE "Bit" HP from 525 to 680 and adjusted cost
- increased AVEN "Samson" HP from 700 to 820 and adjusted cost
- increased CLAW "Grunt" HP from 850 to 950 and adjusted cost
- made most units with 380-500 range L lasers prioritize air targets and have a slight energy cost to fire
(20% of their dmg/s, this makes them about 5-10% cheaper)
- reduced cost of radars by 5-10%
- GEAR "Grenado" becomes amphibous and has a 3x3 footprint instead of 4x4, so it can fit through cracks in base defense better
- fixed an issue with air tranports sometimes not being able to load or unload units on water
- increased the death blast damage and radius of AVEN mobile fusion reactors from 800 to 1900 with 500 radius

--- UI / Visuals

- build time indicator on the unit info box is no longer about 10% off
- fixed AVEN L2 construction hovercraft wreckage
- modified the build menu positions of hovercraft and spinbot factories to ensure L1 builders are shown before L2 builders

- show progress indicator for replays and when rejoining games or catching up if lagging behind
- show basic controls (speed/pause) when watching replays

- show warning message when players lag behind by more than 5s
- modified the first ally color to differentiate it more from the player's color