Meat Hell

A real-time strategy game made of meat.

● Dev log2026-10-17

Week of 12 October

Tunnels

Maps get a second deck. Units fight through tunnels under the rock and cross bridges over it. New infantry models, and a sniper.

  • Tunnels and bridges: units walk, fight and swim under the rock. The roof cuts away round your selection so you can see them.
  • Tunnels are dark: lamps, things hanging from the roof, and headlamps on your units. Gunfire under the rock sounds muffled.
  • A sphincter can seal a tunnel mouth shut, crushing anything caught in it.
  • The AI uses tunnels to sneak, and guards the mouths into its base.
  • New 3v3 map Gullet Isle: an island split by a mountain, fought through its tunnels. Sugarloaf and Koko Head get tunnels too.
  • Bridge kits in concrete, blue rock and meat. Some tunnels are lined with intestine.
  • First person gets mouse look, sprint and jump, and small infantry can walk along walls.
  • The Raw Chicken was rebuilt: it trots on all fours, and unloads by rearing up and dropping its passengers out of its bottom.
  • New infantry models built from butcher's cuts: the Meat Zombie, the Spitter (it spits teeth from the hole where its head was), the Bone Launcher (its forearm is the cannon) and Patient Zero (a glowing heart under a cape).
  • New unit, the Eyestalk: a sniper with a ribcage crossbow. Beyond its own sight it shoots whatever your other units can see.
  • Infantry stop skating: new walks matched to their speed, feet planted.
  • The AI recovers when its Construction Yard dies, and pulls back from an attack that has gone badly.
  • Multiplayer matches start together once everyone has loaded. The loading screen shows tips.
  • Placing a building hatches the ground where it can go. Walls and towers no longer stretch your build range.
  • Edge-scroll zone and scroll speed in Settings. Repair starts without credits and waits for them.
  • New ground textures, shore foam that looks like foam, and a proper wake behind swimmers.