Lakehopper: Flying vs Operating
- Aaron "Ribbon-Blue" Mendoza
- 7 hours ago
- 5 min read
An Upcoming Flight Game Gets Us Soliloquizing

Skyward Flight Media has a lot of love for seaplanes. Whether they are real world wonders that can land in hard-to-reach locations or fictional designs like our SW-201 Dragonfly that intrigues virtual reality players, aircraft that can fly through the sky and land on the water may be one of the freest forms of aviation there is.
Lakehopper by Photon Games seems to be on its way to be the next notable seaplane focused flight game. Though I have been watching this indie developer work since November 2025, at a glance work on Lakehopper has been happening for at least nine months now.
With a 360,000 square km (140,000 square mi) map using realistic terrain based on real world landscapes, the Steam page describes the setting of this game:
"Fly between isolated communities in a flooded, rugged landscape that only seaplanes can serve. Deliver cargo and help connect towns separated by huge distances of nothing but mountains and open stretches of water. Use your skills as a pilot, and the navigational tools at your disposal, to hop between far-flung destinations. Keep your deliveries safe in unforgiving terrain and treacherous waters."
The description goes on to talk about how this massive world is persistent; as in, once something has happened it cannot be taken back. A bit more like the real world. As players use their aircraft to fly across the region with the game's physics-based flight model, the aircraft gradually receives wear and tear that comes with this type of backcountry flying.
With the mention of airframe and component fatigue in a persistent world my mind flew to an idea I have discussed with other flight simulation enthusiasts. My latest willing victim being fellow Skyward staff member Caio aka "Hueman". Thanks to him I was able to better express my thoughts.
Flying vs Operating
In my opinion there is a difference between flying an aircraft and operating an aircraft in flight simulation.
In Microsoft Flight Simulator, Digital Combat Simulator World, X-Plane and similar flight simulators I believe that you fly aircraft. Everything revolves around the startup, duration of flight, landing and aircraft shutdown. The universal standard is that each aircraft is essentially brand new from the factory or in a near peak flying condition at the beginning of each flight. There are exceptions to this rule, but generally once you are done flying the aircraft it is out of sight and out of mind. Just grab a new aircraft every new session or sortie, you know?
Even Digital Combat Simulator aircraft that are heavily damaged then limped back to a friendly airbase can be either be replaced with a new one within a few minutes or repaired on an airfield in about 10 minutes or so. The aircraft returned to a state of near perfection after using the Radio Menu to request repair from ground crews. That or the next time you load up the simulator and grab your go-to aircraft, it is highly likely it will not be the same one you used yesterday.

Lakehopper seems to be going for the experience of what I would consider operating an aircraft. Things do not end with a flight from point A to point B. With airframe and component wear and tear occurring even if the flight goes as planned with the softest of landings, players are not just flying the aircraft and leaving it behind. Now maintaining the aircraft is also the player's responsibility. From the fuel to the airframe to the flight control surfaces to its flight systems. That and gaining the money to support aircraft maintenance while turning a profit. With it being equal parts aviating and maintaining, the aircraft truly would "belong" to the player.
Assumingly even the quality and consistency of the player's flight skills would be a factor. More easy coordinated turns over frequent high-G maneuvers. Preference towards flights that avoid dangerous terrain and weather to opt for more easily accessible routes that demand less of the aircraft.
A notable feature the developer mentions is that players are able to leave the flight deck while the aircraft is in flight to do other tasks. Walking through the aircraft to reconfigure systems and do in-flight repairs are mentioned. If aircraft components are not maintained properly suddenly having to address an in-flight emergency is a very real possibility. There are not a lot of high-fidelity flight simulators or highly experimental indie flight games that let players do this. Depending on how developer Photon Games implements this, it could be a defining feature for this title.

Customizing Aircraft
With the developer also mentioning over 100 parts to be made available, even aircraft design or upgrades to sub-systems would be a factor. Imagine the tangible relief of purchasing and installing trim tabs for ailerons, elevators or rudders after flying without them for a time. That being something on the level of aircraft builder games like Flyout or Aviassembly or maybe even a bit more like X-Plane's Plane Maker.
Looking at early screenshots of the flight deck, you can envision gradually adding new, more advanced instruments or even doing minor upgrades of the basic six pack would be great. It is easy to take for granted the advancements in aviation design and technology it is handed to you, but is something different when you have to work to gain the Glass Cockpits we are so familiar with.
Keeping Up with Development
Utilizing a VTuber model that represents a laser warning sign come to life named Lux, they frequently livestream development of this game on their Twitch channel. The developer engages with the audience and talks through their progress both on stream and Discord server. Watching a developer livestream their work on a project is always a great way to see how your favorite games are actually made and even ask a few questions.
Truly customizing the aircraft and then being responsible for if it is operating efficiently or lands in one piece sounds like it could be a rather eye-opening experience. Because of this I somewhat frequently check in to see how things are going. You should too!
Connect with Lakehopper by Photon Games

About the Writer

Co-founder of Skyward Flight Media. After founding Electrosphere.info, the first English Ace Combat database, he has been involved in creating flight game-related websites, communities, and events since 2005. He explores past and present flight games and simulators with his extensive collection of game consoles and computers. [Read Staff Profile]








































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