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Grinnelli Designs: F-100D Developer Blitz
Grinnelli Designs has been approaching the development of their upcoming F-100D Super Sabre for Digital Combat Simulator World (DCS) and promotion of their company in a noteworthy way in the past two years. For this third party developer, it seems like that trend is going to continue with the recent release of the pre-purchase trailer for the Super Sabre and a significant industry event happening in the coming weeks. There is so much to discuss, the only way to touch on every point is to create a mini-series. Which is exactly what we are doing! There is a lot to talk about in the first article of this mini-series, so strap in and fly with us for a bit. The Trailer and Notable Details The Grinnelli Designs DCS: F-100D Super Sabre has been teased a bit in some official Eagle Dynamics videos, but nothing on the level of the official pre-order trailer. The beautiful 3D model and close ups of the internals of "The Hun" truly speak for themselves. I'd recommend watching the trailer about three times to really take it all in. Pre-order trailer. April 24th, 2026 Between the trailer and the module sales page on the official Digital Combat Simulator website, there is a lot of info. For lists of weapons available and maximum airspeeds, the sales page and their website is more than sufficient. Instead, there are a few details that highlight the depth of complexity being simulated and a deep understanding of the F-100 as an aircraft that Grinnelli Designs is presenting: The electrical system of the aircraft is simulated to provide accurate electrical currents, voltages and power consumption . That alone sounds impressive but take into account the implications of the aircraft being struck by weapons with the electrical system being compromised. Expert pilots of the F-100D would also need to learn which of their systems consumes more power than others to keep an aircraft operable while in flight. A fascinating layer of detail.
The module is coming with two options for afterburners . The newer J-57-P-23 and the older J-57-P-21, which has longer times to light the afterburner, more frequent failures to activate the afterburner and a higher frequency of compressor stalls. Its great to see the limitations of technology of the time simulated as it was.
The thermodynamic engine modelling should be noted. The engine in this module includes compressor stalls, compressor surges, oil system management, ignition systems and the physics of an active afterburner also effect the engine itself.
The F-100D module will come with three air-to-air refueling probe options : straight probe, bent probe or probe removed. This seems minor, but it is a design specific quirk unique to the Super Sabre.
One of the least known but highly recognizable aircraft launch systems from the Cold War is the Zero Length Launch system (ZELL / ZEL) . Designed with the idea that all major air bases would be targeted during the starting days of a theoretical World War 3, the ZELL system would mount specific types of combat aircraft to a rail mounted rocket pod driven launch system. Theoretically, an aircraft can launch from anywhere this launch system could fit. Parking lots, fields, forests, from the back of specially designed transport vehicles. Limited numbers of ZELL systems and aircraft compatible with these systems were produced, but videos of combat aircraft launching from "a pole with a rocket booster" is memorable. This F-100D module will be the first virtual aircraft in Digital Combat Simulator to simulate the ZELL system.
F-100D on ZELL system. The mention of a customizable dashboard has been clarified by JNelson from the Grinnelli Designs development team in the developer's Discord server. Quoting them here: "There are 7 gauges on the dash that can occupy any other position of those 7. Then the ADI and lock can be swapped. So here the red gauges can be swapped around in any order, and the blue gauges can be swapped with each other. There is a randomize mode too which will choose from (I think) 12 historical variations every time you get in the jet." Cockpit instrument cluster highlighted for explanation. (Picture: JNelson). JNelson later confirmed in a separate Discord conversation that the module already has Force Feed Back implementation for compatible flight simulation peripherals. Force Feed Back has been a feature tested frequently throughout the module's development. Truly being able to feel the aircraft in flight is a significant enhancement to the flight experience.
We do not see this used in Digital Combat Simulator frequently, but there is a gun camera and strike camera function within the simulator that can export their footage as independent video files with their corresponding video aspect ratios. For online groups that simulate real combat aviation operations, this is a valuable tool. For content creators this can also be used for some unique, period accurate supplemental video.
In July 2025, the development team posted an example of strike camera footage in their Discord server.
July 2025 example of strike camera footage posted by Grinnelli Designs. Grinnelli Designs made use of gun camera footage during their time at FlightSimExpo 2025 in a memorable way as well. We'll discuss that in detail later in this article. Gun strafe of SAM site by Skyward Flight Media representative at Flight Sim Expo 2025. Recently the inclusion of in-game offline manuals for modules has been in vogue. Something that I hope other existing modules retroactively add someday. A fully accessible manual that can be used while in the cockpit of the aircraft is a great tool to help people learn faster and keep them in the cockpit longer. No need to "Alt+Tab" out of the simulator to bring up a website, use separate mobile devices to read a PDF file or physical printouts of manuals. F-100D Quick Overview The F-100 Super Sabre or "The Hun" is one of the more well-known combat aircraft produced during the middle of the Cold War. With 2,294 F-100 airframes constructed, the D model was the most prolific production version. The Super Sabre is best remembered for two specific roles during the Vietnam War / Second Indochina War (1955-1975), mainly during direct American involvement starting in 1965 with the large-scale deployment of its troops directly into South Vietnam. In general, the aircraft is remembered as a fighter-bomber in ground support missions that targeted troop concentrations, infrastructure and logistic routes. There is a lot of gun camera footage on the internet of Super Sabres attacking roads, bridges and jungles with guns, rockets, radio-controlled line of sight missiles and various types of unguided bombs. Videos of their combat operations over Vietnam are closely tied to the international memory of the conflict as a whole. The module being produced by Grinnelli Designs is the F-100D according to Project High Wire modification. A development program which standardized avionics and instruments of the day. The most important addition to this variant being the AN/APR-25 Radar Homing And Warning receiver (RHAW) . In the timeframe that the Super Sabre was in active service, new threats like first generation radar guided surface-to-air missiles and more accurate radar guided anti-aircraft artillery were introduced. For a time, the SA-2 Guideline (S-75 Divina) surface-to-air missile was an absolute menace over North Vietnam. A large part of this being its effective combat range between 20 to 30 nautical miles with aircrews unable to detect when they were being fired upon besides visually seeing the missile's rocket motor as it launched. The addition of RHAW to combat aircraft was key to improving aircrew survival rates by giving them at least some ability to know when they were passively detected or actively being tracked. With the rise of every new threat comes the need to innovate and create a counter. During the Vietnam War, the AGM-45 Shrike anti-radiation missile was introduced to the theater of war. An air-to-ground missile based on the AIM-7 Sparrow air-to-air missile, the Shrike was designed to home in on the high energy radar waves emitted by track radars used to guide weapons like the SA-2 Guideline. Though early Shrike models had immensely short range compared to the threats they were designed to destroy, their range and ability to home onto target would improve over time. The Grinnelli Designs F-100D does include the AGM-45 Shrike within its armaments though it will most likely be used in its shorter-range direct fire modes rather than its loft and other advanced firing modes due to technological restrictions of aircraft at that time. Similarly, in Digital Combat Simulator, the Heatblur Simulations F-4E Phantom II and the Community A-4E-C mod also use Shrikes in a similar manner. There is a reason to assume this. The combination of RHAW gear and the AGM-45 will naturally remind people of the F-100's most storied role: Project Wild Weasel . While a Project Highwire F-100D equipped with Shrike may sound like the stuff of Wild Weasel 1 fame, it is important to remember that the aircraft in your mind's eye is the two-seater F-100F. An aircraft which deployed specialized electronic warfare equipment and specially trained electronic warfare officers that flew in the rear seat of the aircraft. RHAW gear is good for detecting radar guided threats, but the type of equipment Wild Weasel Super Sabres carried was more attuned to find, fix and suppress radar guided threats at longer ranges. Of course, players should not let this stop them from pushing the F-100D module into a suppression of enemy air defense role, but it's important to understand the difference between aircraft and their purpose built capabilities. There is a lot more to say about the aircraft itself, but we can save that for the next article in our series. From Mod Maker to Third Party A major part of the Digital Combat Simulator experience for mod developer Joseph Grinnelli was his efforts in creating a quality catalog of DCS mods. He started back in 2015 as a solo mod developer. He created many mods throughout the years, including the Edge 540 air racer, Robin Reliant Shuttle and a hot air balloon, to name a few. Though, even the most entry level fan of DCS World knows of the Grinnelli name. Even if they do not realize it. How? It is almost certainly the F-22A Raptor mod for Digital Combat Simulator that we all have seen appearing in the slickest videos from your favorite DCS YouTubers. There are few mods that represent fifth generation aircraft in DCS World, let alone mods that are actively maintained for so many years. The F-22A mod is easily still one of the best ones attempted on the platform. Joseph's time a mod developer on the platform would eventually inspire him to create a company, expand to make a development team and secure a license to create DCS World commercial modules in 2022. The F-100D Super Sabre is the team's first official product on the platform. Promotion and Industry Innovation The Grinnelli Designs team has done a significant amount of promotion for the F-100D. In the traditional route, they have video interviews with content creators like Authentic Media , Enigma and Pricklyhedgehog . Developer blogs and updates on their official website and the Discord server. Their team also appeared at well-known online only events like the Virtual Air Festivals December 2024 airshow . Thus far the most extravagant event the Grinnelli Designs team has appeared was Flight Sim Expo 2025 (FSExpo) in Providence, Rhode Island. After attending FSExpo 2024 in Las Vegas, Nevada, the team saw that North America's leading flight simulation expo was largely absent of the presence of combat aviation. Grinnelli Designs constructed an elaborate booth to allow attendees to try out the F-100D in virtual reality with a sim rig. The booth had couches, museum artifacts related to the Super Sabre, half scale Sidewinder missiles and other interesting items. This was a major step for both their team and the presence of military aviation at this expo. Video of developer's booth at FSExpo 2025. As mentioned in the video, attendees were given copies of their gun camera footage to take home. Their video was loaded onto branded USB flash drives with patches and bracelets also given out. During my attendance at Flight Sim Expo 2025 I was able to extensively fly the F-100D thanks to the development team and also acquired some of the merchandise as well: FSExpo 2025 Grinnelli Designs merchandise. All gun camera footage from attendees was gathered and put together into a 42 minute long compilation available on the developer's YouTube channel. In the coming weeks, Grinnelli Designs will attend FlightSimExpo 2026 as an exhibitor, but also as the core of the Combat Arena ; a new exhibition area for the expo. Joseph Grinelli's statement on this event is as follows: “In partnership with industry leaders who share our passion for aviation and immersive simulation, we’re planning a dynamic lineup of events designed to engage and excite attendees throughout the weekend,” [...] “Highlights include a head-to-head air combat competition, team operations, airshow-style performances, and more—with great prizes available to be won.” While Eagle Dynamics has attended flight simulation focused events like FlightSimExpo and FS Weekend by cooperating with manufactures like WINCTRL (formerly known as Wingwing), Grinnelli Designs is putting in a next level effort to further expand the presence of military aircraft at flight simulation industry events. This next part is purely an educated guess, but it is events like Flight Sim Expo where companies often do big announcements to large audiences and the industry as a whole. It would be the perfect place to announce the official release date for the F-100D. But in that same train of thought, it would also be a great opportunity for The Hun to be shown throughout the weekend of FSExpo 2026 if the module was released to the public before the event. It could be featured as a core part of the upcoming FSExpo Combat Arena. There is no telling how the next two months will play out, but either way it goes, we will be continuing our coverage of the final sprint towards the release of the DCS: F-100D Super Sabre. The next article in our series about the upcoming F-100D Super Sabre on Skyward Flight Media will be more focused on the aircraft both virtually and in the real world and how Grinnelli Designs has a unique angle to their development. Connect with Grinnelli Designs Website Discord Facebook Instagram X.com YouTube About the Writer Aaron "Ribbon-Blue" Mendoza 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 ]

VRChat Aviation: Hatsukajima Airfield by Hassaku
The Japanese community has always been a cornerstone of VRChat aviation. They were some of the first to make their own models from scratch, organize airshows and even create whole communities around aircraft in VRC. Their worlds have always been extremely well put together, with the only "problem" being their large download sizes. A great world that came out recently from the Japanese side of VRCA is Hatsukajima Airfield by Hassaku. This world is focused exclusively on civilian aircraft. It has everything you might want, with the exception of airliners. All of the aircraft in this world come from different Japanese pre-made assets that are available for sale on booth.pm, a very well known digital distribution center that has been used by both Western and Eastern communities alike. Whether you want to do some slow flying around the islands with a PZL M-15 Belphégor, or do some sightseeing around the shipwrecks with an MD-500, this world will be able to satisfy your needs.
The airfield is divided onto three different areas. Two spawn rows on the same airfield at the top of the hill, plus a third one located at a pier. If you add up all the aircraft in the world, then you would find 23 individual aircraft to fly in! I highly recommend you check out this works whenever you have the chance. As long as you are versed with SaccFlight and its basic systems, you will do just fine. There is no language barrier to be afraid of here, as most controls and indications within the cockpits are in English, which facilitates their use internationally.
About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy

Interview: Legendary Pilots (BerkBox Games, MicroProse)
The personal computer port of this retro style indie flight simulator releases on April 21st, 2026 Just before release we managed to get a last-minute interview with BerkBox Games , the developers behind Legendary Pilots . This retro style indie flight simulator originally released on mobile devices but has been revamped for release on personal computer via the Steam store while being published by MicroProse . I have not played the mobile version of this title, as I do not normally play mobile games, but it being prepared for release on PC caught my attention some time ago. It was a flight simulator for smart devices that also incorporated managing a fleet of aircraft to conduct business. That is pretty unusual. Our interview was made possible with coordination from a MicroProse representative as the dev team is in the middle of their "crunch time" before the PC port releases on April 21st, 2026 . Hello! The release of Legendary Pilots on PC is just a few days away. This is usually a pretty busy time for a developer. Thanks to your team for taking time to answer our questions Hi there! Thank you guys for the opportunity to show off the game! We're Lucas and Daniel Franca, brothers from Brazil. We're from Berkbox, a small team that started to make games long ago in 2011, when were released our first "Winds of War" for the Apple app store. Back then, we had very old Mac-Mini, that I updated the [RAM] memories myself in order to make it work... and I kept carrying it between my house and my brother's for the everyday dev session.... the game was made in FLASH ! Can you believe that? Flash?! That takes me back. I have just remembered a lot of random, good video games. Something that helped me understand BerkBox Games a bit better is a statement on the official website. It says that your team is committed to never following industry standards. What a statement! How has game development under this direction been? Hahahua... we're self-taught, so even if we try, we can't do the industry standards. We've learned everything by ourselves, from drawing to 3D modeling and code, but somehow, we get it done, and we're proud of this intuitive way we chose. Keeping your own values helps with authenticity, I think. BerkBox is strongly supportive of the Godot game engine. Your team is porting all of its games to Godot as well. Moving already released products to an entirely new game engine when you do not necessarily have to is notable. What is it about Godot that got your team interested? Working with Godot, and other open-source platforms, is awesome. You can feel they're one hundred percent focused on the project itself. No distractions, no chasing money all the time. Not that money isn't important, it is, but in general, if you're working in a creative field, you should use tools that value creativity above all, right? Right?... We also use Krita, Gimp, Blender... they all have the same sense of community. It just feels right. Legendary Pilots is the first flight simulator you have developed. It does not claim to be a 1:1 pure realism simulator, but the description of the game says it was “developed by someone who truly loves aviation”. I’d love to hear some more about that. Long story short, when I was only 5 years old, in 1978, a P-2 Neptune (also known as the P-15 Netuno) from the Brazilian Air Force, in its last flight, decided to make a low pass over the beach where I was... the plane passed 3 meters over my head. Since then, loving aviation wasn't an option anymore. lol P-15 7013 (Image credit: Rudnei Dias da Cunha) A General Aviation focused game set in a fictional world always catches my attention. What do you think some of the benefits of using a fictional setting are? Oops. The info is outdated on the website. We changed the scenes to real STYLIZED maps. my bad... huahuah! Oop! Well, hey, now the people know! I think that having some sort of task is an important part of the experience. Even in the largest flight simulators out there. Being able to fly hundreds of nautical miles whenever you want is great, but without a task at hand I eventually find myself flying shorter sessions. What types of things can players do in the game’s pilot career mode? The game is quite simple and oriented to encourage gamers to try flight simulators without requiring an engineering degree in order to play. Because it's about FLYING, not about how many buttons you can memorize, right? You can fly normal routes in 3 different scenes, where you make in game money, then you can increase your fleet. You can also do aerial firefighting missions and cargo missions, where you have to have some notion about radio compass (ADF) navigation. Aerial firefighting does not appear all that often in flight simulators. Seeing some GIFs of waterbombing in Legendary Pilots really piqued my interest. How in depth does firefighting get? The more firefighting you do, the more fires will appear for you to deal with them. You can't earn a lot of money here, like in real life... that's the simulation part... haha! I am especially interested in this type of aviation, so it sounds like I will have my work cut out for me in. How many aircraft are in the roster? Will players have access to them immediately or will they be unlocked over time depending on the player’s choices? 10 airliners for routes and 3 extra planes you can fly on free flight sessions. There's a progress path in place. Earn money flying, then buy your planes. The bigger your fleet is, the more TAX you pay... you guys wanted simulation, not my fault. :) Not even here can we escape taxes, huh? That sounds correct. Haha! The mobile version of Legendary Pilots was released in December 2025. What were some of the key adjustments or changes that were made for the PC port? There are many differences. The Flight model is different, there's an input map system, there's no in-app, all the maps are available from start, 737-200 etc. Not everyone that tries this game will be a seasoned sim pilot, of course. So, I have to ask: What types of penalties do players incur if flights do not go as planned? Is there ever a “game over” situation? Every time the gamer crashes the plane we're going to run "format c:/" in their computer.... lol. No, of course not, but the gamer loses experience points, and the planes have a bigger degradation. Considering that the plane may have in-flight failures below 80% overall condition, that would be a financial and operational problem if it crashes too much. Will any flight simulation hardware be supported? Flight sticks, gamepads, Steam Deck... the gamer sets their own inputs. How does it feel to have this game published by MicroProse? How has the experience been so far? The P-2 I mentioned before was the beginning of my story with aviation, but it was MicroProse that kept me going. Having my game published by MicroProse is a dream come true and I think David, Shane and the whole team are heroes for giving space for small devs like us, and this is precious. If I can contribute just a little with the history they're making, I'm happy. If one has a good project, I can really recommend pitching the game to MicroProse, they value what matters the most. Thank you for your time in this interview and your work on the PC port of Legendary Pilots. I look forward to flying soon. Those raging wildfires will not be safe from me! Hauhauh... Thank you guys! Connect with 'Legendary Pilots' Steam Page (PC Release) BerkBox Games (Developer Website) MicroProse (Website) About the Interviewer Aaron "Ribbon-Blue" Mendoza 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 ]

Registration for FlightSimExpo Tours & Experiences Begins This Weekend
Attendees can book planespotting tours, flight sim classes, a walking brewery tour, social events, and more. The initial schedule for the June 12-14 convention in Saint Paul is now available flightsimexpo.com/schedule . FlightSimExpo is a three-day, action-packed show featuring developer announcements, hands-on exhibits, panel discussions, flight sim workshops, and more. Attendees can also register for fun, group activities designed to enhance the FlightSimExpo weekend. Tours & Experiences FlightSimExpo attendees are invited to explore the aviation industry, culture, and history of Saint Paul through optional Tours & Experiences! Starting this weekend, attendees can sign up for: An airside bus tour of MSP . A walking tour of Delta's Technical Operations facilities. A 5K fun run , sponsored by FSElite. A walking brewery tour of downtown Saint Paul. A trip to Mall of America®, open to attendees and families! And lots more. More information on the 2026 Tours & Experiences options is available at flightsimexpo.com/tours . Registration starts on April 18 at 12pm CDT for FSA Captains, and 24 hours later for all other attendees. Exhibit Hall Sign-Ups In May, attendees will also be able to sign up for experiences happening in the Exhibit Hall, including: A free show floor tour , led by experienced simmers. X-Plane Developer Courses , designed to showcase content creation in X-Plane 12. Aviation Career mentoring sessions from real-world airline pilots. A Flight Training Experience powered by flight intelligence software. More information on these exhibit hall experiences is available at flightsimexpo.com/signups . Exhibitors to be Revealed Later this Month On yesterday’s April Developer Livestream, the Microsoft Flight Simulator (MSFS) team confirmed they will be one of more than 60 exhibitors in the FlightSimExpo Exhibit Hall! The FlightSimExpo team was recently in Saint Paul with Media Partner FSElite to film the 2026 Exhibitor Reveal. Designed to showcase the developers who will be exhibiting at 2026 while giving attendees a visual of what the FlightSimExpo experience will look like, filming took place at multiple locations in Saint Paul, including the Saint Paul RiverCentre and nearby hotels. The current list of 2026 sponsors is available at flightsimexpo.com/partners . The 2026 floorplan and initial exhibitor reveal is coming later this month. Join FlightSimExpo in Saint Paul FlightSimExpo takes place on June 12-14, 2026 at the Saint Paul RiverCentre, an 8-mile drive from Minneapolis/Saint Paul International Airport (MSP) in Minnesota. MSP airport offers more than 130 non-stop destinations across the country and around the world. Saint Paul is also served by Amtrak's Borealis and Empire Builder routes. "We were thrilled to join the FlightSimExpo team in Saint Paul to try to capture on film what the event will be like,” said Calum Martin, Content Director of FSElite—a flight sim media website and 2026 Diamond Sponsor of FlightSimExpo. “It's been eye-opening to see so many great hangout spots, amazing food places, and plenty of historic sights. It's going to be a great show, with a real sense of community both at the show and after hours." Tickets for the event are available at flightsimexpo.com . Discounted hotels are available, and attendees can also save on flights from Delta, Southwest, United , and codeshare partners. ### About FlightSimExpo. FlightSimExpo is one of the world’s largest flight simulation conventions. The event has welcomed more than 5,000 attendees to events in Las Vegas, Orlando, San Diego, and Houston since 2018. FlightSimExpo is produced by Flight Simulation Association, a community-driven organization of developers, simmers, and real-world pilots working to make it easier to get started in home flight simulation. Join the community today—free—at flightsimassociation.com for resources, learning content, webinars, and discounts on top add-ons and simulation hardware.

Nuclear Option 0.33: Rise of the Alkyon
After much time and with great anticipation, Nuclear Option's new version has finally dropped and with it come many new additions. Everything from new naval units, new loadouts, improved ground details and, last but not least, the AB-4 Alkyon We set up our mission so we would start at rank 3, as to not just spend countless minutes grinding away just to get to the new content. That being said, most of the new player-usable content available this patch lies on ranks 4 or above, so we still had to grind a bit to get to that point. When we got to rank 5 and 6, we started using a lot of the new loadouts and the Alkyon in a plethora of scenarios just to see how effective it would all be. Starting with the loadouts, I personally found myself gravitating towards the new Glide Bombs with cluster submunitions: the GBM-500LR. These bombs are surprisingly effective, especially when launched in saturation attacks at static targets, convoys and even ships! RISE OF THE ALKYON
The start of the night was certainly the new boy on the block, and Nuclear Option's first Rank 6 aircraft: The AB-4 Alkyon. With its amazing speed and incredible tactical flexibility, this stealth bomber and heavy fighter shines above the rest of the roster.
The AB-4 Alkyon has to be one of the most mechanically interesting aircraft in the game so far. A stealth, swing wing bomber with a secondary air to air capability? Why hadn't anyone thought of this before! Its looks are very much inspired by several real life aircraft such as the F-117, its prototype, Have Blue, and the B-2; and its functionality by other aircraft such as the B-1B and B-1R Lancers.
Equipped with quad afterburning engines, it is by far the fastest aircraft in the game. It can reach speeds exceding Mach 2.5 at around 30.000ft, with supercruising capabilities even close to sea level. I cannot understate how fast this aircraft feels, and how much it has changed the way that the battlefield feels.
Its stealth capabilities make it quite the deadly nuclear bomber, capable of going high and fast while staying relatively stealthy as to drop your ordinance and leave as quickly as you got there. You could technically do the same on a Darkreach or even an Ifrit, but the amount of nukes you can carry and how fast you can fly just makes the Alkyon one of a kind.
If bombing is not up your alley, then you can still fly the Alkyon as a heavy fighter with no internal gun. It can carry Schmitars, which are some of the best air to air missiles currently in the game for beyond visual range engagements. Our friend Psyrenkun was using it to great effect against enemy CAS and CAP flights around the AO.
No matter how you see it, it fits perfectly in the current meta!
WHAT ARE YOU WAITING FOR? GO PLAY IT NOW! The developers over at Shockfront Studios show us again and again just the sheer level of passion and commitment that they have for this project. I have been playing it for a long time, and every time I get to play it with my friends it is just such a blast that the hours melt away into the night.
The Alkyon is just one of many surprises that the team has to offer in this patch, and only one of many that they had under their sleeves. I cannot wait to see what else they have in store!
About the Author Santiago "Cubeboy" Cuberos Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy

At Skies' Edge: Alpha Demo
A Notable Return of a Once Unexpected Entrant The last time we discussed At Skies' Edge by Mackerel Sky at length was during its final updates for the demo it had in late 2024. Back then it was based on a concept from 2017 which was reimagined for a sudden demo release on May 1st, 2023. After a notably successful run in which At Skies' Edge (ASE) gained a large amount of interest and feedback, in late 2024 its developer made the big decision to take the full leap into game development. On March 28th, 2026, ASE has released its next publicly accessible demo. This version being representative of the full game Mackerel Sky is working towards. In the wave of "Ace-likes" that have appeared in the last few years, At Skies' Edge is currently one of a few of them that has a recent demo available to play. The trailer released with the demo. AIRCRAFT AND WEAPON SELECTION The demo presents the player with three different aircraft with legally distinct names despite their familiar forms. Aircraft in flight arcade games being categorized as light, medium and heavy has been done for quite some time, but it is not something that feels noticeable until aircraft in the late game are unlocked. The difference between something like a 1960s third generation fighter compared to a still in active development 5th generation fighter. In the current At Skies' Edge demo the F.GR-4, KF.21 and I-29A are noticeably different in ways that feel meaningful. In a mission where I felt as though I was somewhat hindered by the maneuverability of the F.GR-4 despite its immense weapon stores, the KF.21 on the same mission felt nimble but made me consider my more limited weapon choices. The I-29A is an air-to-air focused fighter that is quite nimble in comparison to the other aircraft. However, with no dedicated air-to-ground weapons the best players can do is double or triple up on Standard Missiles - the classic kill all missile that defines this genre. On that note, the weapon selection system is an expansion of the multiple 'special weapon' style system made popular with the release of Project Wingman (2020). The ASE system mixes their own take on this system with a somewhat realistic hardpoint system where certain weapons can be carried, and certain weapons cannot be carried. The weapon selection includes standard missiles, rocket pods, unguided bombs, various types of air-to-air missiles and gun pods. Depending on aircraft it is possible to carry up to four separate weapons or take a singular weapon and carry it on multiple hardpoints to increase the quantity of that weapon carried on the aircraft. For example, the I-29A can only mount its more advanced air-to-air missiles on the inner hardpoints. The F.GR-4 is only able to mount semi-active air-to-air missiles on its fuselage hardpoints or the highly unique semi-active air-to-ground missiles only on a specific hardpoints meant for carrying heavy weapons like unguided bombs. If the rest of the game finds a way to make aircraft unlocks and selection feel more substantial it would make aircraft selection feel a bit more important than just flying the newest aircraft the moment it appears. Heavy loaded F.GR-4 with four weapons and centerline gun pod. FLIGHT MODEL: THROTTLE CONTROL There is a specific facet of the ASE flight model that I will continually think of and tell people about. The way this game handles throttle control and maneuverability is amazing in my opinion. Rather than the usual constant input mashing of binary throttle controls, where players rapidly increase and decrease thrust to maintain their ideal rate of turn, players can use a consistent throttle setting. Wherever a throttle is set to it stays there. The airspeed gauge on the left side of the Heads Up Display shows general speed ranges where the aircraft players are flying performs best in those ranges. Players that are always looking for the best turning speed or rate speed can focus on keeping their aircraft in the ACM range (air combat maneuvering range). While flying at high speed or in Cruise, players are less maneuverable and shouldn't expect to turn well while maintaining that speed. Note airspeed in the left-center of the Heads Up Display. For players new to the genre this is a quick visual reference to answer the constant question about what the right speeds are for maneuvering. For experienced players they can have finer energy management with a predictable throttle setting for much fewer rapid throttle adjustments. This specialized throttle layout is punctuated by quick settings that can be accessed with double button taps. Double tapping throttle increase immediately sets the throttle to maximum engine output. Double tapping throttle decrease drops the throttle to zero and opens air brakes. This is good for situations that call for instant, drastic speed changes. Aircraft that are capable of super maneuvers or post-stall maneuvers can access this ability for short bursts of time during the double tap throttle down configuration. STORY AND SETTING As the developer said a while back, the demo from over a year ago is largely not representative for the new direction At Skies' Edge has taken. There are some notable changes to gameplay, mission structure, music and voice acting, but story remains hazy. Though, there are signs that the story from the early development days may have been retained. Specific terms like "The Great War", "The Silent Age", "Arkasean", "Vostokova", "The Meridian War" and the "Alliance of Nations" matches with information seen in a lore drop from a dev blog on April 13th, 2024. Example of lore from April 13th, 2024. Click to expand. The material was presented in a style similar to the in-universe magazines created by developer Project Aces for the Ace Combat series. A few pages with some striking imagery and detailed backstory are still available. Staying focused on story building, the inclusion of flavor text in the descriptions of aircraft liveries is a nice touch. The basic one- or two-line explanations of the liveries seen in other games are expanded and include some decent lore about the world setting on their own. CONTROL SCHEMES The control remapping in the demo seems pretty nice. The menu is as straightforward and easy to understand as they come while still maintaining the overall style of the user interface throughout the game. While the preferred control method of At Skies' Edge is a gamepad (game console style controller) there are controls for Keyboard Mouse and an experimental hands-on throttle and stick setup for Thrustmaster T-Flight series controllers. The ability to setup something like a flight stick this early on in development is still restricted, but indicative of a potential future ability to have much wider device support. As things are now this control menu does have a few bugs that makes mapping specific controllers harder than it should be, but so far, my experience has shown it to be functional. MADE BY HUMANS Cropped picture of in game credits. With the amount of AI software out there these days and the developers that choose to lean heavily on them for just about everything in a project, I feel as though there should be more effort put into acknowledging the work of humans. In this project in particular, things went from a solo dev "fish" with a game development interest in 2023 to a full-fledged team in 2026. A team that includes 11 voice acting talents of varying experience levels who honestly did a great job maintaining energy and character throughout the missions. A 3D modeling team who have made original 3D models for the player's aircraft including some unusual variants like an F-4 Phantom that is not an F-4E (imagine that!) The music was notable with the inclusion of music composer Jose Pavli (Project Wingman, Dawn) and upcoming composer Ernest "Sournetic" Rivera who has made background music for other projects over the years. Listen to some songs from the ASE soundtrack in the YouTube playlist for the game. GRAND SLAM The ASE alpha demo has two story missions and one extra game mode for players to try. The Survival game mode which pits players against endless waves of fighters to see how long they can last and how high they can score. The first mission is a classic intro style mission which has player intercepting easy to track targets to ease them into gameplay. In this case it was shooting down reconnaissance drones and eventually enemy fighter aircraft. Aircraft preparing to engage drones in demo mission 1. That being said the real star of this demo is the Grand Slam mission. An ambitious mission that shows what At Skies' Edge is capable of in its current iteration. Its premise is that a large-scale expeditionary task force has arrived to render assistance to a nation occupied by another nation using overwhelming firepower from air, land and sea to remove the invaders. It is a long mission with dozens of units across a massive area of operations. Breaking down the mission and its many moving parts into bullet points is the most efficient way to describe everything it has going on: The Peak Experience : This is an opinion, but the best way to experience everything Grand Slam has to offer is using the F.GR-4. This is mainly because of the next two topics.
Aircraft Carrier Operations : At the start of the mission players using the F.GR-4 will taxi across the deck of an aircraft carrier to a catapult. Players manually steer and manage aircraft throttle to reach catapult one and prepare for takeoff. During the process allied naval forces are bombarding the shoreline providing coverage for landing craft transporting main battle tanks and armored personnel carriers. Friendly fighters fly overhead with some pilots howling for battle with another trying to calm them down. The sequence is punctuated with perhaps one of the most hype flight deck catapult officers announcing that the player is ready for launch. To be "shot" off the aircraft carrier catapult and into combat. All of that without a cutscene is a pretty nice experience. It made me feel the tension and excitement before firing a single shot.
Mid-Mission Resupply : Grand Slam is a massive mission. There is genuinely not enough ammunition on the player's aircraft to destroy every hostile unit on the map or in later phases of the mission. Players resupply their aircraft by flying off the edge of the map into a return line style resupply area that instantly resupplies their weapons and returns them to combat in seconds. Otherwise, the F.GR-4 can return to the carrier it launched from and land to rearm before being catapult launched again. A third method of resupplying relies on the player's actions in combat, but mid-mission resupply without breaking the flow of combat is a great part of the experience. I felt as though I was never truly taken out of the action of the mission. Few flight arcade games have done this in many years. I was very happy to see this game mechanic appear again.
Multi-Operation Mission : ASE seems to have adopted the multi-operation format that the console exclusive Ace Combat 6: Fires of Liberation (2007) somewhat staked its identity on. Grand Slam is a mission that has three active operations from the start of the mission. While players focus on one operation the other two are still active with radio chatter informing the player what is happening elsewhere. While one operation is being completed it is possible that another may fail without the player's direct assistance. Though, completing an operation may unlock certain types of allied support. For example, successfully defending the fleet from air attack will unlock artillery fire support controlled by the player. Successfully supporting the amphibious landing of armored units will result in the capture of an airfield which the player can use to quickly rearm without having to fly across the map toward the return line or aircraft carrier. Completing two objectives leads to a final stand of opposing forces. As far as large-scale missions go, the multi-operation system proves to be a wonderful addition to manage the action and reward players for focusing their attention. Radar map of large mission (left), KF.21 using indirect fire allied support (right). It is a lot to take in. Depending on the combination of operations players attempt to complete there are times where you may complete objectives within minutes to spare. This can be further complicated as of now there are some bugs that occasionally make completing the mission harder. Or not possible at all. My kneejerk reaction with demos like these is to breakout a list of corrections and pointed commentary, but it seems like the many people that have tried the demo are well on top of this. DEVELOPER OBSERVATIONS AND ADJUSTMENTS Things like public demos are a vital part of the game development process that garners a substantial amount of feedback from outside of the dev team. Feedback comes in from social media, YouTube comments, Discord servers, Reddit threads and other sources, but ASE also has a rather detailed survey available in the game demo as well. I certainly will be giving my detailed feedback in the survey. I genuinely enjoyed the demo as it gave a lot more content than I thought it would. With a lot more ambition in it as well. Though, I fully acknowledge that like in any alpha there is a decent number of things to be fixed and refined. I have some sharp opinions on the quality of the standard missile's ability to track aerial targets and gush about my new favorite secondary weapon being a semi-active air-to-ground missile. I'd like to give my ratings on the finer points about game sound effects and visuals while doubling down on a few bug reports to further push up their priority. KF.21 rushing to provide close air support for allies in a city. All of this can be a good way to gain a lot of constructive feedback and pointed criticism fast. The trick of the developer is to take this information and action upon it in a timely manner while the public has access to the demo or remove the demo from public access after a certain amount of time to apply the changes and bug fixing reports they received. Within the first 24 hours of the demo being published, developer Mackerel Sky was already working on a list of what he considered bug fixes and game balancing. Further critical bug fixing and critical game balancing adjustments were identified over the days since the release. The developer pushed a demo update on April 2nd, 2026, before they were unavailable for work related reasons. Such is the life of an indie dev! THOUGHTS ON PROGRESS When I think on the path At Skies' Edge has been on since it appeared out of thin air back in 2023, I see the development arc of this project proceeding forward at a steady pace. It has been over 530 days since the old demo was last updated. That seems like it would be a sign that the developer may have abandoned the project. For anyone not closely watching dev blogs and social media activity, Mackerel Sky once again suddenly returns. The current alpha demo compared to the demo from 2024 is a substantial leap. It is clear that the true reason for this gap is the reality of a solo developer refining their development knowledge, gathering a team of skilled individuals and revamping their game with the intention to create a full product in the future. The developer has mentioned that there may be a Steam demo sometime in the future. We'll be looking for that for sure! Connect with At Skies' Edge by Mackerel Sky Itch.io Bluesky X.com About the Writer Aaron "Ribbon-Blue" Mendoza 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 ]

Skyward Flight Media: 6th Anniversary
Ribbon-Blue's Thoughts On a human level time is sometimes hard to fully grasp as you are living day to day life. You do not think too much about every little thing you have done day by day, week by week, month by month. It all just sort of happens, right? Only the big events make you stop and think. Milestones. Six years of Skyward Flight Media certainly is enough to make me pause and think. The staff and I took time off this week to celebrate and reflect. For me reflection was reading years worth of our written works and watching a few videos. It is interesting how you can watch the trajectory of an organization over a long period of time. As I reflect on six years of operations here at Skyward Flight Media I think of numbers. Things like over 6900 posts on social media and almost 540 releases about 126 games on our website. I wonder how many typed words that is, but let's not get lost in the sauce here. Just casually scrolling through our primary content page shows such a variety of established, upcoming and past flight titles, I found myself grinning at the juxtaposition. From bush flying in indie games to coverage about returning flight game series. From finding ways to constantly throw love toward gliders to our seemingly endless virtual reality adventures. With so many other flight experiences in between. I understand the value of consistency in content and how that can build a strong viewership. Still, amongst the long standing flight simulation news outlets and content creators of the world that has their content focused within a certain range of titles, I feel a proud fire within my chest when I see the eclectic Skyward Flight Media still burning just as bright. With that in mind I wanted to express my sincerest personal thanks to every reader, developer, manufacturer, flight community, content creator and fellow flight sim news facing entity. Whether its reading our content, watching our short videos, interacting with us on social media or working together with us, your energy is a part of why we are here today. I appreciate you. Hue's Thoughts It's hard to believe it's been six years - and that, somewhere in between playing flight simulators with friends and discussing Ace Combat lore, it's already been four years since I was invited to write an article for Skyward Flight Media.
Back then, I could not have imagined that out of this little adventure would emerge some of my most cherished friendships, neither could I have dreamt that it would eventually give me the chance of seeing people fly and enjoy aircraft of my own design - even if only in virtual skies.
But those virtual skies are what brought us here - they're what brought you, the reader, here - and they are the fabric which binds all of us flight simulation enthusiasts together. And they are now more relevant than ever. Between rising costs, a changing world, and the relentless march of autonomous systems, the dream of flying at the controls of an aircraft is one which may seem to be moving further and further away for many. Yet, the drive - to experience flight, to soar free through the skies; the drive which moved Lilienthal, the Wrights, Santos-Dumont, Blériot and so many others to extraordinary lengths back in their day - still persists at the core of our very beings. The spell which flight casts on humanity has been an inescapable one since the times of Daedalus. Flight simulation games, far beyond being mere entertainment to be consumed, are to us the very means of experiencing and expressing this drive in a manner which is affordable in its cost and universal in its reach. Thanks to the effort and passion of developers, and to the gradual increase in availability of once novel technologies such as VR headsets, there are now more ways of experiencing flight in these virtual skies than ever before; and there have never been more spaces on which to share your love of aviation with others. To me, Skyward has been the space of choice for the past six years; and here's for many more to come. Cubeboy's Thoughts When I look back at everything we have done so far, it is hard to even feel these past 6 years. We have done so many different things, with so many different people, and in so many different ways that I find it astonishing that it has really only been 6 years.
In a world where short-form content reigns, and trends come and go faster than you can keep track off; Skyward stands strong against the insurmountable currents of the internet. We make content that would have been all the rage in the early 2000s, yet we still have a dedicated audience thatt comes back every week to read our content. That, to me, will never cease to amaze me to no believe.
Skyward means a lot to me, it is the flame that keeps my passion for aviation burning brighter than the sun in my heart. It is the source of some of my greatest achievements and the reason why I even have half the things I do in real life. Working on Hue's Dragonfly model is what got me my first 3D modeling gig with Mackerel over at At Skies' Edge; so to say that this website, this project, has changed my life for the better would be an understatement. I cherish every single person that I have met through Skyward the same or more than I do most of my IRL friendships, and if it wasn't for Skyward I wouldn't have my best friends alongside me. I would have never met Aaron, Caio, Sean, Cody, Millie, Psy, Reason, Sour or any of the people that I consider the closest to me, and apologies for those that I didn't mention directly, you all know who you all are.
And to our readers, I am extremely appreciative that you come around and read our articles every week. You are the reason why we keep pushing for better and better every time, and why we push against the current of slop and low quality gaming journamism. We will keep this website running, and the content coming, so keep tuning in.
I am thankful to have your attention, let's look skyward and fill our hearts with ambition.

CAS Support: Flying the Falcon in Halo Arma 3
There are only a handful of games that allow you to properly perform Close Air Support (CAS) missions, even if they are still a thing on most flight simulators. They just never feel right, or give you any feedback from the troops you are supporting. That's when milsim titles with their multiplayer nature really shine, especially games like Squad or, in our case, modded Arma 3. As one of the most modded games out there in the milsim genre, Arma 3 offers a lot of different experiences depending on what the players want. If you want to completely ditch realism, you can do so by modding sci-fi factions from many universes into this usually realistic game. That is what my friend Neppy did with our current short-term campaign by modding in the entirety of the Halo universe factions into the Altis map. We are playing as the small insurrectionist faction against the Covenant and the UNSC, which might sound like a terrible idea for those that know about Halo.
I have become the default pilot and artillery operator, which has led to me being able to fly as much as I have realistically could. Everything from tactical insertions, CAS and precision strikes against armor and buildings; I've flown them all. Likewise, I've been flying most of the missions with the UH-144 Falcon which I consider to be Halo's version of a UH-60 Blackhawk. It's a small yet nimble twin-rotor VTOL aircraft that can hold its own against most of the threats that we have faced so far. UH-144 Falcon as seen in Halo Reach It can carry guided and unguided rockets, small caliber mini guns, chin-mounted 20mm cannons and door-mounted gunner positions. All of this makes it such a versatile aircraft that it has become the workhorse of most air operations we have needed during the campaign. ONE ENGINE, NO PEDALS AND A DREAM My most memorable fight wasn't one that ended in glory, but a flight that ended in a close call. We had planned an air assault on a small island where the enemy had three objectives: an outpost, a small military base and an even smaller sea port. We flew in at night, I dropped my friends down at a beach south-west of the enemy outpost and proceeded to provide CAS while they were fighting their way in. I retreated after engaging some enemy armor, and then came back as soon as possible after rearming. I landed the aircraft at the now captured outpost and proceeded on foot with the rest of my friends. Things get a bit hazy from this point forward, but I do remember that we had to destroy some enemy air defenses that were placed at the enemy base. After capturing the base, we also had in our hands a brand new MH-144 Falcon, a heavily armed version of the standard Falcon. I proceeded to airlift the armor crate we got from the attack, which had all its loot, and headed back to our HQ. That is when I heard a radar lock and an immediate impact on my aircraft, turns out, the UNSC still had some air defense nearby. I lost an engine and all control of my yaw axis was gone, so I started spinning around like a top all over the sky. That's when the hundreds upon hundreds of hours of simulator time kicked in and I released the collective, which lessened the uncontrolled spin. This allowed me to turn toward the HQ and, slowly but steadily, approach it without losing the cargo which was hanging underneath me.
Somehow, I managed to get it down at HQ with the crate still intact. The Falcon was very damaged, with all of its components being either partially or fully destroyed. This experience reminded me that I don't have to be in a simulator to get the same sensations that I get while flying missions in DCS or any other simulator. If you have a group of friends, and you all are into flying and milsim, then you should give any Arma Antistasi campaign a chance, I've been playing them with my friends for years and they are very fun.
About the Author Santiago "Cubeboy" Cuberos
Longtime aviation fanatic with particular preference towards military aviation and its history. Said interests date back to the early 2000s, leading into his livelong dive into civil and combat flight simulators. He has been involved in a few communities, but only started being active around the mid 2010s. Joined as a Spanish to English translator in 2017, he has been active as a writer and the co-founder of Skyward ever since. Twitter | Discord : Cubeboy

Nuclear Option: Limiting Munitions
The impact of forcing logistics to be more forefront It has almost been one whole year since I fully delved into the mission editor of Nuclear Option by Shockfront Studios. It started with me wanting to know how the nuclear blast backdropped air battles above sprawling land and sea combat actually worked. To my surprise it was much simpler than I was expecting with an effective set of triggers to create more complex scenarios while still being somewhat limited in ways I would not expect. I have made about a dozen missions, each of them focusing on different concepts to flex the mission editor to its limits. Some will see the light of day, others probably not. My biggest takeaway is that logistics in Nuclear Option is more important to the overall player experience than it appears to be. Now that seems odd to say when players can throw 40 something standoff munitions and a half dozen nuclear weapons in the average play session. But it is the fine details that make it all happen. You can define the logistics system into four parts: Faction Funds used for purchasing ammunition and vehicles for players and NPCs. Factories / Refineries to build vehicles and nuclear weapons Hangars / Vehicle Depots deploying ground units and air vehicles Munitions supplying ammunition to offensive and defensive units. The most pertinent subject to this article is the Munitions . I feel as though Munitions specifically is somewhat misused. To the point that I would argue many large-scale single player and multiplayer missions from the Steam workshop and in the base game are somewhat mishandling them. Even missing opportunities with them. Destroyed helicopter. Never Ending Air Defenses Anyone that has played two or three Nuclear Option missions will notice that all forms of air defense are surprisingly consistent in intercepting bombs, missiles and rockets. It is to the point that saturation attacks really are the only valid tactic in high-end fights. As engaging as this may seem, honestly, having massive waves of guided missiles be swatted from the sky without fail can definitely wear down player's determination. You may need to be prepared to spend an hour or more to complete a reasonably sized mission. In my mission editing and research, the root of this is often the presence of Munitions Container and Munitions Bunkers. Almost every unit within 100 to 300 meters of these is guaranteed to receive infinite ammunition as long as the munitions unit is not destroyed. Of course there are two sides of this. If these munitions units are destroyed, they can explode spectacularly destroying anything within a certain radius around them. Regular Munitions Crates are unarmored and highly vulnerable while Munitions Bunkers are harder to destroy. That seems like a great risk for reward setup. Though I would still argue that being too heavy handed with munition supply units near air defense units makes it all a high stress risk for reward that can feel heavily diminished. Dumping 20-something anti-tank missiles into a small group of self-propelled anti-aircraft guns for maybe one or two to get through can eventually wear on the player's experience. For players that are not skilled enough to deftly fly 1 meter off the surface, snap rolling and deploying countermeasures at the perfect moment, it can get old after the third or fourth attempt on the same cluster of targets. Though on the other end of the spectrum higher skill players still need the challenge. How do you balance this? Mission editors that do not place Munitions Crates or Munitions Bunkers near clusters of air defenses at the start of each mission can passively create opportunities and tasks for players and non-player-controlled (NPC) units without having to assign an elaborate set of triggers. Limited Ammo, Valuable Tactics Magazine depth for guided munitions is a significant real-world problem. It is especially prevalent in the 2020s. The rate at which guided weapons are expended and the consequences of not resupplying them quickly does translate well to Nuclear Option. Mission editors that do not place Munitions Containers or Munitions Bunkers near clusters of air defenses at the start of each mission can passively create opportunities and tasks for players and non-player-controlled (NPC) units without having to assign an elaborate set of triggers. In the game it is usually the land and sea-based air defenses that launch infrared and radar guided missiles that run out of ammunition first. Units that deploy missiles are often the first ones to expend their interceptors due to their longer engagement ranges and effectiveness in intercepting air launched bombs and missiles from aircraft. A heavily reinforced S9 SAM site is one of the ultimate air defenses. On one hand air defenses may be highly successful in stopping aircraft or incoming attacks for a time, but eventually they will run out of ammo despite their successes. On the other hand, with there being a limited number of interceptors on the battlefield, players can then use suppression of enemy air defense style tactics that intentionally cause enemy forces to burn through interceptors to leave them exposed. Maybe hardened air defenses are gradually bled dry of missile stockpiles by deploying multiple low-cost glide bombs. Maybe old school Wild Weasel tactics are used, placing a lone aircraft in harm's way to intentionally draw fire and force a SAM site to waste missiles. Even if something like a far reaching Stratolance S9 surface-to-air missile site can be bled of its long-range missiles, it is effectively mission killed. This is the same for any other unit that remains in combat for an extended period of time. With no missiles available and even anti-aircraft gun munitions gradually running short throughout the course of combat, this creates new situations for both players and NPC units to utilize to their advantage or take it upon themselves to fix. NPC Logistic Missions A side effect of restricting the placement of Munitions Crates and Munitions Bunkers at the start of a mission is that non-player-controlled units will automatically build and launch aircraft capable of carrying munition containers to resupply units that are out of ammo as the mission goes on. As of the time of this article being written, the two aircraft able to transport supplies in this role would be the UH-90 Ibis utility helicopter and the VL-49 Tarantula heavy vertical lifter. VL-49 Tarantula offloading munitions containers. The in-game logic will assign these missions without player input. However, with no direct control over the units, it is unknown which units will be rearmed first or in what order. This randomness causes a few things to happen. When a resupply aircraft is built it takes up an active aircraft slot that could have been used by a fixed-wing combat aircraft. That is one less offensive focused aircraft in the air. When multiple units need resupply it is possible that for a time air threats significantly decrease if a large amount of resupply missions are called at the same time. UH-90 Ibis in flight. From the player's point of view, every hostile logistics laden helicopter may be in transit to drop a munition's crate next to a highly dangerous pocket of air defense. They become high priority targets worth the risk to destroy. That randomness also applies to allied helicopters who may spawn then spend time resupplying random anti-aircraft units that are far from units that are closer to the frontline line in dire need of resupply. There is one guaranteed way to ensure that high priority units get the supplies they need quickly. Player Driven Logistics For players, units in need of ammunition create opportunities to fly logistics missions themselves. Destroying enemy units in direct combat certainly gives enough credits, but an equal amount of credits can be made resupplying entire SAM sites or clusters of anti-aircraft artillery. Besides the in-game currency payout to buy better aircraft and weapons, this brings friendly air defenses back online to continue the fight. Tarantula delivering munitions to an actively engaged S9 SAM site. Flying with crates full of explosives is as dangerous as you would it expect it to be but flying into combat to deliver them greatly enhances the danger. Just like the enemy NPC helicopters that explode amazingly when you shoot them down, the same can happen to a player's transport aircraft. Even if a few cannon shells penetrate the hull of the aircraft. Player run logistic flights turn into a game of expertly flying to avoid danger and evade detection. Fortunately, as of update 0.31, Nuclear Option lets aircraft both land and deploy munitions crates or paradrop them while in flight. While rolling them out the back of an aircraft to let parachutes bring them to the ground is the safest way to deliver supplies, it is also the most inaccurate method without a lot of practice. Learning the right airspeeds and distances to paradrop close enough to a unit in need of resupply takes practice. UH-90 delivering supplies to a C-RAM system at an austere airfield. Resupply At Sea Perhaps one of the most understated parts of the logistics side of things is resupply of warships while at sea. These vessels are packed with various weapon systems and sensors that make them considerable threats to anything flying, driving or sailing in their reach. Whether its aircraft launching from carriers, long-range railgun fire or map crossing waves of anti-ship missiles, once their ship magazine is expended their ability to reach out and strike targets is lost. Eventually they too will be unable to defend themselves from consistent air attacks. Currently there is nothing like a naval port to build new warships in the same way factories can build ground vehicles to be deployed from vehicle depots. Keeping the warships alive for as long as possible is the best way to utilize them. These naval vessels can be resupplied with Naval Supply Containers; a variant of the standard land-based munitions containers made to float in the ocean. Any warship that passes within 200 meters of a Naval Supply Container has ammunition resupplied for all weapon systems onboard the ship. For a time, it was possible for the UH-90 and VL-49 to equip these navalized munitions crates from the destroyers, aircraft carriers and assault ships they could spawn from. This let a fleet at sea resupply itself within a few short minutes. However, that changed a few updates ago. Now all variants of the Munition Containers can only be loaded onto aircraft from pre-established land-based airports and air bases. Not even user made air bases can deploy them. Resupply of warships now requires potentially long-range resupply missions from land to sea. Flying over the open ocean with few ways to defend the transporting aircraft can be risky, but when resupplying a nearly depleted Dynamo-class Destroyer yields upwards of 20 million credits per successful resupply, it is a risk worth taking. VL-49 Tarantula slows to resupply a Dynamo-class Destroyer while it is in combat. A Heavylifter Future? If social media polls mean anything it seems like Shockfront Studios may be fielding a design for a new heavy lifter aircraft. How such an aircraft could impact Nuclear Option is speculation for now, but it is undeniable that it would become a central part to the munitions branch of the game's logistics system. Hopefully the day comes when this potential heavy transport is a staple of the large-scale battles in this game's future. Connect with Nuclear Option by Shockfront Studios Steam X.com Linktree About the Writer Aaron "Ribbon-Blue" Mendoza 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 ]

Interview Just Pocket Games, Developer of Pocket Flight
Discussing a soon to release "cozy" flight game with a new dev team. Coming March 12th, 2026! A few weeks ago during one of my usual social media platform patrols for flight game updates, Pocket Flight by Just Pocket Games flew onto my timeline. A few seconds of gameplay in the announcement video showed various types of aircraft flying above treetops, punching through storms and collecting strings of floating coins. During Steam Next Fest February 2026 we went hands on with the public demo to get a feel for gameplay. Now, shortly before the game’s release on March 12th, 2026 , we interview the developers to learn more about them, the project and some future plans. Hello! Just Pocket Games is a brand new studio to me. I know very little about it beyond some of the promotional posts on social media. Please introduce yourselves. We’re Just Pocket Games, a small indie studio founded by two longtime friends who met while studying Game Development at university. We’ve known each other for years, worked on student projects together, and always talked about building something of our own one day. Pocket Flight is the result of that promise. We’re developing it after our regular day jobs - late evenings, weekends, whenever we can find time. It’s very much a passion project. Marcin is responsible for the art direction and overall game design. I support the design process and handle all the programming - which basically means I turn Marcin’s ideas into something that actually works on screen. That’s our system: he dreams it up, I make it run! What inspired the members of Just Pocket Games to create the studio? The idea of starting a studio had been with us since our university days. Back then, we worked on multiple small projects together and realized we complement each other naturally - creatively and technically. Over time, as we moved into our professional careers, the desire to build something personal kept growing. We didn’t want to wait for the “perfect moment,” so we decided to start small and build in our spare time. Just Pocket Games was created as a space where we could experiment freely, without external pressure, and design the kind of experiences we personally enjoy - focused, atmospheric, and emotionally driven rather than competitive or overwhelming. Do you have any previous experience with game development? How did you learn? Yes! Our foundation comes from studying Game Development, where we gained both theoretical knowledge and practical experience by building multiple projects from scratch. After university, we continued developing our skills independently. A lot of our growth came from hands-on experimentation - prototyping systems, refining mechanics, testing ideas, and learning from what didn’t work. Marcin developed his visual style and design approach through constant iteration and artistic exploration, while I focused heavily on programming architecture, gameplay systems, and technical optimization. Where did the concept for Pocket Flight come from? What does “cozy flying” mean? The idea for Pocket Flight emerged from conversations about how most flying games feel intense: fast, competitive, or combat-driven. We started asking ourselves: what if flying could feel calm instead? The concept evolved around that thought. We imagined a game where the main experience isn’t about winning or losing, but about atmosphere and flow. "Cozy flying" for us means removing pressure and focusing on sensation - smooth movement, soft lighting, minimal UI, gentle audio, and a sense of openness. It’s designed to be something you can play after a long day, the same way we build it after ours. In many ways, Pocket Flight reflects our own rhythm: balanced around daily responsibilities, created slowly and intentionally, with care for small details. You know, I felt the rhythm you mentioned during Steam Next Fest February 2026. I was bouncing through other demos as well, but it was easy to casually slip back into Pocket Flight to wander around for 10 to 20 minutes. The short game play cycles work well in sandbox mode. Is story mode also going to be suitable for short play sessions? Yes, story mode is being designed with short play sessions in mind. Most missions are intended to fit within roughly 15–25 minutes, similar to the rhythm you experienced in sandbox mode. The narrative will be delivered through small quests and story moments, but the structure is intentionally divided into clearly defined stages. This way, players can complete a meaningful piece of the story in a single session without feeling obligated to continue playing in one long stretch. So whether someone has 15 minutes or wants to chain several stages together, the progression should still feel natural and satisfying. For people wondering what a story mode in a game like this would be, can you give them a general idea of what they can expect? Without giving too much away, the story mode focuses on a more personal side of the pilot’s life. As you progress, you’ll uncover fragments of his past and revisit events that shaped where he is now. The narrative unfolds gradually between flights through small story moments and memories, so players piece things together over time rather than receiving everything at once. And you won’t be alone up there! Along the way, a female voice will appear in the story as well. The in game currency system being designed to encourage exploration feels like it is a uniquely Pocket Flight style system. That is to say, I cannot think of a similar system off the top of my head. What types of upgrades can players do in the Plane Editor? In the Plane Editor, players can modify both the visual appearance of their aircraft and its performance. There’s a wide range of parts available, allowing you to experiment with different configurations depending on the kind of flying you prefer. You’ll be able to swap and customize elements such as engines, wings, tail wings, and propellers, which can influence how the plane behaves in the air. On top of that, there are also visual customization options, including different colors, so players can give their aircraft a look that feels uniquely theirs. Are the upgrades in the Plane Editor persistent? If I unlock a new engine for an aircraft using coins I gathered in sandbox mode, will that engine upgrade still be available in story mode? Upgrades from the Plane Editor are separate from story mode. The modifications and parts you unlock are meant for sandbox play, while the aircraft used in the story campaign remains fixed. This allows us to keep tighter control over the pacing and the overall experience in story mode. Missions are designed around a specific aircraft setup, ensuring that the challenges and moments in the narrative play out the way they were intended. Daily challenges seem to be a key part of the replayability for Pocket Flight. What sorts of daily challenges will players have during the full game release? At launch, players can expect a set of simple but engaging daily challenges designed to encourage regular flying and exploration. Examples include flying a certain number of kilometers, spending a specific amount of time in the air, collecting a set number of coins. These challenges are meant to fit naturally into normal play sessions, giving players small goals to pursue each day while they explore the world. Pocket Flight uses procedurally generated terrain to make very large maps for players to fly over. How large are these maps? Was it difficult to use procedural generation in this way? In practice, the maps are effectively infinite. Each of the five biomes available in the menu is built from dozens of terrain chunks that are combined dynamically as you fly. These areas are further enriched with details like vegetation and wildlife, which help make the world feel more alive while exploring. One of the biggest challenges was hardware performance. Procedural generation can be quite demanding in terms of system resources, so a lot of work went into making the generation efficient enough to run smoothly during gameplay. In the end, we’re happy with how it turned out and feel we’ve built a solid world generator that allows players to keep discovering new landscapes while flying. What were some of the biggest challenges during the development of Pocket Flight? Any tips for other developers to keep in mind while starting their projects? One of the biggest technical challenges was the aircraft customization system. Handling all the different interchangeable parts, saving player configurations, and dynamically updating aircraft stats depending on the selected components turned out to be much more complex than it might seem at first. From the art side, creating the aircraft themselves along with all the interchangeable components was also quite demanding. Designing parts that fit together visually and technically across many configurations requires a lot of iteration. At some point you also start running out of good reference material, especially when working on stylized aircraft and modular pieces, and you have to rely much more on your own judgment and design sense. If there’s one takeaway for other developers, it’s that systems which seem simple on paper can become surprisingly complex during implementation - so it’s worth planning extra time for iteration and problem solving. How was Steam Next Fest for Just Pocket Games? Is this the first game festival the team has participated in? You could say it was the first one we seriously prepared for. Overall, it was a very positive experience for us. We received a lot of kind words and constructive feedback about the game, which has been extremely helpful. Perhaps most importantly, we had almost no reports of serious bugs, which was a great sign for us during the event. We’re taking all the feedback we gathered, drawing conclusions, iterating on the game, and getting everything ready for the full release. After the release of Pocket Flight, are there any plans for post-release content? New maps? Aircraft? Yes. We’re already planning a free content update scheduled for late March 2026. The update is planned to include several new aircraft, a new biome to explore, and a new mini-game for sandbox mode. Our goal is to expand the variety of activities and environments available to players after launch while keeping the core experience fresh. Thank you for the pre-release interview. I appreciate the team making time to talk to Skyward Flight Media before the game release. Thank you for your interest in Pocket Flight and for taking the time to speak with us. It’s always great to share a bit about the project and the work that has gone into it. We appreciate the opportunity and hope players will enjoy exploring the skies when the game releases. Clear skies! Connect with Pocket Flight and Just Pocket Games Steam Page - Discord - Facebook - Instagram - TikTok - X.com - YouTube About the Interviewer Aaron "Ribbon-Blue" Mendoza 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 .

Creator Highlight: Tupo's Aviation Channel!
It has been a while since we wrote about another content creator, so we wanted to choose someone that was closer to home. That is when someone came to mind, a creator that has been hanging around the Skyward discord server for a really long time: Tupo. Not only are they a fellow content creator, but also someone that has been putting increasingly amounts of effort on their video creation to bring to light older titles to light, or to showcase how a certain series or aircraft has evolved in digital aviation throughout the years.
What makes their channel unique is not editing or even their flying skills, but the emphasis they put on historical and retro content. Almost every modern flight sim-focused creator I've watched recently only focuses on what's trendy or on the latest sim or module to come out.
One series that exemplifies Tupo's efforts is their "Evolution of X in Combat Simulators", one of their most popular series on Youtube. It has a single focus: grab an aircraft and look back as much as possible to see how the portrayal of that airframe has evolved over the years. Something which I find extremely intriguing and appealing. Tupo's focus is more niche, but at the same time, that is what makes it appealing. To me, as a content creator on this space, I have always held a great level of respect for the titles of years past; those are the titles that shaped the genre of flight within this virtual space of ours, and the ones that molded it into what it is today. Many of these games have been forgotten to time, and most are now behind consoles or software that is difficult to find or borderline impossible to run on a modern machine. They go out of their way not only to acquire old games, but also to document them through their videos so that these games have a bit of legacy behind them; and to expose them to a way bigger audience.
I sinecerely hope that tupo continues on the same path they currently are on, as this would mean that many, many games would get some much deserved spotlight after years of gathering dust at someone's basement.

Steam Next Fest February 2026
Thoughts on indie demos from the recent Next Fest Steam Next Fest February 2026 is over. From February 23rd to March 2nd, 2026, we played various demos for upcoming flight games. While we have covered many festivals like this in the past, this year we decided to change things up slightly. Rather than rush through all available demos in just two or three days in the middle of a weeklong event, we took our time to instead promote the games during the festival period both here on the website and on social media . Our thoughts now come a few days after the festival is over. While we are specifically talking about a few of the demos here, be sure to double back to our post announcing the demos at the end of last month to further research what is being developed out there. Wings of Aviora Coming into Wings of Aviora I was not sure what to truly expect. I feel like my mind wanted to compare it to Crimson Skies within the first few minutes I saw it. Mainly because of the focus on propeller driven aircraft and steam punk design cutes. That perception was quickly blown away by two major factors: world setting and aircraft building. The setting of the game is that on the planet Aviora the New Vravice archipelago is under siege by mechanical creatures causing destruction. The concept is that there are no briefings and no maps to guide you in the fight. Players are encouraged to take their aircraft, launch from their home base and take off on a 'sky patrol' as per the Steam page. Players can wander around the islands - some of them floating in the air - to do training challenges, search for enemies, intervene in on going attacks, avoid (or challenge) Leviathans, escort trade ships and more. Further encouraging exploration is finding blueprints for new aircraft parts behind mountains, in the middle of small towns and who knows where else. Aircraft building is a much larger part of this game than expected. Story wise, the player is a test pilot a part of an aviation engineering effort to develop new technology to combat the mechanical invaders. The level of customization previewed in the demo is also higher than I thought it would be. Story wise, the player is a test pilot a part of an aviation engineering effort to develop new technology to combat the mechanical invaders. While the demo provides players with three distinct designs to start with, the aircraft building aspect is detailed enough to let players build entirely new designs from the unlocked parts. Taking these aircraft on flights, completing challenges and successfully retuning to base will get the aircraft's design rated with the gathered data used to unlock even more components. Combat is rather reasonable in the game. While the enemies that appear are not highly maneuverable like a traditional aircraft, this does give players the chance to use evasive maneuvers to evade enemy attacks and counterattack somewhat reliably. The flight model is forgiving enough to allow for arcade flight game style maneuvers and let players build some pretty wild aircraft, but there are factors like overheating/stressing the engine, running out of fuel and of course aircraft hull damage. Overall, this was a pretty solid demo from developer Stormy XP . I came in only knowing the bare minimum and was surprised by the depth provided in the demo. StarFront: Lancers Looking at the promotional media for StarFront: Lancers , I was primarily drawn in by the concept of a sci-fi flight action shooter with customizable hero traits. This game is set in a deep space conflict with a handful of factions interacting with and battling one another for story related reasons. There is only one story mission in the demo, so rather than focus on the lore details, we should look at the combat and customization system. Using two in-game currencies gained by completing daily tasks, story missions, custom missions and Gauntlet game mode missions, players can purchase and customize many things. Space fighters with 10 or more customization slots can equip upgrades across five categories. Each of these pulling certain amounts of energy to function, making power management important. These parts can be purchased from the in-game shop or salvaged during combat in any game mode. The next layer of customization comes with the characters. There are up to five characters that can be unlocked and leveled up. These characters have baseline stats unique to themselves with certain ship components impacting their stats, but mainly it is their Manifestation (skill tree) that greatly expands their stats and unlocks new character specific special abilities. StarFront: Lancers plays like a classic space-based arcade shooter with game mechanics like hull armor, energy shield strength, booster timers, engine off motion drifting, basic gun aim lead mechanics; everything you would expect of a solid game in this genre. Finding the right mix of components to defeat enemies efficiently while still leaving enough energy for high-speed maneuvering is a nice balance. The default gamepad controls leave a bit to be desired, but that may be more personal preference than anything else. Not a problem since it does have a rather nice option menu for remapping that even includes a handy benchmark stress test to check setting performance before starting a mission. I do not normally play a lot of spaced based games; no matter how arcadey or simulator like they are. I had a great time with the StarFront: Lancers demo within just the first five to ten minutes of playing it. SimplePlanes 2 SimplePlanes 2 by Jundroo Games had multiple timed demos over the past year or so. The third demo that was active during the recent festival added a new area to explore (three areas total), many more base game vehicles, limited vehicle editing and other small features previously seen in the past demos. Recently we had a great multiplayer session with the current demo, but our November 2025 first impression written by Caio D. "Hueman" Baretto is still accurate and goes into immense detail about SimplePlanes 2 from the perspective of someone that put in a lot of time in SimplePlanes 1 and built dozens of vehicles with custom systems. Read that one for our thoughts on the SimplePlanes 2 demos up to now. POCKET FLIGHT Among the primarily combat focused flight games I tried during Steam Next Fest, Pocket Flight by Just Pocket Games acted as an unexpected pallet cleanser. Claiming itself to be a "cozy flight game" I really was not sure what to expect. There are certainly flight games that are made for non-combat enjoyment, but "cozy" as in comfortable? Eyebrow raising. Though the full game will have a story driven game mode as well, the demo focuses on the sandbox game mode. The game uses procedurally generated terrain to let players fly across endless distances exploring different landscapes. Two landscapes were available in the demo with distinctly different themes. With the one aircraft available in the demo you are flying around without specific objectives beyond a general daily task to give you some minor direction. Within the somewhat nebulous concept at hand, the daily tasks do contribute to the developer's concept of this game being built for casual flying sessions. I can say that while wandering around foothills, hunting for unusual structures and pushing through turbulent weather I actually did feel myself unwind a bit. While wandering the landscapes players can find unexpected landmarks and wildlife while collecting coins scattered across the area. The gathered coins can be used to unlock new landscapes, new aircraft and new parts to modify aircraft. Aircraft modification in Pocket Flight focuses on engines, wings, propellers, rudders and aircraft color. Besides aesthetic changes, flight values for aircraft attributes like speed, roll, turn, pitch, acceleration and deceleration. The aircraft in the demo, the Breeze, is a propeller driven biplane. It is arguably perfect for the scenic type of flying the game is staking its identity on. Its lower maximum airspeed and easy low speed flight characteristics are perfect for taking in the sights and flying in a relaxed manner. It makes me wonder how faster aircraft like the Skyline L (regional jet) and the Skylark (military style fast jet) would fit into the overall feel of this type of game with their significantly higher speeds. I'm sold on the concept and would like to see just what a "cozy" flight game has in store for the genre. Who knows, perhaps we have had "cozy" games within this genre and we have just been viewing them through the wrong lens. About the Writer Aaron "Ribbon-Blue" Mendoza 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 Profile ]
