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A simple, accessible-yet-difficult, fwooshy, “feel good” flight sim. Blow things up on an infinite number of procedurally-generated islands, but watch out for volleys of missiles; when you die, you're dead.

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Alpha 14 Gameplay - Skycarriers! Alpha 13 - Fancy Flyin' Alpha 13 Gameplay - Tutorial
Blog RSS Feed Report abuse Latest News: Alpha 13 Released!

2 comments by nihilocrat on Jan 19th, 2014

Ever since I released Alpha 10, I've noticed that the game is harder to understand than I expected. I always knew I'd eventually make a tutorial, so I've finally gotten around to it. I'll figure out its full efficacy once I show it in person to someone other than my wife, in the meantime all of you guys get to try it out!

I also noticed that players would always fly very low, dangerously low, and never really try to gain altitude merely for safety's sake, as any experienced flight sim junkie would do. Most arcade flight sims like HAWX or Ace Combat alleviate this by starting you off in the air, which didn't really work with launching from a carrier. So, rather than removing the carrier, I just moved them up into the sky! Having enemy carriers in the sky also gives you a lot more things to do up above the clouds, and in my opinion makes the battlefield feel a bit more "full" than it used to.


  • Sky Carriers! Aircraft carriers are now airborne, 'cause it's fun and looks cool.
  • Flight School! The game now teaches you how to play it, no need to crack open the readme file.
  • A few enemy aeros are now patrolling the skies. Formerly, the only aeros you would encounter would be launched from aerodromes or carriers.
  • Your progress is saved every time you complete an island. This means if you quit the game, you'll have all your progress since starting the current island.
  • Range calculation is more accurate, rocket and gun ranges are now shorter, as was intended.
  • The LRSAM has been nerfed to do half damage and have only slightly higher range than a SAM. This means it's less likely you'll get missile warnings and have no idea who's shooting at you.
  • Fighter stats were rebalanced a bit. All fighters have slower dive rates, which means you'll go a little slower while diving and therefore lose less altitude.
  • Ramming into things now causes damage to them..... but it's not recommended. :)
  • Mac Players: You will probably still have problems using gamepads. I am looking into a permanent solution, but it requires me to rewrite all of my input code to use the InControl library. This is a primary goal of Alpha 14.

If you like the game, please consider leaving a donation:

Participate in the player community at the subreddit (well, uh, at this point, CREATE the community):

If you'd like to keep better track of the project, just follow me:
Twitter: @nihilocrat
Tumblr: Nihilocrat.tumblr.com

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Alpha 17 - Windows (.exe)

Alpha 17 - Windows (.exe)

Feb 22, 2014 Demo 1 comment

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Windows (.Zip)

Alpha 17 - Windows (.Zip)

Feb 22, 2014 Demo 0 comments

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Mac

Alpha 17 - Mac

Feb 22, 2014 Demo 1 comment

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Linux

Alpha 17 - Linux

Feb 22, 2014 Demo 1 comment

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 14 - Windows Installer (EXE)

Alpha 14 - Windows Installer (EXE)

Jan 31, 2014 Demo 0 comments

Alternate micromissiles, along with usability tweaks and bugfixes.

Alpha 14 - Windows (ZIP)

Alpha 14 - Windows (ZIP)

Jan 31, 2014 Demo 1 comment

Alternate micromissiles, along with usability tweaks and bugfixes.

Post comment Comments  (0 - 10 of 29)
Nergal01 May 9 2014, 10:14am says:

Alpha 19 is the best update so far!

However, some gripes:
-It somehow much laggier on my laptop (used to ran smoothly under 'Awesome' graphics quality and 1366x768 resolution), especially when there's too many explosions happening/hectic.
-The 'unselectable plane's default special weapon' bug still hasn't been fixed yet. i.e if you replace cluster bomb from Kondor's default loadout with other weapon, you can't switch it back to cluster bomb until you buy it from the store since cluster bomb isn't listed in inventory by default.

+1 vote     reply to comment
ivalin May 2 2014, 5:43pm says:

Why Alpha 18 is not in IndieDB ?

+1 vote     reply to comment
philstrahl Apr 30 2014, 1:05pm says:

Love the look! Reminds me a bit of StarFox in a very good way :)

+1 vote     reply to comment
Nergal01 Apr 21 2014, 10:11pm says:

Looks familiar?

Still though, I'm waiting for a proper complete KB control. The current mouse control's somehow too nausea inducing for me :\

+1 vote     reply to comment
szboudreau01 Apr 26 2014, 5:48pm replied:


They said they're gonna add in an in-game re-mapping menu, so that may help abit. Though War Thunder's control scheme for mouse is a thing to clone.

+1 vote     reply to comment
szboudreau01 May 28 2014, 12:09pm replied:

oh my god thats an adfx01 morgan

i am such a disgrace

+1 vote     reply to comment
szboudreau01 Apr 17 2014, 3:25pm says:

I'll make a mere 3 suggestions.

1: Bring back sea-based carriers. This is just me wanting those old things back. Also, the current aerial carriers only fly over water.. is there a way to make them ignore the difference between water and land tiles?

2: BIOMES. I mean, really, I dunno why I want them, but.. obviously, you start off on an island. And then the next environment is one of the many that appear on our real (not-hexagonal, not-turtle) Earth, which includes; Coasts, Deserts, Forests, Artics.. this wouldn't change the fighting much, but it'd make for purrty battlefields! This is merely a visual suggestion, and it may require you to modify the current world generating code to do this, as at the moment it seems to only be able to do islands.

3: Moving ground targets. The Toros are already great for this, as they just need jump-jets - or, jump-rockets? - to traverse higher hexagons. This could be taken far, such as making absurd amounts of ground units, but that's obviously your choice.
-3A: Linked to the above, allied combat units. Maybe just a small force of Toros that are capped off that you just need to re-purchase when they're ded. No need to over-complicate it, it's literally just friendly mechz.

+2 votes     reply to comment
szboudreau01 Apr 7 2014, 10:36pm says:

So, I got Ver. 18.

It's awesome.

I won't list anything positive, though, play the darned thing yourself, it's only 12 megs, don't be lazy.

Anyway.. this game has a weapon that put one of the most overpowered weapons of before - Armored Core 1's WA-FINGER - to complete shame. It's also a machine gun. The MGun-Turbo.

Seriously, that thing's as satisfying as it is brutally powerful. The be-all, end-all of weapons in general. If you mount 3 of them at once on an aircraft, you have 90 rounds to slaughter ANYTHING that dare stand in your FoV. It has an unassuming damage level, and absurd RoF. However, I have actually used this as my primary weapon - for 300 scrap, I am unstoppable, as a 30-round (or a cartridge) burst can destroy entire air wings, and only abit over 100 (or about 30 freaking seconds of continued firing) rounds are needed to bring down an aircraft carrier.

I'm abit divided, though.. this weapon's so bloody overpowered, being able to destroy the command center alone in a reasonable amount of time, and that's both why it's a good AND a poor weapon. Good in that it's EXTREMELY satisfying to use, and you easilly destroy stuff - that destruction part of our minds. However, as I stated above, it's poor as well because it's too overpowered - I might as well bring in the A-10's GAU-9 into the competition. If you want to keep the Gun-T this powerful, then please, make it extremely expensive, or it will remain the only gun you should use. Otherwise, tone down the power.

+1 vote     reply to comment
szboudreau01 Mar 17 2014, 9:45am says:

KurtJMac played the game!
'Aeromod?... that must be something they haven't implemented' Proof that Youtubers don't bother to check anything to prove a point!
'I need some sort of Flares..' Kurt wants to get rid of part of the Ace Combat-yness!
'Where are these coming from?' Kurt doesn't remember the second aircraft!

Also, he wasn't able to understand how to change aircraft on the same island. I think the flight tutorial should make it obvious that you can land on the carrier, that'd help alot.

+1 vote     reply to comment
Guest Mar 16 2014, 3:55pm says:

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Released Dec 19, 2013
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