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Vector Thrust is a Fast pace cellshading flying action.
The game aims to offer a variety of game modes from more quick action oriented an immersive story based campaign where the player can acquire new planes as he progresses.
The player has full power over the game in order to tweak, edit or mod every aspect of the game. Adding custom skins, changing a parameter of a unit or creating full-blown battle scenarios is easy and open to anyone.
Above all, Vector Thrust also delivers a tactical, intelligent AI, where every unit works to complete his mission in a dynamic ever-changing battlefield that is never played the same way twice.
More info, features and content will be added weekly, including new maps, aircrafts and others.
Features:
15 comments by timeSymmetry on May 14th, 2012

After a succession of requests from various users asking for the cockpit view, it was clear that this view would definitely had to be available immediately in the first release.
So this week was focused only towards the development of this view.
The three available views:



For now, only the F-16 has cockpit view, but the other aircrafts and following additions will have their respective cockpits as quickly as possible.
There is also the possibility to add a fourth view, another cockpit view, but more distant to the panels thus having a more clear view of the soundings
It’s still possible to look around in the cockpit view:


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The date has been set; it will be in June 20!
The main reason of the release being delayed up this point, was to be able to offer a game that even in the first alpha release has already the main key elements implemented.
In the current version, it is possible to make/play campaigns from start to end as well as adding any kind of user made content.
This was to reduce the risk of the alpha supporters, a game fully playable without the supporters having to wait weeks or months for main gameplay elements to be implemented.
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(Until the alpha is released more content and features may be added, so the official list will only be available in the day of the release)
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Highest priority (things that likely be available in the next weeks after the alpha release):
High priority:
Medium priority:
Low Priority:
(Note that small additions or improvements are not listed here, for example, redesigning de menu/huds)
The list above is what’s expected to be added in the game. It is not listed in order of implementation and lower priority elements may be added before the highest being completely cleared.
Also, most of this list is expected to be implemented in a year of deployment regardless how successful the alpha funding may turn out to be.
In case of a successful alpha funding, more production values will be added to the deployment allowing faster content & features development, with the possibility of expanding the game beyond what its listed here.
The goal, is to make this game as a reference for arcade flight sims on the PC, but there is a will to be more than that, another goal is to make a full warfare engine capable of delivering mods such as space battles of epic scale or fast paced robot action with little to no effort required from the mod makers.


Stay tuned, more reports will follow
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This just gets better and better.
I think on the subject of release, one way to do it would be release a alpha that people can pay for and play while you are developing the game, then go to beta, then the full game, the price going up every time, but a one time only payment, so if you buy the game in alpha, you can get all the future updates, much like how minecraft was marketed.
But of course, if you buy in alpha, there is no guarantee that the game will be completed, but its a chance you would have to take to get all the future updates.
Also, Do you have a website yet?
This is going to be absolutly awesome but I think you guys should make it more realistic and not very arcade and also do a cockpit view, that would be awesome, anyway you guys are doing and awesome job.
It was a miss not to post any screenshot of the HUD view up to till now. Cockpit view with model is not ready in the current version.
About the realism, the game may be an arcade, but the flight model tries to be as accurate as possible to the actual specs.
Also, as previous mentioned , the game tries to respect everyone’s taste allowing to complete mod the game, or just a campaign, to take a more simulation-like approach.
Weeaboo
Have you considered some VTOL planes like the harrier and the STOVL F-35B, and what don't forget the F-22! (Not VTOL, but still awsome)
Also, maybe add some larger planes, for example the B-52 Stratofortress
F-22 and other fighters are the "must have", they will definitely be in the game.
VTOL planes are already planned, but they will be left to when the players can play the game and experience the controls. Their feedback will help fine tune the VTOL mechanics
For now, the approach of the addition of aircraft is to balance with popular and less known ones, as the list grows it will be added more obscure aircrafts
Playing with the B-52 would be epic, something it could be tested in the next weeks. In gameplay mechanics, the main weapon of bombers would be bombs and the special weapons would be air-to-ground missiles or other weapons. (self-defense gun turrets act automatically)
wow this looks good cant wait to try it out :) hope you add the F-15C
Following the planning, the next one will be the MiG-21 bis and the next it will be precisely the F-15C, so look forward to that.
In the campaign will you be flying with a squadron? I wouldn't want to fly solo in these skies
Yes, you can have as many teammates as you like, but the concept of group, teamwork or hierarchy it is not ready yet.
As a result, they work for the mission, but they act for themselves, only with a common goal.
To better visualize, they behave like they were the “player” and they don’t give any special treatment to the actual player
So you better steal their kills as they likely try to steal yours.