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Steam News6 June 20261mo ago

Blue Fury Now Available

I still don't consider myself a programmer. I'm self taught, so how could I be? The first time I ever tried to make a game was with AMOS on the Commodore Amiga back in about 1994.

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  • Gameplay
addedI've always considered myself a visual learner and made many false starts on this game. The overall design has been in my head for a decade. But this time, it was different, I found that instead my mind works best looking at a wall of text, a wall of code, and I've self diagnosed myself as a 'block reader'. So I tried a new game engine. I tried working in code. Wait a minute, I can actually do this? I can do this... quickly?

Blue Fury changes

addedI've always considered myself a visual learner and made many false starts on this game. The overall design has been in my head for a decade. But this time, it was different, I found that instead my mind works best looking at a wall of text, a wall of code, and I've self diagnosed myself as a 'block reader'. So I tried a new game engine. I tried working in code. Wait a minute, I can actually do this? I can do this... quickly?

I still don't consider myself a programmer. I'm self taught, so how could I be?

The first time I ever tried to make a game was with AMOS on the Commodore Amiga back in about 1994. I always loved gaming and got really heavily into racing simulations, so much so that in 1999 I founded a Web site that led me to be hired by a studio in 2005.

For 21 years I worked for sim racing studios making racing simulations, but not as a programmer, not as an artist, not really on the gamedev side at all. I did licensing. I did sales. I did community management and social media. I made trailers, wrote announcements. Seriously, everything but...

Then December, 2025 rolled around and I was involved in layoffs. I've always been a 'jump before pushed' kind of guy and because of my role I got made part-time instead of fully unemployed. This was my opportunity... I worked part-time, then quit in February.

I've always considered myself a visual learner and made many false starts on this game. The overall design has been in my head for a decade. But this time, it was different, I found that instead my mind works best looking at a wall of text, a wall of code, and I've self diagnosed myself as a 'block reader'. So I tried a new game engine. I tried working in code. Wait a minute, I can actually do this? I can do this... quickly?

I pushed like crazy and a mere six months later, here it is. It's not perfect. It's full of quirks and hacks that I'd be able to avoid now if I started over, but it was also time to draw the line, accept my first game, and love it for what it is.

I absolutely adored the game from 1994 that served as inspiration for making this. Zeewolf, by Binary Asylum, was something I put a ton of time into and one of the last games I remember before I became addicted to racing simulations.

--

General tips:

This game is hard. Oh yes, it starts off a bit easy in the campaign and there are ways to do things that appear to make it easier, but the AA rockets are deadly - so stay low - and the helicopters can take you down in seconds. You literally do not have enough ammunition of any kind, so you can either fly with strategy, re-arm and go into battle again, or you can try to take out the primary target and RUN. It's up to you.

Yes, the campaign is possible.

Thank you,

Tim Wheatley

Source

Steam News / 6 June 2026

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