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Steam News19 December 20256mo ago

Tools to remain in flight

Anti-Air I got another iteration of the enemy AA gameplay loop done. Instead of only mobile SAMs, there are now also flak guns. They’re less precise, but apply more consistent pressure.

In this update3

Full notes

Full Drone Sector update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Performance
  • Maps
changedAnti-AirI got another iteration of the enemy AA gameplay loop done. Instead of only mobile SAMs, there are now also flak guns. They’re less precise, but apply more consistent pressure.
addedAnti-AirAA without countermeasures would be boring, so I added two additional layers. Both currently apply to SAMs.
addedAnti-AirThe first layer is passive stealth. When the gunship is flying at higher altitudes and in command mode, radar-based AA has a harder time getting a lock. Entering fire support mode opens the gun bays and makes the gunship much more visible to radar. I also added a radar lock progress bar, so it’s clearer how much time you have to react.
changedAnti-AirFlares are limited and not guaranteed protection. Fired too late, the explosion can still deal damage. Fired too early, the missile may re-acquire the gunship. Using more flares is safer, but also more expensive.
addedAnti-AirA new gunship 3D design is also in the works.
addedLots of Small TasksI added support for input rebinding again. It still needs more work, but the UI is now a few steps closer to a solution that works well with controllers too.

Drone Sector changes

changedI got another iteration of the enemy AA gameplay loop done. Instead of only mobile SAMs, there are now also flak guns. They’re less precise, but apply more consistent pressure.
addedAA without countermeasures would be boring, so I added two additional layers. Both currently apply to SAMs.
addedThe first layer is passive stealth. When the gunship is flying at higher altitudes and in command mode, radar-based AA has a harder time getting a lock. Entering fire support mode opens the gun bays and makes the gunship much more visible to radar. I also added a radar lock progress bar, so it’s clearer how much time you have to react.
changedFlares are limited and not guaranteed protection. Fired too late, the explosion can still deal damage. Fired too early, the missile may re-acquire the gunship. Using more flares is safer, but also more expensive.
addedA new gunship 3D design is also in the works.

Anti-Air

I got another iteration of the enemy AA gameplay loop done. Instead of only mobile SAMs, there are now also flak guns. They’re less precise, but apply more consistent pressure.

AA without countermeasures would be boring, so I added two additional layers. Both currently apply to SAMs.

The first layer is passive stealth. When the gunship is flying at higher altitudes and in command mode, radar-based AA has a harder time getting a lock. Entering fire support mode opens the gun bays and makes the gunship much more visible to radar. I also added a radar lock progress bar, so it’s clearer how much time you have to react.

The second layer is active flare and chaff deployment. Once a missile is already inbound, flares can redirect it.

Flares are limited and not guaranteed protection. Fired too late, the explosion can still deal damage. Fired too early, the missile may re-acquire the gunship. Using more flares is safer, but also more expensive.

A new gunship 3D design is also in the works.

Flak gun firing at the gunship.

Lots of Small Tasks

I added support for input rebinding again. It still needs more work, but the UI is now a few steps closer to a solution that works well with controllers too.

I improved minigun particle effects and vehicle tire particles. They look better with the same or even better performance.

I started working on a new map. It’s very similar to the swamp factory map, but the industrial zone extends wider, allowing for more urban combat.

Mission pre-planning is being developed further. I’m working on optional configuration tools for players who want more control over their experience, such as adjusting enemy composition and mission objectives.

Radar and missile warnings.

What’s Next

I’ll keep working on the new mission, small fixes, tracked vehicles, new voice lines, and related improvements.

What are some voice lines you’d want to hear in the game, and in what situations?

Ingmar Trump

Solo Developer

Source

Steam News / 19 December 2025

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