In this update15
Full notes
Full SkyInFlames update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- UI and audio
- Balance
- Events
- Server
SkyInFlames changes
Full list of changes
π new Β· β»οΈ reworked Β· π¦ unchanged from the previous version
0. Foundation β a new engine
The entire combat side of the game has been rewritten from scratch on a new engine. What this means for you:
Thousands of units, drones and missiles at once with no framerate drops
Smooth movement and stability
Every client sees exactly the same battle β this is what made fair online play, ranked mode and match replays possible
A loading screen with a progress bar before every battle
Three languages: Russian / English / Ukrainian
β οΈ Notice: some players have received a temporary ban. If you believe this is a mistake β message us on Discord.
1. MENU
Main menu β»οΈ
Singleplayer, Sandbox, Tutorial (temporarily disabled β being reworked), Multiplayer, Settings, Exit
Language switch, Discord button, live online counter, version number
"?" β»οΈ β formerly the FAQ, now opens the Codex (the encyclopedia)
Also: Replays π, Load (solo/sandbox saves), β© Return to ranked match π
Multiplayer β»οΈ (Steam + LAN)
Host / Join / Local game by IP
Lobbies for up to 6 players, public or password-protected, team slots, AI bots in slots, lobby chat
Same settings as solo + 1v1 / 2v2 / 3v3 modes
Ranked π (an entirely new mode)
1v1 / 2v2 / 3v3 modes
Matchmaking with live status, timer, per-mode queue counter and ping; only the party leader searches; blocked during maintenance and when players are on different builds
Stats: rating, wins/losses/games, win rate
Leaderboard that highlights your own row; click a player β their profile
Party π
Create / join by code / show and copy code / roster with avatars and a leader marker / leave / invite a friend. Up to 3 players.
2. LEARNING AND HELP
Codex π (replaces the FAQ) β the main help system
Opens from "?" in the menu and from the pause screen in battle, and works while paused. Four tabs, with cards that play animated clips on hover:
Units β aircraft, recon drones, kamikaze drones, naval drones, air defence, tactical ballistic launchers, cruise and coastal missiles, ships, ground vehicles; with health and damage values
Buildings β base, airfield, drone factory, strategic hub, missile plant and aircraft plant, depot, port, oil refinery
Mechanics β supply, refuelling and rearming, air defence and radar illumination, "what counters what", deployment, flares, alert zones, supply zones, separate budgets, fires, fog of war and reconnaissance
Controls β a full key reference with demonstrations
Around thirty animated clips (selection, movement, patrol, strike, air defence, refuelling and so on).
Controls (new layout) π
Left mouse button β selection and box select Β· Right β movement and orders Β· Right with drag β curved formation π Β· Shift+right β waypoint route Β· Alt+right β patrol Β· Ctrl+right β target for the active weapon Β· Space β deploy / take off / launch (a universal "start/launch") Β· V β return to base Β· E β afterburner Β· X β flares Β· C β jettison drop tanks Β· T β stop Β· F β camera follow Β· groups 1β9 Β· delete.
3. MECHANICS
Economy
Buildings generate passive income (refinery, strategic hub); buildings under construction or on fire produce nothing
Construction palette (Military / Production / Economy), build from scratch, damage freezes construction
Buildings and fires β»οΈ (major rework)
Almost everything burns now (except ports and cities), not just refineries
Early ignition π β a building can catch fire before its health reaches zero
Fires grow and eat away at health (1% β 100% over 10 minutes)
Burning ruins π β a building at zero health keeps burning instead of disappearing (fixes the "health jumps back to max on every hit" bug)
Fire crews drive along the roads: the first one is free, further ones cost money, and a destroyed crew is replaced for free β shooting up the convoy costs the defender time and money
A burning income-producing refinery drains money (10 β 100/sec); firefighting saves a non-income building, but a badly burnt refinery (below 25% health) is lost regardless
A destroyed airfield kills the aircraft parked on it π
Aviation β»οΈπ (rework)
Loadouts and pylons: 9 hardpoints, weight rules β a full load cuts speed by up to 30%, dropping bombs and firing missiles speeds the aircraft up; loadout editor and presets
Fuel and drop tanks (jettisoned empty), afterburner (Γ2 speed / Γ3 consumption)
SAM evasion π, flares (break IR lock)
Refuelling and rearming at the airfield, full takeoff and landing cycle
Weapons: free-fall bombs, UMPK guided kits (RU), GBU-39 (UKR), MALD decoys, air-to-air missiles, anti-radiation missiles HARM / Kh-31P π (home in on an active radar and fly to its last known position if the radar is switched off)
Cruise missile carriers (Su-24, Tu-22, Tu-160), Mi-8 (vertical takeoff, machine gun after an upgrade, can land on a corvette's deck)
Transports π (Il-76 / An-26) β carry vehicles and drop paratroopers along a route
Air defence π¦β»οΈ
Systems: S-300/S-400 (needs radar illumination), Patriot (sector), Pantsir-M (naval), Tunguska/Gepard (gun-based)
Radar illumination β "ghost" contacts; the S-300/400 only fire at illuminated targets
Target filters by type
Overkill limits π β how many missiles are spent on a single target
Patriot sector fire with traverse; deploy/pack up; ballistic intercept only during descent; chance to miss
Missile resupply from a depot within range; AI behaviours: shoot-and-scoot, reposition toward the threat, traverse
β»οΈ The old silent pause after a gun burst has been removed
Drones π¦β»οΈ
Strike: Shahed-136 / Lyutyi, jet-powered Geran-3 / Palianytsia (Γ2 speed); recon drones (vision only, no warhead)
Drone factories stockpile and send logistics to a delivery point
Navy π¦π
Corvette "Gremyashchiy" (RU, can only be built in a port): gun, Kalibr (salvos of up to 8), Pantsir-M, naval radar, reloading in port
Magura V5 (UKR, including a variant with two R-73s β shoots down aircraft, then rams); detonates only on contact with a ship or a port
Coastal Neptune (anti-ship sweep, auto-acquires ships)
β οΈ There is no dedicated engineering/supply vessel in the new engine yet β supply runs through ports and trucks.
Missiles π¦
Tactical ballistic systems Iskander / Grom-2 (mobile, manual launch only: queue targets β salvo; intercepts only during descent)
Cruise missiles: Kalibr, Kh-101, Kh-32, Storm Shadow, FP-5 "Flamingo"
Control and orders π¦π
RTS-style selection, fog of war, movement along roads (Γ2 speed)
Formations: line and curved formation π; routes, patrol
β»οΈπ Right-clicking an enemy assigns it as a target β drones, guns and aircraft will attack that specific target; the order is cleared when the target dies or leaves your line of sight
Special launches (bombs, decoys, GBU, Kalibr, ballistic launchers, Magura, anti-radiation), air defence settings, transport and airdrops, demolition and deletion, calling the fire brigade
Modes
Solo (side, difficulty, time, money, army)
Sandbox (free play, "continue" after the end), 4 AI levels
Online (public and password-protected Steam games + LAN, 1v1/2v2/3v3, chat, replays)
Ranked π β with rating, parties of up to 3, per-mode queues, skill-based matchmaking and an authoritative server
In-battle chat β currently disabled
4. Temporarily removed or in progress
β οΈ The step-by-step tutorial is disabled β being rebuilt for the new engine
β οΈ The engineering vessel β not in the new engine yet
β οΈ In-battle chat β disabled by request
β οΈ Note: as part of the fight against cheaters and players who ruin matches, some players have received a temporary ban. If you believe this happened by mistake β message us on Discord and we'll sort it out.
Source
Changelog.gg summarizes and formats this update. How we read updates.
