WingsSimulations Flight Simulator 2027
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Development Update - July 7th This week's development cycle has delivered significant improvements across visual fidelity, system performance, and core simulation stability, with major milestones achieved in rendering, hardware compatibility, and physics architecture. Visual & Atmospheric Overhaul Night Lighting Enhancement A comprehensive pass has been completed on the simulation's night-time appearance. A new "fake" night… | — | |
| Game update | Dev Update - June 28th This week's development cycle has been dedicated to advancing visual fidelity, system performance, and overall simulation stability. Substantial progress across several core areas of the engine has been made, with a strong emphasis on atmospheric rendering and hardware optimisation. 1. Cloud & Weather Rendering Enhancements The cloud system has undergone further refinement to improve its visual… | — | |
| Game update | Dev Update - June 21st 1. Scenery Streaming & World Collisions · Building Collisions Enabled: The global environment is no longer just visual. We have integrated a structural collision mesh framework for all globally generated buildings, meaning aircraft will now accurately interact with city geometry and obstacles. · Optimized Scenery Loading: Major adjustments were made to the core simulation streaming backend. We… | — | |
| Game update | Dev Update - June 10th 1. Rendering Pipeline & Engine Architecture · Switch to Deferred Rendering: The simulator has officially transitioned away from a Forward Rendering pipeline to a Deferred Rendering architecture. This structural change allows the engine to handle a significantly higher volume of dynamic light sources simultaneously without a massive performance penalty. · LOD Rework: The Level of Detail (LOD) sy… | — | |
| Game update | Dev Update — Week of May 26 This week brought some more progress across rendering, aircraft systems, and scene quality. Grass System - GPU-Driven Renderer The vegetation system has been rebuilt around a fully GPU-driven pipeline that replaces the older geometry shader approach. Rather than the CPU deciding what grass to draw, a compute shader now runs first and does all the culling work on the GPU - checking each potentia… | — | |
| Game update | Dev Update – Week of May 19, 2026 Hey everyone! A packed week with a lot of visual and technical progress to share. Cloud & Rendering Cloud parameters are now exposed, meaning modders can tweak clouds however they like. Rendering improvements this week also brought some general visual polish across the board. Airports & Lighting Airports received a lighting pass — runways and taxiways now have more lights, making night operatio… | — | |
| Game update | Dev Update – Week of May 12 Hey everyone, another week of solid progress to share! Shader Error Reporting Future Modders will be happy with this one — the engine now displays a proper error screen when something goes wrong with a shader, making it much easier to track down what broke and why. Cloud System Overhaul We've been reworking the cloud rendering system from scratch, moving toward the techniques used in AAA titles… | — | |
| Game update | Development Update – Week of May 5, 2026 Hey everyone! Another week of solid progress to share, this time focused on performance and visual consistency. Buildings & Rural Coverage The building system has been reworked from the ground up. It now performs more consistently across all environments, and we've integrated a new API that brings better detail and improved coverage to rural areas that were previously lacking. Intel GPU Fix A b… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.